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Dehitay

Dehitay

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Dehitay
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  • @RakimSockem said:

    MoM gives the same advantage to survivors as Spirit Fury gives to killers. If they're going to nerf it, Spirit Fury should also be nerfed.

    Oh, interesting, I didn't realize that there was a 2nd mandatory perk in order for MoM to be useful. I know it's Enduring for Spirit Fury. What is it for MoM again?

  • This is kind of a no brainer. But then again with so many people more interesting in complaining than in honestly evaluating what they got, I wouldn't be surprised if some people said DS just so they could complain about MoM harder.

  • @drunky26 said:

    Play killer.

    He can't really do that with the blood party streamers he has on his survivor. Offerings are locked per character.

    As for the OP, I never use cakes or streamers on survivors unless I'm with a swf group. That makes getting bloodpoints so much easier on survivor. And it makes more sense to use streamers with friends, too.

  • Survivors are set up to get a bonus if the killer quits on them and it's significantly larger than if survivors quit on the killer. Killers get 625 bp in brutality for each survivor that quits. Survivors get 5000 survival points each if the killer quits on them.

    The only real issue is what somebody mentioned above. Sometimes the game fails to actually deliver the bloodpoints the end screen says you got.

    I do think they should increase the bloodpoints given for a disconnecting survivor though for both sides. I say give everyone 2000 bloodpoints in each category per survivor disconnect with max limits still on categories. But survivors only get the bonus if they weren't in an swf group with the disconnecting survivor(s).

  • There's a theory Ghostface was supposed to be the killer that came out instead of Legion but there was too many problems with him so Legion is the result of a rush job using some of the stuff they setup for Ghostface. Devs haven't acknowledged or denied it, but that theory makes a lot of sense if you look at things.

  • You do realize that if a killer is camping or tunnelling, it means they want a survivor dead as quickly as possible. Your disconnecting actually makes it even faster for them than camping or tunnelling. Honestly, all you're doing is rewarding and encouraging the behavior you despise while screwing over the survivors and breaking the ToS.

  • That might protect newer players from moris, but the vast majority of the playerbase is going to constantly have survivors working on gens, so I don't think that will really change the situation from what it is now.

    One thing I wouldn't mind is having a pallets used requirement in addition to the being hooked once requirement. That would mean there was a certain amount of chase interaction between the survivor and killer rather than a surprise insta down followed by an unsafe unhook by a crappy ally followed by the mori.

  • Ormond has so many problems, I honestly wish they would just scrap the piece of crap map. The map designer clearly has too much free reign. The map is full of bad ideas that obviously were designed to fail if anybody was set in place to do quality assurance.

  • The same logic would apply to most killers. I consider physics and biology to work a bit differently in the entity's realm.

  • @douggie123 said:

    My main annoying point is I was in the corner of lerys picked up a survivor and the other three survivors were all crouching in front of me they weren't in the dream world but they body blocked me carrying a survivor in the corner. All three of them and the carried survivor broke free.

    You do realize every veteran player in this game knows that Freddy doesn't have hit collision with survivors who aren't in the dream world. Obviously making up a lie isn't going to turn out well for you.

  • lol, I didn't realize the name of the original poster, so when I read "Hello Backstabber", I originally though, "Oh hell, what's the back story to this?!"

  • Was it actually confirmed that Evil Dead characters will be added to DbD? I missed that announcement. I thought it was speculation.

  • When I first saw the title, I thought it was going to be referring to blocking while unhooked rather than hooking. And now that I think about it I realize that Behavior made it to where killers can't hook block, but encourages survivors to do so. I know there's a good reason for that, but when you think of it like that, you can't help but think double standards.

  • All the common sense of the gaming community says make it to where you have to wait a penalty time before you can get into another game after disconnecting with the wait time increasing with the frequency of your disconnects. If they disconnect 4 times a day, they can wait an hour inbetween games and so on.

    It's only highly used with helpful results in numerous other matchmaking systems that have problems with disconnects, so why Behavior doesn't seem fond of the idea is beyond me.

  • I'll admit moris can be OP, but I don't recall any major nerf for self care and DS got buffed along with its nerf. Without dribbling being possible and needing to down recently hooked survivors at end game, it's now more useable, but less abuseable.

    Second chance perks, immersed Claudettes, and fast games are just as prevalent as ever.

    Still, I think it would be fair to add an extra requirement to a mori. Something like you need to get 5 survivor smacks in order to charge a mori in addition to the previously hooked requirement, and for ebony, another 5 each time you want to mori again.

