Exerath1992
Exerath1992
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- Username
- Exerath1992
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Comments
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I think tinkerer is one of the best perks in the game, especially on killers that the survivors wouldn't expect.
Enduring is a good, standard chase help perk.
Lightborne is unnecessary if you know how to look at the ground or look at a wall while picking up
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@Lord_Tony said:
https://forum.deadbydaylight.com/en/discussion/comment/2159681#Comment_2159681
how about he can throw his machete and refill in lockers or pick it back up.
I can't tell if you're trolling me because you think my changes are dumb or just cause you genuinely think that's a fun idea?
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Just give him an extra trap to carry in his base kit and a 2.5%-5% speed boost when he has no traps in hand and he's golden
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It feels equal to or a bit faster than legion which, is nice. maybe with double windstorm you're moving closer to bubba speed but more like spirit/nurse-blink speed
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Nah man, DH is fine.
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@Friendly_Blendette said:
https://forum.deadbydaylight.com/en/discussion/comment/2154157#Comment_2154157
wayyy too easy to abuse if it was you looking at survivor it is the other way around
Oh. Does meyers get a directional indicator?
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What about moonwalking? And how does it help with looping if you lose the boost when looking at survivors? Maaaybe a speed boost when a survivor is outside of DEFAULT terror radius range (so undetectable and M&A can't abuse it)
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It gets killers who don't want to back down from a challenge to chase them, but IMHO, leaving them is usually smart because I don't do what the survivors want me to do. Or better yet, take chase, and then go the opposite direction from where he leads me, as you'll usually find someone on a gen
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Don't worry bud, you're fine if you're not hacking or being mean.
Mentally replace everything with "waaah im a big baby", say "at least I didn't face camp (or tunnel maybe)" and they'll usually be like "tru" lol.
Also, the game is designed to make them hate you, you did just (try to) murder them. Take it with a grain of salt and think of it as a psychology experiment maybe.
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@Sonzaishinai said:
Kidnapping Victor is only a good idea if the rest of your team is injured to prevent the snowball. Other then that it's hoping your teammates can loop the killer well and nobody should have faith in their teammates if they are playing solo
Exactly, I think he's saying the first guy victor attacked kidnapped him, and from that standpoint, your power let you temporarily "kill" a survivor right off the bat, and that's significant (unless there's a loop god, but don't commit to that. Its doubtful all 3 are loop gods)
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2150615#Comment_2150615
I feel like that would take more time and produce less pressure than simply walking to the survivor as Charlotte in the vast majority of cases. If we were playing a game that wasn't just a race against the clock it'd be a different story.
Throw in the ability to throw victor at survivors and you got a good killer though, eh? Lol
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@[Deleted User] said:
Eh, I don't like the idea of Victor teleporting a survivor to Charlotte on down. It'd be really easy to get people into the basement that way. The other way around sounds a little better.
I had the idea that if he hits an injured survivor, he attaches to them and is able to steer them around, like the jockey from left 4 dead.
They can struggle against him as though they were wiggling but if he gets them to charlotte he can hand them off, victor dies and the wiggle bar resets. If a survivor wiggles off of victor; he dies and the survivor enters the dying state. Wiggle related perks would affect this.
Completely takes slugging off the table and gives the killer more agency on getting to downed survivors. Let me know what you think!
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Idk, the changes seem fair to me (as someone who also recognizes that twins are under rated). Most of the time after downing someone, the nearby survivors run to kick but just narrowly miss it. Its nearly impossible unless the 2 survivors were holding hands. The increased kick period is a direct attempt to make 4 slugging harder, which is most peoples complaint about them.
The change that causes charlotte to lose colision after being idle for 30 seconds is also good because of killers that trap survs in the basement, but im disappointed because I used it to body block totems, pallets, doorways and windows, not trap people. But oh well.
The changes are harsh, but all they need to do... IS LET CHARLOTTE THROW VICTOR AT SURVIVORS! PLEASE! LOL
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@MeltingPenguins said:
how exactly is running into the basement suicide? Like, won't that require YOU actually knocking them down and hooking them. If you think they do that cause they don't like wrath just... leave them to rot.
do something else. if you're on pc, open solitaire or something and wait till they collectively dc
I'm assuming he means he hooked someone in the basement and the other 3 ran in and farmed themselves to death. Or he ran into all 3 of them near the basement and they all 3 ran down and started pointing at the hook. If its not those 2, then yes, suicide may not be the right word. If they were having a meme basement-party then that's not suicide, just hoping the killer wants to party lol
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@Tubby_Squirrel said:
I don't get the joke in the false 'TTV' sterotype. Is it some famous You Tuber that everyone is parroting the lie that TTV increases the odds a person is toxic?
I personally have gone against at least 30 or 40 TTV's so there is a VERY low chance that if this sterotype were real that none would be toxic... none were toxic.
Now am I meant to beilive I just got lucky... FORTY TIMES IN A ROW or that everyone else is over exaggerating👻?
