GoshJosh
GoshJosh
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If the name of the game is Dead by Bugli- er, Daylight... then the answer is yes!
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That’s a good idea, that all survivors are automatically permanently blind as long as the totem is up. It would make it much more threatening. That or it only becomes tied to a totem once you hit your first survivor.
A lot of the issue with hexes is that they are too readily able to be destroyed early in the match, before the killer can even get them to proc one time in many instances. I would like BHVR to try to do something about that.
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@BlightedDolphin said:
https://forum.deadbydaylight.com/en/discussion/comment/3212590#Comment_3212590
Every stealth killer is already mid-low tier, they don’t need something that almost exclusively counters them.
Also it isn’t the only anti-stealth perk as Premonition exists :p
Survivors should be allowed to have a decent anti-stealth perk, if they want to sacrifice a perk slot for it. Spine Chill is balanced, and no longer provides faster vaulting speeds or more opportunities for skill checks.
Premonition is so bad that we can hardly call it a perk.
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@fake said:
Yes, of course. If you can do that, it's better than not being able to do that.
By the way, if you take your hand off the generator at the moment you hear the skill check occur, sometimes the skill check appears and explodes, and sometimes the skill check itself does not occur and no explosion occurs. Is this due to lucky timing?
If you let go very early in the warning noise, it won’t appear.
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@Nathan13 said:
Sure sounds like a fun survivor experience.
Agreed!
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@My_Aespa said:
I think the fog needs to be reworked period, it gave the game so much atmosphere, it looked better actually when the game first came out, how did it get downgraded? Why do the devs say "See you in the fog" when there isn't even any...
This. Make fog and map atmosphere great again!
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The basekit is fun to verse! Certain perks are not thrilling to go against on him, though. Like with Nemesis and Pinhead, my only grievance is not being able to carry their temporary items alongside regular items.
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@rororoxor said:
https://forum.deadbydaylight.com/en/discussion/comment/3214240#Comment_3214240
That's not the point at all. Picture a match against a stealth killer. They're sneakily approaching, you see them coming with spine chill, you run to the nearest pallet. What does the killer do besides chase? All stealth killers are bad chasers.
What if you decide to take it further and keep someone with Prove Thyself (or you run it) near you? You can rush gens together, and when the killer approaches, you both can run to safety. What does the killer do then?
It objectively hard counters their power, far from the examples of Urban evasion and Calm Spirit.
You don’t “see them coming” by having Spine Chill. If you actually ‘saw’ them, it was because the killer went in your line of sight - Spine Chill or not. It simply says they’re within 36m, if undetectable. They could even be on another floor on multi-floor maps. You don’t know which side of the pallet they will swing from, without the terror radius and red stain. I don’t know anyone who goes to camp a pallet just because their Spine Chill is active.
”All stealth killers are bad chasers” … no. They can: turn off their terror radius and red stain (for Ghost Face, on demand mid-chase); expose survivors (Ghost Face and Myers); Myers has aura-reading add-ons, and vaults faster in tier II - and even faster in tier III; Wraith gets a speed boost coming out of cloak; and Pig can use ambush at certain loops.
Again, I don’t know any survivors who sacrifice everything that they’re doing, only because Spine Chill lights up against a stealth killer.
Sounds like a skill issue, to be honest. 🤷🏼♂️
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3214071#Comment_3214071
because they're so niche they only apply to 1-2 killers each. Hiding your TR is something that multiple killers share, while the perk also provides plenty of benefit vs non-stealth killers as well (vs not disturbing crows and moving slightly faster while crouch walking, not exactly gamebreaking secondary effects.) The devs have said in the past that they do want to break up perks specifically countering only certain killers (like when slippery meat was reworked entirely) So it would be nice if stealth killers got a similar consideration.
As you said, the perk does not discriminate against stealth killers. It activates versus all killers. In fact, stealth killers only trigger Spine Chill’s 36m effect, so they still have an advantage over non-stealth killers in that regard.
@Ghoste said:
Personally, I think old Spine Chill was stronger. Knowing the Killer is looking in my direction is way better than just knowing they're close. Plus, most people like myself have stopped running it post-rework.
New Spine Chill is much stronger, information-wise. A stealth killer could look away from their targeted area, and completely negate it. Not anymore.
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@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/comment/3212590#Comment_3212590
I mean, one perk shouldn't counter an entire power
It only soft counters stealth, as myself and others have described above. Calm Spirit stops screaming from Doctor, Urban Evasion soft counters Hag and Pyramid Head. Why are those ok?
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@rororoxor said:
https://forum.deadbydaylight.com/en/discussion/comment/3212672#Comment_3212672
As a 6.5k hour ghostie main who's regarded an authority on the killer by much of the community, including Otz, I assure you that it's not balanced in it's current state. Don't get me wrong, i'm all for playing around survivor tactics but the perk allows no room for that. Even just one spine chill can hurt as the player can protect their teammates as well.
https://forum.deadbydaylight.com/en/discussion/comment/3212590#Comment_3212590
This is a pretty poor argument, it doesn't make it right to have a perk invalidate a class of killers no matter what buffs the killer may have gotten.
https://forum.deadbydaylight.com/en/discussion/comment/3212647#Comment_3212647
That doesn't make it okay, especially since you have no clue what the survivors are running. Perks need to be balanced, not disregarded because a only few of the community uses it. And personally I see plenty of spine chill.
