Exerlin
Exerlin
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- Exerlin
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Ping indicator! It got added in the latest patch
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Keys, Moris, map sizes (most are too large), and DS. Most everything else is fine or needs buffs imo
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The size of the map and the power of the pallets and windows is what determines a map's lean. For example, Blood Lodge is large, has safe, un-mindgamable pallets, and sometimes has an incredibly strong window in the bus. This would be a survivor sided map. An example of a killer sided map is the newest one since many pallets are unsafe and walls can be broken to make the nearby windows less powerful.
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Even without DS, survivors still tend to have the competitive advantage. This is especially the case when on a survivor-sided map and/or a weak killer. DS just makes it even more survivor sided by giving survivors a massive safety net.
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I've been thinking about camping a lot more. Games tend to go by so fast that I might as well camp the first guy to death and NOED the second guy for the 2k. It's a better result than trying my hardest to keep people off gens AND down them in a reasonable time with a killer like Pig or Legion, just for them to camp and throw down every safe pallet (which is almost every pallet on each map) which buys everyone enough time to slam out gens and ends with me only getting a few hooks. Doesn't help that exhaustion perks make it take significantly longer to injure/down a survivor a lot of the time. And that's without including the momentum-breakers that DS and Unbreakable are designed to be.
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I really wish that all the effort put into this rework was put into various other perk buffs and balancing. Instead of making a perk better, we just got a perk that's bad in a different way. I bet it would have been a lot easier to buff the numbers on some other underused perks a bit (like Fire Up, Wake Up, ect...) than give a perk brand new functionality.
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@Danu said:
https://forum.deadbydaylight.com/en/discussion/comment/1161697#Comment_1161697
Yeah alright but you can't say that as an excuse for the killer perks as if your guarenteed to use all your second chance perks as survivor
Unbreakable- get slugged for long enough and ALSO have the killer be far enough away so that you don't just get downed instantly again
DS - get tunneled and picked up and you still have to hit the skill check
DH - Doesnt work against killers who one shot, noed, exposed effect when healthy etc
BT - Not the same as above but only works when killer is close so they're in good range of whoever unhooked and doesn't have bt. Also wont work against no terror radius
Deliverance - Have to SAFELY unhook before you get hooked once, also if you avoid getting hooked the whole game but get hooked at the end as last survivor even if you met requirements, you don't get to use it. You're also broken so very vulnerable and you have to hope that killer stays far enough from hook to get away in the first place
I still think the fact discussed in above posts that second chance isn't killers focus but time is is more of an issue that should be discussed and compare how effective killers time buying perks are to how effective survivor second chances are when it comes to balancing. But it's not right to act like survivors are handed second chances left right and centre, theyre all conditional and can be avoided, as they should be
One or two second chance perks aren't an issue. Like you said, they are conditional. It's when they're stacked and used by multiple survivors when it becomes an issue.
Unbreakable and Decisive Strike are the two most problematic second chance perks at this current point in time. These two perks conditionally get rid of a ton of the killer's pressure and momentum when they work, and when a survivor has both at once, it's very likely that they will end up using at least one. Slugging is a very important thing that killers have to do to maintain a decent amount of gen pressure against good teams, and Unbreakable completely counters that. Decisive Strike forces killers to go after different survivors, even when it would be an awful choice if this perk were not in play. If the killer does go after that survivor, the survivor not only gets a free hit, but stuns the killer for a long period of time. If the killer decides to slug this survivor instead, they can get up with Unbreakable. This perk is also always in the killer's mind when there is an obsession in the match, basically granting everyone DS if the killer decides to play around it.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1162009#Comment_1162009
BHVR could just make killers not be so add-on reliant.
Actually, that's what they should be doing in the first place.
Add-ons in my opinion are best used when they tweak the properties of something in weird but unique ways. Makes the game both more interesting (for both sides), and y'know, makes killers have more choice to be competitive than hoarding the add-ons that makes them less crappy. Like Wraith and his reappearance add-ons. It sucks to have to burn a purple and green offering (11k BP) every game to be competitive with him.
Yeah, look at TF2 for instance. The basic gear for each class is normally their best, and all the other items you can unlock for them simply change their play-style. In DBD, the base killer is by far the worst, and add-ons are just a straight buff. The only killer with add-on balancing similar to TF2's equipment balancing is Nurse, who had many add-ons that change the way she is played.
