GoshJosh
GoshJosh
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Comments
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Plague needs a rework. No killer should completely negate an item and a third of survivor perks just because of their power. Infection times are way too long, and present lose-lose situations to survivors who are uninfected (especially in regards to regressing generators). No other killer passively takes the healthy state for free, with the slightest amount of infection.
Totally bogus design of a killer.
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@Seraphor said:
Aura's are still more powerful than voice comms, so I don't think basekit Kindred as it is, is a good idea.
I'd much rather something like 'killer instinct' but for survivors to see other survivors. 'Survival Instinct' if you will.
When a survivor goes down, you get a graphic that shows you the rough locations of other survivors for say 3 seconds, then again when a survivor is hooked. This let's you know if there are any other survivors close to the hook.
Kinship (Camaraderie), not Kindred.
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Poor baby. What would he have done waiting as long as the survivors wanted to stay in the trial in the old days?
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Sounds about Mikaela. Did she have her own perk, Clairvoyance, too?
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The difference with BP gains from every other perk that grants them is that they can still only max out the scoring categories (10k each now). BBQ was granting up to double bonus for every category above the traditional scoring limit. I don’t see any need to nerf the bonus BP gains from the remaining perks that provide bonus BP, since they don’t function this way.
What I find very interesting about Beast of Prey is that it belongs to Huntress, the first killer in a set of killers to have a lullaby. Now that the perk has been buffed/reworked to give undetectable, it is less appealing due to the remaining lullaby to give away your position to survivors. A decent buff to me then would be not changing Beast of Prey, but buffing undetectable to pause all lullabies across killers who have them.
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@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/3230731#Comment_3230731
Agreed. i wouldn't mind I would also take them making it a second slot like Sad-ako's tape. either or really
They should do that with all temporary items, for consistency and survivor quality of life!
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I’ve never been a fan for the reasons you’ve given. It might be worthwhile if you could stack the rushes from multiple hooks, and decide when to use them (i.e. Alt + M2 on keyboard and mouse).
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@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/3230738#Comment_3230738
Hopefully they listen to the great amount of negative feedback and cancel both the basekit unbreakable and the mori changes.
it was awful and very unnecessary
they fixed a problem that didn't need fixing, and covered up the effect of that with base kit unbreakable.
so what if we have to hook the survivors 1 by 1.
Yeah.. I hope it goes the way of the proposed auto-ban system.. quietly never heard about ever again.
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Knockout will 100% die if the proposed basekit Unbreakable change goes through anyhow.
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/3230724#Comment_3230724
Right this bug is a blessing and it's what the perk needs
Takes a perk and the item slot, have to work on a gen long enough to make one, go into a locker to craft it, and after all that... they are only a temporary item that is situational. Even if it stacked I’d probably never use it.
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Nothing says DbD like bugs - especially about giving everyone extra BP during the game’s biggest seasonal event.
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The perk already has so much keeping it down. I don’t see why it shouldn’t stack.
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@Huge_Bush said:
https://forum.deadbydaylight.com/en/discussion/comment/3230273#Comment_3230273
Basekit DS at 5 seconds and the perk could add another DS after second hook. One of the worst things BHVR did was nerf DS to three seconds.
Only problem is that if you get left to second stage, you basically don’t have a perk. Maybe make DS add the two seconds back to a base three-second stun? And also disable killer powers for 10 seconds (allowing a tunneled survivor to make distance against high mobility killers).
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I disagree with basekit Unbreakable, but basekit BT is a good thing (except it should not extend to end game). Basekit DS would be great too!
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Crazy that he can’t.
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@AbsolutGrndZer0 said:
As a player of both sides (Legion/Pig main killer side and Claire main unless we get Robin from ST some day) I honestly can see both sides. The main problem I have with Nurse is that every other killer's power counts as a special attack... why doesn't hers? She blinks in, does a basic attack, then goes into fatigue? The attack before the fatigue should be a special attack.
“Every other killer’s power counts as a special attack”
Oh, really? Wraith, Spirit, Hag, and Deathslinger would all like a word with you.
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@TheSubstitute said:
I like going against Nurse myself.
Same, most fun killer to verse after all these years!
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Did that Plague have Dark Devotion, and damage the obsession?
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There’s a difference between encouraging hooking all four survivors and requiring it. And when the fourth survivor was also your obsession, you really gotta ask yourself why you equipped this perk in the first place. Not to mention, we’ve all had the matches with that one immersed survivor.
Why wouldn’t you just run No Way Out? It provides more slowdown if you hook all four survivors at least once; and even if you don’t, it still activates, just for a lesser amount of time. And also tells you exactly where at least one survivor is upon activation.
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@tenoresax said:
No one really wants to play Twins.
I don't think many people are gonna be too upset about losing current Twins when they just get reworked eventually.
I would greatly enjoy playing Twins more, if they received much needed QoL changes for both sides. Plus, there’s a streamer who mains Twins... so yeah, the change is probably pretty detrimental to her.
