GoshJosh
GoshJosh
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Comments
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@PalletsAndHooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2587287#Comment_2587287
*Subjective
You haven't practiced the map enough to know it's great for survivors and strong for stealth killers
I’ve played on it plenty of times, and one of two things is bound to happen (or both):
- Survivors being left to struggle phase or even to die first hook (even with Kindred in play)
- Killers camping one side of the map, or a hook in a hallway that prevents a rescue
Unless you’re a coordinated SWF, it’s a solo nightmare. And maybe even for SWF. And there are more issues than just these that I’m not listing in this comment, but those are the big two.
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@PalletsAndHooks said:
It's not that bad of a map and it's not rng. It's procedure-based time slots for maps
It is objectively a terrible map for DbD - for both sides.
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@vacaman said:
3 out of 3 perks released are bugged. Quality control is not in Behaviour's dictionary, they treat their customers as pigs.
Had to chuckle at that, coming from someone with The Pig as their avatar. 🤣
What is bugged regarding Shadow Step?
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2584113#Comment_2584113
Blood Echo should affect the hooked survivor too.
Just no. There’s a reason exhaustion already resets upon being hooked.
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@Waterfall said:
Feel the power of the dark side.
https://us.v-cdn.net/6030815/uploads/E6KUJ6ABJQO6/image.jpeg
“Good, good!”
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@Sabby said:
https://forum.deadbydaylight.com/en/discussion/comment/2585240#Comment_2585240
Their has been times I haven't actually been able to make it or find a gem to even use it on which stinks.
You couldn’t get to a gen in 45 seconds? It’s not a perk you need to use every time it’s available. Just a handy, optional reward for a hook.
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@Sabby said:
https://forum.deadbydaylight.com/en/discussion/comment/2584310#Comment_2584310
You do know you have to walk around to find a gen if nothing is nearby right?
Sure do! Not aware of any maps that a given gen is further than a 45-second travel from a hook for any killer.
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/2584889#Comment_2584889
Not really, no. For the points to be true they should be backed up with evidence which there isn't any
Both sides have been buffed/nerfed. Both sides have had changes made that were healthier for the game and both sides still have some work to be done for them to be completely balanced
I'd be willing to spend the time going over every minute buff/nerf each side has gotten and explain why I think they were good/bad changes.
The evidence is the updates and plain for all to see. Sluzzy nor I never said killers haven’t been nerfed. But survivors, and especially solo survivors, most definitely have gotten the short end of the stick each passing update. As long as they don’t address core issues such as camping and tunneling.
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It only took a few hours and they deleted it from the game. After already being nerfed prior to going live.
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Call it trolling, bait, whatever you biased people want. But her points are totally true and logical.
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@some_guy1 said:
I've decided to use visionary to help with archive challanges and found out that the generator's aura will be yellow instead of red when a teammate is working on it(nobody in my team was using better together)
screenshots
https://us.v-cdn.net/6030815/uploads/7TV1BOOSMVTY/84d7a49ffef9d3bcf0b3822ca453fa19.png
https://us.v-cdn.net/6030815/uploads/H9CBGXI3C2K8/ad0aef5c2ddc9fa891ab1c7e1928794d.png
No Blast Mine either?
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@Raptorrotas said:
https://forum.deadbydaylight.com/en/discussion/comment/2584547#Comment_2584547
Thus having the advantage of an "opened" gate without the consequence that is the egc.
Open means open. 99 is not open.
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@Nayru said:
https://forum.deadbydaylight.com/en/discussion/comment/2584470#Comment_2584470
your mmr doesn't change via hatch so all you're doing is stonewalling yourself
Mobile still uses old ranking system. How half of those teammates are anything above green rank is beyond me. Of course there’s no way to know.
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At the very least they should have given back the same amount of BP spent on them. Glad I was already working on using them up.
On a side note, it’s Hawkins.
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@shalo said:
https://forum.deadbydaylight.com/en/discussion/comment/2583887#Comment_2583887
How do you escape with potato teammates?
Hatch and key offering, wait it out. That’s what I use every solo match on DbD Mobile (hatch and key nerfs aren’t live yet on mobile).
90% of matches are people going down in roughly 10 seconds from healthy, hiding, doing anything but gens. It apparently prioritizes just matching people as fast as possible with no rank involvement.
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@alex511 said:
Lol dude, just why do you keep buying after not getting anything but charges three times? Smart.
