Bran
Bran
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- Bran
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@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/2629708#Comment_2629708
The issue is when they are all the way in no mans land where if you would want to find them you'll lose gens.....I just ignore them and let them have their healing zone and protect a 3 gen location with my life
same
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boon totems are strong if you let them use them. you'll know whn one is active so play against it. simply put
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i've thought of similar ideas myself, that could work, didn think about them eealed by keys or maps
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i won't say boons and hexes should be treated the exact same, but their should be more resemblance.
a perk that allows a killer to rekindle their lost hexes would be great addition. it could work the exact same as penti. it wouldn't work while penti is equipped though.
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@RaSavage42 said:
Wait.... Does Soul Guard activate with Boons?
im assuming no. it'd be ridiculous to add that change.
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i feel you man, but i just don't wanna buy it.
gotta admit that at this point the people who did buy would probably be upset
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yeah, trickster is like huntress in the aspect of short range ranged attacks. if he catches you in a area with little high walls or your just too far way he'll probably down unless he misses a knife by accident.
he is strong i won't admit, but whenever i play him i hate it
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that's all in theory.
but not gonna lie, would never work against me (not to toot my own horn or anything).
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pretty sure they can still dead hard over traps.
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penti and noed are not likely to be great used together in my opinion. both are mainly countered the same play, mainly cleansing. with the use of other anti totem perks, this remains true.
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2627694#Comment_2627694
Midwich isn't bad at all.
it really is.
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just saying what we're all thinking
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finna get those DBD fortnite skins
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i think the character is overall pretty cool
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I dig it
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That'd be kinda weird not gonna lie. I mean I can the QoL in that though.
Otherwise, add a small icon that indicates when a surv has it while repairing a gen with you.
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I will say, I've seen some exhausted on the ground clips and most of them the survs tried to use dead hard too late. That's there fault.
I've been validated myself. Feels terrible.
I swung at Claudette, hit and scream, but then it showed the dead hard animation.
Kinda dumb dontcha think?,
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45 seconds does feel like a long time. And that coming from me. Boon unliker.
Cut that time down maybe 10-20 seconds and that seems more reasonable. It cannot be instantly reblessed, but it's still viable for the long term.
And another thing I just thought of is since it takes 14 seconds to bless and 10-20 seconds to recovery. That adds up to around 24-34 seconds of downtime.
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I have a saying "if I get power struggled, they all escaping cause I'm done". I've yet to be power struggled.
But as for the perk. I'd say it needs a buff. The chances of pulling it off aren't that high in my opinion. Idk how to buff it., but I can say I wouldn't want to down a surv close to a pallet then a few seconds later pick them up and get pallet struggled.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2622494#Comment_2622494
4m (same as Prove Thyself) would be just enough to cover the survivors you are directly cooperating or interacting with.
As it stands, if you're healing/being healed, Diversion is useless. If you're repairing a gen with someone, Diversion is useless.
even if it's a good utility to make the perk more useful, i'd still say no.
it's just one of them things.
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@ShadowNurseZFX said:
nah. if they did this i would accept it if they nerfed keys. like alot. so 1 key= 1 escape and then it closes.
i would've gone with that as well, but looking back at it, would it insta start the egc?
because if it could it could leave either side in a bad state. possibly ruining a good escape game or a good kill game.
and that would suck
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i wouldn't mind one more token, but regarding regaining tokens, that's a toughy. if we were to have it, could copy being near a killer not in a chase. but that doesnt seem cool enough. potentially getting unhooked could replenish the tokens.
i don't agree with aoe. i stand by not all perks need to/ changed into team perks just keep the effect strong.
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i would say dependent on perk. just an example being thrilling tremors. i dont have too much of an issue with it having a cool down. it is a inconvenience, but i do see the need for a cool down. wouldnt want so many pick ups then having some gens blocked while also showing your location if your on a gen for easy tracking or at least knowing what area you might be in.
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the boon is strong. many killers i've faced and myself have not always went for a snuff. i havent since i'm not gonna let it effect me. i've used it too, it does help.
the self heal and boosted heals is also strong. i do not have any changes i'd make to it myself, but i do think boons should maybe have some sort of something to them. especially if more come into the game. especially a max stack of how many can effect a single boon.
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having survs escape before their main objective of doing gens is done is annoying. i do see hatch as a fail safe for a scenario where the gens could not be done, but how do you implement that without allowing groups of survs to escape at once?
the egc also started upon shutting the hatch when a key was used and the hatch stayed open for 10 or 30 seconds dependent of key (i do believe). a survivor leaving early could've been a bad thing for surv and killer alike.
there are suggestions of the hatch spawning when all 5 gens are done, this gives more possibilities to the killer to counter the key before it comes into play. it might limit the number of survivors alive at the end. other than it is pretty similar.
i dont have any ideas to the hatch, but im sure someone somewhere might have a better solution.
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i'd be okay with it having the icon showed whenever that survivor is hooked so you know, maybe you could also have another indicator as well.
as for it having additional effects, i'd have to pass i buffing it with additional effects.
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It is possible for survs to do good with no perks, but perks are here to enhance gameplay and without the might stale the game if only 1 was available.
Also I don't consider 16 surv perks vs a killers 4. In a game your unlikely to feel the effects of all 16 even if their used against you.
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Yeah, had a game and caged survs spawned close to us.
