Golden_spider
Golden_spider
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- Golden_spider
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Comments
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Honestly don't blame him.
Midwich is such a chore to traverse for everyone.
Especially since I was Deathslinger on it twice and nobody had fun those two matches.
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Every time I see another FNAF thread it just makes me not want anything FNAF related touching DBD a little bit more.
And my stance was pretty neutral on it at the beginning.
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The big two things Demodoggo needs is imo:
1) Tone down his sounds. If I'm not within say 24m of the portals he's entering/exiting then I don't need to hear his warning because I'm nowhere nearby.
Don't need him to announce to everyone "Hey I hit someone!" every. single. time.
Oh and can't forget that his footsteps are absurdly loud. (iirc 16 meters?)
2) Rat Liver is base, adjust the add on to compensate.
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Survivor: Kindred, Resilience, Small Game, Spine Chill
Killer: Bitter Murmur, Hex: No One Escapes Death, Sloppy Butcher, Whispers
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What happens when The Rift closes?
"If you missed some rewards in The Rift, most of them will eventually be available in our in-game store after a minimum period of 6 months. (More details to be revealed at a later date.)"
Dead by Daylight is an asymmetrical multiplayer (4vs1) horror game where one player takes on the role of the savage Killer, and the other four players play as Survivors, trying to escape the Killer and avoid being caught and killed.6 months minimum =/= added exactly 6 months later.
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Hag
Forcibly pulls your camera towards the trap. (Don't care if it's intended, it's annoying)
Didn't bring a Flashlight? Oh well enjoy crouching because you apparently can't wipe the trap away even though you saw a triangle that's difficult to spot or sometimes practically invisible.
Probably set one or two traps near the hooked Survivor, especially if it's basement while you enjoy slowly crouch walking down the entire set of stairs and back up while she runs back to the nearby area or teleports because the Survivor on hook decided to not hold crouch.
Wish there was a Power Washer in every match with Hag to spray her into a pile of mud.
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8K Category limit removed, the maximum Bloodpoint limit per match is 40K.
Categories will track up to 10K Bloodpoints for Bonus Bloodpoints that are awarded post-match from Offerings and Perks. (Not Add Ons or Perks that give extra Bloodpoints during the match, those are only limited by the 40K per match)
Various scoring adjustments (mostly buffs to Survival and Sacrifice) to fit with the new limits.
Survivor Offerings:
• Chalk Pouch, Cream Chalk Pouch, Ivory Chalk Pouch, Salt Pouch, Black Salt Statuette, and Vigo's Jar of Salty Lips removed.
• Clear Reagent removed.
• Petrified Oak removed.
Killer Offerings:
• Scratched Coin & Cut Coin removed.
• Moudly Oak, Rotten Oak, and Putrid Oak removed.
• Shroud of Separation removed.
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@BaldursGate2 said:
Hey, use SMALL GAME and not DS / BT / DH / UB how is it? That is the counter for it. No nerf needed.
Or bring Detective's Hunch if you want to complete Generators.
Or bring a Rainbow Map.
Or bring a Map with Red Twine. (Entity knows I probably have a stockpile of them from never using one)
Or learn the typical spawns for totems.
Or take the gamble the Killer didn't actually bring NOED and you don't have to cleanse Totems.
Oh wait I guess those aren't counters to NOED. (well, besides the last one)
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@Perfectnomad said:
I really hate to be that guy but still...do bones. If I've been in 2+ trials where the killer has NOED, I run small game and go totem hunting. It's a win for you because you get points, AND no one has to deal with NOED.
Or Detective's Hunch if the 3 randoms decide that totems simply don't exist and latch onto gens.
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Besides the obvious Bond/Empathy/Kindred for Wallhacks.
IF Urban Evasion worked on Killers then slap that baby on Pig and Ghostface and begin crouch walking at 180% movement speed. (3.6 m/s + 100% = 7.2 m/s)
Balanced Landing might be fun for a surprise speed boost during a chase.
Hope for 7% movement speed (pair with NOED for 11%) during the end game.
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Give Remember Me it as a buff. (Entity knows it needs it)
Exit Gates regress by 0.25% per Token every second when not being worked on.
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Making Trapper Sack base wouldn't break him at all.
Seriously I'd play him more if I didn't need to essentially dedicate an Add On slot to Trapper Sack/Trapper Bag/Stitched Bag.
