CalamityJane
CalamityJane
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Honestly, if you're using FTP regularly in a match, then the amount of time it takes you to self-care is a massive waste of time across a match. While the killer may lose a little momentum by having to get an extra hit (either on you or the person you picked up) your team loses much more time by having someone self-caring a lot.
Alternatively you could run Inner Strength which allows you to cleanse totems whenever you see them, then when you need to heal you only need to spend 8 seconds to heal, vs 32+ of self care. Yes, there are finite heals with it, but it saves a LOT of time. I don't consider the 12 seconds of cleansing time, as that is something you should be doing anyway.
You could also run Second Wind, so when you get unhooked you will passively heal after a short time of being broken. It is riskier if the killer tunnels you, but it saves a lot of time over self-caring.
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Easy, if you see 4 toolboxes now, just switch to a killer with a big terror radius and overwhelmi... OH WAIT you aren't allowed to change killers now.
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The best part is faking like you're trying to avoid it so they spend all game wasting their time trying to blind you on every pickup and you essentially get a stalling perk for free.
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There's several issues with second chance perks.
The first is that no matter how well designed, they're always exploitable in SOME way. You say BT is a well designed perk because of its requirements stopping tunneling and camping, however it becomes problematic that the killer cannot create any pressure in a match when people are instantly unhooked. It's rarer that it's used to protect against tunneling and camping than it's just used to make bad plays safe.
The second is how well they all synergise together to give the killer no counterplay, because each counter is combatted by a different second chance, such as DS + unbreakable (+ soul guard)
Personally I don't see Desperate Measures as a second chance. We have a lot of perks which increase healing speed, and often do it better than DM, but DM very specifically counters strategies that rely on keeping many survivors injured, using thana, dying light, sloppy butcher, or add ons. It's a very valid perk that counteracts otherwise very oppressive killer builds, but you wouldn't call someone Botany Knowledge a second chance and it's basically the same effect.
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Yes, because nobody goes on the PTB here ;-;
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Probably so that you can't run in and pick up a slug the instant the killer downs them, and then be the slug yourself with your DS ready.
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@jacindazs said:
Well, there are other perks that bring bonus bloodpoint.
Distressing Gain 100 % more Bloodpoints for actions in the Deviousness Category.
also
- Gain 10 % more Bloodpoints
- for actions in the Hunter Category for each Token.
- Survivors' cleansing speed is reduced by 4/5/6 % for each Token.
- Gain a notification when someone starts working on a Hex Totem.
+ offering
It is like: How much point could killer get? If you bring BSP, it is like: please tunnel me, slug me, camp me, becuase I need 4k and 100K bloodpoins so badly!!!!!
I always farm 5x better with killer than witch survival.
BBQ and WGLF are the only perks which add bloodpoints over the 8k cap in each category.
A killer who uses their power or chases enough to get 8k deviousness or hunter points would get the exact same amount of points if they had distressing or thrill, they only reach the 8k cap faster.
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@Mikeasaurus said:
I have to agree, the pallets look much better. Even the new Gens actually look like you're repairing a Gen now and not just rubbing it a little. I hope they update the healing too, so the animations do more healing, rather than back rubs. Honestly, just little things like this upcoming update really make the game feel better imo.
Hey, have you tried being a gen? It's hard. Sometimes you need a good backrub.
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@Aneurysm said:
https://forum.deadbydaylight.com/en/discussion/comment/1555180#Comment_1555180
A full totem build which includes thrill of the hunt also notifies whenever a totem is touched and it takes longer. Is that impossible to beat?
Have you played against that? It's a nightmare for solos. Similarly the only way to beat it is to coordinate breaking 2 totems at once.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1555313#Comment_1555313
The PS4 version of the game will work on PS5. Thus any content and progress linked to your PSN account will transfer. It’s no different than if you had to get a new PS4. Just download your data from the PSN cloud service.
I don't know that they'd have any reason to release a specific PS5 version either, chances are that would bring up the same issues Switch had with currently licensed stuff.
