GoodBoyKaru
GoodBoyKaru
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- GoodBoyKaru
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@NomiNomad said:
Horror is incredibly subjective. It's literally impossible to find something that is universally scary. The same thing can be said about ambience.
Do I find Trickster scary? No, not really. I guarantee somebody does somewhere. The same thing goes for Wesker.
In fact, I don't think any of the current killers are scary, maybe aside from Dredge.
As for the maps, big disagree. Texas Chainsaw Massacre, one of the most prolific horror movies ever made, takes place during the day. Horror doesn't have to happen at night. Basically every single map you listed I would find a far more interesting horror setting then something like, say, the MacMillan Estate.
To add onto one of your points, I remember a post around the time of Trickster's release. It was a player saying they found Trickster genuinely teriffying because it's too similar to real life situations that are common among women in South Korea, where they're stalked, r-worded, and killed.
So, yes, even though I don't find Trickster that scary she found him as the scariest killer in the game because of the similarities to real life.
Op's personal thoughts on Trickster being scary or not isn't univedal.
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@Marc_123 said:
https://forum.deadbydaylight.com/en/discussion/comment/3151302#Comment_3151302
Didn´t know you were german too :-)
I'm not tbh 🕳️👩🏻🦯
I'm from England- I could survive by myself in a German speaking country (and have done already several times, had a great chat with some Swiss locals about Oeschinensee a couple weeks back) but it's still not the best and I have to ask my friends for help all the time. Bit of a laugh to play dbd in German from time to time and see how much I actually can read and understand of the new things.
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Off topic do you have an issue with me sending you a friend request on dbd
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@_kostas_pap_207 said:
Do you still guys pass the 1m or it won't let you?
It's a visual bug only based on them not updating the description for most European languages outside of English for about 6 months after a major change has happened. We can still go up to 2mil
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@Madjura said:
Relevant bug report here: https://forum.deadbydaylight.com/en/discussion/342728/the-onryo-needs-to-be-kill-switched-asap-until-this-is-fixed
It has status "ACKNOWLEDGED", which means it's not intentional and probably bannable.
🦆🦂
If it was that bad they'd have kill switched it, or put out a warning (ie Infinite Mending Legion). But their stance, at least from the Breakdown issue, was a case of "We really don't want to be banning for bugs"
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/3151088#Comment_3151088
CHARAKTERFORTSCHRITT.
Love it.
i love the german translation in this game
shout out to Lorbeerrosenduftsäckchen for being one of my favourite things to say to confuse people
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@Rizzo said:
The cap is 2 millions now, it hasn't been reverted.
If you are not on the English version of the game, could be that the tooltip still shows 1 million as cap (for example it does that in the Italian version), however the cap is definitely 2 millions.
I got curious and can confirm the German version also says 1 million instead of 2.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3150997#Comment_3150997
But you did fear that the perk as it was would be used to hold people hostage?
Yeah, actually. Which is why I'd have significantly appreciated the option to allow a hooked survivor to ignore any current and future effects of the perk Reassurance, a substantially better QOL feature rather than nerfing the perk.
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I don't remember anyone saying Shadowborn was ever bad, since for some people it's a necessity to be able to even play Killer. I just wish it was an option instead of on a perk (and the option went larger, maybe Blight would be playable)
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3147291#Comment_3147291
Survivors asked for that first nerf, you know, because as soon as it hit live every single 3-man SWF in existence was gonna hold the random hostage (in reality that would have been a rarity, because who wants to do that with their time?). Now those same people who worried about that possibility are complaining about the nerf or using it to say, "See? Survivors get nerfed too." You can't make this up.
1) I never asked for that and so that last statement definitely doesn't apply to me.
2) They took the easy way out. Just five the on-hook Survivor the ability to ignore Reassurance, and also cap match lengths
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@RedPlll said:
https://forum.deadbydaylight.com/en/discussion/342661/survivors-dont-deserve-free-escapes
If the game was actually balanced killers wouldn’t have to camp or tunnel.
