BlightedTrapper
BlightedTrapper
About
- Username
- BlightedTrapper
- Joined
- Visits
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Comments
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Nobody bothers turning it off since there's zero benefit to doing so. Especially for a PC player, who can't escape hackers even with cross-play off.
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I like the idea, though the perk may actually be a detriment against attentive killers. They'll notice they can no longer see the aura of an incomplete generator, and realize someone's there.
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Not a bad idea, though the perk should probably inflict a status as well so it's not useless on its own. Something like all survivors being inflicted with exhausted for 30 seconds after a survivor is hooked.
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This is my #1 criticism with the game right now. There are too many perks that could be decent, but are held back in some way.
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Classic Freddy is a must
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I do like the idea of survivors being moved to another part of the map after being caught. But unfortunately, too much of the game has been built up around hooks and carrying survivors. So there's unfortunately no realistic way this can be implemented.
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It should definitely be reworked to only track totems
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While we're at it, items and add-ons would be nice to share among survivors as well. But offerings are definitely the highest priority.
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Definitely Coach, I need his lines in the game
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I didn't have much trouble with it. Just ran stuff like Lethal, BBQ, and Discordance, with the add-on that causes swarmed to spread to nearby survivors. Smart survivors won't care if you hit them on the gen, they'll just remove the swarm in 2 seconds with a nearby locker.
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I'm pretty okay with the state of the game. My only major complaint is that perks aren't balanced nearly enough, there are probably 100 perks that still need buffs.
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I'm guessing the price would reduce about 40%, since the bundle is valued at around 2,500 cells before the discount. So it may cost around 900 cells if you own a skin from it. If you owned both skins it may be about 300 cells.
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Between the two, Twins. I've just never found Blight fun to play, especially on console.
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For the past few tomes they've added a few additonal skins over the usual 5 new skin limit for tomes. Though there are still only 5 deep rift skins per pass, so some skins aren't gonna get an alt.
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I've got the same issue, characters look especially blurry
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I would hardly call the new perk dead. If you suspect a survivor is hiding nearby, it immediately tells you. There are probably at least 50 killer perks that are less useful.
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Since the Blood Moon event, in order to farm points and the blood maps. Haven't had much incentive to hop on since then.
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You can remap it. Change Interactions/Pick Up Item to a different button.
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No complaints here. They'd be a perfectly fine killer if lockers were given more consistency in addition to these changes.
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The broken status effect is probably the smallest issue with the perk, and your suggestion isn't exactly an improvement. The perk's real problem is simply how inefficient it is. Even if you activate it with no interruptions, hitting all 7 generators with a 10% decreased repair requirement, that's less efficient than merely doing a generator. What it really needs is number buffs, either requiring less time or further lowering the repair requirement on gens.
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These are my absolute favorite perks. I'm here any time they add another one.
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Having little connection to these characters, I don't really care. Plus I just don't see them spending a bunch of money to get the likeness of old, generally unpopular characters.
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BHVR always drags their feet with bringing back rift skins, this is nothing new.
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I don't think the duration really matters. The only problem with the perk is that most survivors know the counterplay, which is simply 99ing the gates.
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You're right, we should just take away every single mechanic in the game besides gens and looping. Alternative playstyles are anti-fun, who cares if anyone wants to try anything different for once.
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Luckily this situation won't happen anymore come the next update, since you'll now have to hold down the input to purchase.
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I don't especially care. Though if I had the choice of it ever being in the game or not, I'd say sure, why not?
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Only two I've engaged with here have been American Psycho and CoD Zombies. Patrick Bateman's just a normal guy, and thus has poor potential as a killer. That just leaves CoD Zombies, which could probably bring something cool to the game. Brutus might make a neat addition.
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About 1-2 hours for me. Though I mostly only play when there's an active tome or event. So there are periods where I'm barely on the game, like right now.
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I don't think FNAF is the kind of chapter to come with a survivor. But if they had to pick someone, I guess you can at least assign an appearance to Vanessa.
