GoshJosh
GoshJosh
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Just had this happen again, except with a Broken Key. What gives BHVR?
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Terrible perk. Prerequisite to activate, broken status prevents others from healing you faster if needed/available, and even at max rank it’s barely any faster than Self-Care. At worst zero use per match, at best twice per match use vs. unlimited Self-Care.
Oh, and tunneled off hook? Bye bye perk even if you ‘earned’ it.
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I’d like to take time to stop repairing gens and smell the flowers, but without any guarantee I can have a decent length match myself as a solo survivor, there’s just no other option.
Thank the DS nerf for gens being slammed even harder.
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While they’re at it, it should also show the hook auras around a slugged survivor - not just when they are picked up by the killer.
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@Emeal said:
Hard disagree, You have bond for that.
Bond doesn’t reveal the aura of survivors in lockers.
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I'm also not clear as to why it needs a three second activation period, when it is an exhaustion perk already? It should be rewarding to use in the risky scenario a survivor hops in a locker while the killer is right on top of them.
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@Tekno_Badger said:
https://forum.deadbydaylight.com/en/discussion/comment/2457948#Comment_2457948
Of course they've received nerfs, the game was absolutely broken. That's like saying Insulin went down a dollar so America cares about affordable healthcare. They still nerf anything into oblivion that survivors don't like, they refused to balance Coldwind or Disturbed Ward, destroyed Billy, ignore the heap of weak killers, destroyed Stridor, and more. I'm suprised NOED still even exists
Killers have had - and still have - their share of broken things. If you want to talk about broken, moris 1.0. Downed and dead. Today we still have iri head hatchet, Redhead’s Pinky Finger, Tombstone Piece, Spirit, and more.
Your bias is showing.
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@jajay119 said:
How were moris nerfed? Genuine question, I'm not being funny. I had a match yesterday where the killer bumped off three survivors with a Mori. I'd be interested to know how they were different before..
When the game first came out, you were downed and dead. Just like that. Then one hook was required. Now they must reach the second hook stage before use.
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@BastardKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2457408#Comment_2457408
"If four people died, that means he hooked 4 people bud. That ain't nothing." - Old Moris. Removed because they weren't supposed to end the game early.
Wrong! Hooked and downed again! 😉
And I would hardly compare completing four generators to four hooks! And again, needing to find the hatch, gather all survivors there with the key, and the killer doing nothing about it. Why they added the hatch offerings for survivors I have no clue.
But to show how badly moris affected the game speed, realize they were nerfed twice. Keys have received no such nerf because they aren’t nearly as game speed impacting at all. Survivors have already worked a great deal toward their objective.
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@Tekno_Badger said:
https://forum.deadbydaylight.com/en/discussion/275878/billy-rant
Devs only care about survivors
You don’t honestly believe that do you? Survivors have received plenty of nerfs since release. I don’t want to type an essay.
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@Triadequinaxor said:
who gives a damn about achievements? keys let 3 shitters go through a hatch because they did nothing all game and got lucky
If three escaped in the hatch, they did four gens bud. And got to the hatch with a key together escaping your grasp. That ain’t nothing.
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Just remember, Billy was “improved” according to the mobile devs.
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@jeremycarinio said:
NO. FREE INFORMATION should NOT be part of his power, and he's the only killer who has this power.
his power is very nice on closing in loops. the length of his tentacles closes a lot of gap, and it is even non-conditional and permanent. his zombies are already good enough to protect gens.
his zombies getting stuck is a bug, and should be fixed. but zombies getting stuck are like 1:50 games. If aura reading is not removed, i suggest to shorten the aura reading for zombies, maybe around terror radius at maximum.
If you really think zombies only get stuck one out of 50 games, I suggest you actually play Nemesis before complaining about him. Because it’s far more often than that. I’d put it around one out of every four zombies - if not more.
Also as @landromat said, plenty of other killers give out survivor locations for free - and more often. If you have beef with that then get Doctor and Legion nerfed first before Nemesis.
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You mean, like, 90% of the player base?
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/2451422#Comment_2451422
Difference with those is you can avoid getting blinded. You can't just get better ears to hear a survivor with Iron Will
Going back to the first point: rely on sight.
