Exerlin
Exerlin
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- Username
- Exerlin
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Comments
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That would be really nice yeah
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Here's what I'm hoping for:
Dream Snares and Dream Pallets are available at the same time. 5 snares can be placed at a time and 5 pallets can be placed at a time. On PC, the default controls for placing snares would be M2 and the default controls for placing pallets would be L-ALT.
When a snare or pallet is placed, Freddy slows down by 50% for 1 second.
Survivors take 75 seconds to fall asleep on their own.
I think this would make him a much more fun and interesting killer to play as and face.
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Toolboxes. They let me slam out a little bit faster when the team needs it most AND I can make sabo plays with them! It's great!
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Sounds fun! I would play that, but without unique balancing, it might end up being extremely frustrating for survivors.
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Decreasing movement speed by 15% would make it SO much better than it is now.
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@TransverseCaster said:
https://forum.deadbydaylight.com/en/discussion/comment/1834243#Comment_1834243
That may have helped during the terminal part of the chase, a good idea.
https://forum.deadbydaylight.com/en/discussion/comment/1834256#Comment_1834256
Huh, weird. It seemed like it was working. Maybe the survivors were just bad in those early test matches.
https://forum.deadbydaylight.com/en/discussion/comment/1834261#Comment_1834261
Not bad ideas but all gambles. They all gamble that a survivor won't predict or just wait for visual confirmations while spacing moderately.
https://forum.deadbydaylight.com/en/discussion/comment/1834270#Comment_1834270
There is no contesting SWFs, end of story. If they make lots of mistakes and I play real scummy then maybe, but that's not fun at that point.
I've already uninstalled the game, I just wanted to say that I appreciate everyone getting back to me!
There is contesting swf, I do it all the time. And don't be afraid to play scummy because they sure as hell aren't giving you that privilege.
I hope you have a good break from the game! Spelunky 2 and Terraria have been keeping my attention lately and you might like them too
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Every team that has kicked me, my teammates, or the killer while they were already feeling down. You gotta have quite a lot of insecurities if you're going to flame someone that obviously had a bad game.
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@TransverseCaster said:
Game One: Enter lobby, it's Autohaven. Face another OoO. The Object runs to me, proving that this is a SWF. I DC after a minute of loops. They talk mad ######### in the after chat and confirm they're a SWF.
...Am I really expected to play games like this? I'm going to go ahead and uninstall again. Maybe I'll get excited after the next few updates. Or they just nerf Freddy and I never come back. We'll see.
In scenarios like this, forget about the results of the match. Instead, think about the grand scheme of your skill and take the game to get better. Focus on getting better at chases and map pressure. Eventually you will get good enough to properly contest good swfs, but for now you need to work on your fundamentals.
Here's a combo I've been playing around with lately: Pop, Surge, and Surveillance. Very good gen stability, and very good knowledge from Surveillance. Your fourth perk should probably be something like Sloppy Butcher (to delay healing), Enduring (easier chases and slightly more time efficiency), or BBQ (if you want the bloodpoints or are struggling to find out where to go). I do not think BBQ is as effective as the other two as Freddy, and I personally prefer Thrilling Tremors over BBQ when I am not too concerned for my BP count. BBQ also holds your hand a bit and you will get better faster if you learn how to predict survivors' movements and positions without aura reading perks.
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omg they made hatch standoff 2
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I'd be down for that, but it doesn't really bother me either way
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32/64/96 range, no cooldown. Make it do its one job well. And buff Deja Vu to show chests or something too or what bjork suggested
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I think if any different rarity of item should get a different model, it should be key. Even if you bring its best addons, it is still MUCH less of a threat than a dull or skeleton key. I've been wanting this change for a while too
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I'd probably go with Bubba. He's consistent, doesn't really have a horrible map, and has an insta-down, making him quite the threat if you are a good killer player.
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@dspaceman20 said:
A PTB for what?
It would be for the mid-chapter patch, for the blight and felix mainly
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I would make her combat straps basekit and remove all RNG elements from her beartraps.
For her reverse bear traps, each bear trap takes 4 searches of a Jigsaw box to get off. Survivors can search the same jigsaw box multiple times, but it takes 4 more seconds each time they search the same box. This resets after they take the trap off.
