GoshJosh
GoshJosh
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Comments
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@SasukeKun said:
https://forum.deadbydaylight.com/en/discussion/comment/2576033#Comment_2576033
is that photoshop cuz mines good boo
Nope, same here. Only Circle of Healing and not Shadow Step though.
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Well I just found out. Screw that console Mikaela who did not commit to that 99 gen with Ruin up as I took aggro.
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If anything it's gotta be a joke that its requirement is to cleanse a totem... when her two other perks are for blessing totems. New meta is to not cleanse totems at all. Otherwise, you're taking away resources from your team.
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@MyelinXCVIII said:
https://forum.deadbydaylight.com/en/discussion/comment/2568387#Comment_2568387
So if we're honest, it would be a buff to SWF, a nerf to killers overall and barely a difference to solo Q.
Who are you joking? This would be incredible help for solo queue players as well. Coordination does not require SWF, believe it or not.
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@MyelinXCVIII said:
https://forum.deadbydaylight.com/en/discussion/comment/2568357#Comment_2568357
It doesn't fix it at all though. Yeah, Bubba wouldn't be able to chainsaw camp but most camping killers do it with their M1 anyway.
A coordinated team can work around M1s. One hit down killers, Hag, and Pyramid Head are a totally different story.
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I advocate for this as well, as it's the most simple fix for camping. But you'll be hard pressed to find reasonable people who agree on these forums.
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@DwarvenTavern said:
https://forum.deadbydaylight.com/en/discussion/comment/2568044#Comment_2568044
NOOOO
It's the only achievement I have not earned
Better find yourself a four-man SWF today if it’s important to you!
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@Regulus47 said:
https://forum.deadbydaylight.com/en/discussion/comment/2568064#Comment_2568064
They might not be good with the killers. A really good killer can win with anyone
Yep. And Otz is the one boasting in his 50 win streaks with several killers, while using no add-ons or only one at the cost of a perk slot. Yet there’s this widely accepted myth about only those three killers being “viable”.
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@Stryker said:
https://forum.deadbydaylight.com/en/discussion/comment/2568018#Comment_2568018
yes, spirit had no counterplay, and she deserved some changes, but, do you know that hte current killer roster has like 3...sorry, i mean, 2 viable killers?(nurse and blight?) spirit nerfs wouldn't be a problem, if only we have more variety in viability....
but what about slingher? did he really deserved this massacre? nobody was complaining on him( unlike to spirit), or the wraith.....THE DEVS SAID HE WAS OP!!
oh, and hatch/keys were overabused for years, took them 1 and half a year to fix them after making useless the mori, remember that?
try to argue better rather than put soem cringy gifs🤡Ah, the whole only three or two viable killer myth. My favorite!
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@Stryker said:
let's see
spirit is dead(maybe cans till works on mid/low ranks)
deathslingher is 7 feet under the ground
wraith nerfs because...yes?, less viable GG
boon totems...... circle heal
mmmmm definitely not...what? the killerss buffs? ah, you mean MINOR changes that will indeed improve some addons/killers, but still irrilevant on the overall gameplay? yeah....better than nothign at this point.
Acting like hatch and keys weren’t nerfed into the ground or none of those killer nerfs were needed.
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He’s getting nerfed tomorrow.
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@elpoh said:
He don't need a nerf
let him have 1 kill, do gens and leave...
i don't understand the point of tell us he's running insidius, insidius do nothing for him, the camped guy is going to tell their friends via discord where bubba is anyways.
- A camped survivor dies before all five generators can be completed
- Not every survivor player is in a SWF (shocker I know)
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@R1ch4rd_N1x0n said:
https://forum.deadbydaylight.com/en/discussion/comment/2567762#Comment_2567762
Well Bubba can still camp quite well, it's just not as easy due to the overheat thing he got with his tantrum.
The only change that made is that he can’t pre-rev the chainsaw at a hooked survivor. It added zero counter play or real difficulty for his camping.
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2567963#Comment_2567963
Well, Trickster and Huntress would want to say hello...
Not every hook can be camped from a distance. My recommendation is at least a healthy start, unless you have a different idea?
