FFirebrandd
FFirebrandd
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Midwich is so bad. Navigating that super samey box and actually finding anything or anyone if you're the killer is a royal pain.
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I mean really, Trapper just needs to be able to carry 2 traps by default, then make it so instead of trying to escape traps takes 2s for a 25% chance to get out, make it take 12-14s for a 100% chance to get out. Trapper is already the killer who can theoretically snowball the hardest. Seriously, every Trap is a potential insta down waiting to happen.
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So... indoor maps with 2 floors are bad, but I want to try to make an outside flat map that's terrible... so... here we go.
- The map is large, like larger than Mother's Dwelling.
- The map is absolutely covered in the huge Blendette bushes found on Dead Dawg Saloon.
- The map has no jungle gyms. It has a few pallets about the quality of most of the pallets on Hawkins. It has no windows anywhere.
- The map is covered in incredibly long, low stone fences a la Haddonfield, but they have invisible walls above them to block hatchets and spearguns.
- Every Generator is located inside of an open gazebo that's at least 16m across with no windows or pallets and a Crow Bomb a la the swamp buildings on top.
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@CheyeneKL said:
Nah... they can get better internet LMAO
Fr tho, I don't really think people with bad connections deserve to be rewarded/compensated for it- they've had their time since dedicated servers were added 😭
So... your solution is for people to fix something that they may have zero ability to actually fix due to a myriad of IRL reasons? Really?
Besides, I'm not asking for killers to get a reward for this. I'm asking for exactly 1 killer who isn't even overly strong at the moment to be looked at because their power has the potential for a really really bad interaction with Hit Validation.
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@Greatamygdala said:
People use to spam M1 to close the distance faster maybe you can do the same if you have a good grasp on your killer's power timer.
I'm aware. That's why I asked for it to still eat some, but not all of your power. With the 50% drain, you would literally only be able to do that once... and I would suspect you'd make it further with 5 seconds of +15% move speed as opposed to 1 Frenzy lunge.
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They got nerfed, now they become useable if you have hooked the Survivor twice. Its in the patch notes. Not a bug.
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@AhoyWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/1803599#Comment_1803599
I like your idea! I wasn't really going to buff the perk, I just wanted to make it more consistent with Killer's that have different Terror Radius', also flat 8 meters looks so much better than 26%.
That's perfectly fair. Your changes to it were good and necessary, I just... also think Distressing needs a buff. Like it legitimately makes your job harder if you aren't running synergizing perks.
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Hopefully soon. Legion's current bugs are... rough to play through to say the least.
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@gibblywibblywoo said:
https://forum.deadbydaylight.com/en/discussion/comment/1803599#Comment_1803599
I guess you're right. I exclusively use it on my Doctor when using Calm for obnoxiously large Static blast range or insanely long Calurophobia/sloppy heals. It would be nice to see it get another function but we already have unnerving presence for skill checks and Caulro for heals
That's why I suggested the minor debuff that I did. That doesn't really overlap any current perks we have. Also the numbers on that should be low enough to keep the "Larger TR" the main focus of the perk and not make the debuff overwhelming since the Survivors can't turn it off. Also that would make it work a bit better with Unnerving. If you were repairing a gen in a Distressing TR then Unnerving makes you miss a skill check, you end up losing 8.8s of work instead of just 8.
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I mean, your changes haven't provided any reason to run the perk on its own. I get that its a combo perk, but even Thrill of the Hunt does something if it is your only Hex in your loadout. Distressing on the other hand just makes things harder for you because you give more warning of your approach. However if you added this... then maybe:
Survivors in your terror radius repair, heal, and sabotage 3/4/5% slower.
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For Wraith I'm hoping Yellow Windstorm to be made base kit and the other Windstorms adjusted accordingly.