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Before appraisal was nerfed, I'd set up a little marketplace of 4-5 items near a chest and try to bring by teammates to it. It was super fun
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Sucks ass. Should have gotten an addons nerf, nothing else.
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It has absolutely made me feel more comfortable with this rift. The more time we all have to complete the rift, the better
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0.001% chance for a screamer to appear every second, filling up all survivors' screens and playing a very harsh scream
ez
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The perk changes from the last mid-chapter patch gives me a lot of hope for the future. It feels like the developers are actually willing to bring some interesting and risky perk design into their game, most notably with the Blood Pact change.
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@Elena said:
https://forum.deadbydaylight.com/en/discussion/comment/1818786#Comment_1818786
It already spawns with one player remaining
Yes. What I'm saying is that should be the only reason the hatch ever spawns. The hatch should never spawn when more than 1 player is alive.
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Here's what I would do:
Don't touch keys. Leave them with the same functions they have now.
Instead, make the hatch only spawn when only 1 player is remaining. That still gives keys a good use for a single escape, but it also gets rid of the main frustration where multiple survivors get an easy escape
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6/10
Dead Hard is a good help in chases, and it is one of the best perks imo
Pharmacy has one job and does it well. I do not think it is exceptionally helpful in the match, but adding more green medkits to your stockpile is always nice. I prefer appraisal over pharmacy when I am not farming for medkits because it allows me to have a lot more items in one match. And since you only get one heal out of pharmacy, it's rare that you won't get similar value out of Appraisal.
Visionary is simply a bad perk that is only somewhat useful in indoor maps. I highly suggest you use Detective's Hunch instead as that would give you great aura reading for gens, totems, and chests (synergizing with pharmacy in a small way)
Urban Evasion is great to have against a select few killers and decent otherwise. While it's not my cup of tea, it absolutely has its uses if you know how to use it.
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Also for the twins, I have been getting a ton of value out of Coulrophobia (the clown perk I can't spell). It at least works great with my playstyle
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Over a year ago, I played a hag game with poor matchmaking and ended up stomping the survivors. I felt bad and decided to give the last guy the hatch. Then, in the post game chat, the same guy I gave the hatch to started calling me slurs and stuff. I didn't give anyone else hatch for a good while after that.
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I would have done the same unless the 3 gens that were remaining were very close to each other.
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Hi! For future reference, please refer to your matchmaking level as "rank". The only levels in the game are the levels tied to individual characters.
Sadly, the only thing that can change who you're matched with are the ranks of players queuing at the same time as you. If you have the means, try playing at the more popular hours
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hi here's one of mine
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Monstrous Shrine:
Remove the basement requirement
20% faster hook progression
15% increased difficulty on escape attempts
25% decreased unhooking speed
50% increased hooking speed
Vigil:
50% increased recovery speed for all status effects except Exhausted and Exposed
20% increased recovery speed for Exhausted
Recover from Exhaustion at 25% the normal rate while running (very good idea from you)
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@SharkPiledriver said:
https://forum.deadbydaylight.com/en/discussion/comment/1811217#Comment_1811217
I'm mocking you for listing Brawlhalla and Smash as fighting games. Come here, I'll give you a nuzzle for knowing someone who beat Ghouls & Ghosts c'mere YOURE SO CUTE YES YOU ARE!!!
I mean, they are fighting games. They are still under that genre. They aren't the same kind of fighting game as games like Tekken and Street Fighter, but they're still fighting games.
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@SharkPiledriver said:
https://forum.deadbydaylight.com/en/discussion/comment/1808858#Comment_1808858
"other hard games"
"smash bros, brawlhalla"
yeah ok, I'll stick to my generalization. Stop trying to convince me with your list of hard games, junior.
??? It's like you're intentionally missing my point
I can't tell if you're a troll or genuinely this dense
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Kinda... I'm super disappointed with the Nea skin. I have been hoping for a really cool skin for her when her rift came out, but instead she got a horrendous mop, clown pants, and a good shirt. Easily my least favorite Nea outfit in the game
Other than that though, it seems alright? Neat archive charms and some nice cosmetics for clown and Ace.