Idk man. I think that a good 25% of SWF streamers are toxic like that, at least in purple-red ranks. I think the thing is that the worst casual players are not nearly as bad as the worst TTV players. They ham it up and act more toxic because that's what their toxic fan base likes. No, not all of them, but the bad ones are REALLLY bad
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They were just putting bandaids on their bruised egos because they're too tiny brained to admit when they made mistakes or when an opponent played well. Just replace all salt with "waaaah, im a big baby" and take solace in that
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I've heard of forced DCs by hackers before, yeah
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Discordance, whispers, bbq and chilli, nurses calling, bloodhound, deathbound, dragons grip, or hex traps
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@Micheal said:
https://forum.deadbydaylight.com/en/discussion/comment/2146639#Comment_2146639
But when you're in the chase you can't here the phase
No, but you can see her suddenly stand still. They could be faking it, but its still a possible tell
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You can hear spirit moving when she's phase walking so turn your headphones up and watch for moving grass
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You really don't make sense because teachable perks are a thing. If survivors want to unlock all perks, then they need to get all characters to level 40 AND there are many more survivors than killers AND it is much more difficult for survivors to get bloodppints. And that's just to unlock them as teachable. Then you have the grind to get them on all the other survivors.
I would say the bloodppints are unfair, but not for killer. And im a killer main, so I'm not just talkin out my @$$
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@Anara said:
https://forum.deadbydaylight.com/en/discussion/comment/2145656#Comment_2145656
No he just dont play often and deranked...
https://forum.deadbydaylight.com/en/discussion/comment/2145661#Comment_2145661
The killer didnt wanted to chase anyone. I stole the key but the Claudette didnt wanted to do any gen.. she was still searching for the hatch, but it didnt spawn at this point of the game...
https://forum.deadbydaylight.com/en/discussion/comment/2145662#Comment_2145662
We were only two doing the generators, while Claudette and Kate were searching for a hatch that didnt already spawn... it was impossible to complete any generator.
I know, but letting the two selfish people ruin your game isn't fair to you. Ya know what woulda been a cool shirpa thing to do for your friend? Have him go follow the keyholder and then let the killer get you, that way they could escape with the jerks. And you get to be a martyr! Lol
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So, you let the killer grab you and your friend hides nearby to finish the gen while she hooks you. This was a no-win situation, so instead of disconnecting, just throw a hail mary
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And i want vampire lady! Lol. Good luck!
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So, obviously not a meta perk, but i have a good one for weaning off of spine chill. Work with premonition for a while. You'll get more used to feeling vulnerable while its on cool down, but you still get the same range of killer detection with the added bonus of knowing which direction they're coming from.
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Very good logic!
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I think all the game needs is a proxy chat to close the gap between solos and swfs and then a general base kit buff to killers, but nothing too findamentally strong. Like, base kit 12 meter deerstalker, faster bloodlust, better totem spawns, base kit 6 second insidious and/or base kit territorial imperative.
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I don't agree with a 5th perk slot. The balance issues is that solos are too easy to beat, and swfs are just a smidge too coordinated. I would include a proximity chat to even the coordination playing field some and then buff all killers in some way, like base kit deerstalker or something small
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I agree that nemesis is the most widely known, and is a likely candidate. Bit I think it will be "RE: the village", and i have 3 points:
1) Think about the marketing opportunity RE has for the village. Better to get players interested in a new $60 game than a remake of an old game that isn't as highly priced
2) Lady dimitrescu is a VERY well received character. People love her.
3) She fits on perfectly with DBD, where as nemesis is a bit more action oriented than horror oriented.
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I was playing like my 5th game with pig using an experimental ruin/surveilliance/undying/TOTH build which would work a lot better on a high mobility killer. I got a 4k
One of the survivors that escaped messaged me and said "omg that killer was so bad. Poops, wrong person, GG"
So i told him jokes on him because of how new to pig i was and because of the perk build. He mentioned he was new with nea and he ran me around a lot at the end. He did, and i gave him props on his use of balanced and good looping, and said he woulda gottan hatch if he booped the snoot. He said he knew he was gonna get killed after looping me so long, and i admitted i would have brought him to the hatch, shook my head, and hooked him. Lol
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The neighbor from home improvement. He can draw survivors to him with his helpful advice by stretching taller and looking over the top of obstacles
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@Rectal_Prolapse said:
https://forum.deadbydaylight.com/en/discussion/comment/2130060#Comment_2130060
By the time this post was originally made, it was two.
So your characters are lower level then, eh?
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So... You get 4 perks to choose per bloodweb once you reach level 50. Are you saying it should be 5?
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Make it where she can start charging ambush as soon as you start to enter crouch mode. Or better yet, she can use it without crouching
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Just add a proxy chat
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@ItzZane_ said:
https://forum.deadbydaylight.com/en/discussion/comment/2121974#Comment_2121974
I mean..You could be innocent and still be a killer because the entity twists people Like for example plague or spirit
Are there examples of current killers that weren't killing or torturing people before the entity grabbed them?
