Dino7281
Dino7281
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/2668448#Comment_2668448
That would be beyond broken.
I mean, it would be at least possible to get 5 tokens?
Let's be honest, you will never get more than 2
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@gentacle said:
They also nerfed it by not allowing you to rekindle infinitely, unlike a boon totem. Rip.
That was never an option. I have tested first day on PTB and even blessing destroyed that totem forever.
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@[Deleted User] said:
I agree, those who summon thee to haddonfield deserve harsh judgement.
I bet players that don't like it are those using OP offerings :D
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2668417#Comment_2668417
That's part of the reason, yeah. The other reason is that boon totems are designed to be a back-and-forth where the killer can invest a small amount of time to snuff it out to force the survivors to not be on generators rekindling it.
Making them one-use negates that point, it makes them a minor resource that doesn't fundamentally impact the match that much, as opposed to continual slowdown in exchange for survivors keeping their buffs lit.
The "safe haven" part is just the reason survivors would want to go relight it, not the core reason in and of itself.
Also, since I've found people assume otherwise if I don't say it: That doesn't mean boon totems are currently balanced or that serious work doesn't need to be done. They need a lot of work, it just needs to not be killers breaking totems on snuffing.
Hey, fair enough.
Yay, it may be for the first time we agree on something.
No, we agreed with that Deathslinger too.
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@Thunderfrog said:
Hey man. Killers have motivations too. Maybe his killer really hates police departments.
There is killer that likes police departments?
Well, Twins. You can body-block some hooks so survivors can't go there and play with Victor meanwhile...
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@GoshJosh said:
We need to hide survivor names in the pre-game lobby - and perhaps even during the trial - because of people like you.
How that helps? I know position on my HUD...
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@KiiSumnia said:
https://forum.deadbydaylight.com/en/discussion/comment/2668367#Comment_2668367
That's simply absurd.
You hook him so now you have time to find another surv and hook him, this is how the game works. He can't body block because he's on the hook.
Maybe his mates are able to rescue him, heal and in this time you didn't find no one else to hook, that's beacuse you are too weak.
Bodyblocking con be stopped with an hit... let him down and catch the other surv, if you are competent you should take someone else and after that hook the immortal surv is no more immortal.
Anyway remember that when surv are running around you like happy monkeys they are not playing seriously, they are trolling because you are too weak in confront of them... and this is a matchmaking problem.
Depends on killer, average chase is what around 40s? probably more with some killers
During that time, I can easily unhook + heal and chased survivor can run back toward us.
Your change created infinite DS. With DS you could wait possibly, but you can't do anything here, that survivor will live and if you don't manage to hook someone else, he can annoy you for how long he wants...
It would be so much fun with that new boon + CoH, infinite healing + infinite unbreakable...
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2668394#Comment_2668394
The fact that you think my argument boils down to "safe haven" means I've failed to communicate it, so maybe this is partially on me.
Maybe you have changed your arguments since we had that conversation. Hard to tell, maybe I didn't understand, that's possible too.
My reason why it is bad idea is quite simple:
It would be fine for CoH, but it would destroy any other boon perk. So it's better to just nerf directly CoH, a lot.
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@jesterkind said:
And so the cycle begins anew, with nobody learning anything.
Alternately, "how many times do we have to teach you this lesson, old man"
Maybe you should learn?
Nah, just kidding,
I have changed my mind on this for different reason than you are trying to sell tho... your whole safe haven is BS imo
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@Bwsted said:
https://forum.deadbydaylight.com/en/discussion/comment/2668342#Comment_2668342
After years of getting blinded by clicky neon Neas, we finally have the opportunity to burn survivors' retinas for revenge.
You should have seen my Trickster. I am getting my revenge for some time...
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@KiiSumnia said:
https://forum.deadbydaylight.com/en/discussion/comment/2668309#Comment_2668309
That survivor is going to bodyblock if you are unable for all the rest of the game to hook another surv.