Lightborn completely invalidates flashlights (outside of secondary uses against Wraith, Nurse, Hag, Artist, and Nemesis). Plague negates all healing perks and items. Are you ok with those things?
And as @Dwight_Fairfield said above: all it says is that an undetectable killer is within 36m. It doesn't tell you how close besides that, what direction they're coming from, or anything else. Perfectly fine perk.
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Absolutely not. If the perk still had a cooldown? Sure. But no way are you getting that kind of chase value from an already amazing information perk.
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Consistently way better teammates under old ranking. Not perfect, the occasional ‘Why are you here?’ ... but lightyears better than what we have now.
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Killers got so much with the 6.1 changes. I'm glad survivors got to keep their one anti-stealth killer perk after all! Hope it stays for years to come.
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@danielmaster87 said:
Survivors who don't know how to use those perks lose with them, yes.
It has nothing to do with how to use them. As OP said, they are either unnecessary or rather unhelpful perks in the current state of the game.
Edit: Aside from Dead Hard. I was speaking to BT and DS.
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Pre-game lobby should be removed entirely. Waste of time. The stars have to align for all five players to ready up before 15 seconds, and people dodging/leaving lobby leads to muddling with the ranking system.
Do it like DbD mobile.
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It really isn’t, at all. 🤣
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Yes, it does. They never followed through with the proposed nerf in June that it would only “spark” and not explode (their words, not mine). But as @Rulebreaker said above, it won’t tell the killer which generator exploded with a loud noise notification.
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Hey, no worries! I'll just keep six-second switching. It's just a stupid waste of time as OP says though, lol.
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@hatchetChugger said:
https://forum.deadbydaylight.com/en/discussion/347600/remember-when
I remember when wraith didn't even visually ring his bell, he just appeared.
Or when he started the trial uncloaked, immediately giving away it was him at the beginning of the match.
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That’s actually not a bad idea, but the same killers who tell Siri or Alexa to start a 60-second timer for DS would do it for hooks too. But it could be strengthened by not showing the killer when survivors use perks that pause the hook timer.
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You’ll be shooting yourself in the foot if you intentionally try to slug and never hook with the proposed changes. No build will really help that.
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First no more slugging, now no more 4%. BHVR, please no!
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It’s still the only counter to facecamping Bubba. Just had one yesterday on RPD, camped his first hook to death while two generators still needed to be repaired. We barely had enough time to open the exit gate by the time the survivor died. Two Hyperfocuses at least thankfully, all I remember. Otherwise it may have never happened.
When is BHVR going to do something about that, too? 🤔
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@tippy2k2 said:
I mean...isn't that normally how any of the bigger offerings work though?
I want to use a BPS. This game could be a game against a Sweat Squad SWF that is looking to get out as fast as humanly possible and now I've wasted a 100% offering or this could be a game against 4 adorable little kittens who accidentally turned their owners console on and are currently running around in circles cause they don't have thumbs and therefore can't control their character right.
Or what seems to be my luck where I use my junk offerings with my junk add ons against squads I decimate and as soon as I put something good on, I get my teeth kicked in :(
The difference here, you're still getting 100% BP on every action you did that match - regardless how many survivors lived, died, how they died, whatever. The new mori offerings have to play out a very specific way to get the reward! Not worth!
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You are completely underestimating it. All it takes is one good sabotaging play on the right map, and the killer will be forced to give up an earned down for nothing. Hook respawns take 30 seconds default (45 seconds with the Grip Wrench add-on). New Unbreakable? Less than 25 seconds. Even without Grip Wrench, survivors with Unbreakable are up and about again on their own, leaving the rest of the team to do gens. Survivor purposely goes down in an area where a teammate has died with no other nearby hooks, picks themself up. And remember, this is unlimited and basekit Unbreakable. On top of the change some time ago that survivors no longer ever lose wiggle progress. This means that when hooking isn’t a viable option, a killer will be forced to either let a survivor escape their grasp with a stun, or watch them get up and get away all by themself!
And this can happen over and over again throughout the trial, on every survivor - even without Unbreakable!
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Twins will be unplayable if this proposed basekit Unbreakable goes through. I cannot believe they actually think it’s a good idea, along with all the other killers it will hurt. It totally changes the dynamic of the game, and not in a good way. I thought for sure we would see basekit Camaraderie or Reassurance before we saw basekit Unbreakable become a thing. Devs, please reconsider.
Signed, a survivor main.
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Not EU, but in NA West I am constantly matched with and against Chinese players. Always seeing the red bar for latency.
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Thankful it was nothing worse! Take care!
