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@Danu said:
https://forum.deadbydaylight.com/en/discussion/comment/1158290#Comment_1158290
Proper me! Would be playing a bit more even if it wasn't for my little brother being off as well so still have to work around when he wants to play ps4 as well.
Might actually try to level all my survivors, only thing is acbh coming out soon but I don't really want to start a new game until after exams so being able to on and off play dbd matches here and there is also very handy
I feel you dude. I have to let my two siblings play often, so when they get to I just study.
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Same here! My college has been cancelled, unknown date of return, so I've been grinding on DBD.
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Here is the main problem. Huntress is also 110, he is practically a weak huntress. Despite having a smaller TR, Huntress has an infinite range, doesn't get stunned badly if she misses a hatchet, and once she lands a hit she's straight back into the action, unless she needs to go to a locker.
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The entity can manipulate and torture anything it takes into its realm to turn it into a killer.
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@CLAUDETTEINABUSH said:
I was thinking about this for a long time and I believe bhvr can achieve a dbd card game. I know this will take time and effort that could be used for dbd, but if it is cross platforms, imo it's worth.
I really don't know how this will exactly work, but I had some ideas. For example, you have 2 set of hands, one hands is the survivor cards and the other one is the killer cards. Each round one is the killer and one is the survivor, which means one attacks and one defends. I don't know if it's necessary to add a gen/exit gate mechanic for survivors and hook/hatch for killer, but I would love to see that.
Honestly bhvr made so many creative chapters, I bet you can make a great card game.
So guys, do you want a cross platform dbd card game? Let me know down below.
I have thought about making a dead by daylight board game, but a card game could also work.
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@plunder said:
https://forum.deadbydaylight.com/en/discussion/comment/1156292#Comment_1156292
Why I suggested to nerf the killers movespeed so they cant just run it down at you. They would have to coordinate to get a survivor.
And like I mentioned that then comes down to muscle memory. Additionally you mentioned that the two killers would have to team up. That means five other survivors would be able to do whatever they want, mainly gens.
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A speed buff is all that's needed. He can be fine on some maps, but on big maps such as coldwind he doesn't stand a chance.
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This sounds interesting, I'd worry though that its risk would be to low for its reward (if it's a hex perk) and if it's not a hex perk then it's to strong imo.
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@plunder said:
I'm new to the forums so not sure if this been posted before or what so forgive the rehashed idea.
The game mode in question is basically where there is two killers and 6 survivors. The mode in question only uses large maps and all killers get a speed nerf to compisate the fact of two killers. This speed nerf would make it where killers have to work together to get survivors. To prevent killers camping the hook. a hooked survivor creates a 16m or higher aura (devs decision) that penalizes the killer where the sacrifice timer slows heavily to waste a killers time to hopefully promote more action. Thanks for coming for my dbd talk. Love to hear ideas from others if this is a good idea or just ideas in general. I only post this to make more fun games besides the normal mode we have now.
I doubt this would work well. Not only would some killers be much stronger on this if paired (such as two bubbas or two Ghostfaces) but survivors would have little to no chance unless the killers were nerfed, which then is a huge nerf as alot of killers are based off muscle memory.
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@HellDescent said:
https://forum.deadbydaylight.com/en/discussion/comment/1155581#Comment_1155581
You completely lose sight of survivors if you use stairs inside or outside leading to the patio.
Ah that's what you mean.
Personally I'm fine with it. If a survivor drops down its audible if you walk through the inside, step through a window and suddenly you know they went one of two ways.
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Go behind a wall, stone, or any other solid object while moving left and right.
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Up until the game wouldn't let me play, my ranking on both sides has been grand.
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Looks dont matter for a survivor what so ever. Lore does. Same with perks.
I would just take each survivor as it goes and you'll eventually find one you like, but if you don't like any if the current ones I'm surprised.
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@HellDescent said:
Add a set of stairs on the side of saloon leading to the generator upstairs. You can't keep track of survivors when going up on the second floor. By the time you get up there they are as good as gone. When you compare platform gens to Haddonfield there at least only few ways to get out from second floor and there is only a small area to search, unlike saloon building.
But there is a set of stairs on the side of the salloon...is there something I'm missing?
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After my work being cut short today after my mate having to leave early due to family issues, we didn't find it, although I've already gathered a few ideas of where it could be, and it MIGHT have something to do with EGC but I could be entirely wrong.
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Just for the broken hit boxes, Phineas and Ferb or Doof.
