Bwsted
Bwsted
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- Bwsted
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@indieeden7 said:
You can use blood, scratchmarks, footsteps, and crows, Iron Will has been in the game since release, don't see why everyone is acting as though it's a problem after 5 years.
A popular streamer made videos about it.
And Stridor nerf, instead of adjusting the Spirit.
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Unless you were using Stridor, you counter it exactly the same.
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Usual meta perks.
A fun variation on the theme is: DS, Inner Strength, Head On and a 4th one of your choice. It could be UB if you want to go really hard, or Off the Record to fly under the radar.
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You can make maps for atmospheric. But it's a pvp game, the scare factor wears off inevitably.
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/2353668#Comment_2353668
Lethal pursuer is more then just finding someone.
It's finding a cluster so you can bother more of them at once and have an idea where the others are when you are done with your first chase.
Believe me the difference between heading to the opposite side of the map to find a single survivor or moving half a map to chase of 2 survivors and knowing where to go for your pop is the difference between losing 3 gens in one minute and losing 1 gen.
I can see that argument. But I would have to argue that Discordance is an order of magnitude better to fulfill the same purpose and throughout the whole trial.
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Wiggle progression decreases over time when slugged. It's intended.
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Spawning separate is optimal for survivors. Your suggestion works against your goal.
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@SMitchell8 said:
It shows that the killer is NOT power role. Its balanced atleast
You're implying that being balanced means killers is not the power role. Power role =/= autowin role.
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Restrictive activation condition with a very harsh reset condition. Not consistent enough to be elevated average.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2352279#Comment_2352279
And how would this benefit them? What purpose would it serve to release fake stats, instead of the more obvious (and logical) explanation that they were waiting for 1.5 billion escapes before releasing the data?
Don't take this harshly, but most conversations with you have been inane. I'm not interested in engaging in exercises in futility. So, don't be offended, but I just won't reply to you in general.
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Challenges sometimes get stuck. Selecting another challenge and playing a match before going back to the original one usually fixes it.
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They include a period with double pallets, infinites, vacuum, yaddayaddayadda.
They're just a fun fact.
If you want to draw conclusions, you need something on a more defined and recent period, where the game hasn't undergone so many changes. But afaik they don't plan on releasing those.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/2352228#Comment_2352228
Except if they were faking stats why put a specific round number, they could have literally added or taken away some, it's more likely that the stats were taken exactly when survivors hit 1.5B escapes.
"Hey look guys, we made up all these stats but left escapes at exactly 1,500,000,000" like, cmon lmao, y'all could leave your tinfoil hats at home for a little minute.
And I'm betting the ONLY reason people are saying this seems 'fishy' is because kills are higher than escapes, were it the other way around they'd probably say nothing.
This is bhvr we're talking about. The same company that released the internal build accidentally. Those who put cosmetics in paid sets that are copy pasted from default items. Those who make patch notes for hotfixes where the issues purportedly fixed are still exactly broken as before. The list goes on.
I don't care if the stats are real or fake. But it's disingenous to think that if they had fabricated data they wouldn't have been able to ######### up as usual and maybe forget to adjust a placeholder figure.
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Not really. The period considered is so wide with so many changes occuring that the results were likely to be counterintuitive.
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Deathslinger has a terror radius?
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I don't think there's much they can introduce in terms of original powers that are interactive. Yes, most of the latest killers are press-m2-for-free-zoning and free-hit-in-animation-lock.
However, another stealth killer would just be more hit'n'run.
I honestly would prefer they focused on game health and balancing current features.
New content can just be cosmetics.
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@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/2343797#Comment_2343797
Spirit is probably the reason it got nerfed. Stridor Spirit is bullshit.
I actually think Bite the Bullet is the main reason why it got nerfed, although they probably had an indirect Spirit nerf in mind when they discussed it internally.
But Stridor effectively countered Bite the Bullet, even though it was probably unintended/oversight. There were bug reports and it made the perk trash tier. And in typical bhvr fashion, they chose 'consistency' to justify the easy way to fix the situation.