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Honestly, I agree with all of your changes with the additional change of Coup not losing a token if you stop lunging before the extended lunge would take effect
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make wraith move at 5.40m/s while cloaked please 🥺
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I don't know, but after completing those challenges, I have been reminded why I hate playing him
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@SharkPiledriver said:
https://forum.deadbydaylight.com/en/discussion/comment/1808224#Comment_1808224
https://forum.deadbydaylight.com/en/discussion/comment/1808279#Comment_1808279
Thank God I'm not the only one like this. I was starting to think I was losing my mind. Do either of you remember the big deal people were making because Cuphead was "too hard"? People were saying content shouldn't be locked behind difficulty and other nonsensical things like that. I was so bewildered because I found games like Super Mario Bros.: The Lost Levels to be fun and engaging, that was a normal gaming experience for me.
Gibblywibblywoo is completely on the money. The rise of MOBAs for instance is directly because of this. All of the modern MOBAs have (at least tried to) fix their games so that one person on a team can only have so much influence. Even in something like Overwatch, theres no kill counter.
The younger generations have made gaming communities wack.
I don't really think your generalization is very accurate. Fighting games and other hard games are still popular among the younger generations, including my own. Me and my friends are constantly playing fighting games like Lost Saga, Brawlhalla, Tekken, and Smash Bros, and we are also playing hard single player games like Spelunky, Barony, and some other games on the hardest difficulties (notably 7 Days to Die and SteamWorld Heist). Hell, one of my friends even beat the two Ghost and Goblin games in the past year.
Since gaming is much more popular than it was in the 80s and 90s, you're going to see a lot more variation in the difficulties of games than you would back then. I don't think it's very responsible to demonize younger folks because of this.
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10 seconds is simply way too short. Honestly, the whole locker situation was handled much better before this patch.
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I think victor should be able to search a locker and treat it as a successful pounce. Lockers should never be able to shutdown a killer like this, and 10 seconds is a ridiculously short time to drag Charlette across the map.
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yeah... using hoarder in this state is just begging for the survivors to find a key
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Yessss it's about time
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@Almo said:
This requirement will stay. There are things we don't want, like someone going into dying state due to a Bear Trap with Honing Stone triggering stuff like Surge. The alternative to the basic attack requirement is making exceptions. For example we could say Surge works for Demo Shred, but not Trapper BT/HS. Now every time we add a new Killer, we potentially have to through and update every perk with these exceptions. It's just not a maintainable design with the vast amount of perk/addon/power combinations available.
Since every Killer can basic attack, we can create the perk, and know exactly how it works with every Killer without having to check a ton of different interactions. If this means some perks don't work well given some Killers' powers, then that's just the way of it. Not every perk is exactly as useful on one Killer as it is on the others. Learning to choose your perks well to synergize with your chosen Killer is one of the important skills in DbD.
I have heard it said that this answer means we're "lazy"... that we're not willing to "do things that take work". Whole programming languages and paradigms have been based around preventing the same thing in code as we're trying to prevent in design with this strategy. You don't want a ball of yarn of a design where tugging on any little thing pulls a whole ton of others.
In a game as complex as DbD, there will necessarily be some of that. But minimizing it through smart design is still a worthwhile endeavor.
Why not go with "melee attack"? That would make it proc on more killers without creating the scenario you're trying to avoid.
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I agree with you, but what does CMV mean? I haven't heard of that before and the only thing that appears on google is a disease with the same name
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idk, I'm down for the free cosmetics
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@Squirrel_Thicc said:
Because pressing 1 button repeatedly and not being able to move or do anything is fun.
yeah
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Killer: 4 kills or 3 kills with hatch
Survivor: at least 2 of us escape, or I escape
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All pretty solid changes. good job
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It's super hard to keep track of someone running circles around me when I'm controlling Victor. Forget actually hitting them, it's hard enough to not lose them. It doesn't help that his sensitivity is about twice as high as the sensitivity I'm used to. It would be much less frustrating if his sensitivity was actually the sensitivity I set in the game.
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Yeah I'd have more fun! Moris are dumb and should only work after hooking the survivor twice
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it seems too perfect to be an accident. What are the chances that the one rock wall is just randomly climbable?
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I really hope the rock climbing becomes a proper feature. It can add some nice variation to the game

