GoshJosh
GoshJosh
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@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/2820460#Comment_2820460
yeah dont perks that involve obsession reward you for NOT hooking/hitting the obsession?
There are still two that never got changed.. Remember Me. Also, Furtive Chase only works if the obsession gets hooked and unhooked. But no one uses those perks really.
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“Using this add-on will guarantee that you do not begin the trial as the obsession.”
I don’t think that’s too much to ask, considering it’s very rare and literally the only way the add-on has any value.
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Because if you don’t begin picking off survivors, a competent team will be able to overcome your three gen anyways. Plus that’s very map dependent, and the best survivors won’t let it come down to a three gen in the first place.
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That one’s fair. But scourge hooks still have the problem of RNG
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@Ghoste said:
Hate to break it to you - they are happy with band-aids in the form of perks. Because it's easier than addressing the actual issues. Also, it keeps people buying DLC for the latest band-aids. Some things will just never change.
Sometimes true, sometimes not. And some of the band aids fall off real quick. I remember the fear of Dragon’s Grip with Blight’s release, how many times do you see that perk run now? Nothing from Artist and Jonah really bandaged anything up, nor does it appear so for this Ringu chapter.
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/2820231#Comment_2820231
It's something they didn't for... how much? I don't know how long it's been.
Since 6/14/2016.
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Just no. Nerfing good things (not OP things) is never the way to go. Instead, buff bad perks to make them more appealing (cough cough.. unlike the recent Boil Over mishap). Make balance changes in the base kit and map design.
And you definitely don’t nerf these things without the root problems being addressed first.
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@IlliterateGenocide said:
Hopefully macro hag gets removed
We’ll also settle for all of Hag getting removed.
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@The_Krapper said:
https://forum.deadbydaylight.com/en/discussion/comment/2819366#Comment_2819366
Oh please enough with that video, that guy wrecked him and he can't accept he overcommit to the chase and made bad decisions there were three times he couldve gotten Dwight while he was dead on hook one time he set a crow instead of m1 during the shack window vault and the other two he literally mindgamed himself I'm just gonna throw this out there for people that haven't been around since release, hes not a very good killer don't get me wrong he's not bad but he's not really all that great Otz is just a friendly good hearted dude that interacts well with his community and is well liked and respected in the community for the way he presents himself, any tournament he's been in he's been demolished by a good squad.
The Dwight was clearly cheating in that video. Look at his movement speeds before the auto-DH. I’m not saying Otz played that match perfectly, but from my outside perspective the Dwight was definitely not innocent.
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Judging by this first post of yours, you’ll fit in very well with most of the users here. Welcome!
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@PhantomChimera said:
https://forum.deadbydaylight.com/en/discussion/comment/2816962#Comment_2816962
All the adept survivor and adept killer achievements are perk specific.
Right, outside of those. Thought that was a given, sorry.
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STBFL is already an incredibly strong perk, questionable with how much more it enables camping. No more faster killer attack cool downs.
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Sorry for your experience, unfortunately it isn’t unique. And doesn’t seem to be getting fixed anytime soon. Let me know if you need any tips or help!
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Neat idea, +1!
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80 seconds of broken is actually considerable, it’s just that protection hits are too niche of a thing. Maybe Forced Penance could just always apply the broken status every time a healthy survivor becomes injured by any means. You’d probably need to reduce the timer to something like 30-45 seconds though. Just a thought.
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Without playing with friends, this is my experience in 80% or more of matches on DbD Mobile (both as survivor and killer). Which I don’t think Mobile uses MMR (still shows old ranking system), but must indicate a low player base and/or a matchmaking system that too strongly prioritizes queue time over fairer matches.
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@psionic said:
https://forum.deadbydaylight.com/en/discussion/comment/2818352#Comment_2818352
Exhaustion status is not a condition, is a limitation. Survivors must win exhaustion perks to be able to use them, that's the point.
It is both. You cannot activate an exhaustion perk while exhausted (that is known as a condition). Dead Hard and Overcome have the further limitations that you must be injured or healthy, respectively. Lithe requires a vault, Smash Hit doesn’t work without a stun. On top of all this, killers already have add-ons and perks to counter exhaustion.
Tell me again why any exhaustion perk, save maybe Dead Hard, needs further nerfing.