It would be very nice to see more killers' add-ons be balanced in a similar way to Nurse's, but with how slowly the devs are reworking them (and how the recent doctor rework still left his base-kit as the worst one), I have very little faith in that happening
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Maybe Spirit Fury? I think that may be the closest thing a killer has to a second chance perk, but if you don't run enduring with it, it's really just a fast pallet break. So Enduring + Spirit Fury is the killer second chance perk
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The game is in a state where there are many scenarios that you just can't win unless you have a good build on a good killer. That is one of these scenarios.
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I'd add a 5th perk slot.
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I love them. They're a good way of balancing maps around all killers while adding a little bit of depth to the game as a whole.
For example, most killers benefit from breaking most walls. There are still choices you have to make about which walls you break though. If you think you can hit the survivor at the loop without breaking the wall, it would be more beneficial to get a hit on them. If the wall opens up a completely new path that would be beneficial to both killer and survivor, you need to decide whether or not you would benefit from breaking it. If your power is affected by choke points and forcing specific windows (especially hag and trapper), there are many more walls that you probably don't want to break.
I think that once all maps get breakable walls, the game is going to be a lot more fun.
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Please
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Yes please! Resilience is one of my favorite perks and I find it very annoying to use in solo queue
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@xRem said:
https://forum.deadbydaylight.com/en/discussion/comment/1155922#Comment_1155922
https://forum.deadbydaylight.com/en/discussion/comment/1155927#Comment_1155927
The issue isn't that I didn't 4k, if one would've escaped through hatch normally I wouldn't mind, this however guaranteed it and imo that unfair asf.
Yeah, DCing to give the last guy the hatch is pretty scummy. I'd like to see them address that at some point
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@xRem said:
https://forum.deadbydaylight.com/en/discussion/comment/1155918#Comment_1155918
I played well, they made mistakes and still got got one out, took a pip, points and all because of a game mechanic I can do nothing about.
You did not play well at the start. It's expected that Oni will perform poorly before he gets his first hit, but normally that means 2 or 3 gens pop. So your start was below par, but as Oni is, you still got a 3k. You played very well at the end as what may as well be the "comeback killer" and won. I don't understand why you are complaining.
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If I were running it as a meme, I'd definitely do that, but I genuinely think that it is a good combo on Hag. I considered running Iron Grasp too like you said, but I can't live without my double points perk and Corrupt Intervention is too good on her to pass up.
Also I really hate MYC on hag
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/1155662#Comment_1155662
Its why I am trying to make the option as uninteresting to use as possible. It should literally be a last resort and not guaranteed to happen, and in the case if tried and failed should punish someone harshly, perhaps even resetting the entire recovery bar(personally, I was thinking about 50-75% regression). And if succeeded, should still punish that person using it. Making waiting for survivors to pick you up even after a minute be more endearing than trying it yourself.
I think that increasing the time it takes to recover fully and inflicting broken on the survivor for the rest of the trial would be fair. It makes it situationally useful, but you will be punished if you are forced to do it
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I think that would be fine if they dramatically increased the time it takes to recover (I'm talking to at least a minute). But that does get rid of a lot of pressure slugging can put on the survivor team, and that's not something that the game needs to lose right now.
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Agitation and Mad Grit. It's actually a part of my main build for my main killer, Hag, and I get a good bit of value out of it almost every game. Being able to freely position yourself near gens apply a good amount of pressure, and any cheeky survivor that tries to bait swings will get smacked.
It also makes the basement even more brutal with her.
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Hag, mained her since I started playing the game.
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I'm a killer main (most of the time), and I listen to electropop stuff like All Levels at Once. Look him up (on Bandcamp not YouTube PLEASE), it is the furthest from rock you're ever gonna get
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If that's the idol Kate with the plastic face, I think that's just a part of that one cosmetic
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I'd bet the next dlc sale will be in about a month, around the mid chapter patch
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I'd like to see an Indian guy come into the game. Indian culture and their fashion is very cool imo, and I'd definitely play him a good bit
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@Huntar said:
https://forum.deadbydaylight.com/en/discussion/comment/1151618#Comment_1151618
Any chance we could see a bit of an update to it? Say, filling in the hole, or at least making it a bit smaller?
I think it would be cool if it shocked in the middle first, and then the outside afterwards. It'd be like a ripple effect that if used correctly, could increase a survivor's madness tier super fast.
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A little off-topic, but I remember seeing a similar post to this on the Steam forums a couple years ago that just spiraled into a bunch of name calling and complaints about virtue signalling. It's nice to see that people on this forum aren't like that
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Well, the point of that argument isn't supposed to prove that every killer and every killer player can come back from that on any map. It just proves that that killer can come back if you have a good build and are a player around Tru3's skill level, at least on that specific map.
