GoshJosh
GoshJosh
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2438273#Comment_2438273
I'll borrow Tru3's idea. An endgame chase. If the survivor can last for 1 minute, the gates open.
Lol. That is just as much, if not more, RNG based than hatch. What pallets are left? What map is it? Etc. etc.
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@Sunbreaker7 said:
https://forum.deadbydaylight.com/en/discussion/comment/2438369#Comment_2438369
mild or not compared to whatever, they still OP.
For being ultra rare, should they have no chance to turn the tide? Huntress and Clown get practical free instant downs all match with their ultra rares. These are one-time use per match add-ons we’re talking about.
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These are pretty mild now compared to their old effects, and still existing broken killer ultra rare add-ons.
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Hard pass. This would just cause all my blood webs to be clogged with two perks of the same thing, in a game with an already atrocious grind. As a completionist I’d want the ‘new achievements’ and to max out the ‘new characters’. Assuming that’s all duplications of the Stranger Things DLC as well.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2436775#Comment_2436775
No. Just find a better endgame mechanic than "Oh, random trap door. I win!"
Find it, or are you going to tell us what that would be? Hatch is the simplest way to prevent an endgame match lockdown. If you don’t like it, burn a hatch spawn offering every match as killer and you always know where to go to close it.
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I’m sorry but that is just ugly to me. Don’t change my Sprint Burst!
Also, the difference is that you can utilize multiple hexes at once, but exhaustion perks conflict with each other. Might lead to confusion.
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@DoomedMind said:
https://forum.deadbydaylight.com/en/discussion/comment/2434444#Comment_2434444
Hawkins will be disabled then ???
After November, yep.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2432483#Comment_2432483
It's the best idea that's never getting implemented.
So you really want to play a match of hide-n-seek for 30+ minutes?
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2433786#Comment_2433786
I mean, its not really abnormal for a company to do that. The perks are a huge incentive to buy the characters after-all. They may show up more often once the financial aspect of it is no longer in play.
I get it, but a year and a half for arguably the best perk from the DLC is pretty disgusting pay to win.
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@Mat_Sella said:
If they generify the perks then they can do whatever to them balance wise. Unless Steve and Nancy had magical superpowers that replicate the perks here then there's no connection between the two.
on DBD mobile Nemesis, Leon and Jill's perks are generic instead.
Huh? What is your source that the RE perks are in mobile? They don't even have Felix, Blight, Zarina, or Deathslinger or their perks in the game. And the mobile team confirmed RE is not coming to their platform.
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@danielmaster87 said:
It doesn't go to whoever finds it first. It's whoever is closer, and 90% of the time that's survivor. They either vacuum into the hatch at the press of a button, or they get downed right at the hatch and are able to crawl in anyway. Because of this, the fact that "the killer is faster" is not a good argument to say that the hatch is somehow a "killer sided mechanic". I would just change keys to open chests instantly.
This isn't true. Killers get priority in closing the hatch when standing on top of it. Are you referring to a chase to the hatch involving both players?
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Perhaps by most interesting they meant the map with the most DCs, people dying on first and second hook, and least interesting chases DbD can afford us!
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It's basically a feature at this point. The fact that there are add-ons making it harder is baffling too.. on the only killer that can already turn off the TR and attack undetectable on demand.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2433434#Comment_2433434
I'm assuming they will continue to show up in the shrine periodically?
"Periodically" - Uhm, didn't Inner Strength just appear for the first time a couple months ago? Like a year and a half after the DLC release.
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Then swap it for Deliverance, but Kindred itself is not going to ever hurt you or your teammates.
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I would say I’ve loaded onto the map maybe around seven times as killer and survivor. And in my view one match was decent. Meaning no DCs, people being left to second hook stage or dead on second hook, killers not camping, fun chases as killer, etc.
It’s an absolute mess of a map, and what can they do with it? Because it’s licensed and trying to remain true to its actual game, which is not DbD. People say split it west and east wing, but that would be an even crazier situation for survivors with everything crammed on two floors. Like The Game but half the size. Such a mess...
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I mean I'm totally with you. I hate the entire design of this killer. But just about every killer with a special attack has camping potential. Not just Bubba either. Billy, Huntress, Trickster. And even Pyramid Head as you mentioned can get a double hit with Punishment of the Damned.
So much camp, so little counter.
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@RoboMojo said:
https://forum.deadbydaylight.com/en/discussion/comment/2428430#Comment_2428430
https://forum.deadbydaylight.com/en/discussion/comment/2428439#Comment_2428439
I think you're both missing the point completely. The OP is complaining about the fact that the Survivor's core objective (gens) is extremely boring by design. The Devs themselves knew how boring it is so they added little mini-games (skill checks) to distract from the unbearably boring 'gameplay' of sitting still for 80 seconds just staring at a progress bar. The Dev's priorities are mismatched. They should be incentivising chases with in-game mechanics but instead, the primary objective for Survivor is to sit on what is essentially a loading screen. The 'game' is a series of watching progress bars fill up, followed by the occasional chase where the game actually becