CashelP14
CashelP14
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- CashelP14
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It's either Yui for Breakout or Ash for MoM.
You'd preferably want both.
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Everytime my internet cuts out I save the clip. I want to keep some sort evidence that I just didn't dc.
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@NekoGamerX said:
https://forum.deadbydaylight.com/en/discussion/comment/1662953#Comment_1662953
couldn't say it any better.
Thank you sensei lol
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1662932#Comment_1662932
Literally happened to a feng in my game. The clown found out she didnt have DS and tunneled her out the game.
It's what always happens. The time wasted from having no DS adds up especially in solo q.
The thing is it's our faults for not running it. If I hook know someone doesn't have DS it's smart as killer for me to eliminate them. I'm not saying just tunnel one survivor but what I mean is if they get unhooked next to you then go and down them since you know that's a survivor gone.
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@bjorksnas said:
Its doctors best perk by a large margin
Makes some killers much stronger such as hag, and deathslinger, and assists other killers in starting chases closer to survivors
some killers to run it on
Legion, clown, leatherface, hag, deathslinger, doctor (depends on playstyle/addons), plauge, oni, hillbilly
General rule of thumb its good on killers that have low map pressure but are good in chase to start chases closer to survivors, its good on killers with already smaller base terror radiuses, and its good on high mobility killers paired with infectious fright to snowball pressure
Funny part is you didn't even mention other killers who it's excellent on. Myers (especially with Infectious Fright), Pig (with Whispers) and Spirit.
To the OP it's one of the few perks that is at worst good on most killers. Monitor is a very perk to run on any killer if you don't have the current meta perks for them.
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@Slashstreetboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1662953#Comment_1662953
Great summary! I´d like to add that "near exit door" means closer than 33 seconds worth of Survivor running time, since this is the time the Killer needs to catch up at 115% MS ( 5 second stun = 20 meter head start(5x4m/s). 4.6m/s(115%) Killer gains 0,6m/s. 20/0.6=33.33).
On almost every map you´d have to be hooked as far as possible from an open exit gate for most Killers to have a slight chance of catching the survivor before they escape.
I didn't even mean that tbh but that's also true. I meant getting unhooked near the door so you can literally sprint at the door with your head in the air knowing your escaping. The killer will down you and you'll either crawl out or you'll hit DS while on the exit line.
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I was playing when the old DS was used every game. I always remember the juggling you had to do.
This one still isn't balanced though. Yes it's better than the old one but it's still broken in some ways.
Here's why people complain:
- Hooked near exit door is a free escape.
- Hook someone, then hook 1 or 2 survivors and then getting hit with 59 second DS.
- Survivors can just work on gens in your face then jump into lockers. You either camp the gen/locker or leave. Either option is bad.
- Unbreakable + DS combo is pretty dumb.
It needs to be balanced a lot better. I created a discussion a week ago on what I'd personally do to fix DS since I feel like it does need changed.
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Once the killer finds out you don't have DS your getting tunnelled. It's why I always run it.
Nothing worse than playing with randoms, see them get tunnelled and not have DS.
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What's your kill rate?
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@Joao_Bandicoot said:
https://forum.deadbydaylight.com/en/discussion/comment/1661682#Comment_1661682
You are not wrong but picked such a poor example, the Ruin change was understandable but the reasons they said on that Dev Update was just awfully presented.
Really? They said that:
- Skill checks were too random. Meaning you either got loads of skill checks or none at all.
- High ranks hit skill checks easily while low ranks struggled.
- Can't remember the last one.
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I don't think the devs are as bad at balancing as people would think. When they explain the reasons behind some changes it makes a lot of sense. The Ruin change in particular was excellent.
The problem comes when they actively ignore the community after changing something for the worse (Huntress Lullaby) or don't engage with the community on what they think will improve the balance.
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@CharlieChatBox said:
@CashelP14 Uh... your rework makes the perk basically worthless. You have no control over the perk. I get that your change does do what you said it does, but the changes I proposed does the 3 nerfs to swf teams, and the first buff. However, part of OoO that people wanted shut down is the free aura reading during chase when the Terror Radius is small, and your change does not make any changes to prevent that. Being able to have a free information makes it so the Killer cannot attempt to "mind game". Just how does this rework function better than the one I proposed?
