Bran
Bran
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- Bran
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Yeah, that would be very unhealthy.
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@IronKnight55 said:
That charm is awesome! Never played For Honor because it doesn't look that fun. Gimme that charm though π
Saved yourself at lot of frustration I assure you
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Technically not a pay wall. Only a encouraged one.
I thought hag was free since launch, but I guess she wasnt. I also assumed Mikeala would have been free like some other killers and survivors, but I was wrong so whatever.
It's new mechanic-ish, but hey it's not that big I guess. I mean idk
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I never cared for undying, but yeah bring it back π
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Different people, different mindsets.
Only thing I can say.
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@Seraphor said:
Blessing a boon totem should consume that totem, so that when the killer 'snuffs' it out, it gets destroyed.
Have the blesing action itself award 1000bp just like a cleanse, and have the blessing count towards the totem counter on Small Game.
This way a Blessing is entirely consistent with a Cleanse, and Hexes are treated fairly. It places Boon perks on a similar level to Inner Healing, but for the whole team not the individual.
This limits Boon perks to 5 uses per game, because totems are, and should be, a finite resource.
If that's not strong enough for the survivors, then remove the loud notification the killer receives when a totem gets blessed. This would ensure you get at least one use out of the perk before the killer realises a Boon is in play and snuffs it out.
I like that.
*sad noed noises*
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Don't forget why people have stopped playing dbd.
NFT = bad
Pinhead license holders and NFT company = partnered with bhvr.
BHVR = owns dbd. Also signed a contract which they knew invovled NFT.
DBD = the pinhead model is being sold as an NFT.
Devs = works for bhvr and apparently had no idea this was a thing.
Therefore the game is facing backlash for what the company has done. As the game and devs themselves could be (in)directly involved. Especially since the in-game pinhead model is being sold as NFT.
At least that's my understanding. Correct me if I'm wrong or got things mixed up.
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Well I'm sure some people will continue playing...but I'm also sure others will not continue playing π.
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I've seen more Billy's insidious camp than bubba.
Probably seen more Billy's camp more than bubba's anyway.
Anyways you can time the chainsaw with the unhooks I frames and your all set so you have that.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2568505#Comment_2568505
I will completely disagree. The EGC does exactly what it's intended to - which is end the game. It's not intended to favour either side which is why the killer can also open the gate. It's intended so that the game will end and prevent one side from taking the game hostage - and that's exactly what it does.
That is very true Mandy. It does do what it needs to do...but alas it still does it terribly in my opinion.
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@NOCTURN_05 said:
https://forum.deadbydaylight.com/en/discussion/comment/2568513#Comment_2568513
Even people who have never played them before probably know it's going to take a lot to get most of them to stop slug/camping. Plus a straight up unrelated buff like this would only ever so slightly fix the issue of not seeing Charlotte enough, as well as making the other issues even worse
Well I did play twins before the nerfs...I stopped playing them because of it.
So I really do think just letting them switch easier makes them less likely to have to camp or slug.
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GAMEPLAY THOUGHTS:
DS: very complicated change. It was nerfed already for good reason.
BT: basekit perks can cause problems. Just use the perk. (Same with unbreakable)
DH: well yeah..that's good.
Spawn: in general stupid and would definitely cause problems. Or, wouldn't be possible due to placement.
Gens: speed is unchangable honestly...
Killer movement: can cause issues either way.
Egc: needs a rework, but i don't think this is it..unless π€ also that's like 2 perks already.
Killer gates: no.
Camping: no. That will cause issues that have been addressed before.
Gates: they need a change to stop 99ing
The rest: unnecessary or not good changes.
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I think all that needs to change is being able to switch back and forth easier...
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@BattleCast said:
https://forum.deadbydaylight.com/en/discussion/comment/2568311#Comment_2568311
It seems like people just want the EGC to favor killers which is not the intention of the mechanic. If they have a problem with survivors 99ing gates to avoid the EGC then they can just open them to start it yourself as the killer.
EGC is intended to force survivors out of the game so they canβt hold it hostage and the current system is fine.
The egc is a terribly Implemented mechanic. It might end the game to stop taking it hostage, but it's so bad at it.
1) 99ing completely negates this mechanic and the killer opening the door does nothing except give survs a timer of 2-4 minutes to leave.
2) it does not force survivors out. You could say that when the timer hits 10 seconds maybe. Also it extends/slows for dying and hooked survivors.
3) in that time a killer can chase, down, and hook all 4 survivors and they'd still have time. (I know from experience). Yes I downed and hooked each survivor and they had time to do that...how does that force them out?
So yeah..for the egc to even be considered a end game collapse it needs to be more oppressive and relevant and stop 99ing. So yeah..that's the issue with gates and the egc. Gates shouldn't be able to be 99ed...it literally is counter intuitive...
Hope that answers your original question.
