FeryGEN
FeryGEN
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@Deathstroke said:
It should be made to be activate twice. So if you hook everyone once it activates and do that again it activates again. Also it should show everyone auras not just obsession. It would reward going for 8 hook before finishing anyone off.
Totally agree with you, doing a full circle of hanging every survivor to re-trigger would make this perk better
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@not_requested49 said:
https://forum.deadbydaylight.com/en/discussion/349134/points-in-sacrifice-still-cant-max-out
They can buff territorial imperative to give 100% sacrifice for hooking in basement and i'd be happy
Just give us *something* or give bonus points for hooking in basement a basekit ability
This is a bit of a bad way out of the situation, because the developer is interested in minimizing the chances of hanging in the basement and the basement camp in the game. Therefore, there are so few perks for the basement camp in the game.
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How about insta mori (like tombstone) survivors that are pallet-looping next to a hung survivor?
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@kingcarl2012 said:
https://forum.deadbydaylight.com/en/discussion/349134/points-in-sacrifice-still-cant-max-out
I mean you can its just hard and wont happen very often
What else is very often? This is only possible if you start hanging survivors during the collapse
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@Xernoton said:
I think they should just remove the green map offerings and bring back the old brown ones. That at least didn't guarantee you get your chosen realm.
I've been saying for a long time to nerf current offerings to map drop chance (but keep killer unchanged, at least for maps like Lary's to play as Myers with a mirror)
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I think the changes to the basekit Unbreakable will introduce additional hooks for situations like this.
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@mizark3 said:
https://forum.deadbydaylight.com/en/discussion/comment/3201631#Comment_3201631
- I was saying I have no issue with this and it seems fine either way, and the forum formatting kinda requires numbers for each without jumping through hoops.
- Slugging is unaffected by the 45s times unless you are saying to pick up the 3rd Surv after an Oni snowball, if so then I think the buff would be better suited on Mad Grit personally. Even then I think it would still be fine. If you had ~15s between each down then you reach the first person and pick them up and hook them with ~6s pickup and hook and ~8s travel time to hook. That still gives you roughly enough time to get back to the second person in time or to instadown them again (minus Soul Guard). Then you can pick which of the 2nd and 3rd Survs to pickup and still get the 3 hooks.
- That version seems much better than the dev version. I was merely working with what they gave us but your version just seems strictly better imo. I might tilt the numbers up myself though, just to have them be 5k/7.5k/10k each. That way Pudding's theoretical 40k matches the theoretical 40k from the Iri.
- meh
- meh...
- I thought a little and thought, of course, if they increase the bonus, but I also wanted to note that these points will be a bonus no matter how many you score in the match, what if most of the survivors just rained in the match? Then you will get points regardless of the results of the points scored, this is also an argument.
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@mizark3 said:
- No issue, seems fine.
- Slugging is sometimes necessary, so you have 45s to pick them up. Any more is fair to call as BM on the Killer's part. Also if you insta-pickup you deny all value of slugging perks, so those are also dealt with.
- The Mori values are exceedingly low for the hoops needed to jump through. I can use Yellow Rarity Pudding for a max of 40k, but I need a 4k to get 20k with an Iridescent? They should be doubled or even tripled if they want the qualifications to stay as is.
- 1 flat hook per rarity seems more than fair to improve the value of those offerings. That way there is a max of 3 bonus hooks with the Purple rarity.
- Agree and disagree. The Survivor purple hook distance offerings give 1m per offering, and the Killer equivalent gives 3.5m. Those balancing aspects are already dealt with from the numbers. I would say Surivor map offerings should only give 25%, and killer give 100%, from the current 100% each. That way 4 Survs offering the same map gets the same odds as the Killer's map. I also think Sacrificial Wards should prevent offered realms from showing up, instead of removing the bonus. I hate using a Sacri-ward and having the map still show up.
- Why not? Obsession perks are now rarely taken by anyone, and the killer must know if the survivor rose himself or was raised
- I'm not saying buff the slug, I'm saying buff the up and down. Many things in the game happen while you hang a survivor.
- I would say that they need to rework this part differently. Cypress - 5000 for each killed after the end of the final mori, Ivory - 6500, Ebony - 8000.
I more or less agree on other things.
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@bm33 said:
I think these are good for basekit anti-slugging and I have no argument against them as long as survivors get the basekit anti-slugging.
