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It's the same with perks like Sloppy and STBFL, they're great on certain killers. It's a strong perk at the moment, and makes it into my build for many killers.
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I prefer it the way it is at the moment over this.
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I don’t think so, as in her lore it talks about how she went crazy.
“Finally she could not take it any more and concepts of purification emerged inside her. She did what she felt was necessary. As the morning staff arrived one day in September - they found over fifty dead patients, lifeless, in their bed along four staff members, also dead.”
She was most likely just tortured by the entity.
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@Respectfulnancymain said:
I was stuck in a pallet all i had to do was break it
Sometimes you just get stuck and can't break it.
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@Pipe said:
so instead of pressing one button and living you want to have to press any button and die more often? do you think the survivors who get these check correctly gain anything? and for pc players it will appear as any key? i dont get the point of this.
Ok, rather then constantly pressing one button consecutively over a short period of time, you have a variety of buttons which you'll have to press one at a time at random.
Basically so people don't break their keyboards/controllers.
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I find these good changes. Neither are too strong.
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@Milo said:
This could be even a little replacement for skill checks. Sometimes its a skill check, sometimes it's this. (it would appear with a diffrent sound perhaps?)
That could also work, would be more than happy to change it up a bit.
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I just really loved the films. That's the sole reason.
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Mainly because every game is a flip of the coin. It's either a great fun game where I feel relaxed, or a hard game with no matter how well I play, I fail.
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@Clevite said:
https://forum.deadbydaylight.com/en/discussion/comment/1257355#Comment_1257355
I'm a ps4 spirit main and love doing this when survivors are on a genny.
I'll have to try it for myself!
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@Clevite said:
https://forum.deadbydaylight.com/en/discussion/comment/1257348#Comment_1257348
Just some fyi, you can still moonwalk while phasing, countering spine chill
I've never seen a Spirit do this...I'm on console so that may be why.
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First of all, run Spinechill. This perk is a direct counter as you can see if she's phase walking or not.
Second of all, double back on your scratch marks if you're running or stop running completely and walk.
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Back when you needed to have atleast two gens to be completed before hatch spawned, I had a about 30 minute match. All my team died without a single gen popping, ended up escaping.
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Myself twice
Ok actually, to me there is one clear winner which is Never stop Slashing. There have been many other amazing ones that I simply can't choose between.
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Spirit
This may be because I run Ironwill and Spinechill.
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Mainly because it requires above average reaction time to react to his shots at, lets say 10 meters.
Despite this I'm fine with it because I always strafe when in a chase with one.
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I do have a choice, but I prefer solo usually.
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@Kolossoni said:
Killers such as the Nurse, Hag, Freddy and Demogorgon should not be teleporting around the map end of discussion.
I can stand Wraith, Myers and Ghostface's abilities to hide or disguise themselves, but flying across maps is idea-wise stupid and should be prevented in a chase game.
I can't suggest to remove the abilities from the four killers atm, but from now on, please consider again if you are going to design a killer with teleportation...
The thing is, besides Freddy, those three killers are extremely fun to play against because they're different.
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I just tell myself it’s a game, and it isn’t in anyway competitive.
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Before I start, the option to close the hatch was added back around April/May of 2019, maybe even earlier. If you left at the end of 2019 then I'm very confused. Additionally, if it comes to a 1 v 1 for the hatch, the killer is meant to have the advantage because he's played better (90% of the time).
Anyways onto your points.
1: This is a thing, but if you're moving and want to deny it, use the emotes (come here and point)
2: Ending a game for survivors hiding I'm fine with, but it would have to be complex so it would work.
3 and 4: I'm confused...
Part 2
1: The Killer is meant to have an advantage if they get to a hatch 1 v 1.
2: If it happens before two survivors have died than that means either all gens have been done or there is only one gen left. Again, killer plays well, they have the advantage.
3: Refer to point 1
4: Here is what you need to do in this situation. Power it just before it turns on one red light, hide, and as soon as the killer turns, finish it.
5: This alarm only happens at the end, and to me it doesn't make a difference. On most killers I run Whispers so I know where the survivor ism
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Decisive Strike.
When I did use it, it rarely worked. Alert is a much better perk imo.
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@Mister_Holdout said:
https://forum.deadbydaylight.com/en/discussion/comment/1255199#Comment_1255199
Does it not work with Deathslinger?
It does work with Deathslinger IF you melee them with your basic attack after reeling them in?
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@Mister_Holdout said:
https://forum.deadbydaylight.com/en/discussion/comment/1255152#Comment_1255152
Are you 100% certain? A video clip would be nice.
It only works with basic attacks. Feral Frenzy does not count as a basic attack
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@SpoopyGirl said:
https://forum.deadbydaylight.com/en/discussion/comment/1255107#Comment_1255107
Yes that would still be a potential issue. At the very least with the proposed solution to slugging, they at least wouldn’t be moriable off their first hook. I’m not sure if there could ever be a solid solution to many problems or “what if’s” The community has with certain issues.
My one fix has always been once you've hooked each survivor once to ensure you don't tunnel.
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Personally they need a nerf, but I don't see them enough for them to annoy me alot.
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It's a great perk on him but it isn't a must. I've seen great Onis who don't run it.
I'd reccomend Sloppy and Monitor & Abuse (if you have M&A) as they're very good perks for him.
