GoshJosh
GoshJosh
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@terumisan said:
https://forum.deadbydaylight.com/en/discussion/comment/2514792#Comment_2514792
What counterplay does it have in general tho?
👀. Specifically, injured survivors still leave scratch marks and blood pools.
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Knockout could use the same love!
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@LapisInfernalis said:
This is very unfortunate, but it could have been worse. It could have been Red Forest, Ormond or Coldwind.
I think there should be map offerings (exactly for some map dependent builds like Mirror Myers, Impossible Skillchecks Doc etc) but I think they should narrow it down to remove the cluttering of the bloodweb (f.e. licensed map vs original map or indoor vs outdoor). Or give you map tokens and a shop where you can buy the map offerings you want (as Survivor I don't need 20 The Game offerings, on Doc or Myers I would love these...).
It is true that offerings of the map that wasn't used or a Sacrificial Ward that had no map offerings to counter, is refunded like Shroud offerings.
That is incorrect. Map offerings are burned regardless if the map is the one chosen or not.
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Dragon’s Grip was created.
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‘Delete survivor map offerings because I didn’t get to set the tone of the game with mine as killer.’
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@nh1ze said:
https://forum.deadbydaylight.com/en/discussion/comment/2516295#Comment_2516295
How to use the Eruption? use with other perks?
Basically, it may only work well with Pop since you’re already kicking the gen anyways (with a hefty immediate regression).
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Some killer nerfs are needed, and you are very shortsighted and biased if you can’t see that. This is the most welcoming balance news I can remember in the longest time.
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Oppression is much more likely to help you with gen defense and info than Eruption. You’re immediately affecting up to four generators with one damage action (and possible intel which are being worked on, if they fail the difficult skill check), vs. each individual gen needing to be kicked with Eruption. And that’s if you get a down after kicking each one, and before the gen is completed.
Eruption is the worst gen defense perk yet, in my opinion. But both are outclassed by Ruin, Pop, and Tinkerer.
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@LapisInfernalis said:
I would prefer dust instead of the directional phasing. Old Freddy had similar (he only moved grass) and you had a non-directional Lullaby. That was OK, although BHVR thought it was to difficult for newer players.
Dust would be fine.
Old Freddy also wasn’t going to be able to hurt you for at least a few seconds while you got glimpses of him. Spirit just pops up on top of you ready to attack.
Is that really comparable here?
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@MarcoPoloYolo said:
https://forum.deadbydaylight.com/en/discussion/comment/2515576#Comment_2515576
Great. Where's the exhaustion perk nerf?
It's buffed - Vigil. 😁
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@FFirebrandd said:
Picture this.
Trapper runs Iron Grasp, Agitation, Basement in Shack offering, and Trapper Bag.
Trapper catches a Survivor and carts him off to the basement almost regardless of where they went down because Agi + IG. He then proceeds to drop all 8 of his traps in and around the Shack. That survivor he caught is probably dead and so is anybody who tries to get them out. Against any team that's not a SWF and can warn each other... that's looking like easy 4k territory as the Survivors' altruism leads them into a massive trap that'll probably get them killed.
In short... starting with 8 traps on your hand allows Trapper to set up some really nasty situations if one were so inclined. That's why it's got such a nasty drawback. You could be right that that's too much of a drawback and letting him cart around just 1 trap afterwards would be better... but I'm pretty sure the above situation is why it's got such a massive downside.
Maybe instead Trapper should only be permitted to place traps within a certain radius of other traps? It's crazy how quickly he can snowball, especially with basement. And there are more powerful basements than shack.
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@DemonDaddy said:
https://forum.deadbydaylight.com/en/discussion/comment/2515272#Comment_2515272
Ah, must had been a hacker then. Thought that was the case but had a survivor busting them or respawning elsewhere a few days ago.
Ah, I see. It's actually been a year and a half (March 2020).
Yeah, cheaters are definitely on the rise. Seen a lot of forum topics about it and saw a blatant one without a care in the world myself today or yesterday.
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@DemonDaddy said:
Does this mean that if survivors Sabo the traps they will respawn in useless areas unable to be moved?
Are you trolling or serious? I can't tell. Sabotaging traps has been removed from the game for, how long now? Two and a half years?