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@Ribbles said:
Remove the tapping. It breaks keyboards/gamepads and hurts people with conditions such as carpal tunnel.
Add occasional SKILL CHECKS instead.
Good skillcheck = no change to timer
Great skillcheck = +2 seconds to timer
Bad skillcheck = -2 seconds to timer
1) Easy to implement
2) Skill based
3) No need to change any existing perks
4) Save countless keyboards and wrists
Thank you.
This seems like a good idea, and if Hex: Huntresses Lullaby works with this it could also be a revival of the perk, I'd like to see this implemented into the game.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1153872#Comment_1153872
You could just as easily argue that they were trying to make the Doc stronger for players who found him too weak.
They mentioned in streams and patch notes that it was due to players finding him annoying to play against, but never mentioned it being due to his strength.
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Thanks dude.
@Fibijean said:
There should be. So far, there's been one in every realm, so there's no reason to believe that the pattern would have been broken here. It might be tough to find, though - it seems like they're intentionally making it more and more difficult with each new realm they release.
Thanks for the info, we are prepared and we are going at it for about 3 hours (most likely another nurse puzzle)
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Oni or Deathslinger, both are fun. If you're focused on ranking up though, Oni.
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@ChiTenshi said:
Send a tweet to BHVR and they might provide a hint
I'll leave that to Paulie
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@huntressmain03 said:
This sounds like a Black Ops II zombies myth or somethin', but good luck finding it
Thanks dude!
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/1153216#Comment_1153216
To be fair, doc's rework actually made him way stronger than before.
@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1153216#Comment_1153216
Survivors not enjoying doc. Gets a rework.
'Ey. Killers were complaining that Doc was trash, and now Doc is now substantially better compared to before.
I am aware that he did get stronger with his rework, but the motive behind it was that survivors weren't enjoying him.
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@Tro said:
New map seems very survivor sided to me. It’s big, with plenty of strong loops, vaults and pallets. I’ve only played ~5 matches on it so maybe it will be better once I know it more.
How are other rank 1 killers dealing with it?
Personally the map is great on Deathslinger, and I can imagine anyone who mains Nurse loving this map.
Loops are mostly balanced, with the streets having a survivor sided one. The main building can be looped by survivors if they play it right and balanced landing is a great perk on this map.
The deathslinger is amazing on this map, especially that you can shoot through the railings in the Dead Dawg Salloon. Many loops also work great with his power.
The only problem I have is that the hatch will nearly always spawn on the streets (similar to Badham preschool) making it so that if you're not prepared the other side is.
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The one thing I want for decisive, is to make it that once you touch a gen, the perk deactivates. You're not tunneling if you find a random survivor on a gen that's injured.
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@Spooky13 said:
https://forum.deadbydaylight.com/en/discussion/comment/1153196#Comment_1153196
There was also cries for Deathslinger being too weak. Ignored.
There were cries that the breakable wall at Shack completely invalidated the loop. Now the breakable wall is opposite the pallet instead of next to it.
There were cries that new Sabo was too strong. Ignored.
There were cries that Hangman's Trick was too strong. It's been gutted, going from 16 meters to 6 meters.
🤔 There's a pattern here and I don't like it.
There always has been.
Survivors not enjoying doc. Gets a rework.
Survivors against Ruin and it's high use rate as it was a necessity at high ranks. Gets nerfed.
Decisive strike appearing 47 out of 100 games against red ranks when I tested (which meant two on average per game) and many calling it to strong yet it's still the same.
The last nerf I can think of before the add on nerf was making balanced landing not an infinite perk.
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Something I hate even more is that so many people called out about the saboteur change being bad, yet they keep that, yet no one claims about gearhead and yet it gets changed.
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Although my opinion will probably change in a week or two, I find him very fun, and I'm honestly considering making him my main.
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@WhoDatNinja said:
I
https://forum.deadbydaylight.com/en/discussion/comment/1152229#Comment_1152229
I get camped when only 1 or 2 gens are done. Ok then when killers are in purple or red ranks then i think the 40 meters idea should work at those ranks.
40 meters is massive and if you dont like camping then run kindred and help your team by staying on the hook.
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@Reborn2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/1151283#Comment_1151283
I dont think its useless . Just not as strong as the others and just the only reason i dont take it its because it requires you to use basic attack .
Ok, it's one strength is slugging, yet swf exists, so you'll slug em and then someone will call out on mic "Hey I'm beside the killer shack." Or something like that.
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I feel the exactly the same way.