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This actually doesn't sound too bad. It promotes players to not camp or tunnel. My only problem is that some players will slug...
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Meh, I think its effective as the killer makes it.
Personally I don't run it but I can see why so many do.
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I think this is reportable...
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Some people just have that mentality. They're not out there to have fun, but rather to ruin it for others.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1254526#Comment_1254526
If the killer camps and gets a 4k it means his team made mistakes, not necessarily that he made mistakes.
Fair enough, just have accounted for his team too.
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Survivor changes:
All exhaustion perks used to be like this, but were very strong. This would be a no.
Windows are fine for me at the moment. With dedicated servers they can be a bit awkward though
Killer changes:
Cannibal is in the weakest two for killers and is in need of a buff. His power is only strong if survivors make mistakes.
BBQ and Chili could use a slight change but not a huge one.
This is because survivors can do 90 turns.
Neither sides need a nerf atm.
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If you can be precise, he's an amazing killer. He takes effort to learn, but once you do he really is a threat.
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Two early dcs and I'll give the other two survivors a free escape.
If someone played amazing while their team played rubbish they get a free escape.
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I'm fine with it at the moment. It's good for killers who break alot of pallets.
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Love playing against Spirits due to how different it is to other matches.
Nurse and Demo games are also very fun.
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Killer: Bubba
I'm not a huge fan of the Texas Chainsaw Massacre franchise. The first film was good, but it got stale. He's not a fun killer on both sides either.
Survivor: Bill
I know I'm going to get alot of hate for this, but I just don't like the Left for Dead games. I tried it for about two hours straight, my mates telling me it gets better, but I just couldn't be bothered to continue.
Perk (Survivor): Decisive Strike
Very irritating perk to go against, especially when you don't even tunnel them. I don't use it either, so I'd be more than fine seeing it leave.
Perk (Killer): Insidious
A perk that promotes camping, I hate it completely. (NoeD was a close second place).
Map: The Game
I love the Saw franchise, but I can't see well on the bottom floor due to me having a poor right eye. Shame because I really like the detail on the top floor.
Offering/add on: Bp offerings
They cost more than they give you. They need a change.
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Killer is fine for me, takes less than a minute.
As for survivors, it takes alot longer due to the lack of killers playing.
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I can't see on this map, literally. My first dc on this game since penalties came out sadly.
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The problem with this map is that the exit gates are either too close or too far away majority of the time. Regardless if a killer camps and gets the 4k, you're doing something else wrong.
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The Legion Pin
Great for slowdown builds.
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Legion main here!
Personally, Legion doesn't need a huge buff but rather a minor one, as I feel like he's in a decent position at the moment.
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I believe this in every map, additionally I don't believe it's a bug.
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@Atrushan88 said:
https://forum.deadbydaylight.com/en/discussion/comment/1254138#Comment_1254138
What's the sense of in game reporting if you also require a support ticket? Why isn't only the support ticket required? Makes no sense to me how the in game function means so little if you ALSO require a support ticket for it to even be looked into.
This is just a guess and I could be completely wrong, but logically you'd have to report them in game to prove that the match happened recently and that you're not blackmailing someone. Sending a support ticket is just for additional info.
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Everyone has a different build and playstyle, but personally I use Spinechill, Iron will, Balanced Landing and either Small Game or Alert.
Spinechill to get the early run on killers, aswell as to know if I can stick on the generator or not.
Iron Will for jukes in chases, aswell as being able to work on gens without needing a heal. Only use this if you're confident in looping while injured.
Balanced Landing for making use out of drops that are otherwise useless.
Small game to counter NoeD and other Hex related perks.
Alert because it tells me which pallets have been wasted and which ones haven't.
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Don’t use it at all, there are more useful perks out there like Small Game, especially that I’m a solo.
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@Cardgrey said:
https://forum.deadbydaylight.com/en/discussion/comment/1253031#Comment_1253031
i can tell you want SHIRTLESS MYERS.
Who doesn't?
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@Boss said:
Track Hex: Devour Hope for me pls.
- How many times it got cleansed at 0 Tokens.
- How many times it got cleansed at 1 Token.
- How many times it got cleansed at 2 Tokens.
- How many times it got cleansed at 3 Tokens.
- How many times it got cleansed at 4 Tokens.
- How many times it got cleansed at 5 or more Tokens.
- How many times it survived the entire match, no matter the match's results.
- How many times you triggered Hex: Devour Hope's +5% movement speed bonus.
- How many times you put them from the Healthy Health State into the Dying Health State using Hex: Devour Hope's 3-Token bonus.
- How many times you directly killed a Survivor using Hex: Devour Hope's 5-Token bonus.
Btw, this is not serious.
Always gets destroyed at 3 tokens 😥
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@KingOfBadRNG said:
https://forum.deadbydaylight.com/en/discussion/comment/1253073#Comment_1253073
Yep. you don't need to its an option but I played like 5 games of no blink and my kills were around 2 to 3k without tunneling. (This was around the time before ruin was nerf) one of them was after the mid chapter patch before deathslinger
Can I use Nemesis with Play with your Food?
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@ZeroJukes said:
https://forum.deadbydaylight.com/en/discussion/comment/1253076#Comment_1253076
I would trust you, but you need to know there's a lot of other people here and ya know..
I have seen some thread saying DS was used 99% of times in 100 matchs they played, but that guy doesn't provide any proof so how do I believe that guy?
That's way over the top...