  • I'm enjoying the Plague so far. Not sure if it's because she's new and novel or because her gameplay is inherently fun. But I have to wonder how you're getting plenty of BP? I get crap for bloodpoints on her.

  • @NuclearBurrito said:

    the one in the patch notes. The in game one is a relic from PTB

    Oh well, I was hoping they accidently helped one of the least used perks around by forgetting to change it, but I guess the nerf is active.

  • @Delfador said:

    I think number 1 will be the future legion for legion mains lol

    They will rework him and almost all of legion mains will hate the new one. Most probably players like me who currently don't like legion will become obsessed with them.

    That is why I just can't wait to see the new legion. It couldn't come sooner.

    Based on the Freddy rework and the fact that they were thinking of reworking Leatherface after Freddy, the Legion rework might be over 2 years away.

  • @Master said:

    Nope you wont get banned

    here are the minimum requirements btw:

    • MINIMUM:
    • Requires a 64-bit processor and operating system
    • OS: 64-bit Operating Systems (Windows 7, Windows 8.1)
    • Processor: Intel Core i3-4170 or AMD FX-8120
    • Memory: 8 GB RAM
    • Graphics: DX11 Compatible GeForce GTX 460 1GB or AMD HD 6850 1GB
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 25 GB available space
    • Sound Card: DX11 compatible
    • Additional Notes: With these requirements, it is recommended that the game is played on Low quality settings.

    Those requirements might not be applicable anymore. I'm fairly confident their whole process intensive efficiency mission is a result of them significantly making the game more resource intensive without planning ahead. Somewhere around the beginning of the year, it became impossible for me to record gameplay without getting choppy video. So either components in my computer have started to break down, or they made the game more resource intensive. And considering the timing of their new efficiency campaign, I'm rather confident it was the latter. Either way, I'm still putting together a new computer so I can record video again.

  • @MegMain98 said:

    Why? The reason is because Hag is the shortest killer and she doesn’t kick the pallet with her foot. Spirit also isn’t that tall either and she uses her weapon to break the pallet. Instead of raising their camera to allow for more annoying blinds, let’s raise the Pig’s camera while she is crouched. Ya know, something that actually helps gameplay.

    I actually had a game as Pig where some survivor disconnected on me during carry and it screwed up my camera angle to where I could see at standing height when crouched. That was amusingly useful, but not powerful enough to where it gave me a major advantage.

  • @Mister_xD said:

    these are the perks that i feel were pretty much designed to hardcounter a Trapper (or at least help you deal with the Traps):

    1. Slippery Meat
    2. Small Game
    3. Saboteur
    4. Dead Hard

    i believe Trapper is the only Killer that has that many hard counters... not to mention bad RNG, Toolboxes, multiple Survivors (can get a trapped Survivor out of a Trap asap) or simply aware Survivors...

    so, if you expect a Trapper, you can literally make yourself an Anti-Trapper build...

    Yeah, Trapper does have more perks that counter him specifically because when the game was first being made, he was the only killer, so perks like Small Game and Slippery Meat were designed to counter the killers when only one killer was available.

  • Admittedly, I haven't timed it myself, but for the stun from frenzy to be a whole third of the time of frenzy seems a bit off. I need to check some videos that has full frenzy runs with no hits and no addons as well as the stun time. For some reason, I remember the run time to be more multiplicative of the stun time. Reading this is making me question my core judgement of time.

  • I always found Bond to be the sexiest ally aura perk anyways. Kindred is pretty good if you're playing solo and want help getting unhooked though.

  • It was a nightmare during their annoying let's make this map every other game initial phase of screwing over the killers. When they finally took it down cause it was bugged, I thought it would come back with properly functioning scratch marks. Boy, was I wrong

  • @HavelmomDaS1 said:

    And basically every solo group 

    This is the one "nerf" I would think is completely fair for NOED. An on screen counter to tell how many totems are left on the map regardless of whether the killer is using hex perks or not.

  • >

    1. There is now a guaranteed 4 hooks, Mori is much more potent with this change.
    2. It becomes more of a late game perk, unless they are all burned before the generators finished
    3. Yes, it can be a very potent late game perk, combined with Adrenaline and BT it will be a nuisance
    4. This really punishes tunnelers
    5. There is a time limit, you can slug and wait if you want, or better yet, you can go after the other survivors

    1) There is in no way a garunteed 4 hooks. Moris are no more or less potent than with current DS.
    2) True
    3) True
    4) Quite the opposite. Tunnelers will be the ones who burn DS before exit gates open aka when DS is at its most powerful.
    5) There is absolutely no difference between slugging now and slugging after the change comes. It will be just as useful a strategy either way. Yes, you can go after other survivors, but that's also exactly the same as now.