The timing of the change checks out as well.
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1 is very interesting.
2 would probably cause a ######### storm from most killers.
3 hindered effect is an issue. You can't punish survivors because they're using what they're supposed to use as defense. Especially, because pre-dropping is correct, even necessary, against several killers. So, you either make hindered too short to be significant. Or, you make it significant, but then the perk would just be meta for the killers of above because it would put survivors in a lose-lose situation.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/2351146#Comment_2351146
I would say 99% of the time you aren't tracking people with their breathing sound.
I'd say in chase, that's the case. There's only a handful of survivors you can hear breathing over the chase music and you have to be fairly close.
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Corrupt, bbq, stbfl and a wild card. Dash is for anti-loop. I very rarely stealth.
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I wouldn't. Unless I wanted survivors to equip whatever they left out among DS/BT/UB/Soul Guard/Deliverance/etc.
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@Lordofweed said:
https://forum.deadbydaylight.com/en/discussion/comment/2350749#Comment_2350749
Thank you very much! :)
Np <3
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You need a skillcheck to get perk value once you've gained tokens. Your suggestion peaks at 3 tokens, where you gain progress and more chance of a skillcheck, it's neutral at 4 tokens compared to the current version, and it's a net nerf at 5 tokens.
I don't feel this would be an overall improvement.
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It doesn't. As killer, you don't see how much time they have left.
You will see the icon as read if the timer is running, or white when it's paused. The latter happens when the the trap is not yet activated, during a chase, in the dying state, or on hook.
But the timer never resets.
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@Ruma said:
https://forum.deadbydaylight.com/en/discussion/comment/2350578#Comment_2350578
She wouldnt slug if they werent sticking together.
Just split up.
Also this was an idea, of course you could change things like a extra cooldown when he get smashed while holding a survivor.
That's exactly when she would slug, because there would be nobody to crush Victor when he's locked in a 5-second cooldown. More value in having a slug and pressuring other survivors. That's why the buddy system is the counter to the Twins.
I understand it's just an idea. What I think it needs more than that to fulfill its goal.
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This is what would happen: she would still slug the first survivor or however many she wanted, then put the special Victor hook on another down. Then send Charlotte to either hook any of the slugs, or chase a get another survivor. The moment they crush Victor, she gets him back in 6 seconds and rinse'n'repeat.
This doesn't solve slugging, it simply gives the Twins less downtime because Charlotte has the option of hooking without having to move.
Do you realize that would be a tiny bit on the side of completely broken?
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2350504#Comment_2350504
In general, it does not really make sense that it gets darker over time. Before it went darker when the timer went down, but now, even if the timer stays, it gets darker, resulting in not being able to see anything at some point.
Bhvr has a soft spot for screen clutter and darkness. Apparently, not being able to see ######### makes the game more immersive.
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There are some killers that are more difficult to brush the rust off if you don't play them consistently. I'm talking if you're trying to play them at full skill cap.
Imho mostly Nurse and Billy (curving style).
All the others are either not that mechanically challenging, or they are but you regain your groove pretty quickly.
For example, you can probably not play GF for months and pick him one day and nothing will have changed. For Huntress, you have to learn her, but whenever I choose her after a hiatus, all I need is a couple of trials to re-train my flick and I'm back to my old days of glory. Deathslinger? Same story, but focusing on how far I have to lead my shot.
Ymmv, of course. But in general, most killers are not that mechanically demanding. And even those who are, they get a bit overrated in that aspect.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2349021#Comment_2349021
I admit I totally missed the exercise post.
Ok I'll try.
OP: there is no OP killer. Because if there would be, then he would be played 24/7. There also isn't any OP perk (nor for survivors nor for killers) that I can think of right now.
Balanced: meta perks are surprisingly balanced.
Underpowered: tons of perks that don't see any usage like Monstrous shrine, fire up, botany knowledge, wake up, etc.