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@Hex_iButt said:
Franklin's used to eat your item completely, making it disappear from the match entirely so it's not as bad now. Especially if you have Felix and Build to Last for the moments where you do end up getting your item fully depleted.
I would much prefer to have this version back, as it had actual counterplay. Spend precious time to search for and pick up your dropped item, all is well. Current Franklin’s does not have meaningful counterplay. Never getting hit once by the killer is not realistic. It’s akin to the ‘DoN’t GeT cAuGhT’ argument people use against those who complain about hook camping. Plus, we all know current Franklin’s was designed as a bandaid fix to keys and hatch, which have now been nerfed to the ground.
Maybe we can get the survivor version of Franklin’s one day. The longer the killer chases me without hitting or downing me, they will eventually lose their add-ons for the rest of the match. Seems fair and balanced, right?
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Delete him, and any memory of him, from the game.
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@roundpitt said:
https://forum.deadbydaylight.com/en/discussion/comment/3224856#Comment_3224856
No more skill check to activate 🤣. Why not also complete all the gens too?
Yeah, because removing a skill check from an anti-tunneling perk - with 10 other activation and deactivation conditions - is totally the same as all five generators instantly popping. 🙄 Officer Doofy salutes you!
(Probably doesn’t even understand that I’m asking it for console players who suffer from poor frame rates, and not even for myself as a veteran PC player.)
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Still have this going on...
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It's not the only one, but it was the most effective. It needs more bite, especially now that it deactivates in the end-game. Five second stun returned, no more skill check to activate, and disables all killer powers for 10 seconds.
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If they haven’t been a team player the entire match and I happened to catch it, you best believe I’ll try to take them down with me. But yeah, with my load out I usually have no way of knowing where they are anyways. So I’ll just struggle if I’m in second stage, getting some BP and hoping the killer has time to find them.
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They should be able to see each other’s perks, but as the match is loading so no one can dodge. And I can think of at least five other survivor perks I would rather dodge than Distortion.
Also, aren’t most survivors who play solo generally more selfish than a SWF? Distortion or not. This game was designed for survivors to opt when to help teammates or not. Rewatch the trailers.
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Doesn’t seem to help most of the Nurses I face. She doesn’t need any changes, and is BHVR’s best designed killer to date.
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There is no FOMO when it comes to DbD cosmetics; just the false appearance of it, only for them to be available to all players a little later. Let's not forget about the 'exclusive' Dwightcrow charm.
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@MeanieDeeny said:
https://forum.deadbydaylight.com/en/discussion/comment/3222467#Comment_3222467
Apparently you feel personally attacked.
I don’t play in “bully squads”; so no, I don’t.
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Strengthen the nut. (If you know, you know.)
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That’s a good change. Also shouldn’t be able to be activated if a fellow survivor is repairing the targeted gen.
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What if it was made non-exhaustion, lost its speed boost but kept all other effects (including no staggering from falling), and also removed scratch marks for five seconds after dropping from a height? Could have a cooldown too.
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Don’t play PvP games if moving pixels hurt your soul.
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@kizuati said:
The logic requires you to be moving between tiles,I think. It not taking the Killer TR into account seems a bit silly to me
I don’t think it has anything to do with tiles. There’s just some minimum amount of movement and time, unknown to me, that the survivors need to continue to move to avoid getting crows. And they only go away if you repair generators for another unknown amount of time to me.
OP could have repaired generators while the killer was AFK.
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@KhamuraTal said:
https://forum.deadbydaylight.com/en/discussion/comment/3213717#Comment_3213717
Yes, because Survivors don't have a healing class, or a flashlight class, unless you put ALL your eggs in that basket in which case that's more of a personal problem. Even then Survivors can still do generators, unhook, bodyblock, etc where Spine Chill can make it difficult to perform a Stealth Killers basic function.
Compounding this is the fact that Killers have 4 perks, where survivors have 16, it realistically only takes two people running Spine Chill to cover 64 meters of the map and their respective buddies. Whispers, the Killer equivalent of this perk takes a lot more investment of resources compared to what a survivor team gives up for a better version of it. IMO Spine Chill should just plain not work if you're undetectable if the reason for it's change is accessibility in hearing the Terror Radius.
"Even then Survivors can still do generators, unhook, bodyblock, etc where Spine Chill can make it difficult to perform a Stealth Killers basic function."
So can killers. They can still chase, attack, vault, break pallets, hook, etc. Even if more "difficult". Survivors can base their entire build around an item (flashlights and medkits) that they'll never get to use the entire match. Spine Chill does no such thing to any killer, stealth or not.
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@twin187211 said:
I just went against a camping pig at start of match 5 Gens face camping I asked him why he said we shouldn't bring flashlights in the lobby I then looked at his build he had light born on Franklin's starstruck the killer should not be able to change perks when in the lobby with the survivors that's unfair
Just six-second switch until BHVR wises up and removes the pregame lobby.
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I feel I’ve gotten maybe two survivor dailies out of the last 14 or more logins. And that’s with shuffling an existing killer daily every time.