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I notice the killers are aaaawefully quiet. Probably hooking someone in their basement IRL lol
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Sounds like a lot of guessing
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~~Trip wire kit~~
Appearance: A small to medium duffle bag
Base properties: Survivors can use the item button for 6 seconds to lay the beginning and ending points of a hard to see trip wire. When the killer walks through the wire, their aura is revealed to the survivor who laid the wire and both the killer and survivor hear a jingle audio cue. Laying a trip wire uses a charge from the kit.
~Rarities~
-Brown rarity: 1 charge, reveals the killers aura for 2 seconds, max wire length of 4 meters
-Yellow rarity: 1 charge, reveals the killers aura for 3 seconds, max wire length of 6 meters
-Green rarity: 2 charges, reveals the killers aura for 4 seconds, max wire length of 6 meters
-Purple rarity: 4 charges, reveals the killers aura for 5 seconds, max wire length of 8 meters
-Red rarity: 4 charges, reveals the killers aura to ALL survivors for 5 seconds, max wire length of 8 meters
~Add ons~
-Brown add ons-
-Bit of wire: adds 1 meter to the max wire length
-Shoddy gloves: reduces the time to place a post by .5 seconds
-Bag of tin cans: increases the amount of time the killer is revealed by 1 second
-Yellow add ons-
-Mountaineer gloves: reduces the time it takes to place a post by 1 second
-Bag of glass bottles: increases the time that the killers aura is revealed by 2 seconds
-Sack of wire: increases the max wire length by 2 meters
-Side bag: adds 1 charge
-Green add ons-
-Large wire coil: increases the max wire length by 3 meters
-Snare setters gloves: reduces the time it takes to place a post by 1.5 seconds
-Bag organizer: adds 2 charges
-Tangle of bells: increases the time that the killers aura is revealed by 3 seconds
-Purple add ons-
-Stimulant balloon: survivors are also able to trigger the trip wire. Removes the audio cue when the killer triggers the trap. If the killer or a survivor triggers the trip wire, they gain 10% haste for 8 seconds
-High strength wire: the trip wire can now be triggered twice before breaking. Removes 1 charge (minimum of 1)
-Red add on-
-Razor wire: survivors are also able to trigger the trip wire. Survivors that trigger the trip wire are hindered by 10% for 5 seconds. If the killer triggers the trip wire, they are stunned for 2 seconds.
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@[Deleted User] said:
Yes actually, in the file leaks they literally just revealed that there are three more skins upcoming actually to make killers more monster like.
Also, the new Resident Evil will be some degree of monster.
I also feel that Blight, Krampus Trapper, Minotaur Oni are all humanoid but still pretty monster like.
I don't think Demogorgon will be the last, but they will need to be able to walk upright except in animations (Like demo is), I don't think we will ever get some like spider or anything like that, it will always be some degree of humanoid for game design reasons.
What about a swarm of something, like from "don't be afraid of the dark"?
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There are some really good options. Something from the "souls-borne" series, evil within, alien, predator etc.
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/2115247#Comment_2115247
200% seems just right to me, it gives killers the ability to pressure survivors away or off of generators much better in a way that is not totally unfair. A 25 - 50% increase isn't going to cut it, base regression is terrible.
I mean, don't have unrealistic expectations though. They probably wouldn't do more than 50%, and the 3 second gen taps would be huge. I think the game is 80% balanced currently, so i would be hesitant to give ruin level regression right off the bat
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I feel like this is a good idea. 200% may be too much buff. Maybe a 25%-50% increase is fair though. But the real kicker is survivors having to take 3 seconds if they want to tap a gen. That's the real issue with kicking, its too easy for them to tap it right after, even mid-chase.
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I mean, the killer is standing there doing nothing too. Its a bit rude, for sure. But it's just like when the survivors open the exit gate and stand there until EGC almost kills them, knowing the killer isn't gonna go over there. Wasting time to assert dominance. Not cool, but no way to penalize it because intent isn't quantifiable.
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Yes, it is very frustrating. But you'll be happy to know they've been working on a change to keys. Since they've been working on it for 1/2 a year, that definately means they are adding an unlock animation to keys, and hopefully more changes. Its just unfortunate that they nerfed mori's into the ground so long before keys
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What about
parasyte: the maxim
Black lagoon
Death note (there could be a really interesting power here. Killer has to get within a certain distance to write the name down, and tgen he drops the paper on the ground. If the survivors don't burn the paper within 60 seconds, the targeted survivor enters the dying state)
Promised neverland
Dead man wonderland (I have a chapter concept for this one)
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I mean, its a bit complicated, but sometimes there are tactical reasons to tunnel. That feels a bit punishing if the killer is chasing a keyholder when he knows the hatch has spawned and they can get a 2-3 man escape. No more than 10 seconds of power denial, IMHO.
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Pretty great for m1 killers like trapper, hag, nurse, funslinger, doc, Freddy etc
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Lol, i don't think anyone would call it bad. Its the most reliable gen regression perk out there
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@Zixology said:
https://forum.deadbydaylight.com/en/discussion/comment/2098485#Comment_2098485
Just seems creepy and stalkerish if you ask me...
He put it on his profile for the public to knoelw he was racist. When in steam, you just have to click 2 buttons to see the profile description