I woulda stopped the first time it happened.
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+1! Or even letting two of each role be active or a universal challenge as well wouldn’t be such a bad thing. Or rank the challenges in terms of difficulty, and allow one of each to be selected at a time.
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@BoostedKateMain said:
Pop goes the weasel is balanced, however they should change it back to 60 seconds because nobody asked for that change.
60 seconds is a pretty crazy amount of time to be carrying that power around. 45 seconds is perfect, forces use while also not being required to immediately utilize it.
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@Voodoo101 said:
This has been going on for a long time now and nothing changes cause the developers dont care about it, they have said so many times and see it as part of the game.
If you are being camped then just hope your team are doing gens.
Ah yes, the thrill of sitting on a hook for up to two minutes for negligible BP, while the other survivors get to play or die trying to save me.
We’ll see how long we have to wait for their alleged upcoming camping counter, and what it is. It’s been a long time coming.
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@lordfart said:
Can't say I've ever heard someone complaining about 99ing exit gates. What's next you gonna complain about Mike Myers 99ing his power, it's strategy
Where you been? This thread seems to come up at least once every three months since EGC was introduced.
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@ShadowNurseZFX said:
https://forum.deadbydaylight.com/en/discussion/comment/2584169#Comment_2584169
i dont have problems, i dont run blood warden. it just doesnt make any sense, its dull, boring and mostly. It bypasses a mechanic.
Not sure when it’s going to click for you that, as several have said in this thread, EGC was introduced for one reason only: to ensure an end to the trial. The mechanic is not being bypassed by 99ing exit gates, only delayed.
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@Nayru said:
https://forum.deadbydaylight.com/en/discussion/comment/2583648#Comment_2583648
you and me both jack (and blue totems massively nerf inner strength which is funny 'cause it was an extremely good solo perk)
let's hope that their coming 'perk grind reduction' gets rid of perk tiers finally
though i guess 'prestige 1 = all your unlocked perks are lv1, prestige 3 = you have no perk grind ever on this character' would be okay too
They discussed a perk grind reduction? Never thought I’d see the day.
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@IWFreak said:
Open Handed increased Aura reading ranges, not AoE effects. I think Open Handed is great now.
Think about it:
Bond of 52m, Kindred of 32m, WoO of 48m, Detectives' Hunch with a whopping 80 meters!!!
https://forum.deadbydaylight.com/en/discussion/comment/2583543#Comment_2583543
I disagree. I think this is VERY healthy design.
Just like how Undying is designed to prolong other hexes, Open Handed is designed to increase the effectiveness of your other perks.
And not even ONLY your perks, but of your whole team!!
Even Undying has a secondary effect of revealing survivors close to dull totems, and compliments Blight’s other hex. Open Handed can literally do nothing for someone going for Adept Ace. Depends on other survivors bringing aura perks.
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I think Mindbreaker would be fine if it were buffed to 10 or 15 seconds upon release. Blood Echo should lose the injured requirement or cool down, one needs to go.
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I just want Open Handed to do something by itself. It’s the one of the few perks in the game that doesn’t, and is an unhealthy design. Though admittedly I’ve had trouble coming up with what it could do myself.
What if it revealed your aura to all other survivors within a 12/14/16 meter range? Keeping with the theme and utility of the perk.
Edit: Streetwise and Built to Last won’t do anything without an item. So I guess they’re in the same bucket, although Open Handed specifically only works with aura reading items (and perks).
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This is very confusing for me to read. I feel like I’d need a diagram or video illustration.
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NGL, I thought this was going to be about you being spun by survivors as killer. After reading the title, I had to contain myself while my wife tries to sleep next to me! 😂
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@Beaburd said:
While I have no direct contact with the developers, I have played this game on and off for many years.
Due to my extended personal experiences with their processes, I have become attuned to their ways and created some educated estimations of their future developments that I believe will be useful. These estimations have concluded with the following responses to your two listed questions in the original post:
"Soon™" and "maybe."
Nah, I will say they always give something, it’s just a sad thing that this crap literally happens every single ‘patch’. I swear there’s someone at BHVR doing this for the memes every time. It does keep people talking about the game (i.e. funny moment YouTube videos).
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Huh, didn’t even think about it until reading this. Don’t forget Trail of Torment too.
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None of the original perk names were even anything to do with the license. I don’t get it. I’ll still call them their original names.
