GoshJosh
GoshJosh
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Comments
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@Chocolate_Cosmos said:
Just give me Kindred base kit for everyone.
"Oh but new players would find that confusing" - lol what? Nice one.
Just. Do. It. Please.
The survivor auras? Sure. But the killer aura is a very powerful effect that should not be base kit.
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@_AdamFrancis_ said:
https://forum.deadbydaylight.com/en/discussion/comment/2940853#Comment_2940853
Didn't ask for your opinion, sorry kid.
Parroting agreement it is then! I’ll keep that in mind for your future posts. 🦜
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@Stroggz said:
https://forum.deadbydaylight.com/en/discussion/comment/2940826#Comment_2940826
I think trickters DLC was great
You're in the minority, even if we’re not speaking purely of his aesthetics.
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@_AdamFrancis_ said:
https://forum.deadbydaylight.com/en/discussion/comment/2940826#Comment_2940826
Nobody asked you my guy. You didn't have to click on the post.
Actually, you did? In the thread title? Unless you only wanted parroting agreement from the forums. 🤔
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Trickster’s addition was devastating enough for this game.. please keep that ish away from Dead by Daylight.
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@LapisInfernalis said:
https://forum.deadbydaylight.com/en/discussion/comment/2939386#Comment_2939386
Well.... then it would be time to change them.
A first step wouls be to nerf the meta.
For example (just brainstorming): DS deactivates when the EGC starts. DH is only usable 2 times. BT only works when the killer is near, UB loses the recovery boost (we have a boon for that) etc.
Why is the solution always to nerf good perks, but never buff bad perks? Also, Exponential is garbage. You’re gonna spend 14 seconds or more to bless a totem, to get recovery speed and pickup ability in a small area… that can be snuffed? Come on, you know you never see this perk in your trials for a reason. Even less do you see it ever have any value.
With the killer roster we have today, you know BT only being radius-activated is a big issue. That’s the whole reason it was changed to always activate.. at the cost of a shorter duration too. Which many killers know to just wait out and tunnel through anyways.
Until we get base kit help for camping and tunneling, there ought to definitely be no further nerfs to the survivor meta.
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@Tsukah said:
Sure! But Leader, Resilience and Spine Chill should increase the blessing speed for survivors as compensation.
So should Object of Obsession; but Dying Light and Thanataphobia should decrease blessing speeds as well. If we’re being consistent here.
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@Brokenbones said:
Yes but also No:
Generators that are blocked cannot lose progression, supposedly some perks put the generator into a 'regressing' state but it will only begin to lose progress once it is unblocked. Perks such as Pain res and Deadlock target the generator with the most progress that is unblocked at the time of its activiation, meaning it will skip any gens that are blocked at that time
Pain res will hit the gen with the most progress that is unblocked, so if a Survivor is on a gen when thrilling triggers - pain res will likely hit that gen.
Edit: Surge will cause regression on blocked generators once unblocked, but not the 8% progression loss.
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@sizzlingmario4 said:
https://us.v-cdn.net/6030815/uploads/LC8QIF0J5OJA/d0505fb3-8a4c-4f69-9efb-d2696aa418a9.jpeg
This was in the 5.4.0 patchnotes (Artist release); I assume this is what you were thinking of.
We really need dev clarification on this. Don’t think I’ve seen one mod reply whenever it’s brought up on the forums - which is quite often.
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Just remember that damaging a generator was once not even an option for killers. So yes, basekit anti-camping and anti-tunneling measures should definitely be added to the game. If we want survivors to be able to have fun and not run meta perks all the time (which I thought was what people want.. not to always see the same perks).
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@Aneurysm said:
https://forum.deadbydaylight.com/en/discussion/comment/2939223#Comment_2939223
Why noed and rancor? I've never understood the point of that combo
Rancor reveals all survivor locations after each gen pop, including the fifth. So if you take mental note of where they all were, you could get multiple insta downs. I’ve never ran the combo, but that’s the idea I would suppose.
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@Chusan said:
https://forum.deadbydaylight.com/en/discussion/comment/2939017#Comment_2939017
Ah.. so I gotta drop chase when they drop safe pellet?
Sometimes. Each situation is unique.
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@Vyne456 said:
https://forum.deadbydaylight.com/en/discussion/comment/2938497#Comment_2938497
Always right on the top where you dropped
There are four areas one can drop down in the map.. you'll have to be more specific.
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@Chusan said:
I chase someone for 3 mins. 3 generators done. pellets and windows all around. teabag after stunned via pellet or greed and around another 2 loop. I almost hit him, he dead hard.
A big part of playing killer well is knowing when to drop a chase. If a chase is occupying you more than three minutes, you’re doing it wrong.
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@TunnelVision said:
Notice how Sluzzy does not respond to any post here mentioning him and nurse.
Coincidence? I think not...