At this point i think that the problem is matchmaking.
What if I tell you that I will not be able to hook another survivor, because of that bodyblocking?
and I will not be able to punish it. Well, I will but you wouldn't like it.
If anyone tried it, I would let them bleed out on ground...
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@CremelloJoJo said:
https://forum.deadbydaylight.com/en/discussion/comment/2667682#Comment_2667682
I actually have nothing against camping, it works...but camping someone simply over the use of map offerings is pretty petty.
They should have see it coming...
Is it petty? My reason for it is for sure.
Because of that map (huge, indoor), you can't deny that camping is best way how to win that map.
Alternative is leaving, or afk... this way they have chance to get at least some points, so it is actually best option, isn't it?
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@NAERUUU said:
https://forum.deadbydaylight.com/en/discussion/comment/2667603#Comment_2667603
I never say that, BHVR keep update dbd and this is not stop.
That doesn't mean that is lot of changes nor that they are good...
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@Hunter_Main_322 said:
https://forum.deadbydaylight.com/en/discussion/comment/2667556#Comment_2667556
Unfortunately, the flashlight is too small for such games.
It may be necessary to make it so that after burning the killer trap, the flashlight replenished for one second
Since when?
I think we are using different flashlights...
That is super dumb idea, it already is hard to play with those killers against that.
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@Hunter_Main_322 said:
https://forum.deadbydaylight.com/en/discussion/comment/2667468#Comment_2667468
Did you have any hope for his nerf? Or what you need to fix the hitboxes of windows
I have lost hope in this community..
Basekit nerf was undeserved, Wraith was fine. Now he sucks again.
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@Hunter_Main_322 said:
https://forum.deadbydaylight.com/en/discussion/comment/2667612#Comment_2667612
You are encouraging toxic play in the form of tunneling camping
https://forum.deadbydaylight.com/en/discussion/comment/2667553#Comment_2667553
Radius and time can be edited
And what's wrong with the idea that a survivor can't die until you hang the other? Are you used to playing like a wimp who can only tunnel?
You really don't see an issue? That survivor is going to bodyblock the ######### out of me...
I have nothing more to tell you, if you are that bad at theory crafting that you think this is good idea...
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@legacycolt said:
No because holding W might be the only counter to the artist.
You know that she doesn't get bloodlust whenever she uses her power, right?
So it doesn't matter.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2667728#Comment_2667728
Seems like a far better fix for Deathslinger is to improve his ADS mechanic, then. Right now his problem isn't that he's too weak, he's in basically the same spot if you play him differently, but rather that he feels far, far too clunky. The rifle takes three years to raise, the turn speed while it's up is super sluggish, he's slow and frustrating...
Make him 115, speed up the ADS raise and turn sensitivity, making a few other tweaks here and there, and he'll feel better to play.
Sure, I would take that.
I wouldn't say he is in same spot, he is definetly worse. Some tiles got worse and shooting through windows is way harder, shooting through gaps got impossible.
If they don't like faster ADS there is option to make projectile faster, with that it is actually about your aim. You see he will shoot you and try to make it harder, but you can't really dodge it -> like Nemesis.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2667720#Comment_2667720
So, once he hit a certain range, you actually didn't have time to dodge, but even aside from that: You only have the ability to dodge if he fires. If he repeatedly raises his rifle but doesn't fire, you have two options: dodge and weave, thus losing distance and letting him M1 you easier, or run straight, thus making yourself a very easy target for when he does fire.
That's it. That's the reason. It's been talked about to death, I'm not saying anything new here.
Now that they have removed that, though, I wouldn't be against something like a larger hitbox or an improved sensitivity for the ADS.
Yeah, that's why I said I would nerf ADS fake (even more), so DS if forced to commit on his shots...
Problem is that his ADS mechanic just completely changes how your camera moves and it sucks to use. It wasn't a problem before, because noone used it, it is huge problem now and main reason why I stopped playing him.
