FlamingkittyUmad
FlamingkittyUmad
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1360197#Comment_1360197
This is actually one of the few, if not the only threads where I've made such a ridiculously saracstic comment. Probably because I'm tired of all the 5Heads on these forums who think everything in the game needs nerfed (and in the exact same way: with cooldowns) because they see it so much and it annoys them.
Speaking of which, you say I need to be on reddit more eh? Well do I have the sub for you...
and I saw right through it. you didn't even trick me with your comment, I really don't know what you hope to gain from this. you said something stupid, pointed out how low quality bait it was but tore it down anyways, and here you try trying to pull damage control. stop trying to hard to justify/ defend yourself, no one cares
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@blue4zion said:
Whats crippling is when the survivors keeping getting downed, allowing them to use pop.
Best counter is to take as long as possible to get downed, so really this perk is muuch stronger on less skilled survivors.
But it also relies on the killer's ability to down the survivors, so the perk does almost nothing on less skilled killers.
I'm not saying "a bubba popped my gen, and now I'm super salty and making a forum post about it", I'm trying to discuss how easy it is to turn an already one-sided match into a steamroll. Think about this perk on spirit with stridor and infectious fright. you can't "just don't get downed" against that, the only tool survivors have is to rush the gens, and you can't "just rush the gens" against a perk like this, it just doesn't work.
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@[Deleted User] said:
Sarcastic comment with pseudo-logic to derail the thread. Bond is nowhere near as powerful as pop, selfcare should have a cooldown IF it healed you fully in like 5 seconds (which it doesn't), inner strength works on totems and is ALREADY limited (only 5 totems on the map for 4 survivors, you really didn't think that one through at all). if you're gonna troll please try, it's more fun that way.
I baited you into listing counterpoints for an obvious sarcastic comment. I think I win here.
Maybe you should think about why killers decide to run PGTW instead of other perks instead of hopping on the "nerf everything that's good" train. If PGTW had a cooldown, people would still use it because it's the only reliable slowdown perk left in the game. Which basically solves nothing, it just makes the meta that much more boring.
you "baited" me into refuting your comments, good job. I knew I had to make a comment so people reading your reply wouldn't lose braincells but since you were only pretending to be stupid you sure pranked me good :^)
maybe you should quit watching "baby killer bullied by SWF group" comps and understand that not every group of survivors is going to do 5 gens in 5 seconds
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@PureHostility said:
@FlamingkittyUmad No, it's not relying on Pop to "do good", you often need it in order to actually put any pressure onto survivors.
A generic 70 IQ survivor can run you for a minute or two, that's one chase in which 2 or 3 gens can be completed.
You are then left with 1 survivor on his first hook, 3 gens popped, 2 left to go and you are in another chase that can last just as much, even if no one goes for the rescue, survivors can finish a game in less than 4 minutes.
Depending on which killer you actually use of course, but basically ALL killers can be run around for a quite good while besides Nurse and to some degree Spirit. If you do happen to do very well without any gen stopping perks, it's not YOU doing good, it is survivors doing extremely ######### bad, because it is survivors who dictate the tempo of the game.
don't commit to a full chase at the start of the game, you should be pressuring people off gens and when someone makes a mistake (out of position or working on a gen while injured and they think you're chasing someone else)
and again, you can have perks that slow down gens, just make them take brain cells to use OR have counterplay. Ruin is a great perk if you use it right until it gets cleansed (survivors running around the map looking for a totem = less progress on gens btw). Pop gives the killer free regression instantly without any cooldown or counterplay
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@Orion said:
There's a new perk in town to prevent PGTW from being used.
it's a trash perk. the cooldown is way too short and the killer can just wait it out and still use pop, meanwhile no survivors can repair it. 100% a sandbag perk.
@PureHostility said:
PGTW is actually very balanced. It rewards the killer for playing correctly by buying them much needed time. Try to play without PGTW or any other gen related perks at reds against decent survivors and enjoy 2 hooks per game at max.
if you only get 2 hooks per game without pop then you're relying on it as a crutch instead of accepting your mistakes and improving your killer gameplay, which was my point.
having a perk to "fix" the issue doesn't fix anything, it's only a bandage that causes as much harm as good (I.e stomping out non SWF/ coordinated survivor teams)
@[Deleted User] said:
Let's slap a cooldown on everything and call it a day.