For Demo, Base kit I want the game to be nicer when you're trying to place portals. Seriously... there are way too many times when I'm shuffling around for a few seconds trying to find a spot where the game allows a portal. As for Demo's Add Ons, he mostly just needs them to be a bit stronger. Like most of them have useful effects... but like... a yellow add on increasing the Portal Detection range by 1.5 meters is underwhelming but if it was 3m it'd be pretty good. Or the yellow that makes portals take longer to close. In theory that's pretty good, in practice its +14% which is only like... 1.68s, not great.
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TAG got it in one. Ruin is useful *because* it has its full effects from the word go and more Hex Perks should work that way. Perks that both have to stack up to be good and can get deleted from your loadout will always be unreliable and niche. No One Escapes Death is kind of the same way. It is useful because it hits the field at full power.
Edit: Hrm... I wonder how difficult it would be to rework most Hex perks to have their full power from the word go. Except Devour... that's the only stacking Hex Perk that's powerful enough to be worth it anyway.
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I agree. There's a few stinkers here and there. A lot of them landed in the Killer's base set though. Like... Insidious, Monstrous Shrine, and Unrelenting are just terrible. Distressing is only good with a lot of TR based perks. Iron Grasp does let you hold onto Survivors better but it doesn't give you back any time... Agitation is just flat out better. I like bluffing that I have other, better Hexes by bringing Thrill of the Hunt, but it's not actually all that good without more Hexes and Undying does that way better. Then... Spies from the Shadows is just kind of underwhelming.
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Honestly I'd say Freddy is more mobile than Demo. Demo needs Portals both where he is and where he's going. Also Demo cannot portal to anywhere he hasn't been yet. Now if you had said that Blight is more mobile than Freddy, yes probably. More also, Demo's portals can get destroyed if he's used them so the Survivors can deny his mobility.
Also you missed one more thing. Freddy has free stealth aspects. If you are awake, you can't see him at all from more than 32m away. He flickers in and out between 32m and 16m. Lastly... occasionally his Lullaby does some really weird stuff and it sounds like he's a good 10 to 15m away when he is most definitely not and you get downed because of it.
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@AhoyWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/1801158#Comment_1801158
Yea, totally forgot, can you grab people from chests? I'm not really sure.
Honestly I have no idea. I think so but like... people generally don't try to stick chests when the killer is nearby so I've never seen it one way or another.
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I mean... when Breakable Walls were revealed, I legit thought that the Killers would be yeeting themselves through them like the Kool Aid Man. Essentially this would give Killers a 1 time use thing to maybe cut off a Survivor but would then give the Survivor more options later. Maybe after that, Survivors can come by later and have a 4 second interaction where they can reform the rubble into a crude barrier that acts like a thrown pallet until the Killer breaks it.
Does that count?
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@AhoyWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/1801131#Comment_1801131
You can't grab a healthy Survivor from a window, so it was probably Gen or a Locker grab.
Or Totem. You can grab off Totems too.
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Unless somebody was being a mad lad and running Better Together... the yellow Generator Aura means that the Spirit kicked the gen with Trail of Torment. Dragon's Grip also exists... so... it is possible that the Spirit phased to the gen, kicked it, the Survivor tapped it, got exposed from DG, and then downed.
Edit: After rewatching the clip and reading replies... it seems more likely that somebody is running better together and the Survivor just got grabbed off something.
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How is it weird? Without Add Ons, and against decent Survivors, Wraith's power is just a very slight speed boost locked behind his bell ringing animation. Frenzy on the other hand, even when bugged still has the better Vaulting, Deep Wounds, and Killer Instinct.
Granted... give Wraith even Yellow Windstorm and Bone Clapper and he becomes a lot better... but seriously addonless Wraith is not good.
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Is it weird that I find Bugged Legion to be stronger than addonless Wraith?
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@CLAUDETTEINABUSH said:
https://forum.deadbydaylight.com/en/discussion/comment/1800764#Comment_1800764
Congrats and thanks for the info!
Thank you!