My idea for some buffs would be:
- Botany Knowledge = increase self healing speed by at least double amount as it is now. Idea behind it is, that if a survivor wants to use 2 perks (BK + SC) to heal as fast as pre healing nerf SC, then he should be able to.
- Wake up = should reduce the opening time drastically. Maybe 3 or 4 seconds. Why? It's a dead perk for most of the game. It should make a difference during the endgame.
Wake up! 3 already shaves off 3 seconds on opening. If you want to buff it then it could be so your opening speed is doubled i.e. 10 seconds when there are no debuffs. It would still be very situational, but it'd make sense now considering killer endgame builds are about to become more viable with No way out getting a buff soon.
I like your suggestion for Botany, as long as the bonus for healing others stays the same as the current one.
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@WexlerWendigo said:
It’s time to remove ALL visual effects. Especially for mending
Deep wound vfx with dream world or madness 3 is the real #########. Literally a black screen.
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It's a very badly designed perk. It's basically a cover-all.
Survivors do totems = Noed works as a slowdown perk.
They don't do totems = Noed is there for the snowball.
You're facemping first hook = no time to do totems and you literally get a second kill guaranteed against OPTIMAL survivors. Second kill at the BARE MINIMUM.
You're winning when endgame time comes? Noed makes sure you're DEFINITELY gonna win.
Even its combined effect of haste plus exposed is overtuned compared to any other hex.
And no, it's not the killer equivalent. Of adren. Adr has literally zero effects pre gate powering. You get noed value regardless, either via slowdown or proc.
It's a staple in every killer build of he-who-shall-not-be-named the dev. So, I doubt the perk will be changed for a long time. Unless someone lobby-snipes him and hits him with noed repeatedly. Emotional responses are usually a big incentive for change. It worked for Huntress' Lullaby.
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Waste of a perk slot. Just like Left Behind, unless you have a key.
I'd have nothing against this perk being made except that it would just add to the pile of useless perks.
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@Gruul said:
No holding onto victor is actually what you do against twins (the other thing is always work in pairs). If you try to throw victor off and Charlotte is anywhere nearby you're just giving them a free down. The problem comes from soloQ because you're supposed to stay away from the rest of your team if you decide to hold onto victor and many don't either because they don't know the strategy or general oblivousness and then the twins player does get value. It probably is something like they heard that's how you counter twins but then don't realize there's extra steps to it they're not doing.
Pretty good summary. You get my vote.
@TruffleTurtle said:
https://forum.deadbydaylight.com/en/discussion/comment/2348260#Comment_2348260
No what I mean is the Charlotte realizes what they are doing and just don't call him back because in many situation it actually benefits her
The situations you're talking about are when survivors can't loop a m1 killer, or if Charlotte is ambushing the hostage taker.
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@FreakPrince said:
https://forum.deadbydaylight.com/en/discussion/comment/2346457#Comment_2346457
It actually is since the devs never really change anything to the live version.
Unless making it worse counts towards that.
You're factually wrong just by reading the patch notes of many ptbs and lives.
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AlwaysHasBeen.jpg
Lobbies were rainbow for the most part today.
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It's not certain what features of the ptb will make it to the live version.
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The survivors will still have to bring Iron Will to have a chance against her, or she'll work exactly the same. So, I don't want to be negative, but you'll probably get the names.
Very bizarre way to 'fix' her the devs chose.
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He'd be fine if dedicated servers could handle stuns while he's chainsawing. Instead, they just give stun points 9/10 times and he breaks the pallet.
His camping ability is bs, but BHVR has embraced it. So, whatever.
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No. There are even fog whisperers who use it.
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Fragrant Tuft of Hair and J. Myers Memorial basekit.
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@NoOneKnowsNova said:
Can we also track how much dull totems are cleansed per match then if this goes ahead (which I'm not in favour of tbh). Even though I'm in favour of it getting a nerf, I would like to see what happens. If it stays the same or increases then thatll show people werent cleansing dull totems to begin with. If it decreases then it shows that people have no interest in it as NoeD is gone meaning they were actively trying to counter it beforehand.