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Decisive Strike
[Exhaustion Perk]
Two of something like:
Adrenaline/Borrowed Time/Detective's Hunch/Inner Strength/Iron Will/Kindred/Prove Thyself/Resilience/Soul Guard/Spine Chill/Unbreakable (Really anything that's at least a good enough perk)
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I mean you could just put on a Map Offering yourself and have like a 99.999% to get the realm/map you want.
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Yeah Deathslinger does need a Nerf.
I feel like he'd use something similar to this one.
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Why not, but we have to address the other issue.
Jane Romero is immune to being Mori'd due to her thiccness except from the following:
• Pantsless Myers (especially if using the Pipe)
• Clown
• Demon Mode Oni
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Fake Out:
Activate-able Perk.
You use unexpected tactics to evade and mess with the Killer. When Vaulting, quickly turn around and go back to avoid danger.
• Press the Active Ability button while Vaulting a Pallet or Window to turn around halfway through.
• After the turn the proceeding Vault will be a Fast Vault on Pallets or a Medium Vault on Windows.
Fake Out has a cooldown of 90/75/60 seconds.
Ambush & Strike:
You surprise your target and take advantage of them being unprepared.
Successful Basic Attacks on Survivors not in or during the first 5 seconds of a chase reduces their On-hit Sprint movement speed increase by 50%.
Ambush & Strike goes on cooldown after 5 seconds of a chase beginning, a successful Basic Attack, or a missed Basic Attack.
Ambush & Strike has a cooldown of 60/45/30 seconds.
Nothing like looking up 10 different perks to make sure I got the wording good enough for these.
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Blood Favor is the biggest insult you could ever do to a perk.
Hex? Check.
Requirement? Check.
Underwhelming Effect Range? Check.
Cooldown? Check.
I thought Hex Perks were supposed to be this big scary powerful effect balanced by the fact a Survivor could decide to play Jenga with the totem and remove it from the match but I guess not. (and even then most Hex Perks are usually High Risk, Low/Moderate Reward)
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I didn't particularly like the original design (mostly due to thong) but did she really need to have a necklace and earrings?
Also RIP alternate head Beanie.
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@Nineball said:
https://forum.deadbydaylight.com/en/discussion/comment/1565282#Comment_1565282
You cant notice a bright yellow triangle bouncing on their left hip? I mean when you hook survivors they're literally right in your face.
Do I notice a shape? probably. (besides for the few cosmetics that decide to just consume the charms anyways via really bad clipping)
Do I know what it is? No because I need a magnifying glass to even tell what they are due to how small they are.
Do I honestly care if a Survivor is running an absurdly tiny and flat triangle that may or may not be a pizza slice? not really.
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Drop base Frenzy cooldown to 3 seconds. (a non-lethal power doesn't justify having that long of a cooldown)
Missing an attack in Feral Frenzy decreases the Power gauge by 25%. (2.5 Seconds base)
Hitting a Survivor with a basic attack doesn't drain the Power gauge.
Mischief List/Mural Sketch/Stolen Sketch Book buffed to +1/2/3 seconds of Feral Frenzy's Duration.
Etched Ruler buffed to -4 seconds of Feral Frenzy's Recovery time.
Julie's Mix Tape/Joey's Mix Tape/Cold Dirt buffed to -0.25/0.50/0.75 seconds of Feral Frenzy's Cooldown.
Filthy Blade buffed to +3 seconds to Survivors' Mending time when affected by the Deep Wound Status Effect.
Stab Wounds Study & Frank's Mix Tape changed to something useful.
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@Nineball said:
https://forum.deadbydaylight.com/en/discussion/comment/1565263#Comment_1565263
I mean, it's no different than smashing survivors based on that pineapple pizza charm.
Hold on just gotta play some Deathslinger so I can actually scope in on the small as Entity charms and see what they are while they clip in and out of Survivors.
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@[Deleted User] said:
If survivors had power they could easily stack up as there are 4 of them. Imagine, for example, if playing Claudette could make you heal faster. A SWF with 4 Claudettes would be basically equipped with instaheals.
Claudette having a personal +10% Healing Speed wouldn't be that broken really even if you had 4 of them because it'd be a personal thing.
Any suggestion of Meg getting increased movement speed while running would be broken because movement speed is a very delicate thing and can make the difference between having an extra loop around a pallet/window or not.
Then you have Licensed Survivors who would have to be purposely worse compared to Free/Original characters.
