GoshJosh
GoshJosh
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- GoshJosh
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Comments
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Very interesting! I’m not even a FNAF player but see the striking resemblance as well. Quite plausible!
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Don’t.
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All of those perks have the potential to hurt all killers rather equally. Maybe not Exponential, but how often do you actually see that run (and actually come in play when it is)? Unbreakable might be more beneficial, but also comes in play a lot against Oni and Myers (among others).
WGLF is far more damaging to Twins. It was overbuffed in my opinion, and should only provide a 50% pickup healing boost. Deerstalker (while already decent on Twins) could use a great deal of buffs too, which I proposed here: https://forum.deadbydaylight.com/en/discussion/290279/deerstalker-buffs
Also, it’s pretty easy to bait out and wait for DH on Victor compared to other killer powers. At least in my opinion.
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Interesting question. I seem to get a lot of the same ones as well. Wish I could tell you. We really need hybrid daily rituals (option to do a survivor or killer task).
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@burt0r said:
https://forum.deadbydaylight.com/en/discussion/comment/2837823#Comment_2837823
Well i am a little late to the party but maybe i misunderstand something or you should change the phrasing.
Do you mean 12 meter around a hooked survivor or 12 meter around ALL hooks at any time?
Because the latter would be insane. More than 50% of most maps would be blocked for killer powers and indoor maps would completely be M1 killer with 115/110% movement speed without powers.
12m around a hooked survivor only; basement hooks and after fifth gen pop excluded. Exemptions could be made for non-lethal abilities (i.e. blinking, phasing, and performing a rush), a good counterpoint to my idea someone made earlier in the thread.
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Then how do they know you have MoM?
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@ElleGreen said:
https://forum.deadbydaylight.com/en/discussion/comment/2844303#Comment_2844303
bestie never chase anyone let them come to you do a gen
Ah, so in a SWF situation. That makes sense. But then you wouldn’t really need it with comms anyways.
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Doesn’t Empathy make more sense? What am I missing?
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It’s crashing people’s games.
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Not all of it, but enough of it.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2843839#Comment_2843839
Tell me you want Spirit nerfed to the ground without telling me you want Spirit nerfed to the ground.
https://forum.deadbydaylight.com/en/discussion/comment/2843810#Comment_2843810
Fun is subjective, doesn’t make Nurse balanced. Movement speed isn’t the problem, it’s the fact Nurse ignores game mechanics.
Nurse ignores game mechanics, ok. And Spirit ignores my eyesight. What's your point?
Nurse has to charge her blinks, recharge her blinks, enter fatigue (successful hit or not), and has a much slower base movement speed. All the while making clear visual and audio cues of what she is doing. I can try to mind game where she is blinking to based on what I see and hear. Spirit completely bypasses vision. How the kicked up dust nerf/change never made it to live is beyond me.
Yes, fun is subjective. I have more fun having counterplay as a survivor than not.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2843763#Comment_2843763
That’s not the point. Please explain to me how a killer that ignores the game physics is balanced. At least Spirit and Blight are strong while having to obey the rules. As a result, those two are way more balanced than Nurse will ever be.
I’d rather go against Nurse than either of those two any day. Nurse is far more balanced and fun to face. She’s not zipping around the map with insane speed and poor indication of where she actually is.
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@SkeletalElite said:
https://forum.deadbydaylight.com/en/discussion/comment/2843719#Comment_2843719
Stacking them doesn't do much. I believe there is a maximum fog intensity and 2 addons hits it, dont even need to both be purple I think to hit the max, I think 1 purple and 1 yellow does it, maybe even 1 purple and 1 brown or 2 yellows
If nothing has changed, maximum fog is +4 if memory serves correctly. But it could be +3.
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I went against a Retribution Trickster today. I know it also has the aura reveal function, but I’m curious if the player even knows about oblivious and lullabies. Lol.
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@hiken said:
https://forum.deadbydaylight.com/en/discussion/comment/2843776#Comment_2843776
yeah i know. especially when i were one of those who actually payed for dlcs and skins, i hope more like me leave aswell.
Nurse can’t be the only reason you’re leaving now, or you’d have left long ago. Nurse is fine in her current state.