What might work is some form of hipfire, so you can use it when survivor is closer to you, which is main problem with it atm.
I would love to see % on how much is each killer played. That would be so funny to see...
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@ReikoMori said:
https://forum.deadbydaylight.com/en/discussion/comment/2667717#Comment_2667717
Why would you assume I'm angry? What context is there to make the assumption of anger?
yeah, not really angry.
"why is my bad"
because it's your mistake...
"your reading comprehension is should have covered"
this part just seems kinda you are trying to shift the blame...
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2667365#Comment_2667365
I'd agree with the commenter above who suggested something like rattlesnake sounds; subtle but audible, so aware survivors can react but unaware survivors can still be caught off guard.
Quick scope was obviously a problem, that argument's been had to death.
https://forum.deadbydaylight.com/en/discussion/comment/2667313#Comment_2667313
Not all ranged killers are 110%, and not all 110% killers are ranged. That's the general trend but it doesn't always work one to one- the 110% is usually to compensate for either range or lethality, like Hag traps letting her have a lethal presence further than her melee range without actually being a ranged killer.
I think Slinger should be 115 because his range is already pretty low, and the lethal range is even lower. He needs an edge in loops that isn't quickscoping, which was always unfair, and I think making him move at regular killer speed (on top of a slightly faster ADS) would be the way to go.
"Quick scope was obviously a problem, that argument's been had to death."
How was it a problem?
It's not hit-scan (projectile has travel time) you had time to react on longer distance even before that nerf. Fake ADS was a problem, that was enough to nerf.
Right now anyone who is looking behind can react to it and I think that is a problem when his projectile has super tiny hitbox.
You either have to make hitbox bigger, so it is easier to hit (Huntress), or somehow fix ADS mechanic, which is just terrible to use, I have no idea how it can be saved tho.
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@ReikoMori said:
https://forum.deadbydaylight.com/en/discussion/comment/2667700#Comment_2667700
That's literally what i said... I missed an 't, but why is my bad, but your reading comprehension is should have covered for that based on everything else in the post.
"You can instantly fire it"
Yeah, from that it looked like you were talking about PH etc. and artist is supposed to be different. I don't really get why you get angry, when you are the one who made that mistake...
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@ReikoMori said:
https://forum.deadbydaylight.com/en/discussion/comment/2667406#Comment_2667406
By laggy i mean there is a short amount of time that you can't just shoot instantly.
When Artist sets a dire crow there is you can instantly fire it, it has to exist for a second and the more you put out the longer it takes for you to be able to both fire and replenish her crows.
Pyramid Daddy's gotta dig his sword into the ground. Again its like a second, but it isn't instant.
Have you played Artist?
It's also not instant thing, it also takes time for her before she can activate and also before she can fire them.
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@CremelloJoJo said:
https://forum.deadbydaylight.com/en/discussion/297174/can-we-see-which-survivor-used-which-offering
And this is exactly the reason WHY you can't see this until after the match.
I hate map offerings too, even as survivor, but this is sad 😂
Why should I bother playing it friendly? I do it when it is RNG, just unlucky...
That map is really good for camping, because you can often block one side and survivors will have hard time saving.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2667663#Comment_2667663
I think the Game Designers would be shocked at my total lack of creativity lol...that's definitely not a strong point of mine, I think I'm much better suited to being part of the Community Team.
I don't care about new stuff. I can about balancing old stuff.
You don't really need to be that creative for it. You just need to understand both sides and have some decent theory crafting. So far I don't remember I disagreed with you, which is rare for me :D
And you would always have community to back you up. We can give a lot of creative ideas.
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@Mandy said:
I don't know if there's any plans to change things as yet. Definitely I believe survivor spawn points in general need to be looked at...I play a lot with Lethal Persuer now, and seeing the spawns at the start can make me go yikes more often than not.
Can you please start working with balancing team in BHVR?
