GoshJosh
GoshJosh
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Comments
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@sizzlingmario4 said:
Yes.
Default cleansing time: 14
1st totem: 11.67
2nd totem: 10
3rd totem: 8.75
4th totem: 7.78
5th totem: 7
6th totem: 6.36
7th totem: 5.83
8th totem: 5.38
9th totem: 5
10th totem: 4.67
Went against a legion yesterday with ruin/undying/pentimento/huntress lullaby and iirc I got to 7.
Thank you!
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I play normal, up to the point a survivor would be dead on hook. Then I pick them up, but let them escape my grasp to never down them again. Then I do the same for the rest of the remaining survivors (so they all know that I don’t plan to kill them).
Unless someone gets left for dead on a hook. Then I make try to make sure the others all die too. My little game, I guess!
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No more starting injured and permanent broken status, and definitely no permanent exposed status either. Some of your teammates may want you to be able to hook trade with them if needed, you know?
Rework it entirely.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2979837#Comment_2979837
Huh. I find Huntress way scarier, and often a better camper. She's also a million times easier to play, due to her hatchets having a much more generous hitbox and you can chew through healthstates.
Trickster is devastating in open fields or long corridors, and that's about it.
Aside from iri head (which limits her to one hatchet at a time), she can only get up to one possible health state with a cool down. Trickster? Depending on how many blades he has and his closeness to Main Event, the camping value ceiling is pretty high. No cool down between injuries, plenty of forgiveness for missing, etc, etc.
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His aesthetic and his power. Easy mode Huntress, with backup Main Event camping always a possibility just in case.
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He gets a big chunk of power for hitting healthy survivors, who will then continually drop blood orbs. So I’d say get multiple injuries early if you can, like most regular killer gameplay.
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Aren’t Tier III Myers and Corrupt Purge base 60 seconds? Ghost Face marking too. And all of them can be lengthened by add-ons. Allows for stupid easy camping with no counterplay (speaking of hook rescues). Just had an Oni do this to me yesterday. The power don’t drain if you’re not rushing or attacking.
Which is why I advocate for non-mobility killer powers to be usable near hooked survivors (outside of EGC and basement hooks).
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@Prex91 said:
Or maybe they can remove the + unbreakable combo working, who knows.
Two perk slots to counter two killer strategies that don't require any perks? Don't think so. They hardly ever serve their purpose well without each other, which is why it was (and kind of still is) meta for so long. They live in symbiosis.
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Don't mean to be a Debbie Downer, but there were login rewards and a double BP week. This was the last double BP event since.. when? Years?
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That’s ok for a change, but it still wouldn’t inform the other solo queue survivors that is in play. And especially without Kindred, the other two survivors don’t have a clue that the other survivor is nearby wasting the killer’s time. So regardless of whatever buffs or changes are made to the perk, #1 is that it needs to be clear to all survivors that the perk is available for use. In-game especially, but showing all perks to all other survivors in the pre-game lobby would be great as well.
Aside from that, it should work for both hook states. That would be one way to really punish camping compared to survivors’ options right now.
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Maybe they don’t want to heal you, but are just trying to get you killed for bringing such an awful perk. Aside from the achievement and Rift challenge(s) associated with it.
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@alpaca_boyyy said:
https://forum.deadbydaylight.com/en/discussion/comment/2976258#Comment_2976258
But they can’t go through 3 walls at once 😁
True, but their powers can be just as devastating with exposed abilities/STBFL which was my point. STBFL actually does nothing on blink attacks though, whereas it does for all those killers. Nurse is fine.
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@ClumsyTrapper said:
Floating head chainsaw Myers was peak dbd
Hahaha.. just the mask floating around, reminds me of my oldest screenshots/memories.. being stuck searching a chest. 😂😂😂
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Buff Vigil to provide a 33% recovery exhaustion rate while running. It does not need to be made a boon perk at all.
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Yep, a thread was again created a couple days ago still complaining about DS proc'ing on locker grabs. Pretty ridiculous how entitled some killer players are on here.
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Plague, Hag, and Bubba.
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Not what I was expecting when I opened the thread at all. But I wish they would have taken the opportunity to rework them.