You see your teammates with Bond for 5 seconds? Cooldown. You spent 32 seconds self caring in a corner? 120 second cooldown. Used Inner Strength to heal yourself? Cooldown before you can cleanse the next totem. Tapped a gen? Cooldown. Looked at me wrong? COOLDOWN.
Sarcastic comment with pseudo-logic to derail the thread. Bond is nowhere near as powerful as pop, selfcare should have a cooldown IF it healed you fully in like 5 seconds (which it doesn't), inner strength works on totems and is ALREADY limited (only 5 totems on the map for 4 survivors, you really didn't think that one through at all). if you're gonna troll please try, it's more fun that way.
@[Deleted User] said:
I think the contrary. Tired of most of my matches lasting only 4~6 minutes before gates are done. Feels nice when a match lasts much longer than that.
I also don't feel crippled when a killer uses it. Maybe if we put ourselves in a 3-gen situation but then that's our fault. We played badly, so we get punished. Sounds fair to me.
Pop doesn't have "limitless" gen regression, by the way.
it does if there is a huge skill difference in the matchup OR the killer is running other OP perks/ addons and the survivors can't go run for more than 20 seconds without going down. I know coordinated survivors can just power through it but belive it or not, not every solo queue survivor performs like a SWF group on comms
@bingbongboi90 said:
Hmm i wonder why a lot of players rely on a gen slowdown perk...
Maybe it is because gens are done without Them way too fast?
No it cant be that...
again, fix the game without giving both sides crutch perks. Let's also give killers NOED as a default kit because survivors escape sometimes.
@[Deleted User] said:
Nerf pop...nerf pop? What about Unbreakable? Borrowed Time? Decisive Strike? Dead Hard? Object of Obsession? Adrenaline? Are all those perks perfectly balanced? That’s debatable.
Love it when Killers aren’t allowed strong perks (PGTW, NOED) but every survivor perk is perfectly balanced.
“bUt DS aND bT ARe nEcCessARy tO coUnTer TunNeLinG aND CamPiNg-“
Yeah well Pop and NOED are both meta due to the speed that matches go against most red ranks. Deal with it, the same way we have to deal with someone popping adrenaline as we are about to down them, slugging everyone and ending the game, only to have one Unbreakable heal everyone back up or come back from a DS slug, or a survivor being invulnerable for 60 seconds, or the unhooked person being invincible at end game near an exit gate due to borrowed time.....I’ll keep going.
"WElL surVivorS hAVe SoMe PErKs THat Can Be cruTCH SomEtiMes So THat MeANS You'RE NEVEr aLLoWeD tO taLk abOut kiLLEr cRUTCHeS EveR" You're derailing. I'm not telling you to stop talking about OP survivor perks like you're trying to do to me. Have some basic ######### respect please and thank you.
I'm not even going to get much into this because of how off topic you are, but unbreakable, deadhard, and adrenaline are almost perfectly fine. BT and DS are abusable and should probably be looked at (BT enables ez farming while barely punishing a tunneling killer, jumping in a locker with DS should be looked at.
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@Deadeye said:
I would downvote if I could. Keep my boi invincible :P
That's exactly why they removed the downvote feature :P
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Ruin is at it's peak, it's arguably stronger than old ruin well being more fair to go against
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if you're gonna pull the EULA card, SWF on discord would be bannable to.
if someone is willing to DC to give another survivor the hatch after you slugged them for any significant amount of time, the egg is on YOUR face
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Just play survivor then, if your time is "too valuable" to spend it playing kiler.
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The best hacker moment has to have been when Otz got looped by a nea and thought she was really good at the game, until the nea phased right through the exit gate, which was still closed. I don't think much else will top that tbh
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The LEG
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@[Deleted User] said:
Complaining about the killer when the killer just came out isn't getting old...
We're not allowed to speculate then? ok buddy.. You'll remind us when we're allowed to be critical of the new killer, right? oh great entity?
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@shwag said:
https://forum.deadbydaylight.com/en/discussion/comment/1305917#Comment_1305917
Just because you think it's a waste of a perk slot does not mean its is not his counter. You are just refusing to see the forest from the trees. Sounds like you are dead set on what perks you constantly use and refuse to change things up.
I run calm spirit and a lot of times no doctor. But when I do get a doctor while i have said perk I get out alive 90% of the time.....counter perk.
it's just a bad perk, how hard is that to grasp? next you're going to tell me I have to run Slippery Meat in 100% of the games I go into because of the chance I'll be going against a trapper.