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/2451011#Comment_2451011
Youre making it sound like Iron Will gets its value from out in the open, which just isnt the case and Im sure even you know that
It gets its value in the middle of chases behind walls, youre adding an extra layer of mindgames by literally equipping a perk that doesnt require anything other than being injured.
People who are healthy cant even get away with the things Iron Will can because of the huffs and puffs they make.
Ive said this before and Ill say it again, stripping a killer of one of their senses is not healthy for the game
Scratch marks and blood last for several seconds, track these if you cannot hear the injured survivor. If it's still trouble, try Predator and/or Bloodhound.
Sound isn't the only sense removed from killers. There are also items and perks for blinding the killer, so I assume you don't agree with those either?
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/2450885#Comment_2450885
The only "counterplay" you mentioned is Plague and Nemesis causing the survivor to cough
The others do absolutely nothing to cause the survivor to make sound when they're injured, sound is pretty damn important and the fact that there's a perk that completely rids a killer of one of their senses is REALLY dumb.
Would nerfing it in any way make it garbage? Yes, most likely. But a perk like this with no downsides or requirements shouldn't be in the game to begin with
Oh ok, so you're playing without eyesight? Otherwise, explain to me why you are unable to see scratch marks or blood pools on an injured survivor.
The downside is that you need to play injured to get any value at all from the perk. Not every perk needs a downside, and is usually a selling point as to what makes it a bad perk. Dying Light, for example.
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Just remove the free speed boost for infection and call it a day.
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Explain to me how Iron Will has no counterplay when:
- Scratch marks are a thing
- Blood pools are a thing
- Infection as Plague or Nemesis causing coughing are a thing
?
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@Itslat3ncy said:
I here people say that it's not holding the game hostage if it can end, but it is. Example a killer slugs you and let's you bleed out when your the last one left. The killer is holding you hostage because you either wait like 4 minutes or dc out of boredom. It's a big time wasted when you could already be in a different match.
@Elena is correct that it is not holding the game hostage, as boring as it may be for the survivor. That's why I also advocate for an option to speed up the dying state as a survivor if you want to. What I was talking about is a bodyblocked last remaining survivor, hatch isn't closed and gates aren't opened, therefore no EGC to force them to die. Killer can just BM them out of the game.
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@GannTM said:
Isn’t holding the game hostage already a bannable offense?
Perhaps, but this would prevent the need to even report people for it.. saving both the player and BHVR time with 'reports'. And as we know, this company wants you to take all these extra steps to report outside of the game's own function and there's never even confirmation if action is taken. So what's wrong with my ideas as a built-in counter to these issues?
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@Jill_Main said:
Soooo I searched a little and it turns out you can gain auric cells in mobile a few ways:
1- Login in Rewards ( Tbh don't know why they haven't added this already it's only like 30 cells per week )
2- Weekly challenges
3- Prestige a character
4- Watch ads ( But let's be real, no one would want that )
I myself think that the 3 first ways of getting cells should be implemented in too our dbd, it wouldn't hurt Behaviour's pockets, since it's like 5 to 20 auric cells and it would reward dedicated players of the game.
Unless it's simply not available in iOS only anymore, ads are no longer an option. Also, I wasn't aware that prestiging awarded cells but never received a pop-up or paid attention. I will do that the next time I prestige.
There are also specific mystery boxes that cost 15k BP that can award five cells, rarely.
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DbD Mobile has one daily and one weekly challenge that award five Auric Cells each. So eight chances at five free cells a week. It's very small but at least something, considering I already had to buy everything licensed for the PC version of the game. And mobile is free to play on top of the opportunities for free cells.
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@Phasmamain said:
Demo is in a perfect spot right now. No changes needed
There is one change that is needed: the option to destroy your portals yourself. I mean, besides a brown add-on that just does it as you travel through it. Considering portals are limited and only survivors can destroy them right now. You literally depend on survivors to recycle part of your power.
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Tracer: “Mm mmm” [no].
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I actually think quieter footsteps should go to Fixated. What I would like to see with Lightweight is that blood trails disappear sooner as well. We don’t have anything for that.