I don't believe the chase part was the main pain of OoO. It's more the information a swf team can give each other by one person using the perk. The thing about my change is that it only will reveal auras for a few seconds so your only losing mind games for about 5 seconds. It's still a risk perk when it comes to stealth killers but I like that.
I like your concept it's just that i don't find it as useful. In swf we already know who's getting chased and in solo I don't think it gives enough value. I'm working but I'll explain it better when I'm back at the house.
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I don't find it boring. It's more exciting than just hiding the whole game. For me the mind games are really fun.
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I like the idea but I personally would do this.
Object Of Obsession: You and the killer reveal your auras to each other for 3/4/5 seconds. This happens every 1 minute during the trial.
Why does this nerf OoO in swf teams?
- 4 man object teams is pointless.
- Can't get info every time they want it.
- Can't bully trappers/hags to start the game.
Why does this buff the perk for solo/new players?
- You can now track when the auras will be revealed to each other.
- It can help during chases.
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Plagues perks are extremely good. I know you shouldn't buy a chapter because of the perks but this is an exception.
Freddy is a nice killer to play when you don't really want to think. Plus I find him the easiest for doing perk related tome challenges.
Blight is fun but I'd prefer buying Freddy over him. Hex: Undying is an excellent perk but I'd say Corrupt Intervention + Infectious Fright beats it.
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Depends on the add-ons. Just saying I'd far rather have Tampered Timer and either Crate Of Gears or Jigsaw sketch than Wraith Windstorm and Silent Bell or other add-on combos.
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@musefan said:
https://forum.deadbydaylight.com/en/discussion/comment/1660106#Comment_1660106
You're being far too optimistic. The community, or at least the vocal ones, are far from reasonable and won't be happy no matter what the devs do.
Personally I think the release notes and other info from the devs is a lot better than most games offer.
Just playing devil's advocate. There are times I feel like they don't speak when they should. If they are making a change they know the community won't like they will stay quiet which is something I personally don't understand.
The community sometimes can be too harsh and complain without really thinking through the changes.
I'd say they need to offer more info though. Unlike other games this one has a few differences:
- 2 different sides
- No separate competitive mode
Since each change they make will effect both sides they need go explain why they are doing these things.
There are other things they don't answer which I personally feel like they could.
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@Gay Myers (Luzi) said:
https://forum.deadbydaylight.com/en/discussion/comment/1659821#Comment_1659821
Again, there are reasons, especially in regards of synergy between perks. There will be changes people might not like and changes people like. I will also point out, DS right now is definitely better than before and I do get why it can be frustrating for sure, but again, the previous and the first verison used to be so much worse.
I think the problem some people have is that the devs aren't fully transparent about why they make certain changes.
The example they gave for Pop I understand since it makes sense. However they don't explain certain changes to perks like Huntress Lullaby.
I think if they engaged a bit more with the community on why they are changing certain things it would be better.
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I like killers changing the traditional looping but only if it's only done correctly.
Example is Plague. She changes traditional gameplay by giving having the fountains. The make your choice aspect is also really cool. The dodging corrupt part is what I love. Also Nurse I do find to be different in terms of looping but fun to vs.
Deathslinger is different to these two.
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Pig. She isn't the weakest but I'd rather see her get buffed than the others.
Any guesses on who I wanted nerfed?! 👀
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I never understood rage quitting vs a Legion. The Legion isn't a strong killer so its it's not because they're OP.
I don't care if people saying mending is boring either because it really shouldn't be that. The trade off is in their power you can have a lot of fun with them. Stuff like:
- Camping pallets to see if they respect it or not. Especially if you actually pallet drop them before they hit you.
- Making them miss is pretty funny.
- Julie
- Easy point building game.
- Easy WGLF stacks.
If I lose to a Legion I always say "fair play" to the killer. If they can win a game as Legion against a good team then props to them.
I'd actually say they rage quit because they're afraid to losing to arguably one of the weakest killers in the game.