No problem for the info. I ended up using that to make a pretty good play. I was on Badham and ended up M1'ing a Cheryl right in the middle of the main building. No chase music meant that I could hear someone on the downstairs gen as plain as day... so I dropped down. There was actually two people and neither got out of there unscathed. Injured the Meg, downed the Feng.
Between that and an earlier choice on the Survivors to essentially turn 1 hook into 2 hooks and an injury (failed body block into insta unhook that was a 1 for 1 trade), and me inadvertently never downing one of them until there were only 2 left (and then she ended up hanging on first hook until death... no idea why she didn't get rescued), I managed to pull it off. Probably shouldn't have worked... but it did.
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I actually managed it last night. Had a Legion daily and went for it. Ended up with a batch of Survivors who... weren't great and made some questionable choices.
I will say though, Legion has another bug that actually helps them a decent amount. The chase music never plays. It sounds really really weird to have it be deathly quiet while chasing people, but it helps. It makes it much easier to be aware of your surroundings.
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I can see a bit of potential with it on Legion. You don't need to lunge to get hits with frenzy and the Tokens could go a long way toward making their subsequent M1 chase easier. That said... I don't have Coup De Grace and Legion is bugged... so... it might be a bit before I can try it. Also obviously it could be amazing on Myers.
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@DoritoHead said:
https://forum.deadbydaylight.com/en/discussion/comment/1796875#Comment_1796875
you will find that these mean nothing when you'll end Frenzy a few miles away from three of the stabbed survivors, unless they are grouped up.
Also, if Legion misses a single attack, he goes to cooldown for 4 seconds and the power gauge is reset. And his power punishes you for playing the game (it gets reset by a little whenever you hit a survivor)
The vaulting speed and speed difference exist only to help Legion hit the survivor to apply deep wounds and slowdown the game. It isn't a chase mechanic, it's an aid to help with what his power does: slow down the game.
If you're ending Frenzy that far away from anyone, you've done it wrong.
Don't miss then? I do think that they should remove the penalty for M1'ing. Also the penalty for picking someone up while in Frenzy.
I'm not saying it isn't a pressure tool. However, it is also a chase mechanic because it also injures them. Meaning you only have to catch them as an M1 killer once.
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/1796875#Comment_1796875
Can you down with his power or counter loops with it?..no..so no he doesn't have one..that is a pressure tool, no more no less
They can't down with their power. They can however counter loops with it if the Survivor is healthy. Sometimes they can even if they Survivor is injured.
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@immortalls96 said:
He needs a chasing mechanic..and it seems like he won't get it as he is
I am wondering what part of...
- Having a speed difference against the Survivors that is double the normal amount.
- Having the ability to vault pallets and windows about as fast as Survivors do.
- Having the ability to obscure the Survivor's vision so it is more difficult for them to keep track of you.
Doesn't sound like a chasing mechanic? Sure the first two pieces only work for the first hit, but that plus the fact that Frenzy does not have a cast time or any sort of more difficult to handle control scheme... if it worked on more than just the first hit, Legion would be broken. In fact that was what caused Old Legion's rework in the first place.
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I'm relatively new to the game. First DLC I remember getting added was Slinger's. I attempted to main Nurse. I did find her quite fun, but oh my god was learning her absolutely brutal. I eventually stopped trying to main her, not because I didn't still find her fun, but because my irl life got busier and I would usually only get to play 1-2 games max... usually after several days of not playing. Under those circumstances, my muscle memory for Nurse would always get a little off so the first game or first half game were just... bad.
So... yeah. I like Nurse but my schedule just won't support playing her. Now I'm primarily a Deathslinger main with some Legion, Demo, and Trapper on the side.
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I ran into one. Played a whole match with Deathbound. Didn't hear a single scream from that perk even though I saw the indicator for the perk at least twice. Was playing on Deathslinger on Crotus Penn Asylum. Also there wasn't a single calm spirit in the whole game.
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@QwQw said:
And we can't have Power Glove Freddy because it "Breaks immersion".