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As soon as we can hook the killers too. Then you'll get your 4%.
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@TheycallmeLix said:
https://forum.deadbydaylight.com/en/discussion/comment/2975015#Comment_2975015
Wait, you could hear Myers music alerting survivors for being stalked for too long?! Why did they remove that? It’s sounds so cool!
Yep! Here it is in YouTube, along with a quick look at what old graphics and fog looked like: https://www.youtube.com/watch?v=H9qg0KnE-A4
So beautiful and nostalgic...
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@ShinobuSK said:
I was saying to make her after blink hits a special hits long time before. But many people didnt like it then
For all intents and purposes, Nurse’s blink attack is a basic attack. You don't actually expect a base movement speed 96.25% killer to land attacks without their ability.. do you?
Why aren't Wraith's lunges coming out of cloak considered special attacks? Hag's phantasm attacks? Spirit coming out of phase? Heck, even Deathslinger's ranged special attack is not treated this way. So, you need to be consistent with all killers if you're going to suggest this.
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@TeabaggingGhostface said:
https://forum.deadbydaylight.com/en/discussion/comment/2975832#Comment_2975832
But nobody knows tombstone is gonna hit until the first kill
You can have a pretty good idea by how long it’s taking him to hit his first Tier III though.
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DS 2022: on top of only lasting up to 60 seconds after an unhook; being usable once per trial; requiring a difficult skill check to be hit, deactivating the rest of the match if missed; and now deactivates by making any meaningful game progress, besides opening exit gates.
DbD forum killer mains when it still activates on locker grabs:
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I mean, Ghost Face can now do it from a distance, I don’t see why Clown’s was totally removed. They could’ve just changed it to a direct bottle hit, so it wasn’t too easy to apply for how powerful of an effect it is.
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The easy way to nerf Nurse is to get good as survivor.
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Only the target gen spews blood as long as he is casting the teleport, without the Class Photo add-on you mentioned. Yes, it is in hopes a survivor (or multiple survivors) is working on the gen, and stops repairs and/or fails a skill check due to Freddy possibly teleporting to it. It acts as a possible slowdown and/or information tool that way.
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Guess it wasn’t so “braindead” after all if it kept their teammates alive, was it? Yes, they are such a “troll” for making a good and correct play.
Get over yourself, stop with the inappropriate name-calling and using disrespectful terminology just because your opponent outplayed you. Git gud.
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Boring, stupid.
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Delete Trickster.
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@Pr0p3r9 said:
I miss old Nightmare. He had a high information power that encouraged hit and run. He was actually really complex. People who said he was F tier didn't understand how to play him, imo. I think that in the current boon meta, he actually would've continued to be a viable hit and run killer if you could play him well.
He did need some buffs, but totally reworking him was a bad call. I still want them to reintroduce his power's concept in a new killer at some point.
Not a new killer.. give it back to him. It’s his!
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If you haven’t noticed, hook stages have been totally messed up as of late. Most commonly, survivors will be treated as being on death hook despite it only being their second hook and never having gone to the struggle phase. This cost a teammate of my SWF his own life yesterday when I unexpectedly died due to this bug in the end game. Surprised it hasn’t been hot fixed yet.
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A lot. An actual horror ambiance, actual fog, survivors having opportunities to hide, and everyone kinda just being new to the whole thing. It’ll never be the same.
Someone mentioned old Freddy above, and I’ll echo that if we’re speaking specifics about the past. Also the Myers music alerting survivors to their being stalked for too long. My list was more game-wide aspects.
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Almost always with aura reading key add-ons. For some reason it tends to completely slip my mind in the trial.
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I hate those style of maps with a passion. Suffocation Pit, Azarov’s Resting Place, and RPD. Someone is always sabotaging the game by repairing all the generators on one side. Or killers won’t leave one side. I want all those maps reworked entirely (I know they basically can’t in the case of RPD, but one can dream).
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Yeah, there should definitely be an in-game pop up when you finish an Archive challenge. Also don’t see why it’s not visible which one you have selected in the ‘pause’ menu.
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My disappointment with the ritual is that it requires downs with Lethal Rush, and not just hits.
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Still no acknowledgment or fix on this?