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Maybe a decent buff would be to removing any health state from a survivor to trigger it. So it would also activate after a down.
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Why do you want it to be considered a special attack? Just curious what purpose that would hold for you.
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I smell a kill switch coming soon™.
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@Pepsidot said:
Bill wasn't the exception! He brought in BT which was crazy at the time of release:
https://us.v-cdn.net/6030815/uploads/4QLK7F16BDM9/image.png
Tier 3 (credit to the wiki):
https://us.v-cdn.net/6030815/uploads/FA2FT9TPYI0S/image.png
Sure it was only a one time use but the counter to this perk was to insidious camp a hooked survivor (which I made have did to prove a point...).
I miss that aspect of old BT. Protecting the unhooker as well. Was an actual anti-camp perk. One time use that you couldn’t choose when to activate was very problematic though.
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@lavars said:
https://forum.deadbydaylight.com/en/discussion/comment/2841931#Comment_2841931
Killer can force end-game collapse, so no, they can't hide forever
Not if it’s two or more survivors left, immersing through the map. Guess you’ve never experienced it or heard of it.
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@drsoontm said:
No, it's perfect the way it is.
It was meant to be a way for survivors to escape from an impossible situation at the end of the game (instead hiding forever).
And it's exactly what it's doing right now.
Well, survivors can still hide forever depending on the map and killer. Them not knowing where the hatch will spawn doesn't stop that at all. That's a separate issue that I don't understand why it hasn't been addressed yet.
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It's only gotten me killed so far, and I wasn't even the one running it. Freaking console Yoichi set it up something like three to five times during the trial (as their only boon perk of course) while I pushed to get the generators done. I kinda just wanna dodge whenever I see him in my survivor lobby to be honest.
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@SomberNokk said:
Nah, would rather not have 4 key lobbies and free escapes again.
What free escapes? After doing some gens and some survivors dying? Or after all five gens were already done?
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Is Bill the exception? I've seen posts on the forums calling Unbreakable 'uncounterable'. A lot of hate for Borrowed Time too. Left Behind isn't exactly fun either, a perk that promotes waiting for everyone else to die just to see the hatch aura.
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@deKlaw_04 said:
https://forum.deadbydaylight.com/en/discussion/comment/2840640#Comment_2840640
That joke is old already
Found the goalie.
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I never thought I’d be using the term victim-blaming in regards to DbD. But here we are. DbD players are victims of dev indifference, inaction, and incompetence - not the other way around.
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As long as it gets them unstuck. This and/or respawning them from a distance are needed to deal with that problem.
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I think we have enough neck beards in DbD, if you catch my drift, 😂
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@dictep said:
https://forum.deadbydaylight.com/en/discussion/comment/2838222#Comment_2838222
I can be wrong, but I don’t think so. It was always this way
Mandy confirmed in this thread a month ago it’s only supposed to trigger on healthy to injured:
@QueenEvaine said:
When using Overcome, if you are hit with the Endurance effect active (either by Borrowed Time or a Styptic Agent) Exhaustion does not trigger and other Exhaustion perks can still be used.
So that’s the latest intel I have. But I see the wiki shows a video of it working with endurance.
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@dictep said:
https://forum.deadbydaylight.com/en/discussion/comment/2838216#Comment_2838216
Overcome is activated with bt now
When did this change? Shadow buff? I coulda sworn it didn’t used to work that way.
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@dictep said:
I’m waiting for the dh nerf and bt basekit. Then you'll see how overcome will be meta because overcome activates if the killer hit you while bt is active and killers would cry. And all of this because of face camping. Try overcome and you’ll see it, it will kill m1 killers
Incorrect. Overcome only activates when going from healthy to injured. It does not apply to the endurance status effect.
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I mean it's very situational, but making it a common offering is not the solution. A 3,000 BP offering countering a rarer 5,000 BP offerings doesn't make sense. Maybe just remove all map offerings and let RNG do its thing.
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Four tries later, I'm in a lobby.
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I am just now getting "The matchmaking process failed" three times in a row. Servers down?
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@NomiNomad said:
https://forum.deadbydaylight.com/en/discussion/comment/2837823#Comment_2837823
I think that's somewhat fair, but only if there isn't another survivor within those 12 meters. Because, yes, smart survivors would abuse the hell out of that.