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2446623#Comment_2446623
To give you a chance to get tier 2 or 3 off of them?
The issue here is stuck zombies doing nothing to harass survivors, not tiering up. That can be done on unstuck zombies too. And usually the stuck ones are far off in some corner.
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@CriticalWeasel said:
Zombies should expire if the game notices they have been stuck on the same spot for 10 seconds.
10? Why not like, three?
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@Grandpa_Crack_Pipe said:
Lobby has a 60 second waiting time.
First 30 seconds, survivors get to switch stuff around-- characters, items, perks, whatever. After that, they get locked in.
Last 30 seconds, killer gets to switch stuff around. Killers, addons, perks, whatever.
Boom. Fixed.
Wrong. How is that balanced for survivors? Just lock both sides in before they queue for a lobby. No need for lobby dodging, if you're afraid of survivor items prepare beforehand.
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It's a relic of the past, when mist was actually in the game. Look up old videos of DbD. Now you have puff clouds on the floor that do nothing to alter the gameplay at all.
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@miketheratguy said:
I don't know about buffs but I think the plan is to nerf them into nonexistence in a few months.
What makes you say that? I would like to see Demo being able to destroy his own portals - without an add-on.
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@Orion said:
To survivors who do this and/or defend this behavior:
Just stop. Play the game normally, stop trying to exploit everything to your advantage.
This is why survivors are seen as toxic and why we can't have nice things. We can't have a way to punish killers for camping because survivors abused it. We can't have trials where killers aren't automatically pissed off because of last-second switching, teabagging, and so on (and some people even trying to justify/excuse it).
Now cue people using whataboutism to distract from the point.
No exploitations going on here, just utilizing something that’s been in the game since release. Again, DbD mobile has both sides locked with no chance of editing anything once a lobby is formed. It’s basically queue and play in five seconds once matchmaking is complete. That’s all the killer and survivors get, five seconds to see the items equipped. No changing anything on either side.
If it’s such a core mechanic of DbD’s gameplay, why was it totally removed from the mobile version? I know it’s different devs, but that is a drastic difference that I think is noteworthy.
This game allows - and I would dare to say, encourages - “toxic” gameplay, for both sides. This isn’t a survivor thing only.
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2444382#Comment_2444382
about 90% of lobbies I see keys there's also a hatch offering. That puts a lot more pressure on killers especially if they're a SWF.
Makes sense, considering how powerful those offerings are with a key. No idea why they added them into the game while keys are complained about so much. Before it would have been totally random, or required coordination with a map.
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@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/comment/2444354#Comment_2444354
Well I dont care about anything but a key. Keys arent balanced. It's a 4v1. And it was talked about on a stream that the lobby is there to allow the killer to adjust/change depending on the lobby.
The fact you think telling survivors it's a stealth killer before the game starts is fair or even balanced says enough.
Lobby is there for the killer to adjust.
Keys are unbalanced.
We're still waiting on that key nerf.
Keys are unbalanced to you maybe and others, but I think they're just fine. Requires X amount of survivors to be dead and/or generators to be done, can only result in a four-man escape if all five generators are already repaired. Have to know where the hatch is, be there with the key, and if others are coming, have them all there too.
You have the new Franklin's Demise to completely remove keys from the match as well. So what is the problem here? Not getting a 4k every match?
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There's a delay between when the shock hits them and Shock Therapy applies. There are add-ons to reduce the delay.
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We could always switch to how it is in DbD mobile lobbies? Everyone comes in and the match starts in five seconds - period. If you want to prepare for item-counters as a killer, equip your perk(s) and offerings beforehand. You have plenty of options.
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@FFirebrandd said:
https://forum.deadbydaylight.com/en/discussion/comment/2441475#Comment_2441475
Yeah, when it got changed to not effect healing, it also got changed to effect cleansing.
Taken from the Wiki: "Each injured, dying, or hooked Survivor incurs a stack-able 4/4.5/5 % penalty to all Survivors' Repairing, Sabotaging, and Cleansing Action speeds, up to a maximum of 16/18/20 %."
Its why once I get the perk, I'm going to try Thana, Thrill of the Hunt, and the coming Hex: Plaything in a build on Legion.