And yet they would anyway without proper tools to encourage alternative playstyles and punish those.
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I kinda like it, so long as it's done well.
Some people just... should be taken. No cult involvement. No Black Vale. No Pariahs. Simply someone feeling extreme emotion at the wrong place at the wrong time- just like David King. The dichotomy between his heartbreak and jubilation and final self-acceptance draws the Entity to him and he gets taken (I like to imagine he's taken just before the phone rings for some true bury your gays). That's all it needs- he's just unlucky and it gets him taken.
And then others, like Felix, Elodie, Kate, Jonah, Artist, Twins, Blight- they can have the Black Vale involvement. They've been selected by the cult for one reason or another, and their parents were all in on it, and that's where the story can be.
I like overarching, interconnected plot points, but (especially when the Multiverse and infinite timelines are concerned) not everything has to be part of that overarching, interconnected story, especially if it wasn't initially planned. Scooby-Doo: Mystery Incorporated (the TV series, not the new fan project) does it well, imo, because they left subtle hints during Season 1 towards the overarching story, and then when confirmed they'd be getting a Season 2 were able to bring those hints back into the spotlight. That's how it should be done. And from the original lore we've had of DBD, the Black Vale weren't planned, so trying to shoe-horn everything into those plot points would make for very messy writing, imho.
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@Mushwin said:
https://forum.deadbydaylight.com/en/discussion/comment/3137627#Comment_3137627
Just finished House of Ash or was it Ashes? well I liked it, second to little hope and the first one was a little meh.
I preferred House of Ashes, mostly because real monsters, but also because Salim is just hot lmao
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You should stop
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/342661/survivors-dont-deserve-free-escapes
But the killer isn´t getting a free kill, is he? There are complete builds, that revolve around extending the endgame/killing only at late game. Why would that be a free kill? Survivors can complain, when they get camped/tunneled out early. But at the end of the match?
Telling the killer to get his kills before that, is asking the killer to play as efficient (kill wise) as possible = Aka tunneling.
Survivors aren´t losing their tools. OtR and DS are there to give a safety net against tunneling. Obviously, if the survivors made it till the endgame, the killer either didn´t tunnel or those perks did their job.
Also, as far as i´m aware. Survivors are the only ones with a whole mechanic of a free escape. Even when the objective wasn´t completed. As long as there isn´t some kind of mechanic, that closes the gates once 3 survivors escaped... survivors really shouldn´t be complaining.
You're talking about OTR and DS, two perks I have no issue with being disabled due to their lack of real endgame counterplay, but when I say "every tool" I mean everything, including the new basekit post-unhook Endurance. And yes, I have seen people advocating for that.
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@Entinaty said:
https://forum.deadbydaylight.com/en/discussion/comment/3148690#Comment_3148690
You pretty much answered your own question in this reply.
My question was why use a horrifically flawed argument to justify removing every anti-camp and tunnel protection survivors have in endgame when there are much better arguments to use. And no, I did not answer that.
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Trapper. Even if she never uses any aspect of her power, she still has a 24m terror radius as opposed to the standard 115% 32m one. So if a Trapper never catches anyone with his traps, he is a worse killer than Sadako, objectively, because she gains substantially more distance on Survivors.
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@Carth said:
If your argument is "bad swfs + solos can't do x" then by the same hand we need to revert AA and many killer nerfs because "bad x and non mobile killers can't make use of it".
If you nerf tunneling and camping then you increase the number of survivors who make it to EGC. 3 survivors alive vs most of the cast will play the game of 99 gates and heal up while the killer is at the hook. At this point you start the game of survivors nudging forward and backward at various angles to poke the killer and see what he does. Typically it will turn into the grab game with the 2 survivors who then will attempt to bodyblock for the survivor who eventually gets hit. The survivor who got unhooked won't bee-line for the gate they will actually throw themselves in front of the killer to bodyblock with endurance.
Giving survivors tools to combat slugging and tunneling is totally fine and needed but they can't also become amazing bodyblock weapons in EGC.
