CalamityJane
CalamityJane
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Stealth is just a bad mechanic. You're not good at the game because you can hold control while at a patch of grass. It's not outsmarting or outplaying the killer when you literally cannot be seen while front and center on the killer's screen.
The game isn't designed around a time dynamic that allows for walking through every little patch of grass to see if you bump into someone. If you want to stealth, hide properly and keep moving to stay out of line of sight.
Also killers don't have "tonnes of opportunities" to look for person squatting in a bush, they're on a constant time limit, and any perks that assist with it have strict requirements that usually aren't "when you're just looking for someone, show their aura."
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The teachable version of the perk is considered that perk, so the same perk cannot appear twice on one blood web. It's a good perk anyway, well worth having unlocked.
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I've definitely had it, send survivors to cages, which sucks since cages suck.
On another note, I miss when they gave them cool names like "Rite of the Ungrateful" and "Rite of the Dark Within" instead of this weak "Rite of the [insert killer name.]"
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Devs "We've reworked ruin and noed, because we don't want perks to feel like they need to be tier 3 to be worth using."
Also devs:
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@antifreedomring said:
Thats a counter though crouching behind an incomplete generator. So working as intended for me. Always felt like that perk should be like WGLF and only give point boost
As it is BBQ discourages both tunneling and camping. Remove the aura reading and it only discourages tunneling, so you'd get a hell of a lot more mid-low rank killer players face camping because they literally don't know what else to do.
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Yeah, I'm fine with custom themes, but they should have a clear heartbeat to give some realistic way of knowing how close they are.
Last night was my first game against Blight, and based off his music I thought he must be halfway across the map, turns out he was right next to me. It's simply not good design to take something as crucial as the terror radius and make it really difficult to translate between killers.
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There are way better information perks that I would use in a heartbeat, but I'm not halving the value of my killer matches.
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Don't worry, it's a bug that disadvantages survivors and their crutches, it will be fixed by tomorrow.
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When I loaded in and saw both of them, I nearly orgasmed. Now survivors actually have to think about how they run it rather than just go the god window loop, then the god pallet downstairs, and still have 4 ways out that all have pallets nearby.
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It's definitely broken. I just ran no mither and healed 3 people 3 health states while myself and 2 others were injured.
0/10.
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To look snazzy.
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I was just playing doc for a daily and had issues hooking Laurie. It worked when I was directly facing the hook, but from other angles just cancelled the hooking.
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My first day impressions?
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@konchok said:
https://forum.deadbydaylight.com/en/discussion/comment/1607898#Comment_1607898
You'd be surprised at how many loops you can use his ability at, but even if you don't get them at the loop you'll get them if they try to change tiles. He's really strong, but for you to feel his power at it's full potential you can't just rely on his power. His power is best used when survivors are out of position. If they're in position, you'll need to force the survivor to leave the tile, if you've mastered his ability you can often get them at what they would think is a safe tile or move on to someone who is out of position. If you miss a charge attack it's going to be really punishing, but you know what, even if you miss you can simply apply pressure using your ability.
I haven't been getting 4ks every match, but I get enough hooks per match to keep my rank 1 status, every now and then dropping to rank 2. And this is just day 1. His skill ceiling and his lethality is similar to nurse.
Yeah except Nurse is useful in any way shape or form.
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@C3Tooth said:
https://us.v-cdn.net/6030815/uploads/ID4XZRMPQ1GJ/image.png
Image a loops like this. I dont play Billy, but I see people does corner saw, makes him dangerous around loops.
What Blight can do around loops? running away to bump on a wall 50m away and go back?
Still, lets see how pro players use him in the future.
Yeah the issue is the infrequency of anything in range to bump into with any chance of getting back before they're at the pallet anyway. It's like a 1 in a million tree spawn.
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Definitely. At the moment all you have to do is strafe to the left slightly and it's impossible for him to land his charge. That of course comes after the 10 seconds of wasting your time bouncing off ######### before you can even attempt a swing.