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@Kebek said:
If anything other singleton maps need variations as well or an increase in appearance percentage to balance out other maps that have many variants thus get chosen more often.
They should just change the map selection from picking from the available maps to picking the realm first, then the map.
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No.
Being balanced doesn't mean useless sometimes and gamebreaking the rest. That's just a broken perk.
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@oxygen said:
Break the totem while the killer is busy, so they have to give up on something to even have a chance to stop you. Just like players have always done to break hexes through Thrill Of The Hunt.
Get on the totem right as the killer picks someone up, get on it while they're chasing someone far away... that sorta thing.
The best strategy against thrill has always been to cleanse dulls because they don't reveal you and then you can cleanse the hexes faster. Running a 5 totem build with TOTH has always been really OP on any mobile killer if they aren't SWF because they can't just magically coordinate 2 at once.
This perk is already so strong being able to keep hexes around after being cleansed, it doesn't need the ability to prevent dull totems being cleansed built in as well.
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@Xzan said:
https://forum.deadbydaylight.com/en/discussion/comment/1555359#Comment_1555359
Distortion and Off the Record. Ez counter.
And a Killer can't be everywhere at the same time. Additionally: There are a lot of Killers who don't even use totem perks.
Yeah great, run Distortion which has 3 charges total, of which it takes 2 to cleanse a single totem.
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The obsession mechanic is terrible. Most perks either just randomly move the status around for very little reason, or actively benefit the obsession/not going for the obsession.
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@4scoreand7skinsago said:
https://forum.deadbydaylight.com/en/discussion/comment/1555180#Comment_1555180
I mean a perk already does this its just that the secondary perk is worse then this new perk.
Except thrill actually has counterplay by doing dull totems, where this one will reveal you doing them too.
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And when you get a ######### one out of a chest, you can just refund it on the next chest.
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Tinkerer. It works on every killer, it allows for some clutch plays, it gives information, and it has no stupid requirements like only working on hitting the obsession.
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Almost all killers have the same lunge range, the only exception is certain killers that gain a speed boost at the end of their power which makes their lunge longer.
As for the recover to wiggle, the perk Flip Flop does that.
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@Waffleyumboy said:
The perks don't seem broken at all. Just cleanse totems, do gens, and drop pallets you should still win.
"Just cleanse totems" when every totem, even dulls, reveals you to the killer.
OP is right, the only counterplay to that perk is being on comms to get on 2 totems at once.
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I've definitely noticed a lot of people especially around here will immediately declare things 'balanced' if what they actually mean is 'overpowered in my favour.'
Saw someone call Spirit one of the only two balanced killers yesterday.
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@OllieHellhunter said:
https://forum.deadbydaylight.com/en/discussion/comment/1555114#Comment_1555114
Really? I only got the map 2 times but it seemed to be the same layout for the walls.
I was watching Zubat and he got it 2 games in a row. In the first, the pallet wall on the preschool was on the left entrance (facing the school) and I thought it was nice. On the second it was the right entrance next to the car loop and blocking off the huge fence loop and I nearly messed my pants. It COULD be based on the variation of Badham, or it could be different each time.
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@Leachy_Jr said:
https://forum.deadbydaylight.com/en/discussion/comment/1555074#Comment_1555074
I'm guessing it's the doorway going to where the car is? That's amazing, I never got a chance to play new trashham.
From what I've seen from watching a couple of streamers play, there's a number of different pallet walls on each of the buildings and different ones spawn each time. It definitely works that way for the preschool.
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@zoozoom6 said:
https://forum.deadbydaylight.com/en/discussion/comment/1555019#Comment_1555019
spinechill is used to counter stealth killers and to make sure you dont have to get off a gen unless you absolutely have to and to know when that is even when walls are in the way and these are fine im just saying it shouldnt be a hard counter to stalking
It counters stealth, and both stalking killers use stealth to approach and stalk.
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I could deal with it, if we didn't get essentially the same map 5 times more often than any other. Most of the features are downright painful, you have the shack, the preschool AND the house of pain which are all incredibly strong points for survivors. I really wish they would just not be treated as different maps, so "Badham" had the same chance as any individual map and then the variant was picked after.