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@landromat said:
https://forum.deadbydaylight.com/en/discussion/comment/2818350#Comment_2818350
Of course. My whole post is creative nerf suggestion without completely removing self healing ability
A one minute self-heal time within a certain radius of a boon is not a creative nerf. That’s an entire hook state.
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If I had to narrow it down to one, Hillbilly. Because he feels mechanically awful compared to the past, plus his mostly terrible add-ons.
If we’re talking about purchased killers, Freddy. Also really bad add-ons and boring gameplay.
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@psionic said:
They should have a condition for activation, like repairing a generator for X amount of time. The same way killer need to win a chase and hook a survivor to be able to use Pop, BBQ, Pain Resonance. Survivors do spawn glued to a generator, what's the difficult?
The condition is not being exhausted. Not every killer perk requires the killer to do anything either for powerful effects (i.e. hexes).
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@landromat said:
https://forum.deadbydaylight.com/en/discussion/comment/2817891#Comment_2817891
60s is a good number i believe. It should be ineffective
Ah, there’s the whole premise of this post I needed to see. “It should be ineffective”.
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Please no more indoor maps.
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Oh, does it? The last time I ran it, I hook traded with someone as close to second stage as if could. Only to be left to die on my first hook.
No, no it doesn’t. At least not in this matchmaking system.
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@NOEDENJOYER said:
You're surely joking right? Decisive Strike & Borrowed Time practically make tunnelling obsolete in most games.
Huh? Are you referring to the DbD build before both those perks were nerfed? Lol.
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Heck no. Plus they never make perk-specific achievements, which this would require Pentimento.
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I would feel much better about my matches on both sides if no one was dictating where we were headed. I’m agreed to remove all offerings related to maps on both sides. But also making certain maps more bearable and balanced.
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I don’t think the issue is not having enough of these, but rather making the ones we have actually worthwhile. Looking at you, Camaraderie.
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/2815017#Comment_2815017
Are pallets really a limited resource, though? Yes, once dropped and destroyed, they are gone, but there are SO many pallets on most maps that it does hardly matter. There always is another one around the next corner and dropping them is seldom of any concern to the survivors, as most will just savely run from one pallet to the next loop with a pallet till they mess up twice.
My pallet-devouring was just an idea, but you could easily exempt the god-pallets from getting eaten and just have the normal pallets disappear over the course of the game. Whats wrong with RNG sometimes biting you, and sometimes not? Every Hex build faces this problem from second 0, and every Scourge Hook faces the possibility of all 4 of them spawning in the same part of the map. But I genuinely feel that pallets are way too safe at the moment.
Two wrongs don’t make a right. I think they should put a minimum distance between scourge hooks myself (had the pleasure of having two of mine at the top of the main building of Eyrie other day, never even had to go up there). Hexes should have some better form of protection, even if it’s just not being put onto a dull totem until the effect first takes place.
But simply taking away unused pallets totally alters the game for survivors. And remember that it actually is supposed to get harder for them the more generators that gen done (less areas for the killer to patrol, with survivors possibly dying along the way). I know it’s a hex, but you could try out Blood Favor sometime. It’s really good since the buff.
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I didn’t initially mention Artist, but edited the post afterward to include her!
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Sadness for what was, what could have been, and most of all, what became.
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You might’ve well just asked to disable the perk at this point. 🙄
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See image above.
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Dragon’s Grip should have a shorter cool down, I don’t see Brine being used seriously outside of the adept achievement.
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Indifferent devs. 😔
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Poised needs a lot more than that. I like the idea someone else originally had, that it builds tokens that can be used at the user's discretion (instead of immediate activation when a generator is repaired).
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/2815708#Comment_2815708
even ruin regression is 50% of repair speed, so a survivor can repair gen at 50% speed.
Normal regression is 25% of repair speed.
Ok, that makes a little more sense - if that's what OP intended. But in DbD, either a generator is regressing or it is not. Not saying it can't be changed but sounds weird to picture a gen both being repaired and still regressing.
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I don't understand your idea. When you say repairing no longer stops regression, you are just sitting on a generator repairing for zero progress? In exchange for aura blocking?