Could be a few things:
- This is a Legion post, not Nurse
- Nurse is fine, she has way more counterplay than Feral Frenzy
- Sluzzy is not a he, to my knowledge
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@Laurie268 said:
Don't slug the 3rd survivor for 4 mins and they won't dc. Besides you can't see the hatch anymore so it's all luck who finds it first
Except in cases of hatch offerings...
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No.
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It would definitely put the end game shenanigans to a quick end. I’ve thought it would be interesting if Blood Warden also blocked the exit gate of an exit gate area the killer is in. Even more punishing.
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If you grab them off the gen, BT won’t even matter. And they won’t have DS.
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Why is ever other number blank? 🤔
Also, given their track record.. I’ll believe it when I see it.
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It’s not an achievement because it is entirely outside of the user’s control. Thank God it isn’t.
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@vanGlasse1 said:
I don't like Doritos at all
@DoritoHead , you and this man need to have a chat!
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@Starrseed said:
https://forum.deadbydaylight.com/en/discussion/comment/2937792#Comment_2937792
Just waiting for all these little dancing queens to say the killer should just push them out the gates and he needs no give up function
@ReverseVelocity said:
Yeah, I think this would be a good idea and would help to cut down on a lot of timewasting annoyances. Likewise, the killer should also have an option to push out all survivors still remaining in the trial during the Endgame Collapse.
Nobody wants to be slugged for 4 minutes or have to watch people tbag at the exit gates. Cutting out both of these chances to BM would improve everyone's gameplay experience.
I’m all for a surrender option for killers after 15 minutes into a trial, but there’s a big difference here between pushing survivors out of the exit gates and slugging. Killers can pick up and hook slugged survivors, they can push survivors out of the exit gates in a matter of seconds. But survivors in the dying state cannot help themselves without perks, cannot force killers to just end the game for them, can be waiting up to four minutes vs. four seconds.
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@randonly said:
https://forum.deadbydaylight.com/en/discussion/comment/2938329#Comment_2938329
They are clear game design errors. These strategies only have real counterplay in trios/squads.
SoloQ just praying for someone else to bring BT, unbreakable, DS if the killer plays this way.
My opinion: Instead of it being a week without exhaustion perks, it could be a week without real second chance perks (Noed, Lithe, SB, Overcome, DH, etc)
I get why killers need to slug for pressure sometimes, but it’s baffling they’ve made no base game changes to camping or tunneling. The last change was adding 15 seconds to each hook stage years ago.
You don’t consider anti-camp, tunnel, or slug perks to be second chance perks?
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@[Deleted User] said:
Why not just make a vanilla mode that has no perks for anyone instead of removing specific things people like to use
The standard killer ‘strategies’ (camping, tunneling, and slugging) don’t require any perks to employ. Perks simply enhance it for them. Survivors have to run perks to counter these (in any meaningful way anyways). Sounds like a hot mess I want no part of.
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Well, it’s a good thing they’re not brown flashlights.. considering there’s no such item!
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My idea? If all survivors are dead, hooked, and/or in the dying state, survivors can double the acceleration rate of their bleed out by holding M2. That way if a killer is playing for the 4K normally, can go for it; but if they’re slugging everyone just because, the survivors won’t be held captive in the match after it’s basically over for them already.
Could also make a HUD change to the dying state meter when this is in effect, so the killer can act accordingly.
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Might as well call it a killer lobby simulator weekend.
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@LapisInfernalis said:
https://forum.deadbydaylight.com/en/discussion/comment/2937542#Comment_2937542
I must say that I would not like to have to look out for swf with keys again who disappear into the hatch....
If they would rework keys so that they are only obtainable during a trial and/or personal (this way everybody would need a key for a 4-man hatch escape), then one could argue that reverting the nerfs could work.
I’m fine with keys remaining personal only. Though “Where did they go?” was one of the most fun and difficult achievements. The hatch has just become a sad and worthless thing since its harsh nerf.
They could’ve also never introduced hatch offerings for survivors.. why they ever did before hatch and keys were even nerfed is beyond me. Take those out and leave it to RNG only, or leave them available to killers only.
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I don't like the idea of removing existing items. No problem adding new stuff though. Just make the existing items more worthwhile (i.e., revert hatch nerfs).
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@Gorgonia said:
https://forum.deadbydaylight.com/en/discussion/comment/2929472#Comment_2929472
Lately? All the time D:
:D *
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I guess their ‘representation’ of all peoples has its limits.
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Not sure which company is more desperate at this time for new revenue/retained users. Probably a pretty close tie.
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It’s basically like going against Plague.. forced to play injured unless you want to give the killer more power to win the match. Can’t go for unhooks, sluggish drawn out matches. Super fun.
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It’s a nice perk, but requires the team to be doing badly for maximum value. As @ReverseVelocity stated above, Botany is more consistent plus the furtherance of using a medkit. The faster unhooking speed is quite situational and really not too noticeable.
If the unhooking speed was like double what it is now, it would go a long way for the perk.
