Clueless
Clueless
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- Clueless
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B for buggy mess.
You break your own chains and can't lunge, but sometimes you just auto win from the chains being unbreakable.
Hard to rate him due to how poorly he plays atm.
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Ghost Rider crossover skin
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@miketheratguy said:
I have to give BHVR props for this campaign, I honestly do. I never would have imagined that someone could find so many parallels between these two franchises.
https://forum.deadbydaylight.com/en/discussion/comment/2435016#Comment_2435016
I just saw that movie yesterday. I got a huge kick out of it. You want to see a stoic Nicolas Cage beating the hell out of evil animatronics in a cursed pizzeria in the most direct FNAF ripoff ever conceived? Boy is this the movie for you.
It was a blast, very fun movie to watch.
Just think of the reaction if Willy was added in this game lmao FNAF fans would be steaming.
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Did you not see the hidden frames on the TV static?
Willy's Wonderland is the next chapter.
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IT IS GONNA BE WILLY FROM WILLY'S WONDERLAND
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2434897#Comment_2434897
That's just sad. Actually wishing to make the game worse.
I am okay with trading lukewarm killers to never have to play on the bad maps. Not gonna pretend that I am upset about it.
Sucks for people that like it though.
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Yes glad it is gone. Hoping RE doesn't renew their license now.
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@TheGhostofZgor said:
The labyrinth from 2 would be awesome! Especially if Leviathan is floating in the centre!
The labyrinth? Raccoon City already has a map. 😎
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purple addon for haemorrhage 😎
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2386650#Comment_2386650
229 games all around rank 1 and 2 (as killer), meeting survivor between rank 1 and 5. Look at the perks used, the most:
What are the unused perks? Just curious.
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Imo all the terror radius perks need to linger once they are out of your terror radius like Starstruck does.
For Unnerving, I would make it give Survivors no progress bonus for greats.
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Another way they could balance it is by adding an activation requirement, kind of like Rookie Spirit.
If it said "Stun or Blind the Killer to activate Iron Will for the remainder of the Trial", that could be interesting. Having a way to choose when you don't have sounds would be fun for messing with the Killer's head.
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I had a trapper match where I didn't bring any bag addons and two of my traps spawned inside of generators. I couldn't pick them up, but I could reset them inside the gen. The survivors cannot get hurt by these traps. Losing 1 trap to RNG was tilting, but to go to other trap and see it is stuck as well was overwhelmingly frustrating.
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This is my idea.
Saves 1.6 seconds for each great you get.
Toolboxes work like semi med kits due to the extra skill check chance if you can land the greats.
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Iron Will now counters Stridor, because Stridor countering Iron Will was unfair lmao. It needs a rework or buff now.
That being said I like the change due to my distain for Spirit.
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My idea is when she starts to phase her husk's hair stops floating. So you see a Sprit standing still and her hair just drops.
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BBQ and Chili, Ruin, Enduring, and Undying.
BBQ for points and tracking. I don't think you need much other tracking due to zombies helping you keep track of Survivors as well.
Ruin + Undying because I think the zombies pushing people off the Gens makes Ruin too good not to use.
Enduring lets you play greedy as him and just walk through pallets if you think they will keep running without much risk. I have also had people stun me and was able to hit them with the tentacle after thanks to enduring.
Still experimenting with him, but this is my go to build atm.
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@IlliterateGenocide said:
I always see people hating on it when in reality, would you rather go against a lithe,Sprint burst,balanced, or even smashhit over deadhard? Those other perks are wayyyy more annoying than deadhard and I'd rather go against a team of full deadhard over those anyday
Disliking certain perks are not mutually exclusive. You can dislike both Sprint Burst and Dead Hard.
That being said, Killers find Dead Hard more frustrating because it is free. Sprint Burst you have to plan your movement prior to using it. I doubt people would complain about DH as much if there was any prep or thought involved with it.
For the record I am a Dead Hard stan, my only anchor perk as Survivor.
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Wraith is my pick. Good split pressure due to speed, not great in the 1v1, but decent thanks to addons, omega lunge, and bodyblocks.
