Blueberry
Blueberry
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Honestly, I'd rather them increase the amount of grass/debri/things to hide behind MASSIVELY and simultaneously weaken looping. Much more skill based making jukes mid chase. Currently there just isn't enough to make jukes with unless the killer is just bad.
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We're literally complaining now so that it DOES get tweaked 3 months from now. That's the entire point. If no one complained about it no changes would be made. Also, it is better than DS and its "downside" is pretty negligible to any survivor that's not essentially a rank 20.
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@ImAGirl said:
can someone tell me the new mom perk
On your 3rd hit that would put you on the ground the hit is instead ignored and after you fully heal your aura will be revealed to the killer until you go down again.
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I think this perk is low key much stronger than people have realized yet. Any shorter activation time and it would be brokenly strong.
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@The_Crusader said:
https://forum.deadbydaylight.com/en/discussion/comment/376398#Comment_376398
DS gave a stun.
MoM gives you the attack cooldown weaoin wipe animation AND it gives the survivor the speed booat effect. So it evens out.
DS was just a one time use and look how that ended up.
+1
The swipe animation + speed boost is giving them AT LEAST as much distance as the old DS gave the survivor and with zero counter play.
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@thesuicidefox said:
Did more testing. Can confirm now that you do get the speed boost when hit and it triggers.
Also the aura reading effect lasts from the moment it is used to the next time you are put into dying. So it's not permanent for the entire game, just until the next time you get caught. However, considering that it needs 3 hits to activate, if you include the 4th sponge hit, that's 2 chases. On your third chase, when it would deactivate entirely, you would likely be dead anyway.
That's assuming every hit is taking you into a hook. Many hits are applying pressure, not tunneling someone down.
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@Irisora said:
Easy to play againts in a swf. The key is not using the fountains.
Nightmare as as solo because people don't know yet how to play againts her.
Balanced while playing her, you only are powerful if survivor use your fountains.
Survivors have control of her power. Her key downfall.
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Fun but weak. Not rank 1 viable against competent survivors. Mid tier.
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She just needs the heal removed from fountains and she'd be fine. Currently though with her nerf, underwhelming.
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Inb4 it gets made into another perk...LOL ( please don't)
That said, sounds like a good idea for the base game. We don't need punishments for camping, we need incentives as he said. It's currently the most worthwhile to camp people and that's what we need to change.
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@Dreamnomad said:
https://forum.deadbydaylight.com/en/discussion/comment/374445#Comment_374445
That's because you don't know how to evaluate perks. Like at all.
Mettle of Man- After getting hit 3 times by a killers basic attack this perk activates. Once activated, the next occasion that would put you in the dying state from the injured state is ignored. The next time you heal back to full health, your aura will be revealed to the killer when you are more than 16 meters from the killer. The perk will deactivate the next time you are put into the dying state. Higher chance of being obsession.
Like I said, you all suck at evaluating perks. You can combine this perk with whatever you want. It still isn't good. There are a lot of killers that this ability completely blanks on. Plague for instance. She pukes on you until you are broken. No basic attack at that point. Then basic attack to finish you off. If she isn't doing that, then she is using corrupt puke to injure you. Also not a basic attack. Do the math. You are dead before she basic attacks you 4 times.
She's not the only killer like that either. Any killer that can hurt you with their ability throws off the math. Any of the chainsaw killers that can one shot you, completely borks the perk. This perk only activates when you are already in the injured state. If you get hit with one shot ability then you skip that and go down. Hello NOED. Hello MYC. Hello Devour Hope.
And if, just if, you manage to avoid all of those things and get lucky and actually get one activation out of the perk. From what I read, it literally can only activate at most once then it deactivates. Then what? You avoid ONE HIT! That's it. One lousy hit. As I said before, it doesn't teleport you away from the killer. The killer is still right behind you. Even if you get the speed boost and the killer swipes their weapon like a normal hit, that is hardly a get out of jail free card.
The killer is still behind you. The killer still knows where you are. You are still injured. Most of the time the killer will still catch you. And guess what, let's say you either pull off a miracle and escape or the killer just abandons the chase. You are still screwed! The next time you are healed to full the killer can see your aura when outside 16 meter range. Good luck getting that hatch now =p So I say again, this is NOT the second coming of decisive strike. It's frankly not even that good of a perk. The majority of the time, you would be better off running Dead Hard. Sure, you can run both. Big deal. As far as exhaustion perks go, dead hard is one of the weaker ones imho.