Does this mean the only perks I'm allowed to use are Calm spirit (for doc), Iron will (for spirit), Autodidact for any killer using an anti-heal build, and Wake Up in case the killer is using Remember me? you've gone so far down the "useful perks bad" rabbit hole that you came up the other side into "Use this build or you're bad"
Yes, it is his counter, it's just a bad perk. simple.
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@shwag said:
https://forum.deadbydaylight.com/en/discussion/comment/1306007#Comment_1306007
Camps a gen to use pop meanwhile you can get another gen done while he waits to use pop completely negating his negate
a survivor has to be on the gen to use the perk. chase that survivor around the gen while you wait for the 30 second cooldown.
if you went to that gen specifically to apply pop, chances are the gen is nearly done or is a high value gen. Unless you're brainlessly running to the nearest gen to pop, there's probably a good reason to being there.
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@Poochkips said:
https://forum.deadbydaylight.com/en/discussion/comment/1306018#Comment_1306018
From what I'm reading, he wants 100% counters to perks. His comment to me was basically if you brought calm spirit its a wasted perk slot (in regards to it being a counter to doctor). So basically, if I'm following the established logic, or at least how I perceive it at the moment, if you bring a ability that counters a killers perk 100% its the only way to be viable. If not its a waste if its not a guarantee, so if we go by that logic the killer would have a wasted perk slot because their perk would be useless....so the killer would have a wasted perk slot if it could be countered so easily. So its not fair to the killer then.
Its like how killers complain about DS having no official counter and people say "just don't tunnel and its a wasted perk" or NoEd and "just do bones" etc. There are so many variables.
That's what you took from that? I told you using 1 perk to counter 1 killer is a terrible idea and you thought that means "All perks should do nothing"?
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@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/comment/1305955#Comment_1305955
Losing 25% on one gen isnt going to cost you the game. When you see its fred sneak off and do a gen solo. Just assume he has it.
pop isn't going to give you the advantage to start but if the killer is already winning, this perk is going to turn "a chance of coming back" into "get ######### nerd"
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@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/1305832#Comment_1305832
There's also the one that goes along the lines of "adapt"
"Evolve yourself so that the killer physically can't do X" "just ascend, brainlette"
lol
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/155784/what-are-survivors-supposed-to-do
First: I actually agree, survivors should have another objective
Second: You are wrong here. Multiplayer games should always be balanced around the highest level play. Any good game does this. If they don't then as players start to get good at the game, they tend to quit because of the imbalance of the game, this slowly over time leads to the game dying off rather than growing and staying strong.
Third: Spirit has no counter play? What is iron will? Or how about just walking so you don't make noise or show scratch marks. Doc has no counterplay? What is a locker? Deathslinger! has no counter play? Hes a terrible killer and has 110% movement speed, he is very easy to loop around, just throw pallets early so he can't hook you. Oni has no counterplay? His power only activates if you get injured and he has to charge it up.
Balanced around High level? Yes. Balanced around a grouping of survivors with an advantage from a third party tool to give perfect communication? no. nothing in the game is balanced around that.
Also Stridor counters iron will (for some reason), and no perk in the game lightens footsteps/ rustling grass (which is what I personally use) spirit on swamp is ez pz because survivor footsteps sound like someone fisting a jar of mayo. Even walking is loud. getting into a locker isn'\t a counterplay because you have to way of knowing when he's about to shock, and if you did, you would have to be close enough to a locker to get in. you can't loop a deathslinger around 90% of the map tiles in the game because of low walls or open sight lines. the low movement speed is his only downside, but they fact that he pulls survivors towards him negates that. also "jsut don't get hit"? did you seriously go there? "just don't get found" "just don't get hooked" damn...
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/1305921#Comment_1305921
They are making one, new survivor perk can block a gen to prevent them from kicking it. Sounds like a solid counter to me.
it blocks the gen and stops anyone from repairing it for 30 seconds, and pop can last 60 seconds. killer just needs to patrol the gen a little bit and it entirely negates the perk lmao
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@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/comment/1305921#Comment_1305921
Spread out and work on seperate gens, 4 survivors on 4 different gens, he cant pop them all. I play as freddy a lot, and i use pop, and yes I do lose.
Freddy is just an m1 killer when youre awake and his teleportation has a cool down. Hes absolutely beatable. I beat him in solos too as survivor.
Of course he can be beaten, nobody here is saying he can't, but what I am saying is how are those 4 survivors all supposed to know he has pop until people have spent too long working on one gen and it's too late?
