Boss
Boss
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- Boss
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Dang, no one sharing a video of it yet?
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@powerbats said:
https://forum.deadbydaylight.com/en/discussion/comment/438056#Comment_438056
We'll make it in solo or swf is incredibly good especially if you run it with BK and say BT and WGLF.
I know.
Many others don't.
Or they're like: Muh meta
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You're right.
They should crawl in.
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Barbecue & Chili, Devour Hope, Enduring & Spirit Fury
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Getting kills with Devour Hope.
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They left?
I've had skaters every day i played.
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Just realized we're now gonna see a whole lotta purple on this website.
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@GrootDude said:
@boss not gonna lie, I wanna see it.
That's the spirit, hope you'll have fun getting impaled! ๐
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@Arroz said:
https://forum.deadbydaylight.com/en/discussion/comment/438056#Comment_438056
Builds are not gonna help you, teammates are TRASH, they just dc or sandbag you..
Sounds like you have a history i don't wanna delve into.
Not saying i disagree btw.
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@se05239 said:
The clown still has issues where his bottles are destroyed immediately upon throwing, the clown balance wise is sitting well, but the bugs he causes seriously hinder him, and it's been a problem (For me) Ever since spirit was released
The Clown got a lot of things going for him that's not positive.
Slow down on throw, bottles breaking instantly, slow's not threatening enough on its own without add-ons, he makes noises vaulting and breaking stuff which reduces potential mind-games..
His concept is fine but he falls flat in practice because of him being under-performing.
@se05239 How do you feel about his reload time without Add-ons?
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@Arroz said:
https://forum.deadbydaylight.com/en/discussion/comment/438023#Comment_438023
I mean, the exhaustion nerf, that was the most big change on this mid chapter (2.1.0)
Exhaustion Perks are still widely used and all are good except for Dead Hard after its first use.
This nerf didn't damage them, it balanced them as, again, they're still widely used.
I'd love to see some more We'll Make It be used honestly, or Kindred + Open-Handed. (That combo is incredibly strong on solos.)
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I actually would open Exit Gates ASAP as Killer.
Purely because i don't want to spend any longer than 3 minutes in the stupid endgame.
+ i kinda wanna see the new effects.
+ + i expect that some Survivors may stay in the first few days, to see the sacrifice animation.
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https://forum.deadbydaylight.com/en/discussion/10049/patch-notes-2-1-0-mid-chapter-curtain-call-pc
- Wraith uncloaking: Adjusted the timing of the smoke effect (and its audio) for the Wraith's uncloaking to avoid giving away his position earlier than intended
Well yeah, not complaining about buffing my ringing man!
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Seems alright.
Got a personal thing against Clown for taking horrendously long to reload bottles, but again, that's personal.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/437846#Comment_437846
The wraith was not nerfed. He only received two changes:
1: An audio change upon cloaking (not uncloaking).
2: Removing the delay after uncloaking before you can attack.
If anything, the wraith is more powerful than before.
Oh thank Entity, i read that wrong.
@Peanits Then can you or someone else maybe remove my comment from here: https://forum.deadbydaylight.com/en/discussion/59074/live-q-a-2-7-0-ptb
As it's a comment based on false information now and doesn't really deserve to be there anymore.
I see that it's gone. Many thanks!
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@TheBean said:
How many letters does Kermie have to write?
https://us.v-cdn.net/6030815/uploads/321/T0SZMOVWW9TP.gif
"When can I boop you again you dirty pig.", Kermie
This GIF amuses me to an extent i didn't expect.
Thank you.
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My main is Wraith, but unless you got some movement speed Add-ons on, he's not awesome at managing Generators.
You'll wanna go for Killers who can make them scared of you just being present.
So a Hillbilly is usually a good choice.
@sorrowen is right though: Even the best players of the best Killers can sometimes just feel immense pressure themselves rather than applying it on the Survivors, cause they're just that good/coordinated.
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@SnakeSound222 said:
I'm going to try to stay. I already don't play it that much, but DbD is still a fun game. Mortal Kombat 11 is going to be a really good game though. I played the stress test and the closed beta and I cannot wait for the full release, so I might end up dropping DbD temporarily to play MK.
https://forum.deadbydaylight.com/en/discussion/comment/401640#Comment_401640
What was so bad about Howling Grounds? I only remember the pallet/flashlight save change that was quickly reverted.
No, that change was it.
But it was also all it took to just not play.
It wasn't just terrible cause it got in the game.
It was terrible because they intended for it to be that way.
No PTB or anything for such a drastic change, just load in with a Flashlight or find one in a Chest and you'll always save your buddies.
Those who recommended slugging to Killers during that period didn't realize it would mean to never hook again.
Oh, let me tag you so you'll notice it. @SnakeSound222
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It's cause they reel in new players that nothing happens.
And new players is 20 euros + potentially DLCs + potentially Auric Cells.
Well, it's either that, or addressing them is just as fast a process as fixing Killer bugs.
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Hm, don't see thank you messages often.
Mostly it's either that we're all toxic or that they're leaving the game cause it's not like the good ol' days.
This is refreshing. Hope you'll have tons more fun!
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I like how i like this more than the new cosmetics.
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@laKUKA said:
Good! we have too much killers players! lobbies take forever!!!
Only good players can be play killer! love the idea!
That could be interpreted as if you're saying all the bad players move to Survivor and all the good players move to Killer.
A.k.a. Survivor = easy, Killer = hard.