But the new map changes look to be very good for it. Pallet walls make the house of pain less brainless, and there's a pallet wall blocking an entrance to the school which can seal off the terrible window loop, or prevent leaving the school straight out of the downstairs.
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"The one thing a perk is designed to counter should counter that perk"
Great idea.
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Coxcombed Clapper and uncloaking behind a wall right next to them doing a gen worked first try for me.
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@Alex23 said:
A 27-year-old girl who's spent most of her life stealing and cheating people in her city to have a decent life and to afford the luxuries she wants.
TEACHING SKILL:
LAST OPPORTUNITY:
You're always cautious and you know where to hit the spot, in case you get caught when you're running away after a robbery.
When the killer tried to kill you or hook you for the last time (final phase of the sacrifice), you'll hit the killer at a weak spot, stunning him for five seconds. During the next 20/25/30 seconds after hitting him, the killer's advantages or skills will be inactive, during the same time, you will get the 7% CELERITY state. When the killer's skills reactivate, 'LAST OPPORTUNITY ' will be permanently inactive.
UNDETECTABLE:
You are wise and able to hide your presence when the police chase you after every robbery, to escape smoothly.
Every time the killer tries to see your aura, “UNDETECTABLE” is activated; the killer and survivors will not be able to see your aura for 10 seconds, during which time the speed of any action you take (repair engines, heal or heal your peers, open exit doors, purify totems, and unhook), you will do 10% faster normal.
Undetectable has a 20/15/10 second cooldown each time it is used.
WITHOUT A TRACE:
Your years of being chased by the police have looked for a way to make your trail harder to find.
Scratch marks left while running decrease by 65%/80%/95%
Gee, let me take a guess here, youre a survivor main?
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Not until they added Undying where you HAVE to coordinate doing two totems at once.
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Hell no, the preschool breakable wall can block the semi-infinite with the fence window. I will absolutely NEVER break it. And there's now pallet walls on the house of pain to make it a less easy loop with all openings accessible. Giving the killer the choice of whether to open up those paths is a huge step forward for making insanely strong buildings more balanced.
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Yeah killers don't necessarily need to be sympathetic. Like look at the licensed ones, Michael is basically pure evil, and Freddy is a demon pedophile.
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"In a public match, achieve a merciless victory with The Huntress using only her 3 unique perks."
You weren't using her 3 unique perks, that seems pretty clarified to me.
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For adept achievements you need to be using all 3 of the killer/survivor's perks. You weren't using Territorial Imperative or Huntress Lullaby so you wouldn't get it.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/1551857#Comment_1551857
Which is the appropriate value of a hex perk
Watching killers play all day the entire game is "attempt to cleanse ruin." Gens are literally an afterthought when everyone's already dead on hook.
No perk should up to quadruple the value of an already meta perk. And it's not like you can ignore it and run the risk of Devour Hope. And it's a massive buff to noed, an already daily complained about perk, because now it's basically impossible to cleanse the dulls without having the killer on you all match.
If you think that's the "appropriate value of a hex" then I'm very glad you have no say in balancing the game.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/1551342#Comment_1551342
It's only 2 meters calm down
Which is permanent on anyone for the entire time they're cleansing a totem, including dulls. The issue isn't walking past a totem, it's that you have to cleanse ruin up to 4 times and every time you are cleansing it the killer sees you.
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Undying is utterly broken. And it's not the totem swapping and keping a hex alive, it's the revealing effect.
How in the world are you meant to cleanse a potential 4 ruin totems when every time you go near one your aura is shown? You can't even cleanse dull totems first to prevent it swapping. That's obscene.
The worst part of it is that it's a build that will impact solo survivors more than anyone because at lesat SWF can coordinate 2 people on 2 different totems at once so ONE will get cleansed without a chase, solos just have to cross their fingers and hope. And then noed hits everyone because even totem hunters don't want to touch totems.