I do think with Hangmans Trick they should have it bring back permanently destroyed hooks after a time like the perk used to do if survivors get basekit anti-slugging. While I do think killers should be more aware of where they are hooking survivors for risk of losing a hook in an unfortunate area, with the anti-slug change they are put in a lose/lose situation in a dead zone and sometimes the killer doesn't expect that survivor to remove a hook creating a dead zone thanks to hook suicide or crappy teammates not saving them.
Anti-slugging is good, I agree. Where the survivors all lie on the ground and die for 4 minutes, it's terrible. But the necessary slugging is acceptable, I think we will see how it will work on the PTB. I still hope that they will at least make the mechanic of changing the obsession if the survivor himself recovered. I think it would be nice when the game solves several problems at once. I'm also in favor of disconnects being considered murder or sacrifice. I hope the developer listens to this feedback.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/3197694#Comment_3197694
Every other power in the game awards Brutality for injuring a survivor. Even Plague gets brutality points when a survivor is injured via full infection. Why doesn't Wesker?
I'll believe that it is or is not a bug when the report is updated to either be Acknowledged or Not A Bug. Until then, one of the reasons to make a bug report is to get official developer confirmation if something is or is not a bug.
Because it's Wesker, not the Plague. Well, if it's a bug, then it's good. It’s just that they already changed the bug for the category, but why couldn’t the points be adjusted at the same time?
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I can agree that POP was a good perk, it shouldn’t have been heavily nerfed, at least they didn’t make 20%, but left 25% or 30%, but even with these numbers, taking away more than 15% from the generator is generally a feat.
I think so, it would be a good buff to do, the farther you are from the hanged man, the stronger the regression when kicking.
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This is not a bug, it's just that grabbing survivors does not give points in this category
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It's like when I play matches on Badham and the survivors fall in the main building's paddock, I leave them all lying there and they bleed, and at the end they write, "you get a report for not trying to get us across, you have to keep trying until you succeed"
Here is a similar situation, the survivors intentionally make a triangle of generators, and then try to promote the idea with reports for it. Well, nonsense is complete, guys!
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Dude, you crazy! What prevents 4 survivors from restoring god pallets?
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I've seen matches where the survivors healed the totem of the one hanging on the hook and they didn't save him for the same reason as your Ada
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And I purposely camp those who are under Reassurance, by the way I noticed such statistics, they try to save a survivor under this perk more often than others, sometimes I purposely camp the owner of this perk. I don’t camp at all, but if a match uses such a perk as soon as I hang, i.e. I didn’t even have time to move away from the hook, then I instantly start camping to show that their perk will not work. If they make a camper out of me, then please, I will camp)
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Please no. Counterforce was created as an alternative to blessing, I really love this perk, and I hate it when someone spoils totems with their boons.
The only thing that needs to be done for all perks to break totems is to increase the numbers or give a bonus for breaking burning totems. Inner Healing - Give a speed boost after leaving the locker or accelerate healing of others if you break a cursed totem, Counterforce - +30% speed for breaking a burning totem, Clairvoyance - see survivors if you break a cursed totem.
I believe that boon needs a specific rework, namely, the more Boon perks you have, the stronger Boon is and the faster it installs:
One Boon perk - 20 seconds, two - 25% faster, three - 35% faster, four - 50% faster.
Or do the opposite, the more perks on the Boon, the longer it takes to install, BUT make their strength more, say COH - For each boon equipped, you get + 10% to heal
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How about a buff, if a survivor is dc'ed from a match, they lose the item?
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@hastarkis said:
https://forum.deadbydaylight.com/en/discussion/comment/3188154#Comment_3188154
Free bloodpoints and free depip.
Free bloodpoint and free pip actually
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This problem is already 2 months old, hooks sometimes just do not spawn in some corridors on the first floor, it turns out that 2 hooks on the first floor in the corridors, and 1-2 hooks on the street. Although sometimes even one hook per side is very little, because you still need to convey it from the room if the first hook is occupied. The design of the map simply forces one of the survivors to fold and camp on a hook, with no way to hang the other
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Too much has been written, I did not understand who the styles of the game are addressed to, probably the killers. And I hope I chose the right answer. I can toxic in response, but I often restrain myself, I believe that if you toxic less, then it hurts the vanity of toxic people and they even pour if they have not achieved their goal.
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@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/3184260#Comment_3184260
Nemesis base kit is strong say compared to the Ring but weak compared to Nurse/Blight.
Either SWF needs massive nerfs or Nemesis needs buffs to compete with them.
https://forum.deadbydaylight.com/en/discussion/comment/3184193#Comment_3184193
Nemesis is a good killer compared to say Doctor but zombies do not snipe people across the map repeatedly. Zombies need a huge increase to their effectiveness on large maps or Nemesis needs a direct buff to deal with large maps better.