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@SaltyNooty said:
Gotta love the sarcasm but allow me to enlighten you as to why anyone is playing as blight rn. To get his perks after that you can bet your ass life on DBB will become hell for survivor and ultimately make them quit. He sucks ass asa killer but his perks are fricking top-notch. Mind you I'm a survivor main who's stopped player killer a while ago but I know my stuff. Here, these perks and scrabble them up.
All of these perks are the one I've seen the most or most common amongst 90% of all the killers. Mix the new killers perks in and you get someone MAD OP.
PTGW
RUIN
Devour hope
NOED
Undying
Blood Favor
Dragon grip
BBQ
Corrupt intervention
Blood warden
ThanaPhobia
PWYF
Dying light
Huntress lullaby
Franklin's demise
Knock out
Remeber me
Bamboozle
Thrilling tremors
Retribution.
See all of these perks? Combine them with the three main killer perks and find out what you get. Trust me, we survivors have it worse so dont complain.
You say that like it's impossible to play both sides of the game. I want good content for both. But a killer like this, honestly just feels like a waste of 3 months of work.
After achievement hunters get his achievements, he dies off completely. He's not fun to play, he's not strong, and having the camera swinging around wildly all match isn't my idea of a good time playing the game.
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Survivor sound bugged for years on and off? We sleep.
DS weaker? Day 1 hotfix.
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At least with Nurse there's some benefit to blinking in a chase.
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No. It doesn't. You want to decide where the hatch is, then it's fair game for EVERYONE.
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@[Deleted User] said:
I do agree on Blood Favor. Pretty pointless against high level survivors. But quite a few players take a hit and stay at the same loop for some reason, so there will be value in average solo queue games.
Yeah, what a great perk that forces survivors to make better decisions.
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No, the only bodyblocking that is reportable is if there is no way for the match to end. As the only person "trapped" is on a timer to die, and everyone else can leave, it's not bannable.
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@NekoGamerX said:
why are people worry about ? Undying is like Thrill of the Hunt with aura I can see survivor messing with the killer same way they do with Thrill of the Hunt.
You can fake and mindgame thrill of the hunt, because they only get an alert, they never know whether you're on it or you touched it. With undying you see them the entire time they're near it, so you can see if they tapped it then left. The only counterplay to Undying is being SWF so you can have 2 people on 2 totems. It's completely anti-solo survivor, and hugely buffs noed because now nobody will touch a dull totem again.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1603062#Comment_1603062
Which means you ignored totems all game including cleansing Undying itself...all game..
It isn't even remotely impossible to counter play.
30 seconds into the match Undying gets cleansed because it spawned on a hill, it did absolutely nothing. Man that no counter play was intense.
Except IT ALSO HAS AURA READING.
You flat out cannot do totems if the killer has 2 brain cells.
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Looks like the people you're shooting aren't the only noobs.
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It's 2m that prevents noed being cleansed. It's 2m that makes impossible to counterplay Undying in any way except crossing your fingers and hoping the killer has brain damage.
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And Undying better not have that broken AF aura reveal on dull totems.
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For me it was Frank, but the look of Julie's tome set may have won me over.
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Yeah I've tried, I can end chases fast I can get quick early hooks, he's still just a terrible killer with no real map pressure that announces to everyone when he's busy.
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@catnip18 said:
https://forum.deadbydaylight.com/en/discussion/comment/1598853#Comment_1598853
As i stated at least 5 times in this thread its not me, i dont stream, some of yall are so excited to try and one up someone you sound like fools. This is about how to handle someone you're playing with streaming.
In the English language, the word "you" can be a generic or impersonal form which refers to an unspecified person. In this case, it refers to "a person who streams" not "the person who made this thread."
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@DCash said:
https://forum.deadbydaylight.com/en/discussion/comment/1598394#Comment_1598394
Then you don't understand at all. You are putting everything on the line. The entire game hinges on that one moment at the end of the match. It is very hard to keep 4 rank 1s in a game when they know they should leave. You say it's cheese but the survivors thank me for such a good game when it's over. Maybe actually try to do what I suggested before you just dismiss it. I doubt you can though.