Basically it'd be another issue thrown into the balancing nightmare that is DBD.
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Step 1: Become a 8 foot tall Babylonian woman
Step 2: Get the common cold
Step 3: Learn how to projectile vomit
Step 4: ???
Step 5: Profit.
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Totally 100% unbiased. :^)
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@MJ_Out said:
Everything would just be fine, if they would taken apart most of the survivor heads (the only exception would be Neas outfit) and the killer weapons from the sets.
And let's be honest, there is almost no reason, why all Silent Hill cosmetics are sets....
Go yell at Konami for all of those sets, Behaviour was only really guilty of not clearly stating on the descriptions of the cosmetics what Linked Sets were when the first released. (Because having to check the Patch Notes of all things or just somehow knowing what two interconnected diamonds meant totally justifies it I guess)
And besides the Konami ones every original Linked Set feels like it doesn't need to be fully linked in some way. (Nea's Head could be thrown on other torsos but be required when throwing on the hoodie, Minotaur could likely hold other swords, Jane's head, etc.)
@bubbabrotha said:
Every company wants money, so it's fine you're doing the sets. I don't have a problem with that.
It's not a problem but yeesh is it disappointing when you get something you'd love to mix & match (like Shirtless Clown) but be disappointed because it's Linked and probably won't have a Unlinked version to use.
Oh well I'll just not buy any of them or recommend them to anyone at all.
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@ZtarShot said:
https://forum.deadbydaylight.com/en/discussion/comment/1562965#Comment_1562965
Well maybe not a Meg speed boost but perhaps we can bring back vacuum pallets with David because he strong boy.
Fair and balanced btw.
When Claudette is crouching and standing still (including camera movement) she becomes 1% more transparent every second up to 50% transparency.
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My only letdown with Plague is the lack of Status Effects she gives when she infects Survivors with Entity knows what she has.
Like if someone is that sick that they're injured from it you'd expect maybe for them to be Exhausted? Maybe some Hemorrhaging? Being more Oblivious to thing around them? Some Deep Wounds from putting too much strain on their body? (You get the idea)
Wanted her to have the opportunity to essentially give Survivors a Iridescent King equivalent of Status Effects. (or just Add Ons that give a Status Effect to infected survivors)
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The Silent Hill ones makes sense (go yell at Konami for those)
Anything else is disappointing, wanted my Shirtless Mascot Clown (would've even used some of my cells) but i'll just not buy anything instead I guess.
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Immediately creates a Survivor Meta. (especially if Meg just makes 115% Killers into 111% and 110% into 106%)
So no.
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Deathslinger's Redeemer has a max range of 18 Meters, his Terror Radius with M&A becomes 16 Meters while not in a chase.
So you want a 2 Meter Lullaby?
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The Bloodweb never ends.
Ever.
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Realize Ranks barely mean anything besides the achievement/trophy/etc. for getting to Rank 1 as Survivor/Killer one time.
And even then you could go against 4 Red Rank Potatoes as a Green Rank Killer because the Emblem System isn't the perfect or best indicator for skill and is flawed.
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A few things could've happened:
1) You were on the hook for too long during Stage 1 and proceeded to Stage 2 but got pulled off before the animation played.
2) You were hooked as the last Survivor remaining in the match and it skipped your Struggle Phase because the match is over at that point.
3) You were hooked while everyone else remaining was hooked and everyone was in Struggle Phase so the game skipped everyone's Struggle Phase because the match is over at that point.
4) Bug/Glitch/Etc. because it wouldn't actually surprise me.
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My recommendation:
Slap Bond 3 and Spine Chill 3 on your Dweet.
Throw on a Jigsaw Piece. (Mary's Letter might also work but Midwich is a pain to navigate so I hate it)
Other 2 perks can be whatever you want.
Hope another Survivor is good at being chased and play immersive, if you see someone else being chased via Bond then go on the opposite floor of the map and follow them as closely as possible, Spine Chill is to make sure the Killer is looking in their direction.
Repeat as necessary while not helping do gens because the challenge sucks.
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So Sole Survivor goes from bad to a dumpster fire.
Luck only works on two things: Attempting Hook Escape and Escaping Trapper's Traps.
And now you get a pathetic 10% Luck increase (you're sped up when hooked as the last Survivor so little point in that 15% that doesn't stack) and hope you go against one certain Killer out of 21 of them. (4.76% if every Killer was played evenly at all times)
I'll stick with the synergy of possibly maybe once in a long while of running OoO + Sole Survivor instead.
