Clueless
Clueless
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- Clueless
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Most of the games I play you can leave without penalty unless it is a ranked game mode.
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dredge and achy breaky heart
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Chucky is the most hype pick for me.
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Chucky with the snake knife is my most wanted pick. My fringe pick is the Tallman from Phantasm. I will say I don't think it is either of these guys, I just want them the most.
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The devs needs to stop making powerful perks with no effort to activate them.
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When I play Skull Merchant, it feels like I'm going through the motions until one side gives up. Killing by numbers for lack of a better term. I think it is due to minimal skill expression in her kit.
I highly doubt number tweaks or even base game changes could address this.
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@indieeden7 said:
Well...people have been saying that this would happen ever since a Dead Hard nerf was even suggested. There's not really any valid reason to be surprised that it's happened.
It didn't happen. OP is coping with the loss of DH via this thread.
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For me dead hard saps the enjoyment of the game whether or not I won. Truth be told, I am fine with it getting nerfed into obscurity.
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With the new DH the counter is to just tunnel.
If you hit the unhooked during the free BT there is no more DH for the chase and rehooking them isn't going to give another use.
If you chase the unhooker, the unhooked gets to heal and STILL has DH. And when you down the second survivor you just gave another survivor DH.
When playing killer just tunnel. It is almost always the right move.
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I agree, DH always sucked. That tight window to block a hit? Well, I mess it up most of the time! Bet you didn't think of that, now did you killer mains!
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I can't get over the fact that he thinks light-burn is a good thing.
If a killer already has counterplay, adding light-burn is just to make that killer suffer. If they have no counterplay besides light-burn, that is ######### design. Ripping the band-aid off by removing light-burn, then adjusting killers based on how they perform is the right choice.
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@solarjin1 said:
honestly good patch. I love DH but it was a bit to strong. Survivors can switch to sprint burst and be just as strong low tier killers on other hand are pretty much ######### now with all the regression gone. Should be interesting tho seeing the new meta in action
This is good for the low tiers in the long term. Less perks carrying their trash tier powers skewing data.
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Them working on the active zone makes it harder to just ignore them and rush the gen or while injured. Not sure which is better tbh.
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It is Coup de grace and Gearhead all over again.
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@Skill_issue said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3365048#Comment_3365048
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3365045#Comment_3365045
so how should dead hard be nerfed to make it fair for these killers?
I think Dead Hard needs a full rework like Ruin did. In my opinion, nothing will make the perk less frustrating without making it completely useless.
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I think this video is just a display of Scott's ego. You would do better with this perk. You would use this if this got nerfed. You will complain about this. I understand that you play the game a lot, but you do not know what people will do or think. Ego check please.
Ego aside, I disagree with SB being more consistent than DH. Do you really think 99ing and holding SB is an easier requirement than being injured?
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I have not had enough negative experiences against it to say I want it nerfed, but if I had to pick a nerf out of these it would be nerf the expose aspect.
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@Elseiif said:
I was under the impression that you can't pick yourself up 100% faster with unbreakable but you recover that much faster and you'd still need a teammate to pick you up unless it's been 45 seconds. Am I wrong?
Yeah
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Say you are the Killer and you down a Survivor at a pallet and you see another survivor, are just stuck in a lose-lose of if I chase the first down meant nothing, but if I pick up, they get a free pallet save? Same for Survivors with flashlights? This sounds awful.
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I don't feel any kind of way while spending them besides a bit bored, but I am very happy with the reduced costs.
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Didn't old Dead hard I-frames only last for 0.5 seconds as well? Ping issue is the same if that is the case.
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Try it with Dark Devotion it makes Coulrophobia follow them lol
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@Jarky said:
Unfortunately, I think it's far too late in the game's life to introduce this kinda thing to the survivor side. I understand the sentiment behind it, because it makes the survivors more than just skins, but as Scalacious has pointed out, it would turn the game into 'meta survivors' and the variety of the amount of survivors you see would go down. People would also feel pressured to 'abandon' the survivors they main to pick one that is meta.
I do like your ideas though.
"the variety of the amount of survivors you see would go down" Why does this matter at all if Survivors are just reskins?
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@sizzlingmario4 said:
I’m fine with it, shift W is boring and needed to be nerfed.
They might need to adjust STBFL though (adjust it downwards proportionally so that at 8 stacks it’s the same cooldown as it is now) and I do think the unhook interaction time should be reduced a bit to compensate. I realize hook trading will still be possible with the reduced cooldown, but it is still effectively a buff to camping when it doesn’t need to be.
