GoshJosh
GoshJosh
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Comments
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/318871/no-way-out-is-a-lie
Eh...
Blocking the hatch would be a little cruel. The hatch usually exists to give that last survivor some sort of chance to win - otherwise it would be a 'give up' situation.
It would only be for up to a minute, though. Killers currently have no perks for helping with the hatch, whereas survivors have two (plus items).
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No. You cannot make Nurse’s blink attacks considered special attacks without making several perks unviable on her. Leave her base kit alone.
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Survivors would be happy for this change. Hag players, not so much. It would effectively neuter her ability to proxy camp, which is basically the only viable way to play Hag. Which is why I want her totally reworked.
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@MrPenguin said:
Keys just need to do something at base.
They do.. if you happen to be the last survivor left alone with the killer, and you let the killer close the hatch and leave the area…
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Only if you’re a completionist and/or plan to play those killers regularly. You’ll get a smaller chance at rarer add-ons appearing more frequently, and the only cosmetics available to either of those killers (since Stranger Things license has been removed).
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@Nicholas said:
https://forum.deadbydaylight.com/en/discussion/comment/2900961#Comment_2900961
What sucks is that even while affected by the Cursed Status Effect, Unbreakable's one-time-use recovery is consumed.
Someone told me on here yesterday that it does not. Well, that needs to be looked at then, as Unbreakable is not consumed while under the effects of Exponential.
As to the OP, I would say it is only useful in a SWF in 90% or more of cases. I’ll never forget the match it got me out by itself as a solo survivor against a toxic camping, tunneling, slugging Bubba though.
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Toxic Feng!
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Four survivors escaping through the hatch was one of the most fun achievements and possibilities, only after completing five generators and using a key. Should have never been removed.
It needs to at least spawn again after repairing five gens, and in my opinion, back to its same values before the nerf (so long as keys only allow one survivor to escape still, and hatch offerings are removed from survivor blood webs).
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@Config said:
https://forum.deadbydaylight.com/en/discussion/comment/2901047#Comment_2901047
It's 100% not, I have 2000k hours, and it's DEFINITELY not the same, I got survs with green perks, I was winning the majority of games without gen defenses, and on surv it my team ware great, I just stop playing cause I got 2 nurses in a row
‘Matchmaking is amazing when I don’t have to try to beat my opponents.’
Ok.
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@DoritoHead said:
https://forum.deadbydaylight.com/en/discussion/comment/2899677#Comment_2899677
NOED actually does live up to its name.
Give them, say, 50-70 years, and they'll be dead as can be.
Indeed. Thankfully, the true life NOED is cleansed by the blood of Jesus! John 11:25-26 ✝️
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It’s like hockey - think of the box as the puck. Know where your goal posts are. Track which direction survivors are slapping their sticks, and go from there!
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Just for you!
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@eaebree said:
Why do you need 4k? If he escapes good for him
I said nothing about needing the 4K, just trying to keep the perk name and function consistent. Thanks though!
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If anything, not leaving the trial should be a feature of the (quickly forgotten) incapacitated status effect. Makes a lot more sense. As others above said, broken is fine as is.
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Why not just give it Knockout tier III’s effects? It’s a very poor add-on right now, especially for a rare quality. No one else in the terror radius activation requirement and only for a 20 second duration are both really bad.
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@Nos37 said:
It was a Feng Min and a Dwight Fairfield.
That was everything I needed to know. Thank you!
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That really doesn’t tell us anything without a lot more information.
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@Phasmamain said:
So billy and Myers require the same amount of skill to master?
Well, they sure feel equally rewarding to play. Which is not very much.
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Besides Plague’s infection, there is no other instance of survivors just randomly having health states removed without a connecting hit. Trapper’s iridescent requires disarming a trap. What you’re proposing isn’t fair, and totally subverts Adrenaline.
80 seconds is a heck of a long broken status.
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@F60_31 said:
Some are correct and some seem pretty random. Like Huntress and especially Artist should be at least hard while Doctor, Clown and Nightmare are not hard at all.
Especially Doctor for a new killer player, tells you where nearby survivors are once every minute. 🤷🏼♂️
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Another problem easily solved by removing collision between players after say, 10 seconds. No report needed.