I agree about the zombies, their AI needs to be strengthened, they constantly get stuck in the rubble in the Red Forest, in the roots of the Eye of crows, in the bushes on Badham, at least they should counter Badham, I’m generally silent about the swamp, in my opinion the Swamp and the Red Forest are the most difficult maps due to zombies getting stuck, and the swamp on the hills blocks the blow with a tentacle. Let them at least know how to break walls, at least some benefit, in the game RE they knew how to break walls flimsy.
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/3185064#Comment_3185064
and you have no sense of humour, I guess you belong to the minority that didnt get that
But anyway I think the post is a trolling attempt. Why would you want hindered to get nerfed. Free distance for what? Tentacle hits are already lower cooldown than regular M1 hits, kinda like hatchets
Joke, hohoho, I would understand that this is a joke, if it was a reference to at least some streamer, jokes should be in obvious things or funny
Then I would like to make the addon more interesting, not hindered, but interesting.
Just Nemesis main meeting what kind of survivors they usually meet?
1. Who are thrown pre-drop
2. Who use zombies to get infected and run away on boost
Therefore, a solution is needed, although so that zombies do not give speed boost when infected.
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@R1ch4rd_N1x0n said:
Nemesis doesn't inflict Hindered, it just makes you Oblivious when you stun the Killer. Lol.
Oh my god dude, You are probably the only one on the forum who thought about this perk, but I will tell you why, because you just read the topic, but did not read the description.
I think that Nemesis should have the power of the addon (Licker Tongue) in basekit, and on the addon either add more slowdown for the non-infected, or rework it and make it break generators with a tentacle by 3.5% and call zombies to this generator. Killer addons that somehow affect generators and pallets have always been more popular, if only because it's interesting.
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Since the perk itself was nerfed before the release, it would be nice if it gave the activator a buff to the speed of healing or repairing
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@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/3183526#Comment_3183526
"He does not need this ability"
Know how I know you are playing against low MMR survivors? Look at how wide both you and your prey take all the loops. You can play 30 second afk clown with no perks at low MMR and smash all the surviovrs so sure at low MMR Nemesis is fine. Against organized teams he isn't fun to play because he is too weak.
I show not the ability to kill all survivors with high MMR (I went not at rush hour, so they give low mmr in the daytime), I show the ability to break pallets, this ability works against any survivors.
You see, in terms of ability, Nemesis is next to the Huntress, make his base ability even stronger and all the players will start to leave matches.
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This level of stuff is only to be expected at the 7th Anniversary, we've only recently received rank rewards.
I'm sure Blindness and rewards (Devotion) won't be buffed before the 7th Anniversary
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He does not need this ability, it is enough to learn two of his techniques, the first I called Ping Tech (pre-break), the second is just breaking the pallet ignoring the survivor, so you should hit the pallet at an angle along the edge of the pallet with a tentacle.
I made a video specifically for this. The first two (David and Jill) show Ping Tech (because I invented this technique with the release of Nemesis, do I have the right to call it Heda Tech? After my name) In the video, the pallet breaks before it is dropped, in fact, on the screen of the survivor, the pallet is almost dropped, on mine it is only dropped, but this is a risky technique, because the survivor may not drop the pallet. The second technique is not risky, but the survivor does more distance. What are these techniques for? They allow us to be a good trade for the killer - we do not give a boost ability or from damage, while we control the situation so that the pallet does not block our path after any damage to the survivor
https://youtu.be/eMDGKpDvvRc -
Some more ideas
and Automatic waste of bp up to level 12, because there is only choice at level 11
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Why make thanatophobia even more for killers like the legion and the plague?
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Agree, I have already reported its incorrect operation, that it only works at rest, even if you heal it does not work
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@UnknownKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/3171716#Comment_3171716
I think if you are broken the healing acumulations of Reactive healing wont work.
This does not prevent it from working after the effect ends.
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Since reassurance works once per stage, it would be nice if it gave points to the one who uses the ability + generator repair speed while the killer is 24 meters from the survivor
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Still not working (with active secondary effect WGLF)
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@dspaceman20 said:
I'm thinking about running a for the people build. What is your suggestions for this build?
For the people + Dead Hurd + We Gonna Live Forever + CoH or Inner healing/strenght (WGLF + For the people bugged not working right now)
For the people + Dead Hard + Reactive Healing + Self Care
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@Sabraiz said:
https://forum.deadbydaylight.com/en/discussion/comment/3169463#Comment_3169463
Individual killers have different MMR.