If a Survivor runs in a str8 line after getting basic attacked it currently takes ~26.6 seconds to catch up to them, with these buffs it will take ~24 seconds. That is ~96 meters for just shift W. Not sure these buffs solve anything, but we will see! I am hopeful.
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@Johnny_XMan said:
Use OTR.
“We’re gonna shake up the meta perk by making a different perk take its place, instead of addressing the actual issue” 🤡
Shake up the meta by making worse perks have the same activation requirements and counterplay as the current meta. Whooo OTR meta.
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They all E'd to other games.
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I would like it, so it wouldn't be just up the Killer to make the gameplay fresh on a new chapter.
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@C3Tooth said:
Im currently playing Yui with Any Mean, because of Dredge so wanted for survivors to vault (when they usually left the loops), I picked up at least 3-5 pallets each match vs him.
I have been running Lightborn on Killer, because of the Residual Manifest Survivors. Free hits, gotta love meta gaming a new patch lmao
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Great Killer! Map pressure and anti-loop in spades without feeling sluggish and gimped.
Only complaint is addons are a tad boring, but its well designed base kit more than makes up for it.
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I would do a villain from Blade or Ghost rider. Blackheart, Morbius, Blackout, etc. In other words, vampires and demons.
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My go to build is Deadman's Switch, Pain Resonance, BBQ and Chili, and Sloppy Butcher.
The reason for Deadman's and Sloppy is the same, you can interrupt things from a distance. Doing this can block gens or regress heals. Pain Resonance is there because it lends itself well with Deadman's. BBQ for the aura reading to block gens or regress heals via chains.
I know it is a bit generic, but it plays very well on Pinny.
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They should make it, so you only lose a stack on a lunge that actually used the bonus.
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The reason they removed the addon? If I had to guess it was a usable answer to Dead Hard, so they vaporized it.
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They should up the rarity of it happening. Would have been cool if it was almost a myth level of obscurity like some of the rare reload animations in battlefield.
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Dbd is a casual game, so I don't think it would be fun to have another 5 mins wait before your 15 mins long game starts. They should just not be afraid to nerf/rework perks that are overused.
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"Condemn is passive slowdown"
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dead hard
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He was my main prior to the nerf and COH release, he is enjoying his retirement atm.
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Cringe imo but whatever floats your boat.
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@scenekiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2955161#Comment_2955161
If you read my entire post, I specifically say "against SWF squads", which it won't. Bully squads will bully, just as killers will camp and tunnel. The only group this will affect are halfway decent solo survivors.
How would this not make swf less frustrating, when DH is the most frustrating perk in the game and swf guarantees all 4 survivors have it?
Now I know what you said, I just want you to explain your reasoning for this conclusion.
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@scenekiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2955103#Comment_2955103
Nobody seems to want to hear this, but it's true.
DH will not improve the game when going against SWF squads, it'll only gut solo queue even further, causing them to leave even more like killers have been doing as well.
Why would nerfing an overwhelmingly complained about perk not improve the Killer experience? Elaborate, I am curious.
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Nothing feels better than seeing a cocky survivor running right into a big brain bear trap. Almost makes up for how bad Trapper feels most of the time.
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Your terms are acceptable.
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I seldomly play dbd anymore tbh, but when I do it's mostly killer.
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Have to wait for steam release feels bad.
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@Vampwire said:
https://forum.deadbydaylight.com/en/discussion/comment/2948011#Comment_2948011
I don't think the tape lullaby is true. I never use tapes against her and can always listen out for that screeching sound when she's in stealth.
That is one of my suggested buffs.
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You can only see her intermittently while within 10 meters + 2 for each stack of condemn you have. As well as you can only hear her Lullaby while carrying a tape.
Those are the buffs I would do. They make it so the closer you are to death the more she reveals herself to you. Flavortown.
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@Phasmamain said:
The movement speed add on (pretty sure it’s the knife sheath?) Seems very good when 99% stalks since it essentially guarantees the hit after
I am looking for things to base my entire build around, that is a good addon, but just same old same old.
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This is my idea for a trapper buff.
New Ability: Trap Recall
Allows trapper to target his traps like a Mint Rag Hag, pressing the Active Ability button will cause the targeted trap to instantly return to Trapper. Additionally, if it was set it will snap closed causing any Survivors near the trap to scream revealing their location.
Ability Cooldown: 20 seconds. Scream Range: 16 meters
Ever had a trap so far out of the way you could never get it? Well, this fixes that without giving trapper instant access to all his trap as to semi-prevent omega basement camping. You could then use traps not just for turning loops off but as an information tool (are they still over there? etc).