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Unfortunately these games can't compete with dbd. They are trying to take the players from dbd but don't have the depth/characters that dbd does so they eventually die.
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If I remember correctly someone did the math on this.
I think these were the numbers:
- Tome 1: 340 rift fragments
- Tome 2: 408 rift fragments
- Tome 3: 392 rift fragments
- Tome 4: 348 rift fragments
The numbers might not be exactly correct but they aren't far off this.
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This is my top 3 least favourite killers to go against:
- Hag
- Hag
- Hag
Hope that helps.
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Buffing Hag.
I sould single handedly cause world war 3 if they buffed her.
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@TuckzysGayMeng said:
https://forum.deadbydaylight.com/en/discussion/comment/1650296#Comment_1650296
Detectives hunch?
small game?
one offers you totem locations when a gen is finished, the other offers you totem locations when you get close to one. I think those are already pretty fair.
A picture speaks a 1000 words lol
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@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/comment/1655167#Comment_1655167
To whoever said it means gay, no it doesn’t
what I mean by wack is that is straying so far away from the other cod games that it just feels....different
Well it definitely doesn't feel as convoluted as Bo3 and Bo4.
@Boosted_Dwight said:
Loadouts and Score streaks are a big no from me. I'll just start with a pistol please I don't want another Bo4 situation.
Other than that everything doesn't seem too bad to me. Can't wait for that beta. :)
I agree with you on that. As long as the core gameplay is good then I'll be happy.
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Then maybe chase the console players and leave the "non gen rushing" pc players to just sit in corners and hide.
I love how console players are either crap, rage quitters, babies or gen rushers lol
Seems like pc players love to give console players every bad stereotype in this game.
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@Hoodied said:
Its wack imo
So is wack a good term or bad? Lol
@NITRAS42 said:
I never liked the COD zombie games. I thought the L4D and WWZ were so much better.
Maybe I just like games that you get to mow down hordes.
But the trailer looks fun.
If you didn't like the old ones I don't think you'll like this one tbh. I get the feeling the are trying to get some of the old hardcore zombie fans back that they lost during Bo4 and some on Bo3 zombies.
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Wish what he said about Hag was better tbh. Agreed with a lot of other stuff.
The only other thing I didn't fully agree on was the perk changes. Feel like some could've been better.
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Tunnelling one survivor to death isn't being nice. Also if they brought a key they were going to use it either way. It gives more points and gets rid of the item/add-on (if that's what they were hoping for).
Also both sides don't always be nice back to you after you being nice. Me and my mates played on badham against a huntress. She was extremely bad so after getting NO HOOKS the whole game I decided to give her one right outside the exit door (the door was 99%). We all brought gateaus so I thought "let's give her some hook points".
She then decided to sweat by trying to force my mates out the door and wouldn't let anyone unhook me. Luckily through good coordination we all got out. I asked her why she did that when I was trying to be nice and her response was "I didn't ask you to give me the hook". Funniest part was she said she didn't want any "pity hooks" yet when I pointed at the hook she downed and hooked me 😂
Unfortunately some people are just ungrateful.
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You looking for a build during ptb or live game?
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/1652020#Comment_1652020
Yes, even you 😳 lol
Exactly!
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I thought 6% would've been fine but 5 is too low.
Gotta love "new" ways of earning WGLF tokens lol
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1651545#Comment_1651545
Those are not two parts of the same suggestion, but rather two different rework suggestions.
Apologies well the first one is better than the second imo but I'd still prefer just save a totem for a later heal.
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Personally I'd prefer the current one. I don't mind the first part but definitely would hate the second part.
I use inner strength but no other healing item/perk. I'd find it extremely frustrating to jump out of a locker and not get the full heal. If the speed was increased that's less likely to happen but I'd rather save those totems for my next heal instead.
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@Peach said:
https://forum.deadbydaylight.com/en/discussion/comment/1651462#Comment_1651462
True, you're right. The unbreakable synergy would be extremely powerful. I was just trying to make it so that if the killer did slug on purpose. The survivor had ample opportunity to get up without feeling like they're helpless.