You said it sped up the cleansing process. Hence the confusion.
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@OldHunterLight said:
https://forum.deadbydaylight.com/en/discussion/comment/2440978#Comment_2440978
There is, go to tome 1
You are right sir! Ridiculous you have to use NOED for it. 🤦♂️
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@FFirebrandd said:
Fun fact, Thanatophobia increases cleansing speeds.
Wat?
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@lordfart said:
The one survivor one I haven't been able to pull off is "Finish repairing 5 generators using dark sense in one match"
If memory serves correctly it's four, but yeah that challenge is absolute garbage.
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I’ll clear it up for you: bad idea.
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Anything that puts the challenge out of your control, such as asking survivors to kindly step into Clown’s invigorating tonic or other survivors to leave the trial as you stay in.
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@OldHunterLight said:
Were you during the sacrifice 2 survivors in the egc while using the perk noed?
I remember people complaining so bad during that challenge.
Uhm, to my memory no challenges have required NOED. But yes there was one to do two sacrifices during EGC, which is awful. I will take grindy challenges such as OP’s three times over that.
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@TheRockstarKnight said:
https://forum.deadbydaylight.com/en/discussion/comment/2439590#Comment_2439590
Only if you're in a SWF.
Solo queue is chock full of Claudettes that will Self-Care in your face.
Don't get me wrong, Second Wind can be strong and useful. But, like many other perks, it's also not reliable if you can't communicate to your team.
Yeah, too many conditions on that perk. Get a full heal before you're hooked, broken, survive X number of seconds after an unhook without getting hit by a potential camping/tunneling killer.. no thanks!
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@aerogaxd said:
absolutely not
Why not?
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I mean, it's always bothered me she just grabs one hatchet and it equals up to eight. But I think the solution there is to make her need to grab each hatchet missing to reload, but make the animation a bit faster than what it is now. Would reward not spamming hatchets. Could also allow her to only grab as many hatchets as she wants to, and pause a full reload.
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@TAG said:
I actually have somewhat mixed feelings about this, even though I suppose it is a net positive. It's great for the people who want them that they won't have to get lucky with the shrine and spens irishards or auric cells to get them. On the other hand, adding a bunch of perks that I personally do not want to all my Bloodwebs reaaaaaaally sucks for me considering that I avoid unlocking teachable perks I don't actively want specifically to avoid cluttering the Bloodweb perk pools.
Agreed, Inner Strength is like the only worthwhile perk from the DLC for survivor. Surge and Mindbreaker can have their place too, but not for most killers.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/2439393#Comment_2439393
"exploit the requirements for chase" that's a funny way of saying you couldn't keep the survivor in your sights and likely lost them.
Even with line of sight of a survivor, chases break. Even if they're not that far off. It's not a finely tuned thing.
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@SpaghettiYOLO said:
https://forum.deadbydaylight.com/en/discussion/comment/2438389#Comment_2438389
Huntress constantly having to reload at lockers when using Iri head really negates that add on. Personally, I hate that nerf. But I understand survivors being upset about the previous Iri head/utility belt combo. Problem is the majority of Huntress players use the Iri head while practically riding a survivor, which is what the problem was before the nerf.
What they should have done was made Iri head skill based and by that I mean it only downs in one hit when it hits from 24 meters or more. This effectively eliminates the cheap 2 feet away instadowns and allows it to be combined with Utility belt. Even Clown's pinky finger add on requires the killer to have some skill in aiming and predicting the movements of a survivor.
And I still think they should make Iri head a skill based add on. Allow it to be put with utility belt again. If you're getting hit and downed from 24+ meters with one hatchet, can you really complain? Like seriously? If you're getting down from that far, that means your running was very predictable, you weren't aware of your surroundings, you sat stationary out in the open, or you simply just got outplayed.
Without wanting to go too off topic: I agree with adding a skill-based requirement and allowing more hatchets. But 24 meters is a rather steep requirement for an iridescent add-on I think. Would 18+ meters be viable?
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@Junylar said:
Did you know you can drop chases if they take too long?
Yeah, and does that justify infinites? Or why else were all the others removed from the game?

