Cheers
Cheers
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- Cheers
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I believe the DC ban applies to both sides.
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I mostly play Hillbilly just because he's fun. Simple as that.
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To be honest, I haven't crashed in about a month and I have average latency. You are either extremely unlucky or have ######### wifi.
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Anyone who can perfect huntress has my respect regardless of who they are.
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Technician can be good for quieting down gens.
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Hillbilly with
BBQ and Chili
Enduring
Hex: Ruin
Whispers
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The Wrecker
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The chain is being pulled with someone on the opposite end.
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This actually seems like a good idea, however it should probably be behind an add on as doc is strong at the moment.
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@greekfire774 said:
@CheersTC it makes no sense to have a personal account for each individual killer. You're missing out on teachable perks and everything in between that comes with maining an account. I have no idea how you are rank 1 hillbilly with only his base perks and no teachables. I don't even see how that's possible
I actually don’t have most teachables but rather only perks that I need for each killer. For example, for The Hillbilly I use BBQ, Endurance, Whispers and Hex: Ruin. Most killers I use atleast one of their perks and then one perk is whispers. I usually get a killer up to level 50 and then upgrade other killers. It isn’t that hard.
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I want to see something with a clone of some sort. Not exactly sure what, but a clone none other than the less.
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I think I understand why my team mate Dwight hides in the corner now.
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Depends on the killer for me.
With Hillbilly I’m enjoying the game much more and to my surprise staying at rank 1. I’ve also clearly increased my skill in a chase with chainsaws since the nerf.
On the other hand, I struggle a lot with Trapper. I’ve gone down from rank 2 to rank 6 with him. Since then I haven’t really gone up or down the ranks with him, mainly due to the fact that I don’t have the time early game to place down five traps without losing two or three gens.
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2nd behind rocket league.
I don’t have much games as you can probably tell.
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@Marcavecunc said:
https://forum.deadbydaylight.com/en/discussion/comment/1082788#Comment_1082788
Just checked, according to the wiki, it's approximately 1 experience point per second, but you also get experience depending on which emblems you get. So basically it caps at like 9 minutes and a half.
Thanks for checking and confirming that! ^^
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Unless I’m memeing around with Bubba, I find this a weak perk as more often then not survivors won’t search chests in higher ranks as they’ll either bring in items or just don’t want to waste time.
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If you play a very strong game in hooks and gen protection then you should be able to get a pip, this is what I had to do for a long time and it’s fairly boring.
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We have got David topless, but what would really scare me is a topless Trapper.
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@Marcavecunc said:
https://forum.deadbydaylight.com/en/discussion/comment/1082455#Comment_1082455
What's the cap at anyway? Like 10 minutes?
It’s somewhere from 7-10, been awhile since I’ve focused on shards.
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Depends on the killer.
Love it on Freddy and Doc
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Devs have said they don’t plan to do this in the near future.
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There is a killer :3
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Trap loops and hooks, works every time I play her.
I use bbq, monitor, sloppy butcher and thanataphobia
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Personally I’d never use this. Most survivors use the same perks and even the ones who don’t you can just adapt by looking at how they play.
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My first recommendation is BBQ and Chili. Overall great perk on most killers.
Ruin can be great on her if you are good at chases.
Nurses and M&A is a personal favourite combo as survivors believe they’re safe.
Stridor is a great perk on her for obvious reasons.
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@Marcavecunc said:
https://forum.deadbydaylight.com/en/discussion/comment/1081519#Comment_1081519
Sounds about right.. I used to play more and spend my shards on bloodpoints and could get all 4 perks from the shrine nearly every week. And the thing with shards is you don't even have to be good, you just have to play enough.. Those who want to maximize their gains can just play solo survivor and make sure to die once the time cap is reached.. but yeah that's a bit weird to play that way just to get faster shards.
I actually do something simular to that. Once I get my cap I play alot more agressive with the killer and take more risks, usually because by that point Ive also gotten a pip.
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As I and many others say, you do not need these to complete the archives and should probably save up shards. If you play consistently you can get a character in about a week or two.