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@Aven_Fallen said:
EGC is only there to bring the game to an end. It is not a tool to help the Killer (even if EGC as a whole is killer-sided).
If you want EGC to start, you can open the Gates.
This, end of story.
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This perk alone legit got me a 4k in a match that looked like it was going to be 0 or 1k. Had someone on hook end game that turned into survivor bloodfest.
Never underestimate survivor altruism.
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It wouldn't be a BHVR Halloween event without creepy bugs.
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If you're going to make it worth the perk slot: have it notify other survivors it is in play, work for both hook states, and be on a timer that depends on the killer's radius to the hook.
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I wish they would change it to the DbD mobile format. You level up just by playing the character, and spend points on selected items you want to progress to more rare items, offerings, and add-ons. Which are shared among all survivors and even killers in the case of universal offerings.
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I have a five-month-old bug report with 18 upvotes that hasn’t been responded to or marked acknowledged to this day. Even tagged a forum mod yesterday asking for help.
You tell me if they check things.
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I do wish the gens were more showy, I can hardly tell them apart at first glance as a survivor. And of course it reveals that it's an event gen to the killer who knows why. Other than that, it's pretty decent.
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Your title is misleading, but yeah there was no reason to gut the hatch as hard as they did. Should have at least let it continue to spawn once all five generators are repaired. Wouldn't have needed to really change keys or the achievement either. #BHVR
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@MandyTalk Can I please ask for your help/input here? I've waited nearly six months for some kind of acknowledgment of this.
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Here are some ways they should help earn survival scoring points:
- Unlocking chests now awards 250 survival BP and not objective BP, as it is not an objective.
- The Escaped scoring event now awards 200 survival BP and not boldness BP, as this was critical to your survival.
- All scoring events related to Jigsaw Box searches now award survival BP, as you will die if you do not remove an active RBT before the trial is over.
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Not this crap again!!!
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Still no acknowledgment or fix five months later.
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Heck no.
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2578881#Comment_2578881
there's no point in having the hatch spawn at 5 gens done even if you can't use a key to open it.
Sure there is. Again, Rift challenges for killer. Killer has priority in closing the hatch. And giving at least some value to expensive map tracking tools for survivors.
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@throwaway79465468797 said:
I think as it is now is fine. If hatch spawned as soon as all the gens were done then everyone would run straight for the hatch with a key, especially with SWFs. At least with the exit gates you have a good chance of catching someone off guard. Hatch play in general is pretty meek and isn't good for killers at all.
I imagine giving survivors an out without having to play the rest of the game normally is the only reason the hatch even exists. Giving every survivor a chance just because they completed the game normally would wreck havoc on EGC games.
@nikodemo said:
https://forum.deadbydaylight.com/en/discussion/comment/2577789#Comment_2577789
It just becomes one more thing the killer needs to track. It's hard enough at it is! XD
It's sort of outside the gen/gate gameplay dynamic, basically adding a third exit that could ostensibly be opened quickly.
Yeah sorry, but if you failed to defend all five gens with all four survivors still alive, that is on you and not the survivors. And it’s really on you if you allow all four of them to find and escape through the hatch after doing those gens as well.
I’m not saying the trial is over once the gens are done, but a hatch escape of any kind after that point is really the killer’s problem. We’re told key escapes were an extremely small percentage of total escapes anyways. Now all these expensive maps and keys + add-ons have almost zero value in regards to hatch tracking and opening. Just remove them from the blood web if they’re going to stay in this state, really unfair to survivors having to buy them.
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Yeah, only spawning when there is one survivor left no matter what was overkill. They should have at least kept it as an option that can be better prepared for at five generators repaired. As a reward for getting that far.
Not to mention all the Rift challenges on both sides. Killers are arguably hurt by this as well.
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@MckFinn said:
Shadow Step is still in, but Circle of Healing was disabled. Probably gonna get nerfed
Yeah, the fact Circle of Healing in particular was disabled, and not Shadow Step, is pretty suspicious. How does only the one cause crashing? Were there any reports of this during the PTB?
Too bad I didn’t get my adept before the kill switch.
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Logically, it should. But Leader should also increase the speed of blessing.
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@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/2576226#Comment_2576226
I've seen this perk used in the past 3 games I played. Hmmm
Perhaps if the client hasn't been closed since the kill switch was activated?