That's the biggest with DS. It synergies too well with Unbreakable. The survivor being slugged because of DS isn't fun.
This was my idea to change DS.
https://forum.deadbydaylight.com/en/discussion/193633/an-idea-to-change-ds#latest
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One big problem I have is that a survivor can still troll the killer with this DS. Go for unhooks in the killers face or finish a gen in the killers face. Once they're slugged they know the DS unbreakable synergy will save them.
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As @The_Bootie_Gorgon said removing perk tiers would be the best thing. Though since they are making the changes to rarietys in the mid-chpater patch I don't think they will.
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Everyone would love Hag to be removed.
If anyone disagrees they are lying.
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I don't believe it tbh. It would be cool but extremely unlikely.
Ed boon definitely didn't leave a good enough klue lol
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@NightmareReborn said:
https://forum.deadbydaylight.com/en/discussion/comment/1649668#Comment_1649668
I may be unpopular in this opinion, but I think its a sin how the Margwa and the Panzer appeared in Revelations, but not Brutus or Nova Crawlers.
I understand the margwa being there. Personally I'm happy Brutus and the crawlers weren't there.
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@WishIcouldmain said:
https://forum.deadbydaylight.com/en/discussion/comment/1650324#Comment_1650324
But I feel like you can get a general idea. Say you're going to a gen that just got kicked and the totem there is gone. Or you're in a chase and see another one cleansed that gives you the idea that okay my teammates are doing totems and there's a chance they'll all be gone.
There's a chance but no guarantee. Unless I run around the whole map myself and see all 5 gone I have no idea if they are all cleansed or not.
Just think of the difference in my information about totems when playing solo vs swf:
- I know exactly how many totems are cleansed without actually having to see them myself.
- I'm told exactly where totems are cleansed. This helps me work out roughly where the others should be at.
- I can tell people exactly where a hex totem is the second I see it. Same goes if they find a hex totem.
That information is key in this game. Solo survivor is already awkward enough when it comes to reliable teammates so adding in totem hunting can be too much. Something so simple as a totem counter will help bridge the gap between solo and swf.
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@Mr_Madness said:
https://forum.deadbydaylight.com/en/discussion/comment/1650296#Comment_1650296
Small Game Perk Anyone?
@WishIcouldmain said:
https://forum.deadbydaylight.com/en/discussion/comment/1650296#Comment_1650296
There's already three of them.
I didn't mean an actual counter to totems. It would be really dumb of me to have made over 2,600 posts if I didn't even know all the perks in the game lol
I mean something to track how many totems are left in the trial. Just stick it on the left hand side just next to the number of generators left.
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I don't think it needs nerfed. Though I'd say solo survivor would be horrible with that combo since you can't share information or coordinate anything.
Still believe they should add a totem counter.
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Please tell me your joking and that this is a bait thread? Lol
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No since its already really strong
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@RaSavage42 said:
https://forum.deadbydaylight.com/en/discussion/comment/1649406#Comment_1649406
I haven't played Zombie's since BO2 and a bit in BO3
What map does Panzer Soldet appear on?
Origins on Bo2. Der Eisendrache and Revelations on Bo3.
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@RaSavage42 said:
https://forum.deadbydaylight.com/en/discussion/comment/1649197#Comment_1649197
have DR. Richtofin (can't spell the guys name) as the killer
then either of the others as a survivor
IDK about perks or powers but it would be interesting to say the least
I'd actually have Rictofen as the survivor. One of those people who only thinks for himself and have the perks reflect it.
Panzer Soldat as the killer. I don't care that his arm is mechanically like the Deathslingers weapon just let him keep it. Then also keep the flamethrower since it would be pretty cool.
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@Maelstrom10 said:
https://forum.deadbydaylight.com/en/discussion/comment/1649234#Comment_1649234
Updated text?
https://forum.deadbydaylight.com/en/discussion/comment/1649190#Comment_1649190
Haha mad respect to you too then, as it can be majorly difficult replying to everyone!
And on the breakout thing, perhaps being within 6m of a survivor being carried as they wiggle free could do it?
Yea of course. Can't just give people running Breakout a free aura if they aren't anywhere near the survivor lol