It's not hard to slug at least one person for 60 seconds, nor is it hard to keep people in a game. Survivors are usually overeager to kee everyone alive at any cost. I've done it before.
And yes, I'm sure everyone literally stood up and applauded when you cheesed them to death.
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If you're choosing to make your gameplay live for anyone to see, then it's your problem if someone uses that.
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Yep, it's always been that, only traps you pull survivors out of count.
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As a person who literally never runs CI, no, you are most certainly not forced to use it. Just beacuse a streamer said "ITS SO GREAT ON EVERY KILLER" doesn't mean it actually is good, let alone 'mandatory.'
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/1598403#Comment_1598403
Good job disregarding the fact that only 10% of people this person faced ran DS + Unbreakable, if you downed someone who you think had DS there'd be a 1 in 10 chance they have UB too, that's miniscule and once again, killers using a "what-if" scenario to try and get perks nerfed.
Ah but look at the historical data. Studies tell us that a micropenis is only found in 0.03% of people, now we're seeing someone's data showing it occuring at 333% the average rate, that's worrying!
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I lucked out and got Evil Incarnate on the second try, but I was still a low rank, and they 3 genned themselves on Azarovs.
Taking One for the Team took sooooo goddamn long. 250? And the requirements are so specific. I felt like I was throwing matches and doing suicidal saves for MONTHS for that one.
Skilled Huntress you can at least farm during double points, on PC at least 20 can be done in a match.
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@chieften333 said:
Honestly I've had a thought rolling around in my head that every killer could do this after second hook. Essentially getting rid of mori offerings, while still keeping the cool animations. Of course you'd still be able to hook for more points.
The scoring event for this could be called defiance. Mainly because killers have to sacrifice for the entity instead of killing outright.
Barring the obvious implications for PH and overall balance, It''s just a concept i personally find cool.
You mean balanced like watching a survivor behind you take a casual stroll around the map, find the hatch, set up a tent, make some coffee, and read a good book, all the while Legion and Dweet are having a choreographed brawl?
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@DCash said:
https://forum.deadbydaylight.com/en/discussion/188477/blood-warden-and-remember-me-rework-concept
Honestly... I dislike the blood warden change. Everyone uses bloodwarden to block the gates as quickly as they can and maybe get another person. This is a mistake and a waste of bloodwarden. Getting what I call a perfect bloodwarden is challenging, rewarding and your idea will take that away from me. Other people posted it already, though it seems like they performed it accidentally, but a perfect bloodwarden is when you block the exit at the right time during the end game collapse so the bloodwarden lasts longer than the remaining time in the match and all four survivors die to the egc. I practiced doing this and have figured out the method for pulling it off perfectly. The caveat is that it does depend on what the survivors decide to do. Pulling it off is hands down some of the most blood pumping dbd gameplay I have ever had. So please don't change bloodwarden.
Also, I would add that good survivors will still 99 exit gates as it provides more time for saves regardless of bloodwarden.
Honestly I see a "perfect blood warden" as you put it as a complete cheese and poor design. Getting one hook at the right time should not guarantee that everyone in the game is now dead no matter what happens.
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@hillbillyclaudmain69 said:
https://forum.deadbydaylight.com/en/discussion/comment/1598327#Comment_1598327
It gives you extra time to do things. Also egc is to prevent hostage situations, not to give free pressure.
Yes, but we're not talking about hostage situations, we're talking about perks that are meant to make the EGC threatening. If you have to go and open a gate for yourself, the game is already over and that perk isn't doing #########.