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@Altarf said:
https://forum.deadbydaylight.com/en/discussion/comment/2899156#Comment_2899156
Pyramid Head has only two add-ons that improve his gameplay in any way, and they both do the same thing. That's not good add-on design.
And which would those be? I mean he has three different range add-ons, so automatically I would say you’re wrong by that alone. I didn’t say he doesn’t need add-ons looked at and changed either, but that the right idea is behind a lot of his add-ons. The spirit, if you will.
And I stand by that Freddy and Hillbilly most desperately need add-on changes more than any other killers right now.
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Benny Hill.
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Freddy and Hillbilly are most deserving right now. May not be a popular opinion, but I think Executioner actually has the right idea as far as add-ons: mostly just modifying his existing abilities. Not some crazy, game-altering iridescent that totally sways the game and how you can expect to play as and against him. Not to say he doesn’t need some add-ons looked at too though.
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@CharlieChatBox said:
https://forum.deadbydaylight.com/en/discussion/comment/2897295#Comment_2897295
Fair. How do you think he should be able to destroy them? By cycling the portals like Hag does her traps?
Great question! While it could work that way, I think his case is kind of different than her traps. My first impression is it could be an alternate button the same as when you view a portal to go through, and still put the power on cool down (to balance it out, not to mention it already has a fast base cool down and there are add-ons to make it even quicker).
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- Borrowed Time basekit, but 15 seconds of endurance instead and no collision.
- Damaging generators does 5% base damage.
- Non-mobility killer powers cannot be activated within 12m of a hooked survivor - basement hooks and after the fifth gen pop excluded.
- Map balancing.
- Deleting Trickster.
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He’s so used to not having all five players ready up by 15 seconds, that he’s taken the minute waiting time to alt-tab and watch some YouTube.
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@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/comment/2897768#Comment_2897768
And you just contradicted yourself, you said no one claims it would yet you just said it would to help stopping the bullet points I listed?
Giving a player more info or perks isnt gonna stop them farming challenges, or giving up if they went down fast or even verse a killer/map they dont like
I said it wouldn’t hurt the odds, feel free to reread it. More carefully this time though, please.
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@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/comment/2897761#Comment_2897761
Sadly yes, I made a new post though in hope they was just confused. What odds though? Increasing escape odds?
Stopping the bullet points you listed.
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Did anyone ever claim it does? Wouldn’t hurt the odds though.
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While you bring up a lot of great points regarding Dead Hard, you lost almost all credibility from me calling Sprint Burst “garbage”. It’s on an equal level of Dead Hard in the hands of smart survivors.
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@ymtspanishchaos said:
https://forum.deadbydaylight.com/en/discussion/comment/2897612#Comment_2897612
I think they could track things like the tbag, find how many times did they press the CTRL key and how fast, the lantern click, that kind of stuff is done in other games, they could also implement something like that, or create like a video of the game where the mods can watch and check for that stuff, and yet they could increase the punishments of endgame chat anyways
Or how many times a killer hits a hooked survivor, or left survivors to bleed out the entire four minutes of the dying state just because… or does that not fit your narrative?
Also, don’t be playing this game given your self-described conditions above. Like, at all, either role. Please, for your own sake.
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2897623#Comment_2897623
This good question, i would test with my friends but nobody online right now.
Not even the wiki specifies on either Unbreakable or Soul Guard’s pages! Surprised it doesn’t.
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@sizzlingmario4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2897574#Comment_2897574
https://m.youtube.com/watch?v=8Yubh7SG0nA
Watch the part on the right side. First they pick themselves up with the boon. The second time, they crawl away from the totem and can still use UB.
Thanks for this! Do we have any confirmation that Soul Guard functions the same, if a hex were to be active?
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@TheMruczek said:
https://forum.deadbydaylight.com/en/discussion/comment/2896455#Comment_2896455
I don't think his power should be rework just like freddy. I think he should go more the same way as clown did. Just improve couple of things and he is good to go.
Reveal mechanic is terrible and spinechill counters him more than any stealth killers. We could also talk about his cooldown and how survivors on hooks and ground shouldn't reveal him.
You’re right. Reveal mechanic has been absolutely miserable for survivors since his release. If the pendulum has finally swung the other way, so be it. No other killer can go undetectable on demand, while still being mobile and able to attack at normal speed. And (soon) build up a one minute down exposed status within a pretty short window.