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@Sumnox said:
https://forum.deadbydaylight.com/en/discussion/comment/2936700#Comment_2936700
Cool, though I meant more a match recorded etc. Or at least parts of the match recorded (I understand people sometimes have clips not whole matches). Not so much the outcome of a random match of the equivalent of rank 20s
Aight, I’ll try to remember to record my next match against Nurse. Though not sure where you get the rank 20 idea from? I’ve been playing since 2016. Look at my devotion level. Everyone in the match had maxed out perks. What makes you suspect any of these players were new?
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2936588#Comment_2936588
That’s what I am talking a out with the hitbox, a surv in a wheelchair would be even more off and would actually need another hitbox.
for the animations it’s more than just picking up survivors. Every Mori, Healing, getting healed, repairing, Totem cleansing and blessing, running, walking, exit gates, etc pp all would need new animations..
Not to mention, vaulting doesn’t exactly work for a wheelchair-bound individual...
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2936700#Comment_2936700
Just be ready for the goal posts to move. If you escape a Nurse, they couldn't possibly have been a "good" Nurse. When discussing Nurse, all survivors are average and all Nurses are gods
Heck, I’d even take a fighting reply back at this point! No one has negatively responded once I’ve posted this match. 🤷🏼♂️
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@Sumnox said:
Also, I would -love- to see the "She's Perfect" team play against Nurse consistently. Because I'm sure, you could illustrate all of us, with your perfect understanding and execution of how to counter Nurse, that perfect, flawless, work of art.
Here you go. One of less than a handful of matches I’ve had the pleasure of playing against Nurse in the last couple months. Not sure why more people aren’t playing her, as she hands out free wins!
Me as a solo queue survivor versus Nurse with ‘the build’ - including the purple range add-on. Don’t think I was hooked once if memory serves correctly. She got a 1k. Temple of Purgation.
What I didn’t do? Loop normally, pallet camp, or be aggressively altruistic near downed survivors.
What I did? Hold M1 on gens, hold W, mind gamed.. and ultimately, survived.
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@GentlemanFridge said:
Isn’t the endorsement system virtually pointless there?
Like, you just spam it around without any real thought behind it because it gives you more xp or something.
You get a meager amount of XP, while the endorsed player gets up to four (I think?) loot boxes. So it’s win-win, but you’ll mostly only do it if you truly want the receiving player to reap the greater reward. In other words, you won’t simply give away a really nice present to just anyone for a whopping 50 XP (which is next to nothing in that game).
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Bubba did his thing to her.
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@Iron_Cutlass said:
https://forum.deadbydaylight.com/en/discussion/comment/2935955#Comment_2935955
Do you know of any workarounds for the issue? Or are there no workarounds? I still need to kill a survivor by my own hand for a daily, and I dont have Devour Hope or Momento Mori offerings.
Sadly in your case, those are the only ways.
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@GentlemanFridge said:
Evidently, only the offering was killswitched, and not the actual map.
Funny, that.
#BHVRmoment
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@Yankus said:
"Toxiest" lol
Reading that got me dead.. 😂
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@Satelit said:
Victor should count as a chase but please no chase music that would kill his stealth element
I think you mean no terror radius? The element of surprise/stealth is already gone if Victor is chasing you. His little snarl can be heard when he’s that close.
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@Murgleïs said:
Another day, another thread asking for a nurse nerf. As usual :
- Survivor main will say she is "broken" or "unbalanced"
- We will provide stats and data showing that in fact, she has a BAD winrate comparing to all killers, and is very hard to learn
https://us.v-cdn.net/6030815/uploads/ZIWEE3PRGCAX/stats.png
- Survivor main will argue there is no counterplay
- We will explain to survivor main how to counter a nurse
- Survivor main will argue that despite this counterplay, it's still easy to get 4k with nurse at any elo
- We will ask for winstreak video proof to back up this claim
- Survivor main will ignore this request because unable to do it
Hey.. I’m a survivor main and don’t want them to change Nurse (just range add-on slight nerfs). These heathen don’t speak for all of us! ☹️
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@MrPuppier said:
https://forum.deadbydaylight.com/en/discussion/comment/2929645#Comment_2929645
Ok, do you wanna play custom game with me? Also i didn't say ''She's so easy''. But she's best killer in the game. You're very smart (!). Proof it if i said. Btw not easy 100 win streak.
Still waiting on your Nurse gameplay footage! Help me get ez wins!
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She has two add-ons that allow her to completely get her power back with what is normally counterplay (stunning her with pallets/breaking pallets). Then moving 40% faster with Mother Daughter Ring, and getting killer instinct with Dried Cherry Blossom.
Her add-ons need nerfs my dude.
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From today’s patch notes:
- ”Fixed an issue that caused succeeding an unhook attempt right before transitioning to the struggle phase to be instantly sacrificed on a subsequent hooking.“
BUG.
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Personally to me, he and all other killers shouldn’t be able to use non-mobile powers within 12m of a hooked survivor. Only exceptions being with basement hooks and after the fifth gen is popped. Camp and tunnel that.