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@hillbillyclaudmain69 said:
https://forum.deadbydaylight.com/en/discussion/comment/1596760#Comment_1596760
You can open it. 99 is fair
The killer opening the gate is a surrender button, not a strategy. In almost all cases, it means anyone currently downed or hooked is now picked up or unhooked, and they're going to the other gate which was also 99ed, while you're at this open one like a chump who cannot physically get to them without them escaping. The only very rare edge case is that you can down someone near a gate, open it, then hook them. In which case survivors can wait out BW and being so close to the gate, you cannot do anything about BT guaranteeing an escape.
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@whimsicaljoss said:
https://forum.deadbydaylight.com/en/discussion/comment/1598238#Comment_1598238
Don't survivors know when someone gets head trapped? As for screwing each other over, I see survivors do that all the time regardless. Usually to their own detriment. It's still in their best interest to keep other survivors alive; certainly in the early and mid game. I'm of course open to alternatives. Another commenter suggested just seriously overhauling her addons, which I'd be happy to try. I just want the developers to try something.
A year or two ago I'd think an add on rework would be perfect for her, really get some effects that actually benefit her and make her ambush more fluid. These days their philosophy of add ons is to be utterly useless, with 1-2 game changers IF any.
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@whimsicaljoss said:
https://forum.deadbydaylight.com/en/discussion/comment/1598184#Comment_1598184
I wasn't clear enough. I'm sorry. I wouldn't expect all three. Just one.
I see your point about #2.
As for #3, I've never received a Tampered Timer. It's never appeared in my bloodweb, so I can't comment on it. I can only say that addons I've received so far don't amount to much.
I'd also be happy to just have just 1 or 2 traps if I thought they would pull more weight.
How about this: The timer starts immediately and finished Gens speed up the timer. This would be capped at one increase by default. Any further gens don't speed it further. Perhaps an very rare add-on might add a second speed boost. This has the potential to get survivors frustrated with each other while trying to save themselves. This would fit thematically with the film series, since it's largely about awful people screwing each other over to increase their own chances of survival.
The issue with that is exactly what you said, it makes other survivors the source of your frustration. A power shouldn't ######### players over because there's not communication. SWF will always be able to play better around it, and it would always suck being solo and having people popping gens because they don't care about you in the slightest. It's problematic to put so much of a player's ability to survive into decisions made by other players cutting their life shorter.
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1 would be good. The entire point of the ability is to stall the match, so they really shouldn't have the option of "do gens and worry about it later."
2 is bad. If Pig can just chase someone and guarantee they die, then that's broken. Yes, it's a big time commitment that would likely throw the game if done from start to finish, but there's no possible counterplay. It's not like camping where perks can protect the unhooked person, you can't MAKE the killer chase someone else.
3 is bad. Traps aren't meant to kill they're meant to stall and not dying is the carrot on a stick. With Tampered Timer and Crate of Gears, depending on the map it can already be physically impossible to search all 4 boxes. Considering you want the timer to start instantly, it definitely doesn't need to be lower by default.
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@BeardedMenace said:
Umm they reverted back the changes people complain about... Every Billy main I watch said it's literally like no difference than he was before except over heating which NEVER happens.
I can't believe people are still crying over it after how much the devs completely lost their nerve on the changes and made it that overheating never happens anyway.
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I just think they should use the rules the old hatch used to use; hatch does not spawn for the last person if less than 2 gens are completed. To prevent holding the game hostage, the end game collapse could start once the second to last survivor dies as though the killer has shut the hatch already.
The survivor still has the opportunity to escape by opening one of the gates, same as they do when the hatch is shut, but it no longer punishes killers for doing well. As it is, if you kill 3 survivors with less than 3 generators done, you're punished by having the hatch randomly spawn and be down to complete luck to find it which gives the survivor far better odds than if it has spawned earlier and you can find it as killer.
This would be better for the killer because they would no longer have the decision of "slug for the 4k," "wait for terrible survivors to do gens so you can find the hatch before killing them," or "just lose a whole extra kill and several thousand bloodpoints."
It would be better for survivors in some aspects as it would mean when you're having a particularly bad game, it's not topped off by being slugged for several minutes because the killer doesn't want to lose the other person to RNG after performing well.