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@C3Tooth said:
https://forum.deadbydaylight.com/en/discussion/comment/2667649#Comment_2667649
I feel like if it starts with 5 tokens, it would work just like the old Ruin, which survivors find for Hex instead of try to power through Ruin.
The best version I can think of is it start with 1 token, each hook gain a token (to 4 tokens). Between 1-2-3-4 tokens, the warning delay is mixed between 1-2-3-4 token (its far better than having the same delay for each token). Then silent at 5 token.
Problem is that this perk is just useless when survivors do gens fast and survivors know about it from first hook and have ######### tons of time to find it, so it just has too low value.
Let's be honest, it's not that hard to finish gen even with lullaby. You just have to focus a little... That effect is way weaker than old ruin
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@ThiccMick said:
Hex Totems should only be visible (The lit effect) after a dull totem has been cleansed.
That's an interesting idea...
Devour hope would be kinda broken tho with this. Ruin too
I mean it wouldn't be that bad, survivors might learn to always do bones just to be sure... Nah, they would just get moried and cry on forum.
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I had a break since boon patch. Nerfs to my main (DS), CoH etc.
Well, tried to go back during double BP. My skill got worse (didn't play), but my MMR didn't. You can guess how those games went...
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@C3Tooth said:
Hex's power is fine. Except Huntress Lullaby is too weak and it should be buffed that starts with 1 token. Mainly totems spawn is a problem.
But the biggest problem is its counter part Boon that no risk and unlimited reward
I don't think it would be broken if it just started with 5 from start (no warning sound).
You could make that penalty based on tokens... up to 3
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@RainehDaze said:
https://forum.deadbydaylight.com/en/discussion/comment/2667609#Comment_2667609
Maybe totems should just be invisible until you're pretty much standing on them? If killers have to play the audio totem hunt too...
Obviously some of these spawns are still absurd given that, but it would reduce the need to find weird corners that couldn't possibly hold anything else to squirrel them away in.
I would just want every spawn in a way, where you have to walk there and look around a corner. The MacMillan Estate has some of those.
But then you have those totems on a hill where everyone can see those 40 meters away -> Ormond.
Lot of guaranteed spawns -> Grim Pantry.
Totems just alone in open place -> Coldwind Farm, Gas Heaven.
I don't think it's that hard to create maps from start with possible totem spawns. They know totems will be needed somewhere...
I would love to show them good hiding spots even on current maps. It's not really that hard to do, but they failed somehow. They are like those little kids hiding behind a curtain even tho their feet are visible.
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@GeneralV said:
Honestly, the worst thing about Hexes are the Totem Spawns.
In October of 2017, a few days after Freddy's release, Monto made a video where he was going for a 4-man Devour Hope. And, in that video, he says that finding Totems "is like playing Where's Waldo, with Waldo standing in a white room by himself".
The situation still hasn't changed.
Yeah and wait till you see new map...
I have seen some of those spawns on PTB, that's going to be worst totem map.
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@GentlemanFridge said:
https://forum.deadbydaylight.com/en/discussion/comment/2667609#Comment_2667609
About 2, that’s actually the case. When a survivor gets in range of a boon totem, it says what perk(s) you’ve just entered the range of. It comes with a “Blessed” status effect, much like how hexes come with a “Cursed” status effect. In that regard, they are the same, just not in the way you described.
I wasn't talking about survivors.
I was talking about information that killer has.
He gets sound that tells him, it's a thing, but you don't know if it is only CoH (most of the times) or some full boon squad.
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@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/comment/2667474#Comment_2667474
For what I heard the perk never worked as described originally it was always activated on the second totem they just fixed the description.
Yeah, it would be really good, if it was as described originally.
We will see if anyone is quite to play it after first few days... Doubt it.
But scourge perk should be fine.
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1) it could be fixed with better spawns. Sadly by a new map, they still didn't learn how to create totem spawns... Noone is able to change my mind that totem should be in a spot that is visible from more than 4 meters.
2) It should be same as boon. When it comes under effect, you will get icon, but you don't know which.