His basekit cooldown has already been reduced, plus there’s an add-on to make it even briefer.
He needs to be able to be revealed by downed and hooked survivors because camping is a thing. Stealth killers like to do it most, just behind Bubba and Hag.
So I would blame (some) killer players for your issues.
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@danielmaster87 said:
The perk's design is awful. You can tell it was nerfed. A hex that simply makes hexes take longer to cleanse? What an asinine perk! It's like a survivor main designed it!
Did you genuinely forget it also affects blessing speeds now as well, or conveniently not mention that?
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I just want Demo to have a base kit way to destroy his own portals, but not by needing to go through them. Don’t get why that isn’t a thing, it’s not like he has an unlimited amount to place everywhere. Your only option being an add-on that requires traveling through the portal is stupid.
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What would you propose as a rework?
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Thrill is fine how it is. Quite underrated.
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No.
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Weird way to spell give QoL changes (for both sides).
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Don’t explode him. The poor little guy’s been through enough, hasn’t he?
🤣
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/2895381#Comment_2895381
So basically something that almost exclusively benefits killers?
There aren't many killers that benefit from using their powers right next to the hook, you can guarantee a down with every killer hitting the unhooker as they come in to save and then hitting them as the save animation finishes, the only caveat to these are maybe Billy / Huntress & Bubba, every other killer will just M1.
You’re outta your mind if you think what I suggested only benefits killers. No Hag traps, no Pyramid Head POTD multi-hits on hook, etc. etc.
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I would trade BT not activating after the fifth gen pop, for killer powers being disabled too close to a hooked survivor before the fifth gen pop. The killer has no more gens to patrol, so attempting to secure a final kill by camping is fair in that circumstance.
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While I wouldn’t consider it cheating, I do agree that survivor names needs to be hidden from the killer until the scoreboard screen. No good comes from them seeing the names before the trial starts.
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@JohnWick1654 said:
https://forum.deadbydaylight.com/en/discussion/comment/2895295#Comment_2895295
Who says it denying hooks on it's own, it's completely nonexistant if the killer instantly picks you up,
the only time the perk is allowed to work is when a person is left on the ground for at least 15 seconds,
or the fact that you can get downed right next to a hook too,
if you mean Buckle up, it's because most anti-slug perks are rarely useful because usually the killer picks up someone soon after downing them
You can thank the DS nerf for that.
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@Stroggz said:
https://forum.deadbydaylight.com/en/discussion/comment/2895048#Comment_2895048
I thought you can't escape with trap ticking.
Hatch escape is the exception, even if ticking.
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@Mister_xD said:
https://forum.deadbydaylight.com/en/discussion/comment/2894860#Comment_2894860
i hate to break it to you, but treasure chest bubba is indeed bannable for the very reason of AFKing.
you just need to get reported enough for doing it too often.
are you instantly getting banned for doing it once? absolutely not. you dont get banned for AFKing once just like you dont get insta banned for DCing once.
but you are going to get banned for it if you do it excessively.
Just curious, do you have evidence of this actually ever happening?
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@giku99 said:
https://forum.deadbydaylight.com/en/discussion/comment/2894479#Comment_2894479
Yeah, of course it's not always in their control. Sometimes you just lose your Internet connection. But my solution is not to give everyone that DC's one time out of 100 games instantly -1000 karma or something. Its like baby steps. Only those who DC on a regular basis would get such a bad karma scour that it becomes really noticeable.
And yes there is already a DC penalty in place, but lattly I have a DC early in the match every fifth game or so. So it is obviously not enough. On top of that, I want to punish those who DC with this system. All I want is that people that DC often will get matchet with each other and destroy each other's games instead of mine.
Here’s the thing. If people are willing to DC with a penalty, it’s clear nothing will stop it. Also if they can’t DC, they’ll simply troll their teammates or AFK. The result is really the same. Which is why BHVR needs to look at reasons behind DCs and attack those, versus attacking the DCs themselves.
Also, wouldn’t killer players be hurt more by not being able to have a normal match, if all of their opponents are frequent DCers? Not a side of the equation ever really brought up or discussed.
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@Marigoria said:
They should remove the "easy/intermediate/hard" thing because it is completely subjective.
Getting them to change this may take a ‘considerable’ amount of time.