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On the other side of the equation, there's the chance the hooked survivor was going to die anyways. You can't punish players for making altruistic plays, even if they are poor. I'm not against changing the scoring event as suggested above, though. Basekit BT would solve a lot of the problems.
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I’ve gotten it maybe three or four times since the rework, I think. Two or three were Nurse, one was a Billy I suspect was cheating (no idea how he located me healthy in a locker at one point). I’ve escaped exactly once against one of the Nurses. Though they were playing normally, they were perk less. And each time I’ve had no opportunity to explore the map. I just see a giant open road with no LOS breakers or defenses for me.
And from what I read from others on here as well, it’s now deemed killer-sided. Maybe one day I’ll get solo queue teammates while on Haddonfield who do gens and take aggro and not just hide, so I can actually examine the map. So far, no such occurrence.
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@ShinobuSK said:
Unhooking without BT should be bannable ngl
Or make it an option that your character cannot be unhooked if the other person doesnt have BT
Yes, ban me for not wanting to use an optional perk for one of my only four perk slots. Especially in solo queue. 🙄
Basekit BT can’t come soon enough though.
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Farming is boring, play normally.
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@KateMain86 said:
https://forum.deadbydaylight.com/en/discussion/comment/2970673#Comment_2970673
No. But I don't consider this griefing. I consider it being outplayed. Killers aren't powerless to stop survivors from doing this.
Please just stop, you’re an embarrassment to survivors everywhere, and I’m a survivor main. There needs to be built in anti-repair features to stop this nonsense from occurring, without needing to go report every individual instance. Go play killer until it happens to you, then report back.
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Red Forest is one of the worst realms for them getting stuck, in my experience. Lots of dead zone, trees, and rocks to get stuck in. Followed closely by Backwater Swamp. He needs a way to remotely destroy zombies, without raising his mutation level. It's simply ridiculous that your power is often completely negated just by map RNG.
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Don’t know why I never thought of this before. What if it also didn’t add to the wiggle progress when dropping a carried survivor? No other carry perk does that, and seems to fit the idea of Iron Grasp. Especially now that wiggle progress does not slowly decay anymore while the survivor is slugged.
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@Rareware0192 said:
I had the idea of making No Mither a perk that keeps you permanently Broken but allows you to recover your Exhaustion while running, maybe even in a slower rate than usual if that idea is too busted.
That way the perk is a high risk high reward type of perk that rewards you for looping the Killer for extended periods of time by allowing you to use your Exhaustion perk more than once in a chase, with the drawback that you can’t take a hit at all.
The killer is also aware that you have this effect and can choose to not chase you if they see you’re a really good looper.
That’s what Vigil should do honestly though. A faster exhaustion recovery rate does little, if it doesn’t work while running. It currently only effects Sprint Burst and Head On users due to this limitation. And it’s effectively dead in the water against Mindbreaker too.
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I really don’t ever see a difference whether an event is going or not. Maybe more BPS and cakes being offered, but that’s about it. The frequency of scummy play styles seems no more or less common. 🤷🏼♂️
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Nothing with teleporting hooks. It’s nonsensical but also denies a specific pressure point the killer chose - whether they gave it a high level of thought or not.
Just make Camaraderie work on both hook states on a pausing 60 second timer (like Lucky Break), and let the team know you have it in play (like just about every other survivor perk does by now). There you go, actually effective anti-camping perk with no new perk needed.
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Killers shouldn’t be able to hard counter survivor items just because they see them. Switch the game to the DbD Mobile lobby, where no side switches anything after queueing - and the match starts five seconds after having all five players. Play the match the matchmaking decided is fair for you.
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@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/2969319#Comment_2969319
Thats the one thing i hate about grim pantry. compared to the ship map there is not much to work with
Personally don’t think Pale Rose is much better! Not since the olden days when it was massive. 😆
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@humanbeing1704 said:
https://forum.deadbydaylight.com/en/discussion/comment/2969301#Comment_2969301
How is the main pantry op it's only moderately stupid if someone uses balanced landing
It’s like the only good thing on the map. Most the other gens are out in the open, dead zones everywhere on that map. You’re practically gen locked no matter what gens get done first. Hate Grim Pantry.