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@GooseMan said:
If only someone could foresee that nerfing perks that reward spreading pressure will result in tunneling increase.
Alternatively, nerfing a survivor perk that combatted tunneling to death.
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@JayDoesGames said:
lol whats wrong with hyperfocus? It rewards good skill checks. Killers can and usually run full slowdown but their problem is they tunnell one person and dont pressure gens. The perk is fine.
Great skill checks.
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3215893#Comment_3215893
The problem is you're wanting a perk that is SOLELY for tunnelling... But yet, you are losing these perks at end game. If i am not wrong, you still can camp & tunnel at end game. So why surivors are losing their perks?
There aren’t any generators left to patrol, gates can be done quickly and far from a hooked survivor. The killer is basically out of reasonable options in end game, but to secure that last down/hook.
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@RaSavage42 said:
Just my 2 cents...
But I also agree that certain perks shouldn't work if the hatch is closed... (I know off topic but I needed to say that)
In the terms of NWO... If the Killer got a 3k with a Gen (or 2) left then NWO shouldn't activate... the Killer did their job and doesn't need anymore help... cause the Survivors didn't complete the Gens... So why punish the Survivor player that is left
Also... No One Left Behind only works if the Exit Gates are opened so where is the problem (and they should change that to when the Gens are done as well)
Wording on certain perks need to be updated (Just saying)
They finally reverted NOLB to work when the gates are powered, not only opened. Think it was back in 6.1.
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@Crowman said:
I've ran hyperfocus with stakeout and it's very hit or miss. If any change should be done make it not work with a toolbox because you can get 2 free greats with a bnp and really destroy a gen.
But without a toolbox it's okay.
Wow, I didn’t know the BNP skill checks were considered greats for the purpose of Hyperfocus. That makes zero sense, considering they aren’t even actual great skill checks. That synergy should not exist for sure.
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3215758#Comment_3215758
And NWO supposed to work after all gens finished, not after hatch closed. If killer killed 3 survivors and closed hatch, this perk should not give them free kill. This perk is makes escape imposible for the last survivor. But i think you are asking for free kills and you are okey with it?
It’s not impossible, but it is very difficult. A key and/or stealth could come into play. Survivors have four perks that help them open exit gates faster all by themself - and there are altruistic perks to assist on top of that.
NWO encourages going for unique survivors throughout the trial for maximum value. Do we really want to nerf such a perk - especially for a niche scenario? It’s actually one of the best designed perk styles in the game; which is why although the BBQ nerf was understandable, it was immediately dropped by a great deal of killer players.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/349331/no-basekit-kindred-is-not-too-strong
Camping and tunneling have never been less powerful.
The ability to see survivor auras? No problem.
Seeing the killer's aura? No. There's a reason that even HCS premades still run Kindred.
That’s not entirely true. While camping is potentially weaker if survivors bring Reassurance, killers now also have base faster attack cooldown - and STBFL received no changes to compensate. Deadlock enables killers to get free slowdown for literally doing nothing more than equipping the perk. This extends to (face)camping. Tunneling was at its weakest when DS’s only deactivation was after 60 seconds had passed - forcing the killer to eat a then five-second stun, or risk the survivor picking themself up with Unbreakable.
While survivors have basekit BT now, it also means that a survivor loses their use of Dead Hard if they have it and are immediately hit following after an unhook. And killers can still count to 10. DS has been nerfed so badly that hardly anyone runs it anymore; and even if they do, three seconds won’t get you enough distance in most instances - especially against the strongest killers.
I agree that the killer aura reading should remain part of Kindred, and never be basekit. Kindred can also provide a small speed bonus to all other survivor actions if the killer is too close to the hooked survivor.
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Buff No Way Out to also block hatch when attempting to escape through it. Keep it true to its name!
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3214710#Comment_3214710
Premonition literally covers your complaints tho. It tells you exactly what direction the killer is coming from, your only complaint could be it having a cooldown instead of being a 24/7 anti-stealth detection field. Or actually having to turn the camera occasionally.
Yeah, if you happen to look their direction within 36m, outside of a 30-second cooldown.. just make sure you don’t pan that camera too fast!
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@ProfessorDunwich said:
Watch BHVR nerf Starstruck instead of addressing Nurse.
Neither need a nerf.
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It depends why I did. Did I attempt to escape as the second to last survivor, because the other won’t rescue and has been hiding all game? You better believe I’m giving the killer as much time as possible to find them, while I get a few struggle points and watch to see. If they were a good team player, on the other hand, I will die ASAP so they can have a better chance at getting hatch.
Am I being camped while the team cranks out gens? Most definitely I’ll stick around for them too! Are they just meandering around, either hiding or multiple of them trying to unhook? Those two skill checks can’t come any faster.
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@fulltonon said:
or you can make it like plaything, so it could work as slowdown perk at least.
I thought about that, but then they would conflict. Since Third Seal applies on hits, and Plaything on hooks. Unless they reworked Third Seal to be on hooks too.