Wouldn't mind if that got changed so they spawn away
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You gotta admit, none of us thought keys were gonna be changed to only let 1 person escape. (I didn't at least)
I mean...if they don't go back to how they were...then what else would you do to them?
I honestly have no idea, but im sure someone could come up with a good idea.
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free health state hard
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a faster bleed out timer or a way to bleed out faster? depends on how it would work.
a way to instantly bleed out? probably not.
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i feel the same way
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I've done the same in many situations where I don't go after someone dead on hook if it's been too short a game and go after someone else. Depends on the situation.
And yeah there are probably times where I've been upset a killer went after me despite could've gone after someone else. Wouldn't msg them though.
Things happen all I can say 🤷
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I'd pass on a buff.
You've stunned the killer and get a speed boost.
I could see it having a lower cooldown due to unlikeliness of being able to use it too many times unlike the other exhaustion perks, but then again does that mean it needs a buff? Probably not.
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I have 3 genned with 4 survs and they had coh. I got 4 sacrifices. I also only snuffed it a few times and that was since my gens were regressed enough to chase the surv over there and down him. They did heal a bit though.
It is annoying, I've seen it from both sides. But having the perk become less effective late game does seem overkill.
It could work though...since you as a killer won't always be as oppressive, so not a terrible idea.
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@xxdzippyxdx said:
https://forum.deadbydaylight.com/en/discussion/comment/2617556#Comment_2617556
so what your saying it’s okay to literally sit there in front of someone on a hook and as soon as someone gets them off; tunnel them and rinse, lather and repeat? Camping isn’t what killer do because there is honorable killers out there that actually play the game
Yes, it is okay.
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@BadLooperQ said:
Steve's screams
Music to my ears 🎶
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@BIeepBIoop said:
https://forum.deadbydaylight.com/en/discussion/comment/2617586#Comment_2617586
For me, huntress feels satisfying to play and it feels like your projectiles are so much more impactful and able to drastically change the game, the huntress is just so much easier to snowball with than deathslinger and he honestly just feels so awful to play on console. It wouldn't nearly be as much of an issue if his power wasn't so useless half the time, like pallets that aren't safe against huntress or a trickster are safe against a deathslinger if you use it right. Like I'm not saying you can't do good with him, but the risk vs reward to playing him just isn't rewarding enough for me, I prefer if the power was more impactful in the long run instead of relying on zoning and survivor mistakes.
Clown feels like you can destroy loops and it feels like you are making chases far shorter than just killers like Ghostface (if you cant manage to get the exposed effect on them) the big issue is his yellow bottles are useless and he has little to no map pressure only really excelling in the 1v1 aspect of the game.
Switch huntress for deathslinger and that's my opinion. I won't deny huntress will get more downability, but she feels more clunky and awkward. Especially having to reload when deathslinger can reload anywhere.
Yeah clowns yellow bottles are disgustingly dumb, the slow on his pinks leave much to be desired.
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Dead hard. I recently got "missed on hit" killer side for "exhausted on the ground". And I'm a bit upset by that.
As for DS I actively try and not trigger. Other times I try and eat it. Since ya know...I don't consider it anti tunnel anyways.
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@BIeepBIoop said:
https://forum.deadbydaylight.com/en/discussion/comment/2617562#Comment_2617562
To be honest I played deathslinger to prestige him and it was the most painful experience ever I honestly rather just pour bloodpoints into him to get him to p3 than play him actually. I have never experienced this feeling with any killer but him and clown, but clown I somewhat enjoy playing as sometimes.
I actually don't enjoy playing as huntress all that much, the hatchets just annoy me so much.
And clown...sigh...his bottles are so bothersome and feel like they have no effect .
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Idk man, I enjoy deathslinger a lot more than huntress.
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This is what I've been saying. The whole egc needs a new rework and doors do too.
Imma need to revamp my egc rework post now 😤. Grind don't stop.
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Camping doesn't need to be punished as it's literally what killers do... sacrifice survivors to the entity, so how and why would they be punished for it.
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I can see why you'd think they should stick around, but as we know that surv is no longer in game so I don't think there perks should be effecting the game afterward.
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If only DS was a anti tunnel perk 😔
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honestly, big pass
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@emma_dbd said:
https://forum.deadbydaylight.com/en/discussion/comment/2608920#Comment_2608920
It's not risky because by the time you're getting hooked and unhooked, you still have the possibility to get your item back.
They would potentially lose all the chargers if the first hit would make your item be dropped. Why is that? You get hit, you get chased (a chase can take up to a minute which is just enough for your item to be unusable), then you get hooked.
The time the surv Is downed and hooked and unhooked varies. Unless you expect to be isntantly hooked and unhooked then you'd probably not get your item back anyways.
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I would like to see a cap on the amount of boon perks that could be stacked if anymore are added into the game. Maybe capped at 2.
As for the changes presented.
1) I don't see any issue with that currently
2) I don't like the idea of the hex being dormant behind the boon. It just seems to add a layer of complexity to the game and a unnecessary mechanic.
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I don't like the idea of a changing perks almost entirely, but even with thinking if this idea...it seems pretty bad.
This goes into that invincibility style play along with the abuse of not being able to down either survivor when you may not even have been camping.
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I for one think franklin's is fine. I've had it used against me and I've used it myself.
Losing the item on a down seems like more of a risk for the survivor...they'll lose their item charges for sure this way. And since either way they'll lose their item...what the problem with how they lose it?