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I had an idea that when she completes charging her power and starts to phase her husk's hair loses it floating properties. You see a spirit standing still then suddenly her hair just drops. It would be a tell and be intense in a horror aspect.
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Wait there are other rewards? Why isn't this on the main menu?
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Nothing about this "event" was hyped or even interesting once you did learn what it was.
Free stuff is better than nothing, but I think the presentation is lacking and the event itself is also underwhelming.
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My main build is BBQ, MYC, Blood Echo, and Nurse's Calling.
It flows very well together for me.
You do some hit and run as needed, when you do get a down you see an injured Survivor with BBQ and KNOW they have no DH or SB due to Blood Echo, allowing you to get a very fast chase against them, moving away from MYC. You down them and and see the other Survivor and their unhooker via BBQ, and go get the MYC insta-down, blood echo should be off cooldown by now, you have at least two survivors injured and just snowball. Nurse's is just generally really good on him and it is pushed harder from them needing to heal due to the fear of Blood Echo.
As for Addons I like "Blind Warrior" - White, and Bone Clapper the most. White combos with Blood Echo making it more likely to get a trigger. Also if you didn't know a Surprise Hit is super forgiving, I don't know the time but it is crazy how long you have to hit after uncloaking. The addons honestly don't matter that much for this build though.
Hope you guys enjoyed my Wraith build blog.
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New character comes out and you have enough points already to get the stuff you want on them?
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Rework I came up with not too sure if it is op, up, or just right.
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I personally don't care if someone DCs, but that is only because the penalties they are punished with.
If someone is getting mad and feeling awful I wouldn't want them to keep playing just for my entertainment, but I wouldn't want to play with them again if they are a constant quitter.
Also the devs said one of the reasons they nerf Killers is based on the number of DCs against them, so if you want to get a Killer nerfed it does help in that regard.
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@Bran said:
https://forum.deadbydaylight.com/en/discussion/comment/2296980#Comment_2296980
PH ranged is more likely to prolong the chase and give them more space, so hitting through walls and pallets with a larger hitbox does not make it stronger.
You got lazy with the bait on this one. 1/8
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Breakable walls that you have to break or lose are just "pre-dropped god pallets". I wonder if they weigh them as heavily as god pallets for map generation.
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As Killer, 10 hooks+ or 3k+.
As Survivor, 2 or more Survivors surviving.
Alt win condition for both sides, getting a belly laugh out of a game.
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What good is saving 2 seconds at a pallet loop, if you have to chase them down and hit them again wasting another 20+ seconds?
He is at least an 115% m1 with zombie RNG, so he is better than some killers.
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I would be okay with them doing that if it was a damaging hit, and not an infection hit.
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In my experience just don't use the tentacle at all unless they are infected already (zombies or they are cornered so the speed boost doesn't matter).
Just m1, Survivors mind game themselves at pallets.
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I like the highs of the zombie combos when I play as him. His power feels pretty bad to use a lot of the time for me though. Triple Hold W is too much.
To play against I have fun messing with the zombies but the combos feels awful when it happens.
I don't want to call him bad until I get more play time in, but I don't want to play him anymore :(
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What if it increased the range of detection to let's say ~24 meters but it only revealed the Aura of blood on the ground? Fits the name better, combos with his own perk to make blood last longer, and adds some counter play for the Survivors.
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If they don't reduce the cooldown they should add that it is double regression speed or something like that.
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@lagosta said:
Procrastination:
You thrive in the heat of deadlines.
After 6 hooks or a teammate dies while one or fewer generators have been completed, procrastination activates. Procrastination grants you a 25% bonus generator repair speed and increases the chance of triggering skill checks by 100%.
Add there is no audio warning for the Skill checks, so it would be like you are sloppily trying to get it done before a deadline lmao.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2267251#Comment_2267251
This is a fantastic idea.
Thanks I have been working on a rework for all the borderline useless perks and I just happened to already have done this one.
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UGH When I get home from a full day of ADULTING, I don't want to hear some snotty kid say a SWEAR or other words the lord would not approve of, my cats might hear them!