I lost brain cells reading this. So much of this is inaccurate.
Also, I highly doubt you have a better understanding of perk balance than I do. I've got 3,000 hours in this game with rank 1 on both sides at every reset since the games been out. You might want to play the game some more to get a better understanding of balance yourself before you start trying to correct people that have been here a lot longer than you and know a lot more about evaluating perks than yourself.
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@GraviteaUK said:
https://forum.deadbydaylight.com/en/discussion/comment/373856#Comment_373856
Yup both Red Forest maps are freaking huge.
And i had it 90% of the games last night, got old real fast.
My thoughts as well. Both the Red Forest and the new map are way, way too big.
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Perk looks more broken than old DS
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Yeah it hit her hard. She's like mid tier at best now.
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@MegaWaffle said:
https://forum.deadbydaylight.com/en/discussion/comment/373027#Comment_373027
I don't think its as good as people think. I believe TydeTime hit the nail on the head with his view of the perk.
I think this is where he totally missed it entirely.
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Not really a fan. The most effective way is just tunneling into someone with your puke. I'd rather them have gone with a killer using spread pressure and controlling the map. It's strategic and more fun for survivors in general, not to mention it fits her theme. The heal on the fountains totally makes this play style unviable though.
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@SnakeSound222 said:
I really hope Flip Flop and Mettle of Man are just ideas that never make it to the PTB. Those perks would be insanely OP. They're basically like the old DS.
This is my thoughts as well. Those 2 perks look broken. I can see ways to abuse them heavily.
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They buffed her BP generation but it still feels low.
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Well said. Those 2 new Evil Dead perks are broken.
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The infection doesn't leave a survivor if they're hooked, that's intentional. Also, the hook itself can be infected and that's what gets you as well.
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Not deserved. She had potential before, now she's gonna end up just average mid tier.
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A lot of bugs and the new killer got nerfed too hard.
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Yeah the slow down change hurt her quite a lot, it was her only viable strat. If they'd at least remove the full heal on the fountains she'd still be good for her pressure but the heal ruins any pressure she gains.
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They temporarily increase the chances of getting the new map for a little while after a new DLC is released so more people can see it.
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Mines downloading something now, it's out.
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While I don't face camp or think it's good to do, there's a lot of hypocrisy in this post. You complain about him face camping you because it doesn't require skill yet you think looping requires a lot of skill? Hardly. You made the game unfun for him so he made it unfun for you. No one expects you to stand there with a thumb up your butt and let him hit you, but maybe trying to make a juke and lose him rather than just circling objects for 5 minutes.
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The only one of those that helps against looping is Bamboozle and that's only on windows. There are no perks to counter pallet looping. Effecting the pallet has nothing to do with why pallet looping is strong. This means breaking the pallet faster, less stun when you're hit by it, or hoping they get extra greedy and try to slam it on you with Spirit Fury don't help any of the real problem.
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I main Spirit at rank 1. I quite highly recommend BBQ, MYC and Ruin as pseudo requirements. You need Ruin for the time and BBQ with MYC is godly on her. I ping pong from hook to down, back and forth. It doesn't give them a chance to breath and you aren't camping anything. Last slot is up to you. Sloppy, Discordance and Stridor are all good options. I personally run Stridor as the last as she is all about the hearing.
The scratch marks are just there to get you in the general direction, your primary tool is hearing. This is why I like Stridor so much and why you also need good headphones.
If you ever see the scratch marks end, break phase. They are probably doubling back on you or slow walking another direction. Feel for the "bump" which is when you run into them mid phasing, especially during a double back. You can also get a lot of free hits by fake phasing. At windows or pallets just stand there for a sec and pretend to phase. You'll get a lot of free hits out of this or they'll at least have spaced themselves far enough from the pallet slow walking.
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I'd say Tuesday at the earliest and Thursday at the latest. My guess is Tuesday.
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Not good enough. Now what they should do, is make it like the survivor perks where it lingers on the survivors for like 10 seconds or whatever after they leave your TR. THEN we might have a decent perk. Currently though only an idiot is healing in your TR.
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Having good games with Freddy doesn't show that he isn't as bad as people think. I can 4k with him regularly at rank 1, that doesn't mean he's good either. It means a got groups of bad survivors. He requires survivors to make many, many mistakes.
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I like the changes. Also make sure it counts dead survivors finally as well, that just never made sense that they weren't counted.