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This is pretty vague "disable killer powers near hooks"
- how big or small is the radius which they can't use powers? I mean some killers can't set powers too close to hooks anyways (like ph's trails).
- when does it activate? When a killer enters the radius isntantly? If their within it too long? Killers camp endgame too because what else is there to do?
- so if I a killer were to be running to a hooked surv who is about to be unhooked I couldn't tentacle whip even though I was wasn't camping? Am I suppose to have to move closer for an m1 instead of punishing them for a unsafe unhook?
- grabs are fairly inconsistent. Survs get I frames in unhooks. Are you sure your not just too afraid to get injured while going for a rescue? What if you the surv are proxying the hook? Should I not get to punish with a ranged power?
Im interested to see how this actually is serious π€
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/2566105#Comment_2566105
But you argued against the existance of hatch in general. And there are no keys inside the game vanilla wise. You HAVE to bring a key, or bring plunderers and hope for a key.
I hadn't meant too argue against the hatch. I just meant the green key shouldn't let survs have easier escapes just to give it extra power and get rid a wasted chest search
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If it were reworked to allow a lunge while carrying. That'd be dope. But for one of my 5 tokens? Idk man
If it were reworked to allow a lunge, I think it'd be fair. Just stops survs from body blocking like star struck
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@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/2567652#Comment_2567652
Yea but that is the average....the issue is with a score like that neither killer or survivor should get a increase or decrease to MMR because no one wine or lost it was a tie
I don't really tie in to the whole tie concept for the reason of going in for a 4 man.
I just don't want to settle for 2 kills and have that considered "fine". I find it.. irritating I guess
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Just because the devs say 2 is fine, doesn't mean 2 is fine π€·
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@georgiebeau said:
Well u got ur wish, toth now nerfed so u donβt get a notification
My thoughts exactly
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Legion buff would go into 2 scenarios.
1) survs are already close to one another so they can hit multiple and down the last one.
2) survs aren't that close so you just down the one your on.
I would love a legion down in power, but man...that would actually make them very strong, as surv would have no defense besides locker jumping or dead hard.
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Hard to play, attacks feel as if they miss even if they should've hit. Unless your the best nurse in existence, not very strong.
I'd change her blinks to go where you look instead of charging the distance. Might not work very well, but just a thought
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If your healing someone or yourself, you don't needs DS. It got nerfed just so you can't be invincible doing some actions. Or at least didn't force the killer to slug.
Legion: if you could down people you wouldn't bother to chase other survivor as much since they can just down.
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I don't think doc is talked about enough honestly.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2566196#Comment_2566196
Is it honestly that big of a deal to you if the last survivor would escape with this buffed perk? As said by @jesterkind above: hatch and keys are already "being nerfed into the ground" with the upcoming patch. This perk has one purpose only, so it better be really good for that purpose.
Do you think Left Behind is an acceptable perk as it currently is, and particularly with the upcoming changes? If not, what would you have it do differently?
If I played survivor more . I'd use the perk as is and bring a key.
I really do dislike the thought of the last survivor escaping like this.
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Possibly. Ive seen barely anything, but they definitely have potential too. But even though we are on the forums curse the devs name will we really abandon the game π
some of us would yes...
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We have very different window experiences I can tell.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2566187#Comment_2566187
Whether they can defend it or not has FAR more to do with luck of where they spawn, it's totally possible to defend some setups.
The killer will know where they are, or at least will have plenty of information to guess- they're going to be in one of three areas. Most of the time, when the hatch is closed, that's GG- it's a guaranteed loss for the survivor. What's wrong with a perk (that's useless for the rest of the game, mind) helping to make that a little less certain?
As I said, most of the time survivor have a free escape.
Some maps will fluctuate, but most bigger maps are escapes for sure.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2566179#Comment_2566179
Most situations where they're the last person alive, the hatch is found and closed, and they have the time to go re-open it without the killer finding and interrupting them?
Yeah, I'm okay with that. The hatch and keys have been nerfed into the ground, I'm totally fine with a second-chance for escaping through the hatch now that only the last guy can do it, especially when it's this dependant on luck.
The survivor can see the hatch so already has the advantage on finding it.
The killer cannot physically defend 2 doors and the hatch without additional help.
It's won't be luck based. The survivor will be able to do it
This whole change idea is basically just a free escape for the last survivor if the killer doesn't know where they are.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2566166#Comment_2566166
Well... yeah. In that case, any perk you use costs nothing and is free. If that's your point of objection, you're entitled to your opinion, but I strongly disagree that it matters at all.
It's such a niche and conditional effect that I really don't see why it's a problem that the effect is useful if you ever get to use it.
As I said. In most situations, the survivor escapes.
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Hm
1) hit or miss honestly
2) maybe a average score, you know if they are high mmr it'll hardly matter, but if some are lower it might be fairer.
3) just no.