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Currently I don’t main a killer but rather have an account for each one, currently my list is like this. (I’ll say my rank and enjoyment out of 10)
Trapper - Rank 2 - 6/10
Wraith - Rank 5 - 8/10
Hillbilly - Rank 1 - 10/10
Nurse - Rank 7 - 4/10
Shape (Myers) - Rank 9 - 2/10
Hag - Rank 9 - 1/10
Doctor - Rank 2 - 9/10
Huntress - Rank 5 - 6/10
Cannibal (Bubba) - Rank 6 - 7/10
Nightmare (Freddy) - Rank 1 - 7/10
Pig (Amanda) - Rank 9 - 7/10
Clown - Rank 10 - 4/10
Spirit - Rank 2 - 6/10
Legion - Rank 6 - 5/10
Plague - Rank 4 - 8/10
Ghostface - Rank 1 - 9/10
Demogorgon - Rank 3 - 4/10
Oni - Rank 6 - 6/10
So personally from that list, my favourite killers are Hillbilly, Doctor and Ghostface.
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Although I think everyone has said that decisive strike rework, I am a big fan at what you suggested with borrowed time and making at and exhaustion based perk.
Dead hard is a fine perk as it is and when I play killer now I just expect it so I run up until I’m directly behind them to see if they have it. Always works because survivors (including myself) usually dead hard when we see the red stain on us.
I like the Adrenaline one as a killer. I’ve never used it on survivor so I’m not sure if they would like the changes, but I think this is fair game as it’s often used with other exhaustion based perks,
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D:
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I often find my first game to match my rank. After that I’m not sure.
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As a survivor, if I had the killer help me eith my challenges I would definetly sacrifice myself to them.
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Yes lets go onto to dead by daylight and wait 10 minutes to not play dead by daylight!
In all seriousness, theyve got alot of complaints at the moment, I think its better they dont do this.
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They love creating skins!
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Id say perks are the next take.
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Ive only ever played a game for fun. Sure Ill be happier if I get a 3k or 4k but aslong as I play well and have fun, I win.
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@CashelP14 said:
Really like the idea of adding a puppet killer to the game. I've created one myself to do with puppets but its different to yours.
I don't know how the killer will be able to change between 4 potential puppets. You may need to think about exactly if this is possible on controller in particular. You also haven't specified how exactly survivors destroy the puppets. Lastly how exactly does he activate the puppets? I assume he needs to look at them when starting to use his power and how long is he immobile for before he can move after activating them.
They were just some questions I wanted to know the answers to. Little details like those can make the difference in an op or weak killer. I do really like the thought behind each puppets individual power. I don't think you controlling them is great tbh. You must find a survivor, then activate the ability then chase a survivor. I think you'd be wasting a lot of time and gens would be done too quick. I think they'd probably be fine waiting around the area where the killer throws them.
Needle In A Haystack: I like the idea behind this perk. It rewards you for winning chases while also helping traverse the map. It's not as good as nemesis and play with your food combo but it's nice to use for just one slot.
As Cute As A Button: I don't think its particularly strong. As long as they aren't playing steathy or have spine chill this perk is easily countered.
Hex: Creating Demons: I think the totem should have a maximum number it can reach. Otherwise thrill on a hag could destroy teams with relative ease.
Selfless: This would be abused heavily by survive with friends. I understand the idea but I think it would be way to strong and would be extremely annoying to face.
Diggin' Us Out: This is another extremely op survivor perk. A swf team can remove all mind games the killer has while not giving him anything in return. They could also have flashlights if the ever down a survivor. A jumple gym for example I could sit in a locker while my friend looped the killer there. Since the survivor can see the killers aura he should never go down.
No Help, No Problem: I'm sorry but this is another easily abused survivor perk. The numbers would need lowered by a decent bit because a coordinated team could quite easily escape using this. I know it can only be used once per trial but this is more of a guaranteed escape than old ds if the team is a swf.
Really enjoyed reading the chapter mate. I particularly enjoyed the different abilities of each doll. I would say the perks need balanced especially on the survivor side but I hope my feedback was helpful. I'm sorry I never got reading the add-ons but I've already spent 30 mins writing this.