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Definitely Hillbilly in his current state. His power is always up, which can't be said for Oni. His map pressure is top tier, possibly the best in the game. He moves a lot faster than Oni, and not only has an easier time landing his attacks, but also is less punished for missing them. The only advantages Oni has over Billy right now are being able to slide off more obstacles, and get crazy flicks if you know how to do that.
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Kinda cool, but seems slightly lame in comparison to Iron Maiden's awesome collab.
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There's nothing even remotely horror-related, or horror-adjacent about Pirates of the Carribean. I like the character, but there's zero reason to add him to this game.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687759#Comment_3687759
It isn't.
In a total vacuum, it's good, not in actuality.
You either need to make a read, which is extremely difficult or react to an attack which is even more difficult. You also need to have been hooked, you can't be Exhausted, it can't be against certain Killers, you can't be in Deep Wounds and if the Killer has ping over 90 ms it won't work.
So yes, the perk is strong in a vacuum, but it's highly restrictive nature kneecaps it's consistency causing it to be bad.
I'm curious what you would consider a "bad" perk? A very experienced player like Otzdarva considers it the 12th strongest survivor perk. Would you argue he's completely wrong, or is any perk outside of tippy top tier bad in your eyes?
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Generally, yeah. Contrary to many people's experiences on here, the far majority of my post-match messages have been positive, especially when I play killer. Not tunneling and knowing when to just have a little fun goes a long way for the enjoyment of everyone in the match.
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@Pulsar said:
Honestly, wouldn't be opposed.
Perks that are as restricted as DH are never good. Plus, there's the whole ping thing; if the Killer has ping over 90 ms, good luck
But Dead Hard is still good? Maybe not absolute top of the meta like it was for half a decade, but still powerful.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3682600#Comment_3682600
I've said this a dozen times or more since this perk came out, the reason this perk has a warning is a) because it's a debuff and b) it doesn't require that the survivor who triggered it is the one who is affected by it.
A survivor stepping in a trap on the other side of the map triggers the debuff on the survivor in the terror radius.
Removing the warning breaks a huge fundamental of any game design: if the player has to simply guess if the effect was a 'bug' or a 'feature', because of their own actions, then your design is #########.
Using spirit fury (a buff) isn't even comparable here. A comparable question to ask is: would you like boil over to also not have a warning icon?
Sounds like the best solution would be to make Dissolution only affect the recently injured survivor.
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Any killer that can damage/down you before the chase even starts is pretty tough to face.
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Depends. If we were to get Jim Hopper in the game then it should be Emily. Otherwise, Edward.
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I think it's not a huge deal, though they shouldn't have buffed it in 7.3.0. It was one of only two already decent perks from Tools of Torment, both happening to come from Renato. But apparently they thought it needed priority over the pathetic Teamwork perks.
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It's fine I guess. Bloodpoints are less than promised, and the mechanics don't change the gameplay that much. But it's still something, and we've had worse events in the past.
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Event cosmetics always return the year after
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Not seeing the one who dies in the first 20 seconds.
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I enjoy unique effects the most, it's fun to bring a new ability to the trial. Stuff like Any Means Necessary, Blast Mine, and Chemical Trap are my favorites! And on the killer side I enjoy niche perks like Dark Devotion, Hex: Two Can Play, and Blood Warden.
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Have you see the cosmetics that characters got in the first few years of the game? While lore-friendly, many were often pretty boring and ugly. Take most of Plague's skins, do you think anyone would actually buy those ancient Babylonian outfits? There's nothing fun or cool about them, at least not to the degree that anyone would consider spending $10 on them. I think it's a good idea to diverge from what a killer would actually wear in-lore, at least somewhat.
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Ash is the only survivor that 100% requires them. He's got way too many great lines that need to be heard during trials.
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It's literally killer-sided by design, with the intentional 40% escape rate for survivors. Claim how busted survivors are all you want, but even in the average high-MMR SWF match killers are still winning more.
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I don't see how this perk could be considered unhealthy in an endgame scenario
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I've always liked the idea of Plague and Oni. Do you give Plague her Corrupt Purge, or Oni his Blood Fury? Pick your poison.
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I think it's pretty likely we could get an original killer as well, given the last two anniversary chapters brought those. Though if I had to pick one I guess it'd be Predator, when not considering the leaks at least.