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These perks are something not gonna lie. Now time for some criticism.
Clumsy - not gonna lie, that'd be really annoying and should have a activation trigger.
Did I do that: I mean...if it activates after the unhook and doesn't affect the unhook notification it might work?
Inspired: just no honestly.
Not today: if the killer can still attack on the initial vault. Okay. And if the survivor cannot vault back over it as well. Then yes.
Killer perks: the first one seems okay, but the rest are just not okay honestly, but should probably be focused on that killers power rather than a perk.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2566102#Comment_2566102
I wouldn't call this free at all. It only works if you're the last player alive, and even if it does work, it's a perk slot that does nothing until the very end of the game.
Think of it not as an escape necessarily "earned" but an escape "banked". If it comes in useful, great, it saves you having to rely on finding a key. If it doesn't... well, you never needed it to begin with and so it doesn't matter how "free" it is.
It's free. If I you use the perk to use it, it costs nothing.
Most perks can use the whole "if it helps it helps, if it doesn't aw well" approach.
The perk replaces keys and in most cases the survivor would escape.
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/2565137#Comment_2565137
If you want survivors to remain a chance of escaping, the hatch needs to remain in the game. Either that, or gates need to be hardcoded to not be easy to patrol.
Because that 1 survivor cannot be expected to do all the gens on his own, meaning he needs teammates to finish gens. That 1 survivor cannot be expected to heal up and unhook all his teammates, meaning he needs teammates. That 1 survivor often cannot heal on his own, meaning he needs teammates.
The hatch is essentially there to give players a reason to not hold the game hostage. Because really, what are you going to expect when the 3rd survivor is killed but there are 2 gens left? That survivor to give away his or her location? Or hide all game untill they can maybe touch a generator? But what if there is a 3 gen, might aswell never touch a generator because otherwise the killer knows you're there, meaning you cannot escape. So you might aswell keep on hiding untill the killer goes AFK. The hatch is a really important mechanic in DBD.
That's why there are other keys that can allow you to open the hatch.
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@ReverseVelocity said:
https://forum.deadbydaylight.com/en/discussion/comment/2565114#Comment_2565114
I mean, if Rancor can give you a "free" kill for failing to defend the generators, I don't see why Left Behind couldn't let you open the hatch. Besides, calling it "free" escape is pretty misleading, since the cost is a perk slot that does absolutely nothing until you are the last survivor remaining.
I just don't like the idea of having more ways for survivors to escape. It's free because you don't have to get a key and it lets you see the hatch..very free escape.
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Me being a solo survivor myself hate everything to do with all of this π€·
And funnily enough i thought good of this until they put the head on aura buff up there π
But no seriously, I for one, would actually not want any changes like pings or solo perk changes just to compare to swf.
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At least other people agree that the maps are just as the problem if not the bigger problem than perk s and items π
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I mean killer and surv will both have the same chances of getting hatch. So, why give survivors a free escape perk.
why give them a free hatch when the killer successfully defended the gens and killed the others?
Sure on some maps survs can't escape through the doors if killer already closed hatch and surv don't have a key, but hey...doesn't mean surv need a free escape nonetheless.
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You can still get blinded while grabbing someone out of a locker π. Thought they changed that.
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Agreed
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If people didn't need to rely on I frames removing the I frames wouldn't matter.
Do I also say remove unhook I frames π€·
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I've said it do many times that the egc and 99ing needs to change.
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Unpopular opinion this is.
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I just went back to playing doc
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Was using mirror Myers and they were calling me trash. I killed 3 and 1 dc'd to let his boy get hatch. I was mid chase as well. Wouldn't have gotten hatch if not for DC.
Also because I had, noed. They were mad they proxied the basement as I hooked them down there. (This was while they had gens still)
One even said i was trash since he was looping me yet I moved so slowed, barely had a lounge.
π€·
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@dugman said:
- Dr Jekyl and Mr Hyde. A killer that alternates between two completely different modes of play in a single body. Maybe Jekyl is intelligent and has bonuses on tracking and sabotaging generators and such while Hyde is a brute that can break pallets quicker than normal killers, something along those lines.
- Dracula. Anything with abilities themed along the classic vampire would be kind of cool.
- Medusa. A killer that survivors suffer increasingly bad penalties the longer they look at her. (Maybe progressing from aura blindness to oblivious to moving and acting more slowly to eventual temporary paralysis.) A killer that survivors have to be cautious looking directly at while also trying to evade in a chase could be kind of cool. π
Medusa sounds neat
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I'd assume because it's a special ability despite working as a hook. And also because PH doesn't know where they are.
So it'd be weird to give them those 2 perks
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The infinite blinks is a bit much, let's be honest.
The plaid for survivors is a no, obviously.
The plaid for killer? I'd probably say no too.
Blink distance? Idk bout that.
I think allowing nurse to look where she wants to blink is better. Instead of what it is now