That's probably more a licensing issue. There's a very real chance that whoever Behavior got permission to use Freddie from... doesn't want him rocking a Power Glove. Also they'd probably need to get permission from Nintendo to put a Power Glove on someone.
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Doesn't seem any worse than the Dwelf skin tbh.
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@Boddy604 said:
If I'm playing solo I only play killer. Thankfully, I've got a few friends I play with regularly and imo Survivor is more fun in that regard.
Solo though? Definitely queuing killer.
This is almost identical to how I play. Solo? Killer all the way. With friends? Survivor... or KYF if we have 5 people.
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I don't like chocolate so I'm not going to vote... but... what? Why would you ever do that?
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@CheyeneKL said:
https://forum.deadbydaylight.com/en/discussion/comment/1784207#Comment_1784207
This is actually a really cool idea imo
It makes getting rid of dull totems an actual objective rather than an optional waste of time. A lot of killers dislike NOED (currently one of the main reasons, if not the only reason, to cleanse dull totems) based on the fact that it only helps you at the end of the game (if you even get to there) when they could be using that perk slot for something to help prevent all gens from being finished.
I'd love to see other people pushing your idea tbh. The smoldering totem is also a good solution for alerting survivors to the fact that they need to cleanse totems, too.
In any case, it really sounds like a good and worthwhile idea for an addition to the game. In any case, people bring Corrupt Intervention (a perk that lasts a max of 3 minutes) for beginning game slowdown so I definitely think a perk like the one you came up with could see HEAVY usage
I'm glad you like it. I posted it to the Feedback section quite a while ago and didn't really get any traction.
And yeah... Corrupt Intervention is an absolute godsend on setup killers like Trapper and Demo. Seriously... now that I got it like... 2ish weeks ago it has not left those characters builds. It would be really nice if there were a few more options for that slot.
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Yeah I noticed that on the PTB. It is oddly cute how they hold hands.
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@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/comment/1783711#Comment_1783711
No one is saying surge is OP, the point is its one perk which has a range limitation, 40sec cooldown limitation as well as a basic hit only limitation. so many many times when you get a down it will either be on cooldown, be out of range or you didnt use a basic attack because you decided to use the power that made your killer unique so all of those negatives will hardly ever out weigh the chance of a small regression, perks need to be buffed so when people pick perks they are all equally as useful or beneficial on a common basis. its why ruin is now popular because undying makes the perk get more value, strength of ruin hasnt changed just the chance of losing it at game start has and now look, pretty meta (but you know nerf pop for no reason, honestly in what world was pop considered op when you can kick 1 gen)
https://forum.deadbydaylight.com/en/discussion/comment/1783746#Comment_1783746
well the whole idea of different characters and perks is so you have goal to get the perks you want, to improve your strength or overall power within a trail. the perks are what makes games different but because so many are trash you never see them resulting in more bland gameplay but we cant blame the players for using them and honestly no perk is strong in the sense of OP currently.
https://forum.deadbydaylight.com/en/discussion/comment/1783775#Comment_1783775
Tinkerer is awful unless stacked with ruin, and honestly its only effective because so many survivors either cant led on a chase or pressure gens. you have to think theres 4 survivors, even with ruin being up and him having tinkerer he cannot protect all the gens unless people are dropping stupid fast or you have players not doing gens (shocking i know but some player dont do them) at high skill level alot of players wont bother going out their way to remove ruin etc. because they know if everyone can do a chase well enough the killer either drops it and still loses at least 1 gen or commits and loses 2. there are rank 2s that dont look behind them nor understand loops, counter or perks. we cant balance at that level of skill. usually the better side wins, a bad killer can run meta perks and get destroyed, just depends on what the survivors do
On the topic of Surge... I present to you a Deathslinger with Surge. His power gives him mechanics to bypass nearly all of the restrictions and downsides.