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Loud Arsehole.
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I welcome Donut Doc back, I missed him very much
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@iMichael said:
https://forum.deadbydaylight.com/en/discussion/comment/1148525#Comment_1148525
"Each time a Survivor completes a Good Skill Check while repairing, *the Generator will be revealed by a yellow Aura *for as long as it is being repaired*."
It only highlights the generator.
So, as soon as they leave it, it will be no longer highlighted.
Oh, ok. For a second I thought it might actually be pretty good
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And this patch was delayed a week
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@Peasant said:
The thing to remember here is that for 30 seconds if anyone gets a good skill check that gen is marked as long as it is repaired. So generators can only be marked within the 30 seconds time but remain marked for a while. It's like Discordance in a way, I guess.
After the timer expires and all survivors get off the generator, does it still highlight when someone works on it?
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I prefer old Hangman's Trick. At least that perk had some utility by making hooks respawn super fast, even if someone was sacrificed on them. It was dogshit, but fun to see survivors be super confused when the hook their buddy died on respawned
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Oh great, they nerfed an already underwhelming perk that only gave you information every now and then. Super fun and great perk design, really proud of where the devs are taking this game.
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I really hope they end up adding something like this to the game. A lot of survivors don't really seem to match their movement animations, particularly David and Meg.
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@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/1145936#Comment_1145936
But what if the killer is running noed and blood warden? If the killer could open the gate at the start of the match, there's no way they will have cleansed all 5 totems by then. All he needs to do is down one person and BW is up. Granted they could hide for 60 seconds but I can picture killers doing this to be spiteful.
I think that's less of a downside and more of a strategy that people would have to look out for. But as others have stated already, it would probably end up with a lot of early quits.
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I think killers should be allowed to open an exit gate at any time.
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Many negative effects tend to be permanent until something else in the game happens, let it be cleansing a hex totem or being healed. The only way you can get a timed effect that isn't exposed or exhausted is when the killer uses status effect add-ons, which are already pretty weak. It's only really useful when alongside an exhaustion perk to basically make it rank 4.
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I love seeing Neas, Yuis, Dwights, and Jeffs. They're the survivors that I like to play, and seeing them on my team or as a killers is nice.
Blendettes are very annoying though. I don't like seeing them in my lobby as killer since it becomes very hard to see them on most maps, even while in a chase.
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Autodidact, Bond, Any Means Necessary, and We're Gonna Live Forever.
Potentially fast heals, potentially more pallets, more points, and constant information. My go-to
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If I'm running a fun build or trying something new? Yeah. If I'm running my boring builds that I know work or face bad survivors, then normally not. I'm kinda stuck in a rut since I can't learn any new killers without getting bodied almost every game. Legion and Hag, as much as I like them, have gotten old.
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I'm sick of trying to keep track of who's been unhooked and for how long. It just adds more stress to the game, but so does getting stunned for 5 seconds so ????
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/1139729#Comment_1139729
Distressing to make tr bigger overcharge for obvious reasons lullaby so if they fail overcharge lullaby stacks for like a 15 percent regression. (And you can do this multiple times) and unnerving presence to make all skillchecks 60% smaller (including overcharge and ds) and for addons new iridescent king would be amazing or the addon that makes random reverse skillchecks. So a reverse smaller with more regression overcharge skillcheck. (AND PEOPLE STILL HIT THESE)
Heyo, just popping in to say that unnerving presence does not affect DS anymore
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Legion getting the pallet breaking part of their ultra rare add-on would be fair imo. It's not like it's a god tier effect anyway, it just saves them some time. It's kinda like when the devs gave demo the ability to break pallets with his shred basekit.
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That would be busted. At most, there could be a perk where a survivor goes prone temporarily.
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The game can be fun if not everyone is trying hard. The problem is when survivors run all meta perks or when killers facecamp or something. The game is still very much in the survivors' favor when everyone in a match is actively trying to win, and the amount of value survivors can get with perks like DS, Adrenaline, Dead Hard, Sprint Burst, and Unbreakable is incredibly high if you consider that there are potentially 16 of those perks in one match.
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@Raven9 said:
So is this a buff?
I think they meant to say "deplete" instead of "stop".
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Perk stacking. Let us equip multiple instances of one perk to increase the perk's rank by 1, up to T6. You won't ever be able to use one-time use perks multiple times; it would just let you specialize your perk loadouts a bit more.
I'd also really like to see them add an additional perk slot. It would be fun