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Aftercare: Perk becomes disabled for 60 seconds after being unhooked instead of being reset on hook.
Autodidact: You have a % chance of 1 guaranteed skill check during the current heal by the amount of progress needed. (ie: if someone's heal bar is at 0% when you start you have a 100% chance that you'll get a skill check sometime during that heal)
Fixated: works while injured.
Fire Up: 4/4.5/5% per token, gain 1% Movement Speed for every 2 Tokens.
Furtive Chase: Changed to "Your Terror Radius is reduced by 4 meters for every Token for the Obsession"
Mindbreaker: Generator requirement buffed to 70/85/100%, Exhaustion buffed to 5 Seconds.
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Less scared and more annoyed, Makes me wish there was a power washer item so I could spray Hag into a pile of wet mud.
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How could I forget my favorite Killer boys.
Date Mr Bing Bong (who brought you a tree because flowers are overated)
Payday Doctor
And the next best thing I had from Shirtless Mascot Clown (thanks cosmetic team for blowing it)
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The only few legitimate reasons why you should DC:
Bug/Glitch making you unable to play the match in the intended way. (Example: skill checks suddenly being invisible for Survivor, getting stuck in hills, getting stuck on something as Killer, getting stuck in a Locker as Survivor, Nurse suddenly being unable to blink for the rest of the match)
Someone abusing an exploit and the match cannot proceed in a intended way. (Example: Survivors climbing onto objects and you can't get to or hit them as Killer)
Hostage Situation (Example: Killer block blocks a Survivor in a corner and refuses to move for 5+ minutes with no EGC active, Survivor's deciding to play immersive simulator and refuse to touch a generator for 10+ minutes)
Electricity/Internet/PC/Console/Etc. decided it didn't want to work mid match and turned off of it's own volition.
Real Life Emergencies/Priorities.
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@LintyScorpion said:
https://forum.deadbydaylight.com/en/discussion/comment/1554183#Comment_1554183
No. Just no. It already has the downside of you being injured all the time and the killer knowing you have no mither meaning they don't slug you. No more downsides needed.
You're right, we need to make it so you begin the match in the Dying state for how strong No Mither is at countering slugging so it can truly be a hard mode perk.
(Itsa Joke)
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The crows know what you did that one time and are disappointed in you.
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@Auron471 said:
no mither should give you a 5th perk slot
No Mither should take up 3 perk slots if anything, you get Iron Will 1, Infinite Lucky Break, AND Infinite Unbreakable uses in one perk.
Also because "hard mode" perk.
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If your entering a match with 3-4 Survivors carrying an item (especially a key) and you feel like the Killer might of brought Franklin's then drop your item in a spot you feel like nobody else would check then go back for the item once you confirm there isn't Franklin's or once Gates are opened and leave before getting hit.
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@Johnny_XMan said:
I am all for (maybe) nerfing some of the stronger structures throughout the match. I just think this one falls under that same one at the Saloon upstairs. Like, why on earth would anyone go in there? o.O
This is why I loved breakable walls in Friday the 13th. The structure protected the survivor, but also became very weak once Jason plowed through them. It created an intense and interesting chase. In DBD as killer the only thing that I will think about is "Why would I ever break this?" and as a survivor is "Why would I ever go in there?".... destroying the possible interaction you could have during a chase.
Oh I know, just amused about how poorly placed some of these walls are and that it'll still happen because this is apparently how the devs want them to be used. (First Dead Dawg's Saloon room, a few in Midwich, and now this disaster.)
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You're right, we need to put a breakable wall in the other doorway to balance it out.
Also it seems they still haven't learned what Breakable walls were meant to do in the first place.
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Solution: Yell at the other Survivors who decided playing Generator M1 Simulator was more important then playing Jenga with the Dull Totems.
Not the Killer's fault only 1/4th of their opponents attempted to counter their strategy and they benefited from it. ¯\_(ツ)_/¯
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Because it's programmed that way. Devs decided that the match is over at that point in almost all situations and doesn't need to be extended for another minute+ for a very few niche situations when you could already be searching for the next match to continue your endless grind for Bloodpoints.
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Their entire power would be hard countered by SWF existing.
That Claudette didn't do the point gesture when you asked? It's the Killer and you're already running to the nearest Pallet.