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This change is clunky and doesn't make sense.
What I dislike about NOED is that it rewards you for the survivors being lazy, not for you playing well. If it was changed, I'd like the instadown and speed removed. Instead if any totems are left unbroken, 3 random generators will reactivate. This essentially would make survivors have to do 1 extra gen again. It gives the killer more time to make plays and it doesn't just give free kills.
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Shroud of Storms
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/369336#Comment_369336
Totems are the objective. NOED is simply the thing that doing all the objectives will prevent.
Totems are not the objective. They are a side task for extra bloodpoints and whether or not you feel like risking a NOED. That criteria doesn't make them an objective.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/369225#Comment_369225
If forum threads are to be believed, NOED is a major issue. I'd say that alone makes them objectives.
Forums aren't quite a representation of the games population. Also, whether or not NOED is or is not an issue has little to do with it being deemed an "objective".
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Quite true. Many times they'll just rush right in front of you for a stupid save and expect you to ignore them or it's camping/tunneling. If they had literally gave me a few seconds I would have left.
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That would probably be too much. I'd just like for an increase in recovery time for when he bumps into an object with his saw or for manual canceling it mid sprint. Also a slightly slower move speed when your saw is charged but not released. I think those would be enough without being overbearing.
He just isn't punished enough currently for his miss plays and his map coverage has little draw backs.
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Least to play: Legion - No skill on either side and zero counter play
Least to go against: Billy - I think his chainsaw is way too forgiving and he isn't punished enough for his mistakes. When you go down you don't feel like you got outplayed, it just feels cheap.
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There aren't really choices of outfits to pick from on Plague. There's literally only 1, the rest are just recolors.
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I wouldn't want them to, I don't want anyones pity. To me that's more insulting than them just leaving after a bad game.
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Depends on if you're playing survivor or killer.
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It was pretty disappointing.
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Myers and Plague way too high. Pig way too low. My opinion.
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I feel like this is bait. "wich" "milk face" "myers OP"
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Spirit. Fun mind games, high skill cap and actually rank 1 viable.
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It's still not good enough to be run regardless of that timer.
To be made actually decent and worth considering the range of its effectiveness needs to be removed. Make it map wide. It's only a ping, not aura, and it requires the survivor to run around recklesslesly for it to even activate. That seems balanced to me. Current state no ones running it.
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@powerbats said:
https://forum.deadbydaylight.com/en/discussion/comment/366217#Comment_366217
Yet the good killers did much better back when survivors would actually take the time to heal while the bad killers whined about it. So now the good killers have adapted while the bad killers have just found something new to whine about.
You got the healing nerf you all wanted and now are whining about it because survivors have adapted and have run the risk of being injured. If you as the killer don't punish them for it then that's your fault, not the survivors or the games.
Oh and Legion says hi again on why the survivors don't bother healing since there's not point.
You totally missed the point and this is quite inaccurate.
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@NurseMainBTW said:
https://forum.deadbydaylight.com/en/discussion/comment/366035#Comment_366035
I'm sorry but that would cause a severe uproar. You want to have people punished even more for wasting their time.
"I'm injured but now since they have buffed healing speed I could try using the time healing myself instead of repairing a generator" sounds much better and it's a more understanding and positive change than: "I'm injured and If I heal myself I would be punished and waste too much time to be helpful. Time to work on a gen and get my adrenaline".
I don't think you're wrong but at the same time it's too harsh as a change to create a positive change of how survivors play. Why would you make something frustrating and boring even more dreadful than it already is?
It's harsh because the game is severely unbalanced. The survivors don't need faster healing. They need to be forced to heal with it still being slow to give the killers more time. It's already quite clear in the game that there is an imbalance between the time each side is given to complete their objectives. This is where the term "gen rush" is coming from. Not because survivors are doing their objectives, but because of how fast they are capable of doing them. This slows that down.
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@Kagrenac said:
https://forum.deadbydaylight.com/en/discussion/comment/366162#Comment_366162
Not a good argument. Exploiting is abusing a game mechanic in an unfair way. Looping is using the game mechanics to avoid getting hurt...which is what a survivor is supposed to do.
If youre that bad at dealing with loops invest in bamboozle, maybe unrelenting or brutal.
If you really think those counter looping you havn't played enough killer.
Unless the survivor is just dumb you will be eating that loop. It requires the survivor messing up to not get looped.