Deathslinger is the only killer who can forcibly reposition a down before it happens. That makes the 32m range less of an issue because he can frequently force the down to be closer to the Gen he wants Surge to hit.
Deathslinger is also the only killer who can delay a down without getting punished. If your down is happening from spearing them, you can hold onto the chain for a few extra seconds to maybe let Surge come back off CD.
All of Deathslinger's downs count as M1's, even if he's speared them. So, that restriction matters none.
Honestly I'd rather run Surge over Pop on Slinger because of those reasons and then Slinger doesn't have to mosey his way over to generators and kick them with his 4.4 move speed. Sure the raw regression is less, but the time saved is worth it to me.
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In theory all of them are good. In practice all 3 have numbers on them that are just... meh. They all need some buffs.
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@konchok said:
https://forum.deadbydaylight.com/en/discussion/comment/1784207#Comment_1784207
The only issue I see is how would survivors know that they need to break totems. I almost see it as like a side perk to an existing hex totem. For example I could see something like that added to Hex: Retribution where you get a bonus per totem still active.
Well Totemic Hinderance would tell anyone working on a Gen that it's doing its thing... much like Thanatophobia.
However... for perks with that system that don't directly nerf Survivors, you do have a point. However it is one that I've considered prior to now (though I admittedly didn't mention it initially). It's fairly simple.
Add a 3rd state for totems. We currently have Dull and Hex totems... but we could easily get a state between those two that I call Smoldering Totems. More lit than dull totems, less lit than Hex totems. So if you see a Smoldering Totem, you know that it is doing something for the Killer so you might want to cleanse them. Both of the above perks would promote all Dull Totems to Smoldering Totems.
Side note... that's actually how I'd modify NOED too. A lot of NOED's issues stems from its surprise factor. But... if you have Noed make the Totems smolder... well... there's your warning.
Edit: That's also how I would make Thrill of the Hunt maybe worth running over Hex: Undying. Make it so its noise notifications proc on Smoldering Totems as well. Undying is better for protecting one particular Hex, TotH with its noise and slow down is better for protecting all your totems.
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I really really want Behavior to use Thrill of the Hunt's "Tokens per remaining totems" system for other perks that actually like... do useful things. So things maybe like...
Totemic Speed: Each token gives you +3% movement speed while not in a chase. (max 15%)
Totemic Hinderance: Each token reduces the speed of repairs by 5%. (max 25%)
That would give them a perfect way to add perks that are strong early game to patch up the fact that every killer is at their weakest when they first load in that naturally fall off as the game progresses. In addition, that would be a natural middle ground between boom or bust Hex perks and normal always on perks. Also... this gives the Survivors more reasons to cleanse totems.
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I mean, the only Survivor perk that is in the Meta is Decisive Strike... so if you're looking only for Best, get Laurie.
If you are looking for most fun... I honestly like everything that Zarina's perks do. They aren't always super effective, but I find them incredibly fun.
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@AggressiveFTW said:
https://forum.deadbydaylight.com/en/discussion/comment/1782926#Comment_1782926
Interesting stuff that you said. I personally believe that they won't buff it, I think they will rework the perk.
It is possible they might rework it. It isn't a good perk, so it could use one. I was just attempting to make it more worth the perk slot while keeping its current purpose of delaying the hook timer.
One might also be able to make the case that splitting the time between the 2 hook states would be a bit of a rework.
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I honestly don't know why it has the extra requirement of needing another Survivor to get close to activate. So that'd probably be the first thing. The other thing would probably be that while it is active, it turns your aura yellow for the rest of the Survivors so they know that its on and there's not a rush to get you down. It might also be better if instead of pausing struggle for 34s, if it could pause both hook states for 17s each. Same total time, but also has an added bonus of maybe preventing you from going stage 2.
However... I do think it'll stay kind of niche no matter how you buff it.
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@Unseen_Force said:
https://forum.deadbydaylight.com/en/discussion/comment/1782015#Comment_1782015
Yea its great being able to synergize perks with addons or coming up with something that almost changes the function of the killer altogether.