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@KnotEnthusiast said:
My cosmic brain prediction is that Scott did this as an experiment. Lots of people fell for it, and were overjoyed about the good changes BHVR were making, only to be bigtime let down when it was found out to be fake. But I think that was the point: Scott's making a 5head play to create an artificial pressure by viewers for BHVR to actually implement the changes listed. He's shown that the changes will be positively received by the community by all the people expressing their disappointment that they aren't legit, which incentivizes BHVR to actually commit and make them knowing they'll be well received.
Imagine that disappointment when we got to patch 7.0.0 and there is nothing interesting...
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@NAERUUU said:
Hmm hmm
In years of development BHVR changes :
loop and pallets
medium vault
vacuum pallet
Myers changes
legion rework ( and another one this February )
clown rework
new offerings for counter bad map
perks changes every patch ( except hotfixs )
What did you want more ?
maybe did you want to delete survivor sprint ability
Is that supposed to be good enough?
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@Starrseed said:
The funny thing is after reading all the comments this sounds like: hey I have two ideas that are unfair and will get abused 100% here take totem protection as scrabs so you killers can't say I'm against you. That is something is saw many times in the forum from btoh sides
Careful, you will be "hypocrit" if you disagree with those obviously bad ideas...
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@FilthyLegionMain said:
https://forum.deadbydaylight.com/en/discussion/comment/2667557#Comment_2667557
Hold on. I didn't say it was at a Sluzzy level. Just that it reminded me of it. I just hate this matchmaking. The fact it took years for them to come up with kills and escapes + time is infuriating.
Oh ######### yeah.
SBMM was one of reasons why I stopped playing this game for a long time and I actually wanted to try playing again, but SBMM doesn't allow that. Your skil while not playing gets lower -> MMR doesn't. I think you can imagine how those games went...
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@Faulds said:
Hello everyone,
I think that a lot of the frustration coming from the killer's side might originate in the fact that the best killer perks are hexes; and so their consistency is random. What about weakening them but turning them into basic perks? For example:
*huntress lullaby could activate after a certain amount of hooks (meaning that it doesn't start at 1/2/3/4 stacks)
*bloood favour could have a cooldown
*ruin could start at 100% gen regression rate and increase that speed after a certain amount of hooks
I know it would ruin a very original mechanic... but that is just an idea that crossed my mind.
Well, that would be hard to balance...
It would be either useless or broken.
Ruin even 100% would be really good.
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@Leguś said:
Well, no one said we did improve as community throughout years.
Even if we have more LGBTQ+ people that doesn't mean much. You can be LGBTQ+ and be either really nice person or horrible one.
Yeah, at this point I really wonder what's the problem currently in the game. the game itself or community of it. BHVR tried solving some issues.
No one said they should be perfect because no one is. At least there is effort put there.
What did community do in like 5 years from now? Barely moved out in comparison.
Tell me community of any PvP game that changed.
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@vacaman said:
I hope they are working on DBD2 or something and they don't use visual code to make it.
Let's be honest, unless your progress is transfered, would you switch?
I really don't wanna waste all my affort in hope that new version will be better...
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@FilthyLegionMain said:
Actually... I'm beginning to think Kal is just super competitive. In that case, I'm just gonna sit back and watch from here on.
It's not really about losing. It's about how you lose...
Some my best games I remember, I actually lost those, but I enjoyed those games and those survivors were good.
But losing when validated multiple times with 27 ms ping?
But losing against map offering and full meta perks?
But losing against dead squad that play everything safe and you finish game with 3 hooks?
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@FilthyLegionMain said:
https://forum.deadbydaylight.com/en/discussion/comment/2667503#Comment_2667503
Mind If I butt in? Dbd is mainly known for its looping and chases, right? So why not enjoy that aspect? Me, I don't care if I win or lose. Whether I play survivor or killer, If the chases are fun then that's my win. Just like that's their view of a win. Play how you want and please don't complain about them "smurfing". You're already reminding me of Sluzzy...