They do, but their MMR is also based on what your other killers MMR currerntly is, so that you don't start from the beginning with every new killer since a lot of skill is transferable between killers, nurse being the biggest exception were you would be unable to play here as an M1 killer.
I cannot see how they coded the matchmaking incentive, but considering how loose the matchmaking is, where someone in the middle of the mmr can be matched pretty much with players from both the extreme edges of skill I doubt it is that strict of a range.
https://forum.deadbydaylight.com/en/discussion/comment/3169989#Comment_3169989
If all killers have their own MMR
The killer mmr is not completely separated though, it is both based on their own performance but also based on your others killers mmr, a lot of the skill is transferable between killers.
I agree, in our region bonuses for survivors are active for 23 hours, closer to 12 at night the bonus for survivors is already 25-50%, from one to two in the morning bonuses for killers. The rest of the time it's a 100% survivor bonus. A little dishonest I think.
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Well, I don’t know, I only manage to log in for 3-4 matches, then the bonus disappears (we have a bonus from 1 am to 2 am)
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It seems that if you do not look at the scale, then it is not added, namely during running and movement, it seems to be the same during healing. You need to be at rest to get progress. I thought this is how the perk works
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@hastarkis said:
https://forum.deadbydaylight.com/en/discussion/comment/3167418#Comment_3167418
I'm not OP but: it should be SAME for ALL people in the group since it depends on average MMR. It doesn't matter if there was 100% or 50% or 0%, it should be same for all. If one swf person is gaining additional points and other person is not there's something wrong with incentives. And OP talks about just that. They were swf but got different bonuses.
Additionaly, imo, if the game offers us 100% bonus for playing it right now we definitely should get those points. There's no common sense in promising me 100% incentives, getting me play the game (like other dozens of players) but then change my bonus from 100% to bright nothing on fly because now there're too many people (because bonus bps were promised for all of them - and then denied based on them accepting the deal). Like... The game was needed survivors, so here I am. I decided to play as needed role, just like you kindly asked me, give me my reward for that.
If we really have to guess whether we'll get our bonus or not after the match that's amazingly scammy mechanic if you ask me x)
Yes, I agree with your words, before that I did not think so, but you convinced me. It’s true that I started the game, and there was a deal, I hope they will fix it, otherwise I didn’t receive the promised bonus for several matches, because. during the match, the bonus changed or was canceled. You deserve my "vote up"
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@hastarkis said:
https://forum.deadbydaylight.com/en/discussion/comment/3162635#Comment_3162635
However, this will only apply if your group's average matchmaking rating is currently in demand.
But
I played with one more person (I get into his lobby) and he got his bonus BP, me not.
So... they, playing in one group, somehow have two different average ratings with two different incentives? For one group? I always thought it's only one average value possible at a time. Either this post says wrong things or SWF incentives are showed incorrectly.
As I understand it, during the game the bonus can change and if you started the game with a bonus of + 100%, then directly in the game it can change to + 0%. This is probably what happened. When you returned to the lobby was it highlighted that the +100% bonus was still active?
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@Rudjohns said:
https://forum.deadbydaylight.com/en/discussion/comment/3161130#Comment_3161130
They can't know if Blast Mine and Wiretap are activated
The fact that they do not know about it does not mean that they cannot guess if they are well read at the generator.
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@Rudjohns said:
https://forum.deadbydaylight.com/en/discussion/comment/3158653#Comment_3158653
No, Ada's perk doesnt change anything on Blast Mine
No, you misunderstood, I think they nerfed it because the perk is hard to bypass for killers who don't use Surge/Jolt, they have to hit Mine in the face, and with Ada's aura perk, they have no choice to disable the perk. I think that was the real reason.
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Counterforce TOO!
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I agree Chaser Emblem and Brutality category do not progress at all!
Please, if you see similar topics in the Emblem and brutality category, then put a vote up!
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Same problem! Big problem
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I think this is due to the release of the Ada perk on auras. Abuse was afraid. I think since such a nerf they need to reduce the activation numbers to 40%
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No, 10 sec it's good! I would even increase it to 15, but at least 20 xD
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3153531#Comment_3153531
That is literally what was removed for being busted.
No, it was that it gave both survivors an effect, but it would be nice to have a perk so that the rescuer would be able to get endurance, instead of the rescued, then the killer would have a choice
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Bad idea with Endurance for both, but how about an effect where 10 second BT is given to the saver and not the rescued?
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What's the problem with hitting the base kit BT? Did you know that the haste effect immediately disappears, as well as the ability to press E?