Also you should check out Path of Exile
I've been meaning to try PoE... I just... haven't. I don't know why.
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@Felnex said:
https://forum.deadbydaylight.com/en/discussion/comment/1782096#Comment_1782096
Yeah it's not as bad for Killers. But you're right Survivors are stuck with Borrowed/DS/Unbreakable, mostly because getting camped/tunneled/slugged is the most boring thing in the world. I wish they'd release healthier or more fun alternatives to those perks.
Like I said... they're trying. But they're also trying to not create power creep. Like... For The People can be used vs Tunneling and Slugging. I think Tenacity got added after Unbreakable and I personally find it more fun. Flip flop exists and will combo nicely with Power Struggle. Pretty much all 3 of Steve's perks can help with at least one of those.
Granted, yes, most of these aren't more powerful than DS/Ub, but... power creep is a thing they need to keep in check.
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I would like to point out that Blight is the most recent Killer to be added and he shipped with Hex: Undying... which... did in fact shake up the meta in a very large way. Also they have been tweaking perks to try to make them more meta? Like... I don't think Tinkerer before its buff would have made it into the current killer meta.
Now the Survivor meta hasn't budged in a while, but a lot of that is just that the Decisive Strike + Unbreakable combo is ridiculously strong and adding something stronger is... probably a terrible idea. But even then they are trying. Power Struggle is a different take on a 2nd chance perk that works well with other things... so there's that.
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Overall the gameplay for both chasing and stealthing are both incredibly exciting. However, the thing that really keeps me coming back is the vast amount of different Killers, Items, Perks, and Addons available to theory craft with. I'm the sort of person who enjoys poking at systems to see what works, what doesn't, and specifically things that work that others seem to be ignoring. I love it and DbD scratches that itch in a way that very few games have. I think the last one that really did that for me was Diablo 2.
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I very much like playing both as him and against him. In fact I'd say he's one of my mains.
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Definitely Midwich. That map is just so bad.
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I usually don't tunnel. That said, there's a few exceptions.
- You brought a key. I hate keys. I am going to tunnel you with reckless abandon if I can.
- You did something really dumb. Like if you flat out get unhooked and run right into me... I'm not going to ignore you. I might just slug you though.
- There's 1 gen left and 4 survivors. This one's not personal... I just need somebody dead.
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I actually have a tie. 65 of both Friendship Bracelets on Legion and Black Hearts on Demogorgon.
For those of you who don't know what they do... Friendship Bracelet gives Legion +4m of range on Killer Instinct detection which is kind of useless, Black Heart gives Demo a shorter cool down when missing Shred which isn't terrible... but Mew's Guts exists which is a yellow that does both that and gives him +1 portal to work with (which is actually another one of Demo's browns).
Oh shoot. I just noticed I actually have 67 Rat Tails on Demo (faster portal placement)... so that one is very slightly my most common add on.
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Honestly I think it is mostly a problem of Telegraphing. The killer gets a fairly large power spike, but the Survivors don't know it is online until he slaps someone over the head with it. Haunted Ground is probably the most similar perk to NOED and no one complains because once that Totem breaks, the Survivors get the exposed effect for 60s and they can try to play around it. The only time they can't do anything about it is if the totem breaks while the killer is swinging to hit them... and everyone involved will know that massive amounts of luck was just had.
Honestly what might make NOED read better is adding a 3rd state to totems... so we have Dull, Smoldering, and Lit totems. Smoldering is lit... but not as bright as full on Hex totems. A smoldering totem means that this isn't a Hex perk, but something is up and the Survivors may want to break it. Then make it so NOED and Thrill of the Hunt promote Dull Totems to smoldering totems and also buff TotH to do noise notifications on smoldering totems as well. That way if Survivors have spotted a dull Totem, they know that NOED isn't in play, but if there's a smoldering totem, it might be.