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@Waffleyumboy said:
What is it that survivors always say? Starts with "Git", ends with "Gud" perhaps?
it wouldn't be a dbd discussion without a "git gud" troll response to an actually legit problem
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@Dead_by_Gadfly said:
Every killer has a counter, thats the fun in being a survivor. Learning it, practicing it, fmthen making them look silly. 😊
Search the forums, im sure the counters to those killers are in here
"Ok dbd forum, what's the counter to Freddy with Pop?"
"Uhhh just rush gens..?"
:^/
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@Poochkips said:
Doctors counterplay is actually calm spirit. Deathslinger is no different than hatchet from huntress. If you get hit by his wellaimed shot, and get dragged in, well that's between you and God (and deathslinger). That's like saying if a huntress hits you with a hatchet you should have a chance for the blunt end to hit you instead and do nothing because why not. The killer had to aim which means if they miss they have a long delay in between and a wasted attack.. The only thing you can do is LoS that's the counter..
The only ones I kinda see as a viable point are Oni and somewhat of pyramid head (although the mori is the least of the problem because its only usable under 2 conditions...which all mori should be like this tbh. 1 being last hook, 2 being the new status condition that has to be on them to do it.) Oni is way easier to get 1shots on just from use, and his tracking is extremely good. He's a better tracker than most killers and has as good of mobility as Billy, but honestly. If you know how to run a jungle gym on him, most Oni get screwed.. As for Pyramid head, the only thing that I find a little perplexing is his ability to ignore a lot of mechanics, but he's on PTB. PTB is made to test out and leave feedback...its also only day 1. If you see the problems, leave suggestions.
Calm spirit is not a counter, giving up an entire perk slot just to counter one specific killer is not good at all. Huntress's hatchet has a larger hitbox for colliding with objects, not to mention the fact she has to go to a locker to reload and she has a functioning terror radius. Death slinger's clothing is highly camoflaged, his terror radius is already smaller than normal on top of the barely audible music they decided to use for it, and deathslinger can shoot through tiny holes- even the holes in the wall of the killer shack can be shot through. and deathsliger doesn't need to aim, he can just quickscope and fire a shot instantly, while huntress has a minimum windup time and THEN a charge time on top of that to throw the hatchet straight and fast.
Final point, not even breaking LoS on deathslinger is a viable counter because the seocnd your hand peaks out around a corner (of course, you can't control that, survivors are practically A-posing.
So, respectfully, you are very wrong.
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@Blueberry said:
The vast majority, like 90% of the maps were more survivor sided, that's why. There are very few killer sided maps and even the couple that are, it's not nearly as extreme in their favor as the survivor ones were.
The point is they've been nerfing survivor since the game was released, and killer only gets nerfed in extreme situations (spirit beads) or in the case on bugs/ exploits (which are not really nerfs but the killer community call them nerfs)
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@Terro said:
The good news is that they said that they're looking at the dead zones. So they are looking at that.
The point is they've been looking at "survivor sided" maps for a while, and have been nerfing pallets and loops heavily since the start of the game, but they're just now talking about deadzones
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@immortalls96 said:
The swamps..killer sided..now that's a meme in itself lol
The thing is, when a map is bad for survivors they universally know that they have to rush the gens or get slaughtered, SWF or not.
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@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/154628/entity-intervention-for-one-sided-matches
This doesnt seem right to me.
While you see people complain about gen rushing I dont think we blame the survivors for that. Theyre just doing the objective optimally. Its not their fault but a fault with the game mechanics.
"Kill Rushing" (which Ive never heard before but fair enough) I think more comes down to match making/bad emblem system.
In either case, its not the players fault and not right to punish them for it.
Id rather they just add a secondary objective (to slow the game down a touch) and implement a better match making/emblem system (which I concede cant be easy to do in a game like this).
This whole "optimal objective" thing gives me a bad taste in my mouth. There is no fun in genrushing, there are other things you can do in the game aside from rushing the objective, especially if the the killer has 0 hooks 4 gens in.
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@walrusthemighty said:
I would also add perks like "Disable the gen for 5 minutes", "Imprison the survivor until the end of the match on hit" and "Have a 50% chance of destroying all the pallets on the map at the start of the trial".
The survivor equivalent would just be adding voicechat to the game and giving free mics to all players
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@SnakeSound222 said:
Punishing the player for doing well is a terrible idea. It’s one of the reasons why the Emblem system is hot garbage.