If I know the game is lost then I focus on the other fun parts of the game like looping and chases. Heck, even throw in a teabag/nod or two just to ramp up the fun in said chases.
This is nowhere near Sluzzy level...
You think it's good to lose on purpose just so you can play against weaker survivors? That's kinda version of smurfing.
I don't really enjoy long chases as a killer, but yeah that is my "win" condition as a survivor. I don't care that I am gonna die, I want to have good chase.
But that's not really true for a killer. Like what do you want to happen? It's definetly not long chase. You enjoy to have short chases against survivor that run into a wall? Only way for this to be true is that you pull off some good mind-game, but that's it.
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@Hunter_Main_322 said:
https://forum.deadbydaylight.com/en/discussion/comment/2665330#Comment_2665330
Spending precious 8 seconds on this seems like a bad idea.
Can make such a mechanic that for each burnt trap they will not take time, since half of the flashlight will already go to 3 crows
https://forum.deadbydaylight.com/en/discussion/comment/2664291#Comment_2664291
Then make such a mechanic so that the items dropped by these perks are highlighted for all survivors
It still can 100% save you. You have chance and time to do it over short loops. She will not be able to setup multiple crows and trap you there.
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@KiiSumnia said:
The only valid reasons to stay near an hook are: there is another survivor near, there is a generator near to be completed so if you leave that gen will be completed and the surv rescued, game is finishing you didn't a kill and you need to give at least one soul to the entity. I think that in all this cases the timer speed decreased it's a good thing.
And about tunnelling, the only games that i played like killer when a survivor dead and no one else was hooked it happened because i want do that intentionally. I think that "your teammates failed and you died" it's too punishing, that's also the reason for this suggestion.
As you said, there are valid reasons to camp and your change nerf those situations too and just wastes killer's time without a good reason. It was tested and it was abused...
Tunneling change, you have no idea how much I am going to bodyblock killer whenever possible when I am first on hook, because he can't kill me... This would be abused way more than your first suggestion.
Well, simply: both are bad.
Totem change might help, but it would be better to fix it just with better totem spawns...
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@Hunter_Main_322 said:
https://forum.deadbydaylight.com/en/discussion/comment/2666797#Comment_2666797
I wrote to you why you are wrong
You only chose the killers when I chose all three
You won't believe but I also play as assassins
But when I play with friends we are constantly confronted with camping and tunneling, which is not very fun.
In this thread, I liked the concept where a survivor cannot die until another is hanged - in your opinion, this is not a balance? Or do you like it when the killer haits one survivor the whole game and then stands and camp the second poor fellow.
In my opinion, it is necessary to solve such a problematic style of play as camping and tunneling.
And whatever you write that I am discussing only for one side, then I agree to a small reasonable nerf of the survivors
You chose all three... and? that doesn't mean anything.
Alright, here is my suggestion:
let killers mori one survivor from start of the game and give survivors basekit kindred
So anyone that wouldn't agree to both is hypocrit? That's just not how it works. It doesn't matter if it is for killer, or survivor. There are simply good ideas and bad ideas.
Those first two are bad ideas, it's that simple..
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@burt0r said:
https://forum.deadbydaylight.com/en/discussion/comment/2667470#Comment_2667470
But...but survivor having to play anticipating that any killer could have noed is too much asked from them /s
I know whataboutism and maybe off topic but i am tired of this argument in those discussion when what you say is true for every match and 4 survivor simultaneously.
Reminds me of the argument that killer should not be able to see the amount of hook state per individual survivor. Stupid, and makes every match less fun for people like me that go for 8hooks for max BP.
Yeah, that amount of people that I "tunneled" on accident, because I didn't know they are on dead hook.
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@Bwsted said:
Swap Pentimento for Retribution. For the rest it looks good.
Yeah, I wanna test it.
It's sad that they nerfed it so hard on PTB.