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Wonder how many less Bubbas and campers we’d see if devs would disable killer powers from being able to be initiated within a small radius of a hooked survivor.
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2567919#Comment_2567919
dead dawg saloon is finally being re enabled. Hope we don't see any maps get disabled.
Except RPD. They can disable that one indefinitely.
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@Marigoria said:
Well if people are going to assume just because they see 4 Mikaelas together it is a swf, i'm sorry to inform but there will be almost no solo survivors tomorrow by that logic.
Almost like people like to play new characters, mind blown
Plus, SWFs will just have one person running the boon perks, since it benefits all four survivors. No need to have more than one copy of them.
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Because Self-Care has utility for the whole match and not just for tunnels off hook. It is a better anti-camping perk than BT. I can’t go for an unhook while injured in most camping cases, and it allows me to have a much longer chase against almost all killers (one-hit down killers excepted).
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@Bran said:
https://forum.deadbydaylight.com/en/discussion/comment/2566188#Comment_2566188
As I said, most of the time survivor have a free escape.
Some maps will fluctuate, but most bigger maps are escapes for sure.
Is it honestly that big of a deal to you if the last survivor would escape with this buffed perk? As said by @jesterkind above: hatch and keys are already "being nerfed into the ground" with the upcoming patch. This perk has one purpose only, so it better be really good for that purpose.
Do you think Left Behind is an acceptable perk as it currently is, and particularly with the upcoming changes? If not, what would you have it do differently?
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I guess. Pretty sad a niche perk is becoming all the more niche.
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@ElusivePukka said:
Neither is getting nerfed anytime soon - and frankly, I find it odd that people are so desperate for the nerfs on these in particular. Tombstones aren't difficult to suss out, and LoS control is nearly entirely under the control of survivors in a regular game.
LoS isn't some infinite option and killers move faster than survivor, what version of DbD are you playing?
You can also be immediately removed from a game thanks to the another survivor giving him all the stalk he needs. Which again, may not even have been that avoidable on their part. Tombstone Piece really doesn't require that much stalk for what it can do.
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If it's not straight up bias, the ignorance is real on their part.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2564497#Comment_2564497
I'd argue every character having one beginner-friendly perk is actually better. No matter who they want to buy first, they'll have something they can actually use.
Make it a common perk then and not a teachable. Though it still hurts the grind the same, why should new players need to buy things to better learn the game?
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2564486#Comment_2564486
Clairvoyance would be a pretty good perk for beginners, to be fair.
Should we have a beginner survivor perk as a teachable behind every new survivor release that requires purchase, though? Killers arguably don't. Just more clog in the bloodweb.
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With shards yes, why not? Two really good perks!
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My guess is they can’t due to ranged downs. Would it be based on where the survivor was downed, or where the killer was positioned at the time of the down?
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@rooCraah said:
https://forum.deadbydaylight.com/en/discussion/comment/2563262#Comment_2563262
Come to think of it, you're right.
Maybe Bubba also needs an overheat mechanic
He has one, but it’s not nearly as punishing as Hillbilly’s. The only way any of this will stop is to prevent all killer special abilities being used within a small radius of a hooked survivor. 12 meters?
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I doubt that. Bubba is still a thing, Huntress and Tricker can camp with ranged attacks, and Pyramid Head can get multi-hits even on someone freshly unhooked.
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+1
Give us back old DbD atmosphere, fog, and moonlight offerings.
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I’d be happier if they responded with more prompt changes in the actual game than words on the forum.
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Sabotaging can’t be too easy, or it will be broken like the old days when it was permanent. Sabo’ing one hook with Breakout and a couple whiffs or a protection hit should be enough.
The Sabotage perk would be much better if it showed the hook aura around a dying survivor before they are picked up though, and shouldn’t enter cool down unless you successfully sabotage. It’s annoying when you wanted to heal or something else but instead start sabotaging.
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Camping
Tunneling
Bad perks
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@Sherry said:
How are they nerfing the keys?
Hatch will now only ever be spawning when one survivor is left in the trial, and keys will require a short animation to complete prior to opening the hatch for the survivor.