Thanks for reviewing this!
I guess I'll start off with how the changing of the puppets. I was thinking on console cycling between lb/l1 and rb/r1 to change which puppet your going to throw.
Destroying puppets is like cleansing totems. Maybe add skill checks? Basically just about spending 16 seconds destroying it, no tool box needed.
You are right about the fact that he needs to look at them to activate the power.
Although the puppeteer has a slow start to the game, the late game can be hectic, or even mid game. Survivors have little to no knowledge that a puppet is coming unless they faintly hear it from close by (a noise that would be nullified by the sound of gens) or if they see it. If theyre caught then they cant do any actions for a period of time, although I do find that the power may be weao for chases.
Although Nemesis and Play with your food is superior to this, I always wanted a simular varient in which you were only using one perk slot and actually got to attack the survivor (the main reason I dont use play with your food).
As cute as a button like you mentioned is situational, and thinking back on it, doesn't seem useful even if it was active.
I took me awhile to decide should creating demons have a cap on tokens but damagws survivirs more by the minute, or no cap and it does less, and in the end I decided no cap simply because its a totem and this perk doesnt reduce totem cleansing speed. Of survivors feel like its to damaging then they can find it.
Thinking back on the survivor perks, I never play swf, because of this many perks I create end up unbalnced with swf. As you mentioned selfless is like this.
Although digging us out can be strong, that means two survivors arent doing anything. Some killers also completely counter it (Myers, Ghostface, Freddy). Some loops also cant be ran by survivors without taking a hit or leaving it, causing the survivor to leave with the killer.
Finally, looking back at nhnp, this perk should have a timer probably (10 seconds maybe?). After this timer it shouldn't activate maybe. Other that I think its fine.
Thanks again for reading it!
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I know this isnt a classic, but I can imagine Doofensmirts just running around with a robot, and then getting destroyed by something like decisive.
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In the recent poll one of the questions was related to cross platform progress, so if they got positive responses about it then I dont see why not
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50% increased tbag speed if youre the obsession.
This perk would pair amazingly with decisive strike as you can be extra toxic.
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@Carpemortum said:
https://forum.deadbydaylight.com/en/discussion/comment/1070316#Comment_1070316
Except, you wont. They said months. Learn to read.
https://forum.deadbydaylight.com/en/discussion/comment/1070717#Comment_1070717
you think its funny, but it's sad so many people resort to leaving. The game is in a ######### state and people telling us they're leaving let's us know how bad it's getting. I used to be like you. Flippant and trying to get a laugh, but the game is going downhill.
It's a shame you cant see that when everyone leaving is doing it for the same reasons.
And you should learn to take a joke. Not to late to start a new years resolution
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See you next week
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I believe at one point it was the opposite way round too (appeared for killer but not for the survivor and they couldn’t go through it). I’ve never really used the perk so I wouldn’t know, however despite the developers often fixing things that don’t need fixing, I believe this has been fixed.
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This would be great, as Amanda is not a killer I see much anymore, however I believe maybe survivors shouldn’t be able to see them up until they’re within 32 meters or maybe even 48 meters, even if the trap is activated, considering Amanda is low tier.
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It can be good, but rarely is. If the killer ever doesn’t destroy a pallet at a great loop then it’s brilliant, but rarely will the killer do that.
The perk also encourages new survivors to use pallets rather than to keep them for later, in hope that the killer doesn’t destroy it.
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@Carpemortum said:
https://forum.deadbydaylight.com/en/discussion/comment/1070083#Comment_1070083
Except a good killer wont turn, but sidestep and block the 360 and hit them anyway.
As a ps4 player, I've had this happen, and done this many times.
They bait the camera turn, but dont ever expect the sidestep smack.
I really should implement that into my game, so simple yet that would help so much.
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On console this is a problem because the survivors can usually turn quicker than the killer at full sensitivity. PC should be fine, though.
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Still not a problem with camping though, killers would be more efficient if they left the survivor and went for another.
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Glad I play alot of Billy
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The name says it all, folks