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The For The People change is very meh. Just a number reduction, still a worthless perk when WGLF is a thing. That perk needs more help.
The rest are good changes!
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@NomiNomad said:
So perks aren't allowed to synergize with powers?
They can to a degree, but wasn't that the reason Tinkerer was changed? STBFL technically synergizes with powers (i.e. keep the stacks by hitting the obsession with a special attack).
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@ouroboros_world said:
Show you that survivors just complain about things until they get nerfed, once you spoil a baby they will not stop crying till they get what they want. Might as well take away her invisibility since it makes no difference, meanwhile swf still have no counters lol, it’s all about the survivors money.
Still waiting on a camping and tunneling nerf! And like killers haven’t had their way with certain changes (cough cough DS)?
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🥳🥳🥳
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2514571#Comment_2514571
I'm not uspet with Spirit having counterplay. I've been asking it for a while but it's the fact they didn't address Iron Will is blasphemy. If you don't think Iron Will needs a nerf, I don't know what to tell you.
Iron Will doesn’t need a nerf though. It has counterplay, unlike Spirit up until now.
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I agree with your concern, but on the flip side I’m also upset if they aren’t modifying Iridescent Stone. These two together are going to lead to the most boring, predictable Trapper matches this game has ever seen.
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I agree! I found myself pleased with almost everything I read. I think For The People could've used a better change, though. This perk is very overshadowed by WGLF since its buff, since it primarily only helps with survivors in the dying state. I also think that Trapper Sack has way too heavy of a downside to be a viable addon. That and/or it will lead to very boring gameplay, simply overtrapping one building or area of a map.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2514458#Comment_2514458
Thank you for letting me know that you only care about one side.
I don't! Go ahead and read through my post history if you really need to know. But as you said yourself, Spirit has been an unbalanced, broken stain on this game for three years. This nerf is very deserved.
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Buff Blood Warden. It should also block an exit gate whenever the killer is standing inside of that exit gate area.
Also, buff tier II to 45 seconds - because OCD!
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Rightly so. We've had to deal with this unbalanced biotch for three years. Three. years.
(Cue Ding Dong The Witch is Dead)
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It’s a simple fact that either the survivors are outplaying the killer as a team, or they aren’t. I would think most matches end with all four escaping or all four dying. Perhaps three in either case with an end game camp or hatch escape.
I don’t see how the devs can try to balance around this two kills, two deaths idea. Plus, how many achievements and challenges are predicated on all escaping or dying?
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@Rey_512 said:
https://forum.deadbydaylight.com/en/discussion/comment/2511800#Comment_2511800
It’s a stupid quote and frankly it was tiresome seeing all the childish comments on Twitch, YouTube and these forums “hurrr durrr he said CAME, so funny”.
Glad they removed his voiceline.
It's an iconic line from the movie - perhaps the most famous. Have you ever seen it?
Further, can you explain the significance behind a 69 point BP code?
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Agreed with others: let it also affect chest rarity chances. Such a simple and good change.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2512064#Comment_2512064
adding a new effect to a 5 year old perk just seems kinda weird though
Not really, perks change all the time. Why further clog the bloodweb with half-baked perks???
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Sure, but you said DS + Unbreakable combo. I've been hit by DS a few times maybe, but Unbreakable even more rarely.
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Imagine complaining about Devour Hope.
I also rarely see DS + Unbreakable since the DS nerf. I can't even remember the last time it affected my killer gameplay either.
NOED is the only perk on your list that needs to be nerfed/reworked.
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Why not just add it to Alert?
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@Kurri said:
Another good buff would be to bring back their voice lines
That's actually a nerf (global audio notification to all survivors).
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@Thrax said:
https://forum.deadbydaylight.com/en/discussion/comment/2510574#Comment_2510574
it's 69 BP. get over it
Are you serious? They’re giving out a 69 BP code, but we can’t have an essential direct movie quote because of a double entendre?
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@R2k said:
https://forum.deadbydaylight.com/en/discussion/comment/2507932#Comment_2507932
Hmmm .. Ok, lets say fog is so dence u can't see anything 10m away. How killers should find survivors?
👀
Not to mention if the survivor is injured, or a myriad of killer tracking perks...