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I didn’t want them to do a full rework of Twins, but that’ll simply be impossible if they go through with these horrendous upcoming changes.
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Seriously, we just asked for an option to bleed ourselves out faster. Slugging is a perfectly normal and valid killer strategy at certain points of the game. Just that no one wanted to lay on the ground for up to four minutes because of some salty or toxic killer.
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Not in solo queue. I tried to have one - one - decent match in solo queue yesterday. I have thousands of hours, mostly on survivor, yet somehow couldn’t get one team in over five matches to get all the generators done. I saw it all, from early give ups and disconnects, to survivors being left dead on first hook (I was injured and trusting the healthy Bill to do the right thing, the other time it was me), someone meandering around their gen all spooked right after a hook, despite the hooked survivor having Kindred and it not being a stealth killer...
Then I preview a few of the profiles on Steam to see around 500 or even over a thousand hours on these people. Like, how do you not know how to play Dead by Daylight after that long? I want to play survivor, mostly because killer wait times are annoyingly long. But are fast queue times and double BP really worth putting up with these kind of teammates?
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Reassurance requires getting very close to the hooked survivor. I don’t see how you couldn’t at least injure the user before they run off - if not, force a hook trade. You can always take your chances with RNG and try to get a hook grab as well.
If you’re asking for Reassurance to be nerfed in the end game (which I don’t think it should be), you better be compensating big time in the early game.
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A perk that literally just gives nearby map information to one survivor, and it's still complained about... 🙄
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@Sonzaishinai said:
Still cranky that they reverted it. The 2 protection version was miles better
I have not seen a single MoM since then. Why revert it to the state where nobody uses it
Protection hits need to count when tanking any hit for a nearby survivor.. not only for injured teammates. The perk would be much more usable, without being overpowered.
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https://m.youtube.com/watch?v=4LEKaRf2epo
Same with original Freddy. 😢
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Just Nurse for me! But to each their own!
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Twins don’t need a full on rework, just some QoL changes for both roles (survivor and killer). I sincerely hope they don’t butcher their kit.
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Remember when you could mori on first down. Not first hook: first down. Ashamed to say I’m pretty sure those were the days I got the achievement for killing all four by your hand. I distinctly remember using it on Billy on Shelter Woods, it was over so fast! 😅
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Somebody just lost to Nurse, and forgot to equip Distortion and/or OTR. 😢
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@KerJuice said:
Old Pop, Old Ruin, AND ESPECIALLY Old Undying were fine, and should’ve never been nerfed/reworked IMO. Waaay better than what we have today. As much as I hated going against the old versions of Pop & Undying, they were at least counter-able if you knew what you were doing. It was solo que that made that a nightmare. OMG i just realized something, imagine if today’s entitled ragequitting players had to deal with those 3 beasts in their hey day?? Their heads would explode from salty tears.
Old Ruin and old Undying “fine”... 🤣 Unless you mean old old Ruin, where you could only hit great skill checks. That Ruin was fine.
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I honestly only use STBFL. You shouldn’t be getting pallet stunned all too often with his power.
You probably don’t need vaulting perks either, as they don’t effect his power when vaulting pallets. It already lets you vault windows and pallets.
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@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/3197908#Comment_3197908
I used to regularly pop gens at 20% so they would go down to zero to help secure a three gen. Pop can no longer do this so it lost most of its appeal. I was regularly kicking gens with Pop before the patch to make gens take 120-180 seconds longer overall. There's no way you can get that kind of value anymore with the current skill over and over and over again like you could with the old Pop.
If your best available gen to Pop is at 20% progress or less, it sounds like you’re winning anyways. 🤨
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Alternatively: make the hatch great again!
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It would be neat if it gave you a small boost for a few seconds when repairing a generator that was regressing. Maybe 5% for 10 seconds.
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Pop was basically untouched for gens with a lot of progress, and compensated on lesser repaired gens with the basekit damage when kicking a generator now. It’s the BBQ nerf that is actually more at play here, I would argue. You can still run Pop to do its job, but most killers flat out dropped BBQ once it no longer provided up to double BP every match.
But there’s really no reason to run Pop anymore, because of the oppressive Overcharge + Call of Brine combo. Both of which even on their own give stronger regression, and usually information as well (unless a survivor is hitting hard and great skill checks every single time).
And I agree that Deadlock should require some killer input. You can just equip it and facecamp, and still slow the game down.
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Oh no! Sounds like he’s in danger of losing his Twitch shirt. 😓
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This perk will never see the light of day, as long as Franklin’s and Lightborn remain as they are. Those perks 100% counter items, whereas Overwhelming Presence’s penalty can be avoided entirely - except for flashlights.
Revert Franklin’s to its prior functionality (only draining all charges if the item is not retrieved in time) and make flashlights actually do something when Lightborn is equipped, and OP can have a place in the game. But it’s doubtful the devs will ever do that. Especially after getting humiliated by flashlights while playing.
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Way too situational, especially on its own. Against a smart team, it simply guarantees survivors have to open the gates earlier than they’d like, and maybe secures one end game kill.