Doing well and abusing an extreme unbalance are not the same. if I'm playing survivor and my team does all the gens too fast I'll run the killer around the map during EGC, and if the survivors I'm facing are doing poorly I make sure they're all equally hooked and then slug down people on death hook to be saved later
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@TheRockstarKnight said:
https://forum.deadbydaylight.com/en/discussion/comment/1295147#Comment_1295147
No Mither + Self Care + Go Prone, the new meta.
Bro ######### No Mither is literally so OP why would you suggest that in any build? SMH toxic survivors using crutch perks..
/s (because I have to specify that for some reason)
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@Zarr0ch said:
I don't hate the idea. But red ranks wouldn't use it
If the devs are only going to make perks viable at red ranks, they're going to run out of viable ideas quickly
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Most perks have downsides- most of them can't be used every single match.
Not all killers are going to let you sit on the ground for long enough to use unbreakable
Deadhard is a exhaustion perk, and the survivor is forced to stop running for 40 seconds just to be able to use it again
And adrenaline is useless if the gens don't get done
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@Freudentrauma said:
https://forum.deadbydaylight.com/en/discussion/comment/1288878#Comment_1288878
To be fair. Dodging a killer who can Quickscope is harder than Huntress, who has a clear windup and a short charge time for her shots. On the other hand his Hitbox is quite smaller, that gives you a little bit of an advantage back, but that is out of your control. I personally think LoS blocker only truely help against him. It just happens quite often, that you are suddenly hit by him, when trying to handle him like Huntress.
This thread isn't about the chasing itself, it's about a bug/ design flaw where he can sneak up on you too easily and never give you a chance to run away.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1288888#Comment_1288888
So he requires a different playstyle and more alertness. What's the harm in that? Do you want every killer to require the exact same strategy every single time? That's boring.
I'm perfectly aware, but there's a reason the terror radius exists. If myers/ ghostface were nearly invisible (didn't have high contract faces) you would be complaining too
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@Speshul_Kitten said:
It just sounds like you haven’t adapted to the newest killer yet, thus bringing you here.
sounds like you're trolling to dismiss a legit concern about a bug another user is also experiencing. Maybe don't do that.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1288875#Comment_1288875
Are you saying sprinting is disabled when you're facing the Deathslinger? Just keep your eyes open, man. Dodge those shots like you would hatchets.
try that on the yamoka maps. or The Game. He blends in too well.
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@Shocktober said:
Deathslinger can get down to an 8m terror radius with monitor and a purple add-on.
Is it a problem? I don't think so. Not when there is monitor myers, ghostface, and wraith running around. He is dangerous up close (like every killer), but you can keep your distance with spine chill. Same as every other killer in the game.
You see the problem is, survivor can run away from myers/ ghostface/ wraith. Deathslinger's only counter is stealth, some select few loops with high + solid walls (so not killer shack), and putting objects between him and you (not including thin, low walls, or any wall with a vault near it, also not including most small map objects like rocks and crates) at a distance where it takes at least some skill to hit your target. Now take that and consider the nearly non-existent terror radius, the quiet/ subtle ambiance music the devs chose to use, and neutral color pallet, he can easily sneak up on you without detection and attack you at a max range of 18 meters
So yes, it's a huge problem. The only limit to this killer is whether or not the survivor can rush gens, and if the killer has basic aim.
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@Flyguy115 said:
the only thing that I really dislike is his weird terror radius, when they run M&A I can literally hear his breathing before I can hear his terror radius.
Glad to know I'm not the only one
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@batmanscar said:
https://forum.deadbydaylight.com/en/discussion/comment/1257126#Comment_1257126
but I am talking about no-ed when all the gens are done , then you spear and hit someone , would that count as a 1 hit down or not because it isnt an m1 hit but a m2 to spear them and then an m1 hit
The spear shot isn't an attack like an m1 or a thrown hatchet, it does not deal direct damage and can not be used to down a survivor alone. Reeling in a survivor for a basic attack will down them instantly though.
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Confirmed
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@Raven014 said:
https://forum.deadbydaylight.com/en/discussion/comment/1238152#Comment_1238152
Well, but even that is bugged. Stridor should just cancel Iron Will instead of increasing the volume. Besides, Normal breathing should be raised regardless, since that is what it says it does.
And this is not about moris. At all. If I am to give any opinion on it, It would be that it is overall consistent with the game (if it wants to be a horror game). The fog is supposed to take the beasts side, as it is described in game, so moris should be there... however, I agree that it needs a tone down. However, all this post is about is just asking about changing perks to make them more consistent as well as more useful in certain situations. Besides, you still have keys, so your point is still not relevant.
