DarkBarbarian
DarkBarbarian
About
- Username
- DarkBarbarian
- Joined
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Comments
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Either way, the skin should be Ultra Rare, not Legendary. Legendary was introduced to denote alternative characters for licensed characters. Houndmaster is original.
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CoH is especially weak now on SWF, let me explain.
Setting up a boon takes 14 seconds, running towards a boon usually takes way longer than 8 seconds, because you don't want to chase next to the boon, let's say 14 seconds until 2 survivors are inside the boon is reasonable.
That's 14s (setting up) + 14s (running towards the boon) + 8/16s (healing; depending on 1 or 2 survs needing a heal) = 36/44s for 1/2 survs healed.
Now, without the boon that's 0s (setting up) + 7s (presumably you now don't have to run across the map to find your buddy and the boon) + 16/32s (healing) = 23/39s
I think it's pretty clear that SWFs who can communicate their positions are much more efficient without CoH now.
Also, keep in mind Boons can be snuffed out, and to be honest I would argue that one boon blessing lasts on average for 2-3 heals until it's snuffed out.
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Love when people say "treat the cause".
Yeah, because you totally can treat the cause of someone dcing just because they got down after 15s of chase within the first minute of the game.
Ruining the game for the other 4 players, just because they're bad at the game or even made a mistake, should not be supported with "how can we make their experience better". For those types of dc's I'm all in for draconic punishments.
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The technical issues subforum disappeared, was that intended or an oversight?
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Ohh, that could very well be it! Most of the time, we select some random challenges without thinking about it further. :D
Thank you!
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@Mandy said:
This shouldn't be a thing...if you start the match at 100% then you should still get the 100% even if the bonus has expired during the course of the match.
Hm, then it's a bug and I will report it properly the next time I experience it..
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What a timing..! :D
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Happens on PC too
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Nevermind - relaunching the game granted me the missing charms!
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lmao, those killer mains crying ds is supposed to last 3 secs. No, just no. 3 sec stun, with 1 second to break free from the killer's grasp, making it essentially 2 seconds. That is a 5 second chase with a following M1 hit.
DS is supposed to be an anti-tunneling perk where the tunneled survivor has the chance to get to a pallet or structure.
If you cry about DS, stop tunneling lmfao
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@MadLordJack said:
DS is an annoying perk, because its job is... Well, pretty much impossible to do, since a killer ACTUALLY tunelling you isn't going to be put off by DS. So it just gets used aggressively and, for the most part, killers just get punished for touching someone within 60 seconds instead.
I'm all for a "that's what you get for tunelling" perk, but... DS just doesn't do its job. It has a different niche and/or vocation. It submitted it's resume to a different company. It has a new lease on life.
And, by the way, it is actually an anti-tunnel perk. They mentioned it after the rework when taking about why they gave it a 60 second window. Also, it only activates after you are unhooked AND the killer tries to hook you again, soooo......
"So it just gets used aggressively" - No, I don't think so. Even if the killer is aggressively tunneling you, DS can make the difference if you get to a(nother) strong loop and your mates can do gens while the killer is tunneling. It can make a difference between a game where 2 or 3 survs die by tunneling without DS and a game where just 1 survs dies by tunneling with DS.
I personally can say that I don't play aggressively at all and still get to use this perk in 75% of my games.
When playing as killer and someone is dancing in front of me, begging me to catch them, I simply smack them and leave them on the floor. It's quite irritating that chargernick85 says they get 'always' burnt by DS. Sometimes - yeah - you just forget that the person was on the hook half a minute ago. But that does not happen all the time to me.
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Hey guys! I completely forgot about this discussion. I'm glad this evolved into a civilized discussion about pro and cons (and about the red mori's actual color ๐). :)
- One of the posts above suggested making moris available after the gens are complete.
- I do not like this idea. Sure, it would punish bad killers who don't deserve the kill but it would punish killers who do deserve it as well. If all 4 survs are alive at the end, there is no reason to run a red/pink/magenta/ruby mori. A killer would get 2 moris at most, most likely 1 or 0.
The red mori is in the game to get a 4k. But it shouldn't be a guaranteed 4k. Yes, I know, it isn't like "run red mori => 4k" but it's still way too easy to get one (for a price of 7k bloodpoints and with a rarity that's not really ultra rare).