I'd argue that my argument is much closer to "These tactics don't have consistent, good counterplay" than "bad people can't do this" - it's just that both statements are very closely linked, because performing something consistently is massively different to doing so in solo. When solo queue becomes much more coordinated and matchmaking functions, then great, but until then I'd argue that for both Survivors and Killers to stand a chance at doing something to help their friend then at least some camping and tunneling defences, such as the post-unhook Endurance and Reassurance, can stay.
And for the record: I am fine with DS and OTR being deactivated during endgame. By my definition of "lacking any consistent, good counterplay" both of these perks gave a free win because there was very little you could consistently do to counter them in endgame.
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@Dead_Harder said:
Survivors dont need perks to be able to get out during end game. If you dont have OTR or DS at end game and you are unhooked
it doesnt mean you are a free kill. You generally have from 1 to 3 team mates willing to body block and take hits for you and depending on where you have been hooked its trivial to escape.
If you do have otr and ds active in end game though, its basically gg.
I dont expect you to understand the nuance since you are the loony that was asking for ds to be 10 seconds. Sluzzy 0.6.
Oh I stand by this point. DS could easily be a 10 second stun that works on both hook states to actually deter tunneling (as long as we make some other changes, such as Endurance removing collision so that BT/OTR Bodyblocking goes away). But then, people would still tunnel at 5 gens and complain they got hit by DS, wouldn't they?
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/342661/survivors-dont-deserve-free-escapes
I think you've hit a false dichotomy here.
Both of those things can be true.
Survivors don't deserve free escapes, and killers don't deserve free kills.
I don't think anyone's asking for anti camp/tunnel/slug perks to be disabled. I...can't think of any posts along these lines since 6.1.0.
In terms of EOGC kills, that's...complicated.
The issue is that the endgame should be a crisis point for both sides, but for the longest time it was only a crisis point for killers.
On the other hand, the sides are different. A 4k feels bad for survivors. A 0k feels bad for killers. Thus, we have tools like Hatch to help at least one survivor get away, and killers will often camp in the EOGC to help them get...something.
Perks like DS and OTR are utterly miserable to face in the endgame, because these do often give completely free escapes. A savvy group of survivors can save someone getting camped in the EOGC, pretty often. But if someone has DS or OTR up, there's absolutely zero counterplay and they get their 'free' escape.
Make sense?
Also - you sat on a what? XD
https://forum.deadbydaylight.com/en/discussion/comment/3148672#Comment_3148672
I agree.
It's been wonderful seeing a variety of perks again, and not just DH/IW/DS/SC
I do think DS needs to go back to 5 seconds (disabling it in the EOGC was enough) as currently this barely fulfills it's purpose and SC...SC was fine. I still see a lot of it, but it's now a noob trap.
Solo survivors do need...something too.
https://forum.deadbydaylight.com/en/discussion/comment/3149000#Comment_3149000
Nobody is a perfect player - and endgame DS was less a balance issue and more just a 'this feels really crappy to play against' thing. It's one thing to have to fight for a kill, and another thing to get that kill, and then instead get DSed and teabagged all the way to the exit.
A coach? Der Reisebus?
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@Hensen2100 said:
https://forum.deadbydaylight.com/en/discussion/comment/3148822#Comment_3148822
Tombstone myers is the second best camper in the game, actually. They try to unhook and they just get instakilled instead
I'd argue Trickster is both more consistent and, you know, actually hooks people instead of just kills them outright. Plus by that logic (can instantly kill someone who tries to unhook) Myers actually becomes the best camper in the game, overtaking even Bubba.
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/3147291#Comment_3147291
To be fair better then new did get buffed
The 6% speed increase for gens saved like 2 seconds if you instantly jumped on a gen. Losing that really didn't matter at all
New one isn't great but it is better overal
It went from having some very small use to having literally 0 use you're better off using Leader. And that's a tragic sentence.