Try to stay relevant to the post, alright?
It's called using an example of one of the things the devs have intentionally done that doesn't work balance wise
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This has to be one of the biggest issues with BHVR as a whole, there is no consistency for certain things.
Take Iron Will & Stridor as another example: iron will 100% reduces the sounds made by injury. Now, normal people understand that you can never make a sound from nothing no matter how high you turn up the volume, but instead of being realistic & designing the perks to work like their descriptions say they should, Stridor takes that silence and turns it into sound because <reasons>.
Moris are also still an OP offering that completely turn the tide of any game they're used in, while the only survivor counterparts were heavily nerfed (instaheals/ BNP) multiple times.
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@Sonzaishinai said:
If you wouldn't get a DC penalty for a crashed game people would find a way to crash their game on purpose and we would be having the same problem again
there would be some basis to your argument if the game was stable. While it's not as glitchy as some people say it is, There are a lot of mechanical problems with the game.
@ZoneDymo said:
you actually made a post about having to wait 5 minutes due to your game crashing on you for once?
Yes. if you mention an issue it's more likely to be solved. This isn't the first time either.
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Or maybe they're actually legit..?
You have to understand how fragile the balance in this game is.
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1) kids are smaller. they would be OP for hiding.
2) Violence including kids in your video game will get your game a heavier rating.
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@Steel_Eyed said:
I've had several bugs happen over the last few weeks mostly including infinite loading screen. I had to alt+F4 the game and I never received a disconnect penalty from it. Apparently the game can tell when there is a bug / error and the penalty does not and has not applied to me yet.
Other people have gotten bans for similar crashes though, I don't know what the determining factor is.
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/955698#Comment_955698
Ah, insults because people are pointing out that both the perk and offering literally do what their descriptions state.
A classic tactic employed by someone with nothing to say - "I think it's stupid that it's working as intended - Have an insult."
Fortunately, both the game and the developers operate outside of your feelies.
"When da Weaved Ring rework?! It's not fair that I drop my Key AND add-on when hit with Franklin's Demise! This is stupid! Protect my Key!" - Topic from the Future, I'm sure.
"The item's description states what is does therefore it's working as intended and is therefore perfectly balanced in all regards"
There is just too much wrong with this logic; nobody cares what the item's description says, it is entirely irrelevant. What IS relevant is how the item works with other items/ mechanics, and the fact is that a rare offering worth 7000 BP is entirely worthless. Imagine if having DS stopped a survivor from being able to be Mori'd?
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@DarqPhoenix said:
I've always thought that franklin's shouldn't be able to knock an item out of your hand if you have a white ward, I asked the devs in a stream about it around the time it came out and they said they had no intention of changing it to be that way, which in my opinion is pretty stupid. it wouldn't make franklin's useless, it would just be countered by an offering that's not used every single game. all it would do it make it so the offering was more useful. It's a stupid interaction to allow to happen. white ward is supposed to protect your item. people saying "why would they change something that's working as intended" I can hear your neck beard growing. they should change it bc it's bullcrap and shouldn't be that way. keeping the item in your hand leaves no possibility for duplicating items, if there's some duplication bug that needs fixing, that has nothing to do with the balance of an item, bugs should not be considered in a balance discussion, bc bugs can be fixed
Funny thing is, even if my change is made, the item would still lose durability for each hit. This isn't even a hard counter to Franklin's, it's a quality of life upgrade.
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@Accullla said:
https://forum.deadbydaylight.com/en/discussion/comment/946841#Comment_946841
The wording in your post isn't good. I suggest fixing it, as I didn't see a single person commenting on this thread actually understand what you meant. They all tried to give you constructive feedback, which you mistook as a personal attack against you and started getting defensive.
On topic - This idea isn't better than what I originally thought you suggested, because it would allow to negate 1 of the killer's perks using an offering while you still get to use all 4 of your perks AND your item AND its addons.
I'll ignore the insult at the end of your comment and just assume you don't know any better.
I'm sick and tired of legitimate suggestion threads being derailed by trolls/ people with poor reading comprehension skills that assume everything and don't bother to ask for clarification, and then when I do clarify they double down.
Franklin's Demise forces survivors to drop their items. I ONLY said a White Ward should counter the perk, but people (even the mod I called in to help re-rail the post) made the HARD assumption that I wanted the white ward to universally spare items, no matter where they are on the map.