In my ideal world the red mori would make a key difference to rounds and only those rounds, where (example!) all survivors are on their last hook but still escape because you made a mistake, chased one survivor for too long, or whatever. I think you get my point, I'd wish the red mori would close the gap between a nearly (and deserved) 4k and an actual 4k.
The big problem I have is that this offering can make a 4v1 into a 3v1 because of one quickly found (then hooked and tunneled) survivor. With a red mori, the round is lost in most cases no matter what the remaining survs are doing (with a green one I still see the possibility to activate 5 gens). With a reworked mori that quickly found survivor would give the killer a huge advantage (early hook and possibly another one when they try to rescue) but doesn't mean the killer has won (=4k) the round. Again, there are exempts from that but from my experience most of the 3v1 games are a loss for survivors.
- Suggestion: Make the yellow mori built in
- I'd say that is a fair point. If you are the last survivor and are downed what are you able to do besides wiggling out of the killer's grasp (which won't happen in most cases because, let's be honest, most of the time the hooks are hugging each other)?
- Disconnection and a possibly reworked mori (like 5 hooks before it activates)
- My suggestion: A disconnect should count as 1 or 2 hooks. If one survivor disconnects it punishes the team (and even the killer) whether or not a mori is present. Having it count as 0 hooks it would punish the killer as he maybe won't be able to mori one surv at all. On the other hand, having it count as 3 hooks would punish the survs even more, considering they are now very close to becoming moriable (think of a surv that was two times on the hook already).
Most killer mains aren't reading my post anymore I guess but now I will talk about the keys. Yes, they should be changed as well.
- Suggestion: Let the red key open the hatch without conditions and have conditions for the purple key.
- I really like this idea. It would force survivors to actually decide whether they are bringing a red or a purple key (instead of randomly picking one as it is right now). I also would like to see a use case for the key where it isn't meant to open the hatch but rather get its use from its addons.
While keys are being compared to moris I'd like to point out that it is much harder to pull off a key play than it is to pull off a mori play. As already said, losing 4 survs to the hatch means they did 5 gens. Moriing one survivor can mean they were tunneled and killed within the first 2 minutes of the game.
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I don't know if it's clearly visibile on those screenshots but the skill check is more blurry than the rest of the image (this was made on Low settings).
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I experience this too, you really see this on skill checks, the circle and the "space" is really blurry.
I played with the settings and at least am seeing this on Medium and Low settings. For my PC specs it's a Nvidia GTX 1050 Ti and an Intel i5 8300H.
I can provide screenshots at a later point.
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Hawkins was fine iirc. I remember having issues with the gen achievement on the plague map, yeah.
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@HellDescent said:
It has no counterplay since it's possible to just sabo the hook during killer pick up animation. You can't hook a survivor if you don't have hooks, which is one of your primary objectives. On azarov's resting place for example there is usually only 1 hook in a middle of a map. They also did a massive nerf to killer by increasing hook distance recently. I can see now why they did it early. Perks like breakout will make it even worse. It's also a huge nerf to perks like pgtw.
I'm sorry, do we play the same game?
"massive nerf by increasing hook distance". Yeah, so you'd say if I can shake hands with my neighbor while we both are on a hook this is a big distance?
Really, besides The Game and maybe that one hook in the middle on Azaraov's, the hooks are so ridiculously close together.
Furthermore the new sabo is only strong on full 4 men groups with most of them No Mither equipped. Try to run Monto's sabo build on solo queue and I bet you will have a hard time to bring that into play.
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@Mistikus said:
https://forum.deadbydaylight.com/en/discussion/comment/1104824#Comment_1104824
i play on medium and its still darker then claudette
Yup, same here. Play on medium and it was so dark I barely could see things I'm running into.
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@YaiPa said:
Survivors are literally asked for a killer to camp. What's the point of leaving when I have one survivor hooked and another one downed near him? Yet, idk if it could be considered an exploit since actually hinders survivors more than helping them.
Yeah, I agree it's not the smartest thing the survivor can do. I was just wondering if it would be considered exploiting.
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>As long as it doesn't make you drop the survivor you're carrying
It did^^ But I'm fine with it. :D