    Saying that we shouldn't be judging DS changes before they're implemented is like saying we shouldn't judge anti-vaccinaters before their children live out their lives. If you're intelligent enough to deduce the results correctly, judgement is equally as valid as waiting for the results you deduced.

  • If you stop working on a gen before you're finished repairing it, a fake ghost image of yourself is shown working on the last gen you were working on for 10/15/20 seconds.

  • If it's just the first change, I would definitely focus on balancing the advantage that swf groups get in the game. But there are so many other things I would definitely get working on.

    • Adding rank rewards and a leaderboard
    • Adding systems to discourage or fix facecamping, excessively long chases, tunneling, and genrush gamelength
    • Give survivors passive bonuses to differentiate them from each other (ex: Claudette gets +5% healing speed, Dwight can sense survivor auras from an extra 4 meters, Meg recovers from exhausted 5% faster)
    • Install a system where you can designate what perk you want to level next on a character, and every 5 or so bloodwebs, that perk is garunteed to be an option
    • Make it to where after 2 minutes of the hatch spawning without the last survivor doing any gens or totems if the killer hits the survivor, there's no weapon wipe animation so the survivor can't just wait for a hit to get a free hatch
    • Add a way to reroll 2 or 3 unwanted addons, offerings, or items for a new random one
  • >

    or tell those twitch streamers to stop promoting DC'ing against legions ! ( jendenise - ohtofu- - zubat ..etc )

    Is this true? Are they actually encouraging people to intentionally disconnect? Especially jendenise after all the ######### she got for intentionally disconnecting before.

  • Yeah, because of their smaller than average terror radius, it allows them to sneak up on survivors better than average. And because of how Killer Instinct works, it allows you to find other survivors at a larger radius.

  • I'm surprised this didn't get any replies. Usually talk about SWF changes causes all kinds of controversy. Is this too bland a suggestion to get any opinions?

  • @Mister_Holdout said:
    Spirit is a good killer because her power counters loops (assuming said killer knows how to win mind games).

    @artist said:
    shes amazing in the right hands. counters loops and has great mobility and map control. theres not a lot you can do against a good spirit with ears, and if you're injured, better have iron will or gl

    How do you counter loops with consistency? Because of her movement speed, it's not too difficult to tell if she's stopped chasing you without putting yourself at risk in a non visible wall loops. And out in the open, it's straight out obvious. You can easily avoid phase baits by just not going near the husk. And against an actual phase, how does it become anything more than a game of chance to close in a survivor that could have gone in any direction?

  • Bloodhound is the most powerful perk on Legion. Because it's easier to injure with Legion than other killers, it gives you a powerful tracking tool which only becomes more powerful because of how Deep Wounds works. You can follow somebody without technically chasing them.

  • @George_Soros said:
    Out of curiosity: I see PLENTY of players using "fox" in their nicks. Much more than any other animal, and both here in the forums and when I'm playing. "Vietfox", "Suicidefox", "Kitsune", "狐狸", and a lot of other nicks I've seen using "fox" as their nick or part of it.

    What's this guys? What's this obsession with foxes? Why not weasels or opossum? Armadillos are cute too.

    For a second there I thought you put in 狐神 and was surprised that somebody actually saw me in game using that name and remembered it. Though either way, I'm impressed you know what 狐 means.

    Personally, I think of foxes as cunning, mischevious, and playful. Personality traits I like to think are similar to my own. Though I'm sure there's a variety of reason people are fans of foxes. The song What Does the Fox Say made them popular meme material. They're adorable enough to be popular on their looks alone. And they're one of the more popular animals in the furry community.

  • SWF isn't really the problem as much as the horrible lack of balance that allows voice communication to be the most powerful thing in the game. If they would just balance around voice communication, it wouldn't be so problematic.

  • They made it more like a horror game by scaring the ######### out of you if you weren't paying attention to what map you were loading into so you could cut the volume.

  • Freddy might seem like he has the advantage, but his power is based on other's fear of him so he can manifest in their dreams. Leatherface and the Legion are really the only killers I see being overcome by fear. Shape is pretty much unkillable based on his movies, so he might have the advantage in the end. Hard to tell if any other killers share the same resistance to harm since most of them are never truly attacked in the realm.

