Freesham
Freesham
About
- Username
- Freesham
- Joined
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Comments
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I heard that the perk is broken. When the survivor misses the skill check, it does the regular gen explosion regression, but not the additional 3/4/5% regression the perk description promises.
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I'd like it if there was more incentive to use PH's M2 rather than just baiting it and using M1. Maybe if you couldn't cancel trail into M1 so fast, and M2 was a lot less punishing.
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Lullaby only really impacts newer players. Experienced survivors can finish gens and escape without having to cleanse it. It's not very threatening, as opposed to a very good hex perk called Devour Hope. DH is still very relevant because you get significant value from it once you get a few stacks, well worth the risk of it getting destroyed early. Currently there's no reason to run Lullaby in red ranks if you want a perk that has impact.
I wouldn't be opposed to a rework.
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Making the button for picking up a Trapper trap different from picking up a survivor.
Let's say a recently unhooked survivor steps in a step. You hit them so they're in the dying state, and they're laying right on top of your trap. Instead of wasting time making sure you're picking up the trap instead of the survivor who may have DS, map the "pick up trap" button to Ctrl so you waste less time.
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There may be a lot of people that like being ######### in chat, but I appreciate the players, both survivors and killers, to take the time to be nice, complement plays, and even give each other tips. It doesn't happen often but it's a great feeling when it happens. It's part of what keeps me playing this game.
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5) Failed/Dedicated grabs
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Just change it to be a mashing contest.
Killer picked up a survivor with DS? Whoever mashes the space bar the fastest wins.
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Repressed Alliance is far from the worst perk. It protects against Pop and Ruin regression.
Unrelenting or Predator are contenders for worst perk in my opinion.
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Trapper because I like the feeling of survivors stepping in the traps I set according to keikaku.
Also Myers, I like sneaking up on survivors and spooking them.
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@metalklok said:
https://i.redd.it/u83nbe8x55a51.jpg
they also still make add ons like this. They have been making this game for 4 years and thought this was a good thing to add to the game, like what are the devs on
Ah yes, what a well designed add on. Not only does it depend on survivors having a flashlight, they also need to shine it on Billy while he's not breaking pallets/picking up survivors, aka the only times survivors that aren't rank 20 use flashlights.
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Downed a survivor as Ghostface. Was squatting on him while looking at a survivor staring back at me. Ended up with me and the other 3 survivors all tbagging the ######### out of the downed guy. Fun times.
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I'd have no problems if FOV increase was added to the game settings, and if Shadowborn was updated to do something completely different (and hopefully useful).
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The Billy add ons speak for themselves.
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Devs confirmed this was a bug.
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I approve of this thread. Give us old school vampire killer.
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@TAG said:
I strongly disapprove of Killer add-ons that have nothing to do with the Killer's power.
Gotta counter those darn flashlights that counter you so much as Billy, you know?
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No guys, Haddonfield is perfectly balanced map. Nothing wrong with super long fences where the survivor can always see the killer, and generators on the 2nd floor that gives the survivor plenty of time to see the killer coming. Nope, no problems here.
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I see some people won't rest until PH is worse than Legion.
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@tactic said:
Even if the killer has no options left, it’s still terribly annoying and unfun for the survivor being camped.
It makes sense that people would be angry and take it out on the killer, it’s still a scummy strategy even if there isn’t much else for them to do
It's not scummy, literally nothing else to do. If you commit to chasing a survivor, the others can easily unhook and escape. Assuming the survivor you're chasing is healthy, you need 2 hits to down them. With that amount of time the survivor you're chasing can EASILY get to the gate. Congratulations, now the killer has no kills instead of 1. Not like the killer wants to camp the hook, but they have no choice.
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Something Junji Ito related would be cool. Tomie maybe?
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It would be nice if the false saw thing was fixed. Is it fair that I'm chainsaw sprinting right behind a survivor actively using Sprint Burst, then the chainsaw stops and misses automatically?
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Had a game yesterday where I played Billy for my daily. I find a Claudette and hit her with an M1. Not even using my chainsaw. She was only injured. She just stopped and disconnected. These kinds of survivors have no shame.
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Cool story bro.
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When you use PH's cages:
You don't benefit from any hook perks. You can't proxy camp the survivor. You don't know where exactly you sent the survivor. You lose pressure since often the survivor gets saved from the cage very quickly.
In my opinion, the 5-10 seconds I save by caging instead of hooking isn't worth it. Just save the torment to mori the survivor when they're on death hook, that's what I do.
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I'd be happy if they focused more on fixing the bugs in this game, instead of introducing new ones with every patch.
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It helps that teams are often very altruistic. Had a game as Huntress where all gens completed and only 1 survivor on death hook. They kept saving and swapping enough for me to get the 4k. The game easily could have ended with 3 survivors escaping.