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Yeah, even though boons are here to stay, it would seem too situational for a killer perk to only have usefulness surrounding blessed totems. While I only discussed booning speed, I did advocate for more perks on both sides to affect blessing times here: https://forum.deadbydaylight.com/en/discussion/309319/perks-that-should-affect-blessing-speed#latest
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First solo queue match of the day: Midwich with Trapper (no map offerings). Teammates not doing gens, self-healing outside of a placed boon totem, all sorts of nonsense. Rushed to hook trade with someone about to hit second stage. And to top it all off, I was left to die first hook as he patrolled the hallway... all with Kindred equipped by the way.
Thank you MMR and BHVR.
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Scourge hooks need to have a minimum distance between them, I got two on the top level of Eyrie’s the other day, never even had to go up there during the trial.
Boons are a neat mechanic, but if they’re going to get nerfed, it should just be a reasonable cool down before they can be placed again.
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I’m offended we don’t have a short person survivor either, DbD needs better representation of all people!
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I disagree, pallets are already a limited resource as it is. How would it choose which pallets to take? Shack pallet gone? Etc. Just balance maps that have excessive pallets.. you know which one I’m talking about.
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I would rather still have those useful and fun smaller chance map offerings than the mist ones, which actually do nothing. I burned all mine up long ago, fearful BHVR would remove them without notice.
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@PhantomChimera said:
Make sure your posture is good and build/strengthen your muscles. 😁
I think they make tools you can stretch yourself out on a bed too!
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@Shroompy said:
I've said this time and time again, Circle of Healing doesn't need an overhaul
Healing in general does
Could you please explain further what you mean by that? I genuinely hope you don't mean further nerfing.
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@Phasmamain said:
Honestly I’d just rework it entirely. One thing many overlook is how it invalidates most other healing perks. Why use botany, Autodidact, we’ll make it or desperate measures when I could use COH instead?
It’s just terribly designed
Those all have their unique places, don't require 14 second setup, can't be snuffed, nor are limited to a specific radius.
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@SuzuKR said:
Killers are intended to be able to play around items they see in the lobby. That is literally why perks like Franklin's Demise exists. No, mobile does not count, that's literally made by a different team entirely with major differences. You get perks from leveling up, there's bots that replace DCs, there's visual indicators instead of audio, etc. Mobile and non-mobile handle themselves completely differently and are not comparable.
Franklin's can counter items found within chests too, not only items brought in. You have to equip it preemptively in mobile. Note, by the way, that the hatch and key nerfs aren't even live yet in mobile!
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It definitely has killer sided elements. The hooks are very campable with little defense around most of them. Most notably the hook in the classroom near the exit gate with three lockers lined up next to it. And certain killers just wreck on it - Hag, Freddy, Nurse, Pinhead. And most of the vault locations are pure garbage on the map, at least once the breakable walls are destroyed.
But yeah, there are a couple of pretty safe pallets too. So survivors have advantages as well.
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@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/310844/hide-all-players-in-public-lobbies
Am I overlooking something or is there any actual significant benefit to showing who you’re playing with in a public lobby that outweighs largely getting rid of lobby dodging?
Yes; the Killer gets the ability to gear his perks towards any items Survivors bring. It's an intended part of gameplay that the Killer can switch in Lightborn if he sees 4 flashlights.
https://forum.deadbydaylight.com/en/discussion/comment/2813040#Comment_2813040
I definitely wouldn’t mind hiding survivor’s items from the killer pre-game lobby either. I don’t get to prepare for their kit, why should they be able to alter their build around my item?
Because that, literally, an intended power move for Killers? I don't get why some people think Killers should not have anything just because Survivors can't have it first. There's 4 Survivors and 1 Killer; part of the BALANCE is the Killer being able to react to what items Survivors bring.
Then it’s also “intended” that I can last second switch to my item! 🤷🏼♂️
Play DbD Mobile sometime. Neither survivors nor killers can change anything after queueing. So apparently it wasn’t that intended.
If I recall correctly from an earlier thread on this same subject, you’re also against hiding names in pre-game lobbies as well. That and your other posts kinda say all I need to know about what sort of DbD player you are, and what you want for this game.
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At the very least, hiding survivor names from the killer needs to be a thing. Survivors kinda need at least some kind of identifying information for each other, as pre-game chat is a thing.
I definitely wouldn’t mind hiding survivor’s items from the killer pre-game lobby either. I don’t get to prepare for their kit, why should they be able to alter their build around my item?