I find that chuckle-worthy. ๐
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It's more like we're in Starbreeze 0.5 right now. ๐คฃ
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"4 stacks is winning", huh?
QUE THE DISCONNECTS!
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Make unsave unhooks apply the Exposed Status Effect to the unhooker for like 5 seconds.
Hey, it would certainly help remove the incentive. ๐
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Sounds a lot like Moonbase Alpha's repair minigames, except it's connecting instead of creating.
Anyway, the "focus on Generator" part will make it only easier for me to get the first hit in as Wraith, almost guaranteed with this change.
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This'll be another movie i'll have to watch then.
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@Mushwin said:
@Angelicus23 it was a good horror film, but.....legion = ghost face....running around, stabbing....i think if they got the costume for someone that would be all we need.
That's not a reason, since Hillbilly = Cannibal.
And if you'd say "Well, there's still differences.", then that would mean they can make differences in this case as well.
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None.
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Perks.
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Well, i'm glad i didn't put my expectations high.
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Well if you don't wanna make Objective BP, go right ahead.
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Ew, no thanks.
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@Chi said:
https://forum.deadbydaylight.com/en/discussion/comment/431744#Comment_431744
Eh... Adrenaline tier 1 can really ######### you up though. I have had it several times I went down because it took too long for my exhaustion to get of cool down, so I couldn't dead hard.
Well it was just an example.
Whether that matters more than i stated, in comparison to what Adrenaline has by standard, it's a small difference.
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@fluffybunny said:
Unrelated to the initial idea, but what do you think of instead having it inflict a sound-based affect? I've seen it in a game once where everything was black, but you could occasionally blink to show outlines or something like that. I think having nothing but a circle in the middle of the screen would be kinda annoying.
I actually know which game you mean, but it's been a long time and can't remember the name. ๐
It'd be neat, but i think that's gonna be a whole lotta effort for 1 Status Effect.
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I like the feeling of powering up.
Take Adrenaline for example.
There's SO much stuff on it.
Yet you get everything on level 1, and only the Exhaustion cooldown is reduced with levels.
It feels like you got basically everything you need already at level 1.
I wouldn't mind it if levels would stay as long as they would feel different.
But they've been doing the exact opposite lately, a big example being Devour Hope.
So yeah, i feel like it's pretty useless to have levels now, and i'd support removing them altogether.
I see little use in being able to level specific Perks when the rewards are so neglegible with most Perks.
"I'll use 500k Bloodpoints now to increase the bleeding effect on Sloppy Butcher from slightly to moderately."
Meh.
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@Salty_Pearl said:
https://forum.deadbydaylight.com/en/discussion/comment/276243#Comment_276243
Now that you mention it, Blindness should affect the Red Stain. However, seeing no Red Stain with an RBT on could be a bit too powerful but I'd still support it.
Then RBT could just be an exception.
They made her Boxes' Auras an exception too after all. ๐
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Okay, this is gonna be a long comment...
To make it more easy, i'll simply call the Killer "The Entity".
Sacrificial Hooks is the name of its Power.
You have 4 Sacrificial Hooks in total.
When there's enough space in front of you (taking length, width & height into account), you can place a Sacrificial Hook in front of you.
It'll be all fleshy & a bit glowy-orange & Entity spiderlegs stick out of it.
This SH (Sacrificial Hook) will stand here permanently, but can be removed by The Entity if they're close enough to it.
An SH will automatically grab a Survivor that gets too close to it (like 1-2 meters max.), unless a Survivor is already taken by it.
To avoid getting grabbed, move past it while crouched.
Once grabbed, it'll be EXACTLY as if they're on a regular hook: They can struggle, try to escape, get rescued or die.
The amount of times you are hooked synergises with SH, meaning that, for example, if you're hooked twice on a normal hook, you'd die on an SH.
Rescuing a Survivor will put the SH on a cooldown for a few seconds, allowing both Survivors to run away from the Hook without getting grabbed again immediately.
Sabotaging an SH will destroy it permanently, but it'll come back to The Entity, allowing it to place it again.
Only sacrifices reduce the amount of SH permanently.
I made this up in, what, 5 seconds.
I just saw that new sacrifice animation and thought: Huh, that's almost like a mobile hook: They can get sacrificed anywhere.
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I got them in my head mostly.
I can't really explain it, i just generally know most stuff when i load in.
Sometimes i see a forced double pallet though, and i go "Oh yeah, that's a thing."
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Devour Hope, but only with other Perks which both...
- Support Devour Hope
- Can be used well on their own in the event that Devour Hope gets cleansed
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The one thing i really dislike as him is that small base area he shocks at.
REALLY difficult to land shocks on Survivors who played against the Doctor more than twice.
And i don't mind difficulty, but when you predict where they're going, yet they can still turn the other way and still escape your shock, it's just meh at that point, might as well not shock.
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@NuclearBurrito said:
Actually maybe blindness could also remove the ability to hear the Killers terror radius or see his red stain. It would make it far more threatening.
That'd be cool, but we'd have to rename it Sense-Numbing or smthn. ๐
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Sure, i don't mind Survivors having to put actual thought into their rescues instead of MUH B-POINTZ!
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Bans happen in waves, so far at least.
No one really knows when the next wave is.
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It's little, but i wish Blindness would also remove the Red Stain.
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Make one of the Token requirements this: https://forum.deadbydaylight.com/en/discussion/41477/i-wish-for-the-blindness-status-effect
๐
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The best tip is to play Killers with the best presence.
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Devour Hope is a fun Perk.
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Red ping that doesn't leave.