  • @jackkn12 said:
    Ok thanks:) Also i know it would be a grind to get to 9000 but as I level up how much would it give me as my level gets higher and higher? Also is there a site that explains it more? THX......:)

    There's a page on the wiki that might help
    https://deadbydaylight.gamepedia.com/Player_Level

    But in general, you get about .07 shards per XP, and you get close to 600 XP per game (unless it was cut short for some reason). So you'll be earning about 42 shards a game on average. Which means to get to 9000 shards, it will take around 214 games.

  • @Broosmeister said:

    Me letting them taking the game hostage doesn't neglect that they are in fact taking the game hostage. Which is reportable.

    Taking the game "hostage"

  • @HellDescent said:
    So free rewards for deranking?

    a more intense version of their current system

  • I'm amazed at how many people still haven't figured out how to get survivors to leave once the gates are open. You would think it would be brain dead obvious.

  • @ThatOneGuy said:
    why do u camp and then laugh at ppl when they get toxic towards you.

    Two reasons:

    1) Survivors that consider not immediately disappearing from the map after hooking somebody as camping

    2) Survivors who don't have the intellect to figure out why a killer isn't going to leave a hook after all generators are finished.

  • @Freudentrauma said:
    I wouldn't put too much thought into the Mali hint. Devs are using country names to reference chapter internally. England->Freddy, Finland->SAW, Guam->Clown, Haiti->Spirit, Kenya->Legion. I think Mali will just be the internal name for chapter 11.

    Spirit wasn't Japan? I don't trust their system.

  • The heck. This thread didn't even show up till like 8 hours after I submitted it.

  • When I first read through everything, I was almost sure there would be some kind of miscalculation in the math, but I'll be damned, the math is right on. 1.89% is a small enough chance to wonder about. However, the chance of flipping a coin 6 times and getting heads all 6 times is 1.56% and I'm sure people have seen that happen plenty enough to not immediately assume something is rigged. This is at the point where I would definitely be questioning it, but I don't think it's at the point where you can assume it's rigged yet.

  • The sad part is I know these people complaining about BBQ being too strong and say the new limitations are deserved are the exact same people who will cry if the killer doesn't leave the hook to find somebody else.

  • @DwightsLifeMatters said:
    Mending timer stops while in TR. Fixed.

    That's just the other end of the problem. Might as well say "Chase times take too long so make dropping a pallet a 3 second animation. Fixed."

  • In my opinion, a better solution would be to have the time out on deep wounds not automatically down the survivor, but plague him with negative status effects that make him easier to hit, but still require him to be hit. Exhausted, hemorrhage, hindered, and something similar to the occasional crying out on Doctor's madness 3 would work. Legion has to actually finish the chase instead of get a free down, but the chase gets easier.

  • @Tucking_Friggered said:

    It's fairly self evident too as if you can hook survivors flawlessly then you need only not make the mistakes they did to avoid being hooked yourself. Monto is an excellent example of one of those premier players. He is a great survivor and when you watch him play killer he knows all of the tricks and counters them almost flawlessly.

    Either you don't know what self evident means, or your logic is atrocious. Being able to hook survivors flawlessly doesn't even remotely come close to meaning it's self evident that survivors can avoid getting hooked by avoiding the "mistakes" they made to get hooked. Primarily cause you're being so close minded that you innately assume they made a mistake to get hooked. Monto himself would tell you that as long as you keep playing survivor, you'll eventually run into situations where you end up getting hooked no matter what you do. This may come as a surprise to you, but in an asymmetrical game, the power role is designed to win in a 1v1.

    Actually, now that I relook at the thread, just take a look at what this guy said. You might recognize his name

    @Tucking_Friggered said:

    Yep. Works the same whether you are close or far from the killer. The game doesn't have a guaranteed path to success. Sometimes you can do everything right and still lose. It's the same for both sides. C'est La Vie.

  • @Tucking_Friggered said:
    A much easier to implement solution is for the survivor to "git gud" and not get hooked as to participate in the other activities. The hook is not a nice place nor should it offer bonus rewards for failure.

    git gud, huh? I'm willing to bet I could hook every single one of the highest skilled survivors one game right after another. If I can hook anybody, that means they all suck, right? Or maybe somebody getting hooked is just a mandatory part of the game. But no, I'm sure you're right, and if everybody survivor is skilled, not a single one of them will ever get hooked. Which ironically, now that I think about it, says more about the balance of the game than anything else.

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