Well, then it would do nothing in the case of facecamping Bubba. The point is killers can still defend hooks pre-end game, but only with basic attacks. End game they obviously don't have anymore generators to patrol, so camping is fair.
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Agree but disagree. Survivors should be punishable for getting hooked in the basement. And as we know, camping can be done by all killers - Bubba is just best at it.
If it were up to me, killer powers disabled within 12m of all hooks except basement hooks and during end game. (Cue killer main freak out)
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He needs to hold less rush tokens (even just one less) and have a longer recharge rate on them. And nerf Alchemist Ring to a faster recharge rate rather than instant.
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@Mileena_Kahn said:
https://forum.deadbydaylight.com/en/discussion/comment/2837177#Comment_2837177
I consider the change from the PTB version a nerf… Therefore this would be the 3rd change/nerf it would get which, it doesn’t need.
What is the change that is coming Tuesday?
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@Cameragosha said:
When they will nerf it ?
They already did.
@gilgamer said:
They mean the ringu chapter.
Another nerf on top of the one it already received?
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@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/comment/2836894#Comment_2836894
I'm sorry, I'm not following, is iron maiden 50% faster? And it's not like the survivors know that the killer has BBQ half the time, and go in a locker to avoid it anyways
Yeah, that’s what I was referring to. I did have a small typo I corrected, not sure if that’s what made the misunderstanding (this iPad loves to correct perfectly spelled words for me).
So these ranged killers get the benefit of faster reloads and if combo’d with BBQ (which why wouldn’t they) force survivors to choose between giving away their aura, or screaming and being exposed. Aside from being close to the hooked survivor. Cheap if you ask me.
I’ve started going way a bit off topic of OP’s post, so sorry if I don’t reply further.
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@AshInTheTallGrass said:
https://forum.deadbydaylight.com/en/discussion/comment/2836999#Comment_2836999
Yes, I think you're right. I suspect a cooldown will be added in the future, but for now, I haven't found any indication there is one currently.
In case you weren’t aware they did already nerf it though, down to seven seconds at tier III (I think).
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No cool down as of yet, as far as I’m aware. I haven’t tested or seen it in use myself, but I would presume the timer resets every new stun. That’s how it should work anyways.
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@Veinslay said:
I'd certainly rather play against the survivors that show zero respect for the killer and just do gens in their face than the shift+W spine chill gamers. It takes like 30 seconds to get into a chase with them if they take off at the slightest heartbeat and if you go somewhere else because it's horribly inefficient to get into chase with them, they just go back to the gen. super fun
Play stealth killers or run stealth/tracking perks if it bothers you that much, you have options. Plenty.
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This thread is hilarious, killers really be wanting survivors to just lock onto generators brainlessly.
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I’m happy when I see Corrupt, means the killer will be going with only three perks soon enough. And like you said, if all survivors waited it out it would be even more impactful. Unless it’s Trapper or Hag.
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@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/comment/2836847#Comment_2836847
Well idk what the devs said, I'm just saying that's probably the reasoning behind why they probably reload faster with this perk, it's not like it helps Huntress and Trickster in the long run anyways
You’re kidding right? 50% faster reloading, plus the good ol’ BBQ + Iron Maiden combo. Yes, it does help them very much. Meanwhile Huntress grabs one hatchet and reloads up to eight somehow.
Edit: typo.
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@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/comment/2836803#Comment_2836803
Because...it takes up a perk slot? Might as well make it do something if no one ever enters a locker
The same would be true of every other killer. I thought the devs didn’t want perks to have unique interactions with certain killer powers? Guess they just didn’t like Small Game.
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/2836821#Comment_2836821
I think on one of the Q&As they basically said the amount of MMR you lose as survivor depends at what point in the match you died
As in if you die first, you lose the most and your team lose less because winning with 1 person dead is really challenging. So if you die last, you lose the least amount of MMR
Well in that case, survivors are taking a greater hit for face camping first hook than the slugging situation OP described. Not that I get why anyone would want higher MMR. No rewards associated with an undisclosed rank. 🤷🏼♂️
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There’s varying rates to gaining or losing MMR from a match, besides either surviving or dying? This is news to me.
Edit: typo.