On the real though I don't think proximity chat would work that well, game is balanced pretty heavily around audio. Walkie Talkies sound jank to me as well maybe you could elaborate a bit more on that.
I wouldn't mind a group voice chat for just the Survivors in your party though. So if you are playing with friends you are not forced to use a third party voice chat.
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Thoughts?
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When I choose Ruin Undying, It is usually because I have another perk that combos very well with Ruin like Tinkerer or Surveillance.
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What if when they successfully dodge a hit with it, it would remove that downside. Rewards a well timed DH that way.
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@Tizzle said:
https://forum.deadbydaylight.com/en/discussion/comment/2186151#Comment_2186151
What happens when the Killer camps and then chases someone around the hook trying to save thereby halving the hook state back to 40 seconds?
This makes no sense, adding 20 seconds does absolutely nothing to deter someone that wants to camp.
Adding 20 seconds without a doubt does something. If they are chasing someone near the hook, the Survivor needs to lead them away.
If they choose to stay at the hook instead of chasing the Survivor the timer slows back down.
This is also to incentive the Killer to leave the hook as well as discourage camping and gen-rush.
Also I think you are thinking of it as an on/off kind of thing instead of it building the speed up/slow down the longer they are near.
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(For reference currently each hook stages last 60 seconds)
What about making the base time to die on hook faster say ~40 seconds but when the Killer is near it slows down to say ~80 seconds.
While the Killer is in a chase the hook speed speeds back up to 40 seconds at the same pace as it slowed down.
This is dual purpose, if the Killer camps they are punished and it rewards the Killers for playing aggressive with a better than default timer.
With a short base time if the Killer leaves, it pressures the Survivors more to get off gens and go save the person instead of "I'll finish this gen then save them".
Thoughts?
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Give him 2 extra bottles, change the addon to instantly reload his bottles upon finishing a break action or hooking a survivor.
Intoxicated Survivors who are cured by the Antidote become Exhausted for 30 seconds.
A direct hit with the Antidote on an Intoxicated Survivor cures them instantly, reveals their aura to you, and grants you a +15 % speed bonus for 6 seconds. (Speed stacks with the Antidote gas if you walk through it)
So you have to use both bottles to get a bonus and in a more interesting way than just knowing when to throw the bottles on the ground. Not sure if this is that good of a buff or op. What do you guys think?
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@Firellius said:
I think that's a fair idea.
I had an idea myself to have Main Event...
A) Not lose its window of activation. Once you have it, you have it ready to go until you use it, and...
B) Retain the normal Trickster gameplay, except as long as Main Event is active, you do not consume blades when throwing them, and they bounce off terrain.
I really like the idea of Main Event giving the bouncing blades.
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Primary ability would be like Demogorgon's Shred ability.
Second ability when you activated it makes you undetectable and disguise as the Survivor furthest away from you.
After you have been disguised for ~15 seconds, if you are within ~10 metres of a Survivor you lose your disguise.
While you are a clone you have a thirdperson camera, vault like a Survivor, cannot basic attack, but can still use the Shred Ability. Using the Shred ability while disguised breaks the disguise and if it hits a Survivor it puts them into the Dying state.
Notes: Having the disguise being part of its chase power makes it work even against SWF. Having the thirdperson camera allows for the Killer to act like a Survivor via moonwalking lol. Going to think tank this more, might post a full chapter later.
Thoughts?
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Not a fan of Lithe myself. I am bad at using it well, so I stick with an easier exhaustion perk like Dead Hard.
Off the Record feels a little underwhelming to me.
I love Detective's Hunch. I almost always pair it with Inner Strength and a Map though.
I haven't ran Premonition how does it feel to use? Seems similar to Spine Chill.
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Make Survivors have to do a "Snapping out of it" type action to remove the blades from themselves instead of it passively happening. Something like 5 seconds + 1 second per blade.
Remove losing your stacks if you M1 them.
Make Main Event grant your blades +1 ricochet while it is active. Allow Main Event to be held but you lose 50% of the charge if you are pallet stunned with it fully charged.
Thoughts?
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I had a Survivor get salty for body blocking them in a corner, so I could get them to full infection before hitting them as Plague.