I know every time these discussions come up, it's followed by a bunch of survivor mains going "SWEATY KILLERS, YOU DON'T NEED A 4K," but that attitude is inane. When 4 survivors are about to escape, nobody ever suggests someone go throw themselves on a hook because "SWEATY SURVIVORS, YOU DON'T NEED 4 ESCAPES!" and whenever someone is on the hook, most squads will always do their best to BT and bodyblock them out the gate. So the attitude definitely goes both ways, people want to win as cleanly as possible, especially when they feel they performed well.
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@HollowsGrief said:
As cool as this sounds, and it does sound like a good idea to me, it will never happen. The devs want the game to be over once the final gen is done unless you already had the survivors in a really bad spot. It's why they won't add regression to 99ing the gates to being with, they want it to be the point where the survivors win and you lose, it's also why Remember Me was nerfed to being with. There was a post somewhere down the line saying Remember Me was nerfed to give the final survivor a chance to open the gates should the killer close the hatch but that is not true they will die no matter what if you have remember me stacks. It's a nice concept but the devs don't want the endgame, in any form, to be a detriment to survivors.
Yeah I know, we always hear the reason for buffing mechanics for survivors (like hatch being allowed with 0 gens) is because "there should never be a point in the game where anyone feels like they don't have any chance to win," but when it comes to the killer side it's "nah get #########, have 3 people bodyblocking you and a primed gate ready to go."
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@xenotimebong said:
Because interacting with an objective will make you get tormented (you’re no longer crouching), so the only way to avoid it would be to not do the thing. If you place trails down next to hooked survivors or at a three gen you would be guaranteed to get people tormented which could be a bit silly considering how strong the effect can be.
This has always been the case I believe (trails disappearing near objectives). Just place your trails down at an entry/exit point near the objective and you can get them with it anyway.
You can crouch up to an objective and work on it with a Hag trap there, why would torment be any different?
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Because that would be useful and good.
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Head on is irritating because you can often get hit by it when you're intentionally dodging it, but I can't imagine caring enough to be 'toxic' because of it.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1595934#Comment_1595934
No. I used to think the same as you. Mindbreaker’s value doesn’t come from the 3 second exhaustion that is inflicted on survivors that aren’t exhausted. It’s value comes from pausing OTHER exhaustion timers when a survivor already suffering exhaustion starts working on a gen less than 50% repaired. This can be bad news for survivors that heavily rely on their exhaustion perks.
Eg. Killer finds Meg with Sprint Burst on a gen first in the match. She’s not fussed about the 3 second exhaustion because she can just walk those 3 seconds off, and then she Sprint Bursts away. Killer for some reason decides to break chase. Meg now has a 40 second exhaustion timer. She walks some of that off and starts working a fresh gen. Her exhaustion timer that got down to 30 seconds is now PAUSED. Unlucky for Meg the killer comes toward her gen and she hasn’t managed to get repairs past 50%. She is now without her Sprint Burst, in a chase with a 30 second exhaustion timer still, and that won’t go away until she is no longer running again.
Another scenario I’ve noticed is how it can actually stall the game if they’re heavily reliant on their exhaustion perks. They’ll wait by gens UNTIL their timer has expired. That’s 40 seconds of wasted repair time each and every time the use their exhaustion perk.
I know how it works, and I've tried it myself. My dislike comes from how infrequently it has a tangible effect, because it both requires an existing exhaustion timer as well as the gen to not have work on it.
Sure it might be useful if people are just popping exhaustion all over the place for fun, but 9 times out of 10 you end up chasing and catching people which resets their exhaustion altogether.
It also creates some edge cases which are very frustrating as killer, where they have lingering exhaustion in a chase which ticks down in moments during mind games and stuff, and then all of a sudden in the middle of a chase they suddenly sprint burst away from you, which is often far more distance gained than when they run away from a gen as that's often not directly away from you.