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The problem I have with this perk is that it's not high enough reward for what it gives you.
Let's compare it to Devour Hope, a very good hex perk that's high risk high reward. The power spikes of Devour Hope are at 3 stacks, where it exposes survivors, then at 5 stacks, where it allows you to mori survivors. Lullaby, however, spikes pretty much at 5 stacks where it gives no skill check notification. However experienced survivors can hit skill checks no problem without the notification. So not only does Devour have a more powerful effect, its power spike is sooner (at 3 stacks), and it notifies the survivors later (after a survivor already gets downed).
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Imagine thinking Pyramid Head is OP
Imagine thinking DEATHSLINGER is OP
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@SailedSavage said:
About 90% of games I'm in now killer can walk about 5-10 feet and have clear line of sight in both doors. Make sit impossible to get out once your team inevitably dies from either sucking or vs a good killer. Now I'm not saying they should be opposite of the map every time just a little more balance on the distance. Obviously good killers deserve their dues. Opening a gate at the end seems near to impossible when you are solo rn.
I don't see the problem. Your team failed to complete the objective, and you failed to find the hatch before the killer. Yet you're given yet another chance to escape, doesn't mean it should be guaranteed. Plenty of times the gates are opposite sides of the map and the killer has to guess which one the survivor at or they escape with time to spare.
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It's not powerful enough to be considered a pink add on. The highest would probably be green.
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Reminder: A lot of the survivors in red ranks do not belong in red ranks.
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The closest I get to camping as Trapper is when I get a survivor hooked in the shack basement and have traps available. A trap at each door and at the window. Why wouldn't I want to use the killer's strengths to my advantage?
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Just remove PH from the game so these people stop whining.
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I'm not gonna say the cage change is a bad thing, but have survivors considered not stepping on PH's trails? This way he can't cage you and has to hook you unless he wants to slug.
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If tunneling and camping are valid strategies, why did they remove PH being able to see cages? Why make it so he can't get within 5 meters of cages?
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I'd like it if my weapon could go through the hooked survivor and hit the other survivor who's unhooking.
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@RockoRango said:
https://forum.deadbydaylight.com/en/discussion/comment/1404236#Comment_1404236
THIS.
If a survivor is going for a save and you're able to get to the cage first, they have to run to the other side of the map again.
If only there was some way for survivors to be in multiple places at once.
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@Desh said:
It's fine as it is, especially if your build is for endgame or a snowball effect. It's not used for the purposes of "losing" as you call it.
It's definitely not fine as it is. The perk is at its strongest when all the gens are repaired. You really think 20% faster picking up/vaulting/pallet breaking is gonna make up for taking up a perk slot?
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You're right. All killers should be M1 killers with no power, that way you can play against them the same way every time.
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I think Infectious is a perfectly balanced perk that rewards you with information for downing a survivor. If anything, they should remove the cooldowns from Surge and Thrilling so they're on the same level of usefulness as Infectious.
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A few of the add ons seem really weak.
Crimson Ceremony Book (very rare) gives hemorrhage to tormented survivors. When is that ever useful?
Obsidian Goblet (ultra rare) makes PH undetectable when walking on his trails. Weak, would be a lot better if it worked while placing trails.
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I'd like to see a killer vs killer mode. Kind of like a fighting game. Probably not gonna happen but it's hilarious to think about.
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@csandman1977 said:
Addons should change the way powers work. Like freddys dream pallets. The pallets change how you play as and against him. That should be the point of addons IMHO
This. I actually like how they did Nurse's reworked add ons, how most of them change some of the rules of Nurse's power, and sometimes the killer herself. Even though you could argue they're kind of weak (like the ultra rare add ons), they're a lot more interesting than "reduced cooldown" or "increase reload speed".
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I don't find it stressful, moreso glad, since I know the position of at least 2 survivors. It's very nice on killers that can easily affect multiple survivors quickly with their power.
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They need to dedicate time to fixing at least most of the bugs in the game.
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While I get that it's used to punish survivors during animations, it doesn't seem that fun to use. Survivors have already learned to not vault windows or drop pallets in front of PH, so they'll just keep running around and PH will be forced to M1. PH will almost never use Punishment if both the killer and survivors are playing optimally, so it's kind of boring.
IMO it would be a lot more fun if PH couldn't bait with Trail and cancel into M1 and Punishment was a lot less, punishing, for missing.
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What if Unrelenting increased your lunge distance? Maybe something like tier 3 Myers lunge.
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I love how the OP asks about keys, and everyone starts bringing up moris. Can't even stay on topic on the first post.
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It would be cool if you could use M2 more often. Right now it's really punishing, you pretty much lose the chase if you miss M2 since the survivor can just run away while you look at your knife. Would be nice if the miss cooldown was reduced, but to balance it, there's a longer cooldown between making trails and using M1.