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@RenRen said:
https://forum.deadbydaylight.com/en/discussion/comment/3148822#Comment_3148822
Yes but BT has endurance which would give the survivors a boost if they used their knives/hatchet. This isn't including survivors can bodyblock for their teammates. Maybe Trickster can do something about that but huntress definitely can't.
Provided you're good enough at aiming and don't get Lerys, you have 5 hatches and need to hit at maximum 5 if not fewer. I'd say that's doable provided you don't suck as badly as I do.
You hit the unhooked, Endurance activates. Someone takes a hit, that's 2 hatchets. Another hit of survivor 3, 3 hatxhets. Survivor 4 takes a hit, 4 hatchets. Now 3 people are injured, 1 is in deep wounds, and depending on addons you have between 1 and 4 hatchets remaining.
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@RenRen said:
For me I don't like the idea of the extended BT and Haste cause there is literally nothing you can do about it in some situations, which is similar to old DS. However I also don't like the idea of getting a guranteed kill during endgame cause the bt time/haste isn't good enough. What I want is a middle ground but finding that middle ground is difficult. Since 10 seems too much and 5 is too little why not try 7 or 8 secs? Also that 10% seems kinda unfair against Trickster and Huntress.
I'd argue that the 10% is more than fair vs Trickster and Huntress considering they're able to hit from range and Trickster especially is notoriously the second best camper in the game, behind Bubba. because of how easily he can shred through health states when he's wound up his throwing speed.
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/342661/survivors-dont-deserve-free-escapes
Because its a 1v4 game, so the 1 should be stronger than the 4.
Better answer though? Because anti-tunnel and anti-camp shouldn't be locked behind a perk, just as anti-gen rush shouldn't be either. They should completely make them base mechanics.
Better answer though? Because anti-tunnel and anti-camp shouldn't be locked behind a perk, just as anti-gen rush shouldn't be either. They should completely make them base mechanics.
And I completely agree, which is why I'm so shocked that even the 5 seconds of basekit post-unhook Endurance was being targeted for deletion. Honestly, I'm more than happy with the 10 seconds, I just wish they'd remove collision during those 10 seconds.
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@ThiccBudhha said:
I think your problem is that you are using a wack definition of free. Decisive literally gave you an escape without counterplay. Survivors have counterplay off the hook. It is not free. That is the difference. It is a pretty freaking huge one at that. Lol.
In which case, allow me to define my definition of "free" in relation to a "free kill" or a "free escape". The definition I am working off of is "without meaningful, consistent counterplay."
Decisive Strike, for instance, pre-6.1.0 would provide a "free escape" in that there was no meaningful counterplay during the endgame. You could eat a stun early or hope you killed them pre-endgame, one of which was not consistent, and the other of which wasn't really countering the perk since you still got hit by it.
So, say we removed Reassurance, Borrowed Time, and the post-unhook Endurance and Haste from the endgame. What meaningful, consistent counterplay is there that can be pulled off in all forms of play, not just SWF, to a killer facecamping a hooked survivor? I'd argue there's very little. Taking hits requires coordination, for example, which is something that matchmaking and a lack of information steals from solo queue.
Therefore, I would argue that Survivors require some defence, even during the endgame, to these strategies, and that through teamwork they should be able to escape using them when alone they would have struggled. Disabling every defence a Survivor has during the endgame to these strategies would, in fact, sentence a survivor to death the second they are hooked (which, again, much easier to do late-game when resources are gone). This is why I don't believe the argument that Survivors don't deserve "free escapes" is a good justification for removing every defence to camping and tunneling they have during the endgame. Simply those that lack true counterplay, such as DS or OTR, should be gone (and low and behold, they're gone).
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Repeat after me: Chase! The! Unhooker!
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/3148677#Comment_3148677
Ehh that might be it for some but I think for many of us it's that those perks would create huge lose/lose scenarios that 80% of the roster can't do anything about
A guy's unhooked when a gate is open and he has OTR/DS - He now has 2 health states to hold W to a gate and even if you down him, you eat a stun despite the fact the alternative is to let that survivor just leave.