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@Rivyn said:
Lemme guess.
You complain about NOED, instead of doing bones.
Have you tried Detectives Hunch? Fantastic perk, especially if you're running Inner Strength.
I run both, which makes me extremely annoyed at this new perk because now I'm gonna get my aura revealed just for doing dull totems.
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The worst part of this perk is that it's Thrill of the Hunt on crack. Seriously, it reveals all survivors near ALL totems? Can't even cleanse dull totems without having your aura shown, THAT'S ridiculous.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/1547808#Comment_1547808
@CalamityJane yeah!
I thought about her after I made the post.
Cosmetics-wise she could have her prom dress drenched in blood.
Prom dress, then P3 is the bloodied up version.
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If there was, hopefully it would be Carrie.
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@Mikeasaurus said:
https://forum.deadbydaylight.com/en/discussion/comment/1546476#Comment_1546476
Depends on the killer really. If someone jumps off a hook I'll respect it and let them go for hatch. Deliverence too. I get that many would just put them right back up, but me personally I let them escape because in my eyes, they earned it.
Deliverance and Kobeing are two incredibly different things. Theres a difference between lucking out on 4% and getting a single unhook at any point during a game.
I have no respect for Deliverance.
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I agree, gen tapping is dumb, and not wanting to sacrifice a much more valuable perk just to run overcharge (which does NOT start the gen regressing) doesn't mean it isn't an issue.
Although, on the topic of overcharge skillchecks, all skillchecks should really continue after youve started moving away. its stupid how often you get skillchecks right as you let go and arent even given the chance to succeed at them.
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I wish they just put sliders in like every other game has, effects, music, voice.
I get that their one strategy with sound seems to be JUST DEAFEN EVERYBODY WITH CHASE MUSIC but it would be nice to be able to actually hear those things we're meant to hear.
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I don't have a problem with EW3.
I have a problem with infinite tier 3, which has such a minor downside and can be combined with the faster stalk to be laughably easy to reach tier 3. Since the challenge to hit exposed survivors ive had 3 infinite myers and theyre really not fun or balanced in the slightest.
I also hate the first hit mori add ons. Theres no part of them thats even slightly balanced except when combined with infinite t3 as it takes the whole game to tier up. Still tombtone piece and fast stalk is just gross and theres nothing to justify someone flat out dying that early. Hope Michael is in the list for add on changes.
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Me too. it was like a year or more ago that they were chatting with Kyle Gallner on twitter and we haven't even seen them be allowed to update Quentin to not look like Gollum.
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I find Bubba so strong now. In my red rank games it basically feels like every rev is a down. He has so much speed for such a long time that even around windows most of the time he's able to go around and still mind game while swinging and still get the down.
I don't know why people aren't talking about him more.
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I actually don't mind playing her since the change.
Thhe funniest part of this to me is that you're saying "Nurse is so boring to play" and "you only have 2 builds, recharge or omegablink." Just a suggestion here, maybe you'd be having more fun on her if you weren't limiting yourself to the two most boring builds.
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I had someone yesterday last second switch to a key with a white ward, then they had an absolute cry in the end game chat that I tunnelled them, which I sorta did. Someone else got hooked between each of their hooks but I was making certain they died first so the key would get removed.
Like what do you want me to do? Just ignore that you have a key then act surprised when 3 people escape as soon as the first dies?
Funny part was that they said they were just putting points into other characters and they weren't last second switching, and then ten seconds later they said they were doing it for a challenge.
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No. If the killer has found and hooked you and there's no one else left then the game should end. It shouldn't be time for all your second chances to kick in and you get another shot. There's a point where the killer has won and you have to move on.
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Outside of Spirit the only time Stridor is even used is to counter Iron Will which is always a meta/semi-meta perk. Nerfing Stridor to accomodate Iron Will is just deleting Stridor as a perk.
If anything they should just make injured noises be reduced by 50% for the Spirit while in phase, so that way Iron Will + Phase + Stridor = 0 noise, but she would still hear grunting when not phasing.