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@PigMainBigBrain said:
https://forum.deadbydaylight.com/en/discussion/comment/2561804#Comment_2561804
Well if you already knew it was broken when we tested it why even bring it up?
I don't think it's broken at all, and I never got to be a part of a such test. Something has to be done about camping without penalty.
Who is this we, are you with BHVR?
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@Legionair said:
https://forum.deadbydaylight.com/en/discussion/comment/2554232#Comment_2554232
Survs can have 2 gens left and 3 survs alive and the hatch will spawn, this is a game fact and has been in the game since the hatch bs started.
Wrong. If only three generators are completed, two survivors must be dead for the hatch to spawn. Until the nerf next patch anyways.
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You can’t keep a survivor in a game they don’t want to be in. Even if you prevent them from attempting to escape/kill themselves, they’ll just AFK until the match is over.
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Not delete, but filter, sort, and hide sure! Same with perks. Not like the game is over five-years-old or anything...
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This shouldn't need to be a perk, but a base effect of killers being around a hooked survivor while not in chase. Make the hook timer slow up to 90% based on the killer's proximity to the hooked survivor.
Don't waste your time @'ing me with 'SuRviVorS aBuSeD It in some obscure test years ago'.
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Steam maintenance consistently starts around 4 P.M. PST every Tuesday. Lion King is playing in the background right now, and just finished “Be Prepared”. So.. be prepaaaaaaaired! 🤣
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Just add a secondary effect that it also blocks an exit gate area while the killer is inside it.
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2561453#Comment_2561453
They still gave a lot of pity escapes after a 3 gen. You cannot tell me keys are healthy in their current state.
I stand by my opinion. Three gens aren’t fun for either side, at least the hatch and keys prevent the game being held hostage in that situation. Even with the upcoming changes, nothing is being done about survivors meandering around to avoid being found in such situations.
Killers don’t need to 4K every game.
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@snek said:
the game has lost its atmosphere long time ago :D
I think that’s a typo, don’t you mean :( ?
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@NomiNomad said:
https://forum.deadbydaylight.com/en/discussion/comment/2561443#Comment_2561443
wat
how is it
All it needs in regards to the survivor side is an indicator, like Coulrophopobia or Unnerving Presence give. Other than that, it's completely fine. Nowhere near busted. It's practically a waste of a perk slot.
This at the very minimum. It provides no feedback to a survivor trying to use an item for its intended purpose, while also rendering the item and its add-ons 100% useless (which could cost a survivor up to 18,000 BP to run). On top of that, it punishes them for doing so. I would be hard pressed to find any other interaction between perks and items in the game. Even as powerful as Franklin’s is, it has counterplay. This is just ‘Hee hee flashlight bad, my perk hard stops it all match’.
TLDR: It’s a perk with no feedback or counterplay.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2561443#Comment_2561443
Tell me you only play survivor without telling me you only play survivor.
I don’t, but go on.
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Because keys were fine as they were, and honestly don’t deserve the upcoming nerf. A mori cut a survivor’s gameplay by two thirds, keys currently only work after certain progressions have been made in the game that don’t really cut down on the match time for a killer.
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Yes, let’s make an already busted perk even more powerful.
This perk needs a nerf. 🙄
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Absolutely this should be a thing to help buff solo queue. It already is in DbD Mobile. You also get to see the rarity and add-ons of your fellow survivors' items.
Knowing is half the battle.
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Yeah, if no aura perks for sure were in play, then they were each on one side of the 40m range of the hook.
Remember that lockers also hide the aura, as you seem to make this sound like a reoccurring thing you're facing.
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Just had this happen again with my only Skeleton Key on a survivor. I loaded into the trial with it equipped, dropped it during the trial, but picked it up once more and escaped through the exit gate. Now I have no Skeleton Keys on that survivor. Please fix this issue.
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The problem with it showing auras too long (or even at all) is that it just becomes a better A Nurse’s Calling. Maybe if the scream took place as soon as healing started and not when it was completed, the perk could get more value. But it would probably need a cool down with an effect that strong.