Not all perks should have these 'disabled in endgame' conditions though, only perks designed to counter certain strats I.E Tunnelling. I think Reassurance and Kinship working in endgame for example is fine because they still need to be rescued and there is inherent risk there
But you see, I'd argue my point still stands with the OTR/DS in endgame thing. "Survivors don't deserve a free escape" really isn't that great of an argument for removal, because the opposite of that is that the killer deserves that kill simply for getting the hook during endgame. A much better argument for the removal of endgame OTR/DS is "There is no feasable counterplay to these perks in endgame", because the counter to an end-game DS is to literally eat it early, which isn't really countering the perk because you still have to go through it.
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@neb said:
https://forum.deadbydaylight.com/en/discussion/comment/3148388#Comment_3148388
what happens if everyone equips deliverance...
everyone gets slugged
They face a Nurse or Twins
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to be fair @ the deliverance curse, ive been using deliverance a lot recently and actually have gotten value out of it in a lot of games. mostly because its paired with off the record and that helps the post-deliverance vulnerability massively but still- the fact i can even use the perk shocks me
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@Murgleïs said:
There is no counter to this. Except tunneling from the start.
Chase the unhooker or play Nurse or play Bubba
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@Jarky said:
From the dev update:
For the release, we have changed this to include any time you are the only Survivor who is not dying, hooked, or dead as well, allowing it to activate throughout the match.
Basically it will activate if you are the only survivor in the team NOT in the dying state/hooked/dead. So for example:
Scenario 1:
Survivor A is on the hook
Survivor B is slugged/bleeding out
Survivor C is sacrificed
Scenario 2:
Survivor A/B/C are bleeding out on the ground.
You will now get Low Profile activated. If you unhook Survivor A in scenario 1, it will deactivate. If you pick up any of the survivors in scenario 2, it will deactivate. It can then activate again if you are once again the only survivor NOT dying/hooked/dead.
Everything about this is correct except the end. As confirmed by Peanits, it still works on a timer. Even if within the 90 seconds you save someone and the conditions are no longer met, you still get the perk effect for the remainder of the 90 seconds.
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@Cameragosha said:
https://forum.deadbydaylight.com/en/discussion/comment/3147816#Comment_3147816
https://forum.deadbydaylight.com/en/discussion/comment/3147841#Comment_3147841
https://forum.deadbydaylight.com/en/discussion/comment/3147828#Comment_3147828
Awakened awareness and his add-on get nerfed.
They still nerf hit box.
https://us.v-cdn.net/6030815/uploads/9ICWB7YHLFEJ/picsart-22-08-23-23-27-34-316.jpg
https://us.v-cdn.net/6030815/uploads/RRD6O4FUCO3W/picsart-22-08-23-23-30-04-293.jpg
You are complaining they nerfed an addon that they made into basekit?!
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Wesker has no anti-loop at short loops, those that can be played normally as a regular M1 killer. Much stronger loops are where he's able to use his power, which is good because that's where the help is needed.
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@xni6_ said:
https://forum.deadbydaylight.com/en/discussion/comment/3147607#Comment_3147607
its mural sketch. julies tape is the stun refills power addon. but that is unreliable for downing survivors off hook (you need 2 hits, then to make it to the hook before running out of power, then getting unhooker and unhookee, and i wouldnt consider that a way to consistently down survivors fresh off the hook
Mural Sketch, thanks. I always get confused between the two.
And again, I mainly included Legion because while situational, this is mostly in-place to help out solos because SWF will just play with good people who'll actually use BT instead of the joys of randoms. And given the state of solo matchmaking since 6.1.0, we need all the help we can get on that front, and since solo isn't entirely extinct I included Leg.
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@Friendly_Blendette said:
https://forum.deadbydaylight.com/en/discussion/comment/3147203#Comment_3147203
Legion getting a survivor downed within 10 seconds of them being unhooked? he would have to have 3 hits and be in frenzy pretty much breathing onto the unhookers neck then double hit the survivor that got unhooked to down them.