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@Marik13 said:
Imo why play Billy if you have Bubba unlocked? He's essentially a better Billy and can chainsaw more than 1 survivor and doesn't handle like a drunken rhino when he activates his chainsaw. But again, that's just my opinion.
That's exactly what BHVR wants - people to pay for DLC (also known as pay to win). Bubba also comes with BBQ, which every sane killer player is going to run (especially if they're new/need lots of BP).
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I agree with others. Let's not get rid of these, but instead make them worthwhile. Bring back old fog, and make luck also affect chest searches (i.e. increased chance at rarer items). Real simple changes honestly.
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You make it seem like every totem is clear as day, or every killer runs NOED. Exaggerative posts like this mean nothing.
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If looking at his new add-ons doesn't help you understand it, try playing just about any map as him (there are a few exceptions).
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@Apollos said:
I've asked for them to disable offerings used for those maps to give us a heads up, but it's a waste of breath.
They used to and still do on mobile, not sure why the change on PC and consoles.
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They must think I’m a pretty bad Pig.. I get rather easy games with her, and the last two trials I played her for dailies were on Grim Pantry (hardly a favorable map for survivors).
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@wxnickxw said:
https://forum.deadbydaylight.com/en/discussion/comment/2505637#Comment_2505637
I don't suppose there's a place I can check on these forums where disabled Maps are kept like a single sticky or something?
Unfortunately there’s no such thing. You have to check yourself with the forum patch notes, word of mouth, and/or in-game news feature.
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Don’t revert him, but my goodness fix his F-tier add-ons.
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This needs to be changed, if anything for being mapped to the same button for other actions. I would also like Saboteur to show the hook auras around a dying survivor - not only when they are picked up.
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It's pretty unbelievable how much crying there is about SWF on these forums. I for one don't even care to check who's in a group or not when playing killer. Keep in mind that most of your match is RNG anyways, except for certain map offerings. Just play normally and have fun.
You would immediately kill the player base if a proposal like this went through.
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Save yourself the one more time then, because it’s DbD and you know it’s going to happen.
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Botany Knowledge, Mettle of Man, and Self-Care. Botany Knowledge with a medkit, for faster self-heals and even faster rescuing of downed teammates. Mettle of Man if you're factoring in the protection hit aspect. And Self-Care so you can continue to take those hits.
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@Jasix said:
I never use Self Care. If I want a healing perk I use Inner Strength for a few reasons:
- I already do totems every match
- Self Care takes 32 seconds at tier 3 - Inner Strength takes 8 seconds. Even if you include the totem cleansing speed of 14 seconds - it is still 10 seconds faster. If you want Self Care to be faster you have to bring a med kit OR another perk - No thanks.
- Inner Strength is not picked up by Nurse's Calling
Do I care if people use Self Care - nope - it's your game as well - play how you want. For my playstyle where I already do totems it just makes sense to make that totem cleanse have another purpose.
Inner Strength:
- Requires that you have a totem available or already cleansed (14 seconds)
- Requires that you then enter and sit uninterrupted in a locker for eight seconds
That's already 22 seconds, not to mention the time traversing. Some maps have very few locker placements as well. It's not a bad perk, but if it's going to compete with Self-Care could at least have its healing time lowered to 5/4/3 seconds in a locker.
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The question is not what they did to Hag, but what they haven't done to her. Delete this killer.
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Oh I believed you, and while it shouldn’t surprise me anymore they somehow keep me needing to evaluate if a new Rift challenge is the worst one yet or not. This is probably second only to Clown’s invigorating two survivors challenge.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2500474#Comment_2500474
The problem is most Self-Care users never do that math. They use it regardless of the situation or other perks in play. Self-Care+Botany is a net gain. Self-Care+MedKit is a net gain. Self-Care on its own or especially with Sloppy is very inefficient and runs the risk of being interrupted because of how long it takes.
As long as it isn’t interrupted though, the half-heal speed is the same as another survivor needing to heal you (unless they have a speed boost). This is Self-Care even without Botany. With Botany, you’re further efficient healing yourself. You are actually wasting more time if you let someone else heal you.
Sloppy is reducing everyone’s healing speed by 20% regardless. It’s up to each survivor to determine when they should heal or not.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2500383#Comment_2500383
Get 10 basic hits as The Huntress in a single trial while you have no hatchets remaining.
No... they didn’t... 🙄🙄🙄