These perks are meant to be risk-reward styled, but some of them, such as Third seal, are absolutely useless.
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@fckunewkiller said:
You are clearly a camper that arrived to red ranks too early because killer is ez woth free rank up.
Enjoy more time in lower ranks, one day you will be ready.
Git gud nab.
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@Drywatr said:
https://forum.deadbydaylight.com/en/discussion/comment/1150391#Comment_1150391
What would you recommend? Im all for buffs if they would help him.
If I was to buff him, I'd say make him 115. Even if it's only outside of a chase, because he doesn't have mobility, arguably the most important thing for a killer to have in the meta.
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@Hex_Stalk said:
https://forum.deadbydaylight.com/en/discussion/comment/1150392#Comment_1150392
I was getting 2 to 3k against red ranks on pc, a platform that I don't play mind you. Now I can't even get one kill due to how trash aiming is on console compared to pc.
Well in that situation my best bet is that console aim and pc aim are completely different (as in one might move 20% of your sensitivity while the other would move 35%) or that you've just been unlucky.
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Is he good in the right hands? Yes. But if a survivor has enough skill in him, they'll make his power very hard to use in a chase.
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@Hex_Stalk said:
https://forum.deadbydaylight.com/en/discussion/comment/1150382#Comment_1150382
You facing against red ranks?
Yes actually.
It probably is that it hasn't even been 12 hours since the new killer dropped and everyones trying to learn how to face him.
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I'm finding him completely fine.
Infact I've played seven matches and have gotten six 4ks.
I'm also an Xbox player. He is far from worthless currently.
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@Raven014 said:
https://forum.deadbydaylight.com/en/discussion/comment/1147731#Comment_1147731
I was unaware that it was found.
It was a really hidden one to be fair, I suggest you watch it or try and find it yourself!
Also apparently there is an Easter egg in the Yamoaka Estate that's yet to be found which isn't the turning heads.
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For me it's two if these three.
Pop goes the Weasel
Whispers
Devour Hope
All of these three perks work great on him.
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New killer is out and everyone wants to play it.
In a day or two it should be sorted. For me it's not to long but I'm rank 3 atm so that suggests why.
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@Iceman said:
Congrats on your win. I hope you all enjoy the chapter. I sent the gift to the username that you guys provided me. Microsoft have sent it to the email that you have associated with that account.
Thanks dude :D
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If you mean hit them with the redeemer? Yes!
If you mean hit them while at the edge of the pallet after bringing them in? No.
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I'm fine with all of these except the stun duration.
It's not like the legion where you have no power in the chase, with this killer you do.
Everything else seems positive.
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Aim a bit in front of where they're running, you can lunge at them at your usual lunge range from the harpoon if needed, and if they're exposed or you're running stbfl it counts as a basic attack.
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Killer perks:
Rusty hook
Whenever you hook a survivor you gain a token.
Each token increases your speed by 0.5%/1%/1.5% outside of a chase.
Only a maximum of 4/5/6 tokens at a time.
Stinging echo
Every 60/50/40 seconds a survivor remains injured, they scream revealing their position.
Hex: Killer in the mirror
This perk is linked to a single generator at random. This generator appears blue to you.
Upon this generator being completed, if there is a dull toten remaining in the trial, this hex applies to it.
All survivors have a 5% movement decrease and each action is done 10%/20%/30% slower.
The hex effect persists as long as the related hex totem is standing.
Hex: Creating a demon
For every minute that passes in a trial, survivors action speed to repairing, healing, sabotaging and opening up the exit gates decreases by 1.5%/3%/4.5%.
This hex persists as long as the related hex totem is still standing.
Survivor perks:
Saviour
Whenever being put into the dying state within 16 meters of another survivor, you're wiggle meter starts at 20%/30%/40%
Dancing with the devil
Whenever you're in a chase with the killer for 60/45/30 seconds without being injured, gain a speed boost of 150% for 3 seconds.
Causes exhaustion for 60 seconds.
Myths and reality
You start of the trial doing actions 75%/70%/65% slower. For each token, gain a 5% speed boost to all actions.
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Both are great and fun! If possible get both!
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Not yet, and arent planned unless they do a rework on a map from what I know.
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It was definitely necessary, as they were super buggy and not much use in them.
I do hope though at one point the devs add a free trial to each killer, where you get two or three matches with their unique perks tier 3.
Same with survivors.
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This is actually interesting.
Same thing on twitch, subscribing to one guy I watch in the app is 6.99 but doing it on chrome is 4.99