Not only is that occurance scarily common in solo queue, but it is still a way for them to deal with it. Especially considering the Never Sleep Pills + Julie's (???) Mixtape combo that, after 2 stabs, lets you zip around the map with ease.
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And thankfully both of these are PTB screenshots, neither of which made it to live! Try again with actual issues, thanks
Edit: Oh and notice that no more than 1 generator was done in either of those clips? So the Survivors clearly weren't winning? Nice try babes x
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Bloodweb cost changes: Amazing. I love it.
10 second basekit Endurance + Haste: Amazing. I love it.
Mettle of Man: Amazing. I love it.
Wesker bugfixes + QOL: Superb. Wonderful. Amazing.
Reassurance: Laziest way to "fix" the issues with the perk while essentially making it much weaker against actual facecampers. Not great imho.
Awakaned Awareness: We wouldn't have this problem if it wasn't for Nurse tbh.
Low Profile: Still gonna be a terrible perk.
Better Than New: Went from moderately useable to trash.
RPD pallet removals: Yeah, I can get behind this.
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"Survivors prevail once again" make it make sense
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/3147207#Comment_3147207
Dude that perk will be insane. Couldn't they have just buffed the values a bit, and left the time limit? Or buffed the values and time limit just a little bit? Like 8 or 10 % for 45 seconds?
So just let's go back to gen rush and camp and tunnel meta? Instead of further improving on what 6.1.0 started to improve, which is killers generally being more viably by playing fairly, and camping and tunneling actually being nerfed properly? I don't get it, I just don't. I like the idea of more new perks becoming meta, but this just seems a bit extreme.
see above
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3147207#Comment_3147207
that's nerf because they removed repair speed which was main appeal of a perk. the idea was that you heal a survivor and they hop on gen with you. reassurance is another camaraderie/kinship 2.0.
Borrow time 10 seconds and 10% haste. that buff is insane. now we don't need to ever use BT. so survivor have got 5 perks.
tbf i didnt notice the fact theyd got rid of the repair speed.
the fact that basekit bt is now actually effective is welcome imo. but reassurance couldve been changed in much better ways imho.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/3147227#Comment_3147227
Yeah, Ada was already bad with her Perks, but maybe they made Rebecca now even worse than Ada.
...at least ada's low profile now has a chance to activate more than once a game? it needs your team to mess up badly but also that might just be the best solo perk next to kindred given the quality of survivor randoms
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/3147207#Comment_3147207
It does not buff Repair Speed anymore tho.
Would not really say that it is one of the best Perks in the Game. Unless you consider it good that the other Survivors now waste less time by opening Chests or cleansing Dull Totems.
@adam1233467 said:
https://forum.deadbydaylight.com/en/discussion/comment/3147207#Comment_3147207
This perk doens't increase gen speed amymore
Doesn't buff gen speed? Oh I can't read.
Nevermind, they made Rebecca near-on useless.
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I love how they nerfed Reassurance at the sobs of the facecampers, so instead of removing the abusable part they removed the anti-facecamp part,
and yet then decided to make Better Than New one of the best perks in the game instead. Make it make sense.edit: i did not realise that they got rid of the repair speed
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@Crowman said:
I wonder if they increased the time for counting "safe unhook" score event. Largely that if they didn't this means Deliverance will always active whenever you unhook someone as it's impossible unsafe unhook survivors.
Trapper, Nurse, Hag, Huntress, Bubba, Clown, Spirit, Legion, Plague, Demo, Slinger, Executioner, Blight, and Trickster all have ways to get multiple hits in that short amount of time.
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I'd assume not? It's not like the Deathgarden cosmetics where you needed the game in your Steam inventory but instead it's a code given. But I don't know for sure.
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Eh it may not get me a 4k each game but it does give me a much more fun gameplay experience and far less slurs so I'll take it
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ill be buying the entire chapter day 1, absolutely.
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"I think they will do [X] because BHVR are survivor sided" has become your new go-to post rather than "I think they won't do [X] because BHVR are survivor sided" huh