There's no reasons to cleanse dull totems if noed can already be ruled out. Unless you need cleanse speed due to Thrill of the Hunt, or Undying is in play and there's a dull in a problematic spot, a survivor wants an Inner Strength stack, or simply for points. The first two situations are also very niche.
Dull cleansing numbers would plummet, simply because it would reflect the fact that they're not an objective.
@FFirebrandd said:
The only way this would be necessary is if they did not have even remotely close to adequate statistic gathering. If they do have good statistic gathering... they probably have an SQL table called like... I don't know... tMatchResults with spots for what killer perks got run, which survivor perks got run, how many and when gens got done, how many and when hook states happened, if and when EGC activated and so on.
If they DO have that, all somebody at Behavior needs to do to get the stats as if NOED didn't exist for the last 3 months is run one simple SQL query that'd look something like this: "SELECT KillRate FROM tMatchResults WHERE KillerPerk1 is not NOED AND KillerPerk2 is not NOED AND KillerPerk3 is not NOED and KillerPerk4 is not NOED AND MatchDate > #4/1/2021#"
Seriously... the only way they'd need to disable NOED for a while to gather stats is if their stat gathering system is overly simple. From what I've seen of the stats they have released... it isn't.
It's not that simple. Noed is a surprise perk and knowing for certain if it's in play or not changes players' behaviours.
The stata bhvr as now is for trials where players know noed could be in the killer's loadout until they get confirmation or denial. Filtering out stats can never account for this effect.
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@NoOneKnowsNova said:
The only changes he needs imo are to make engravings decrease the speed you overheat at. Otherwise he's fine (from a Billy main).
They also need to change engravings rarity down to yellow and brown. Then, he will be perfect (from another Billy main).
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2338628#Comment_2338628
They better not keep Judith's Tombstone, considering that it's a trash add-on.
If they don't change they achievement then the addon is here to stay.
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Myers is an old killer and certain design choices are obsolete. He's due an add-on pass and TPiece will probably get the axe. I guess they'll leave Judith's because of Evil Incarnate, but ad annoying as that one is it's not ad problematic.
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- Body is 1 character too short.
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If they're in the open, M1 unless they're running in a straight line.
You need T2 and if you never go for tentacles you're just a big stompy M1 killer. That's why Marvin's is his best add-on, because you can tier up in two hits that you can get in your first chase.
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@6yXJI0 said:
https://forum.deadbydaylight.com/en/discussion/comment/2334552#Comment_2334552
" I was very careful and started in crouch position long before I came inside the killer instinct radius (SHRIEKS)."
but as soon is I crouched inside shriek radius
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@Tsulan said:
I would like a autofill option up until rank 15. Since there is no entity yet, we wouldn´t lose anything and it would speed things up by a lot.
The Entity appears at level 10, it skips level 11 and then reappears for good.
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Sacrifice 2 survivors in egc. Finish 4 gens in one trial.
@Zokenay said:
Title basically, which are the most annoying challenges youve done or tried to do?
For me i currently have two of them.
Unhook a person during Endgame Collapse: This one is obvious, killers become heavy campers during EC, starting EC puts a timer and risks a Blood Warden, its reliant on your teammate who gets hooked, the killer not camping and your teammates not doing it before you.
Escape trough the hatch while carrying a map: Getting the hatch is already hard enough, now you make it a requirement to use a map, thing is, you can only get hatch if youre the last survivor left and the killer doesnt find it first, cause if its closed, then attempt is over since you cant use a key.
Coincidentally, those two challenges were discussed in a thread yesterday. For those who need tips to complete them, here's a link https://forum.deadbydaylight.com/en/discussion/comment/2331254/#Comment_2331254
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If you hear shrieks and you aren't already crouched, killer instinct will trigger.
You have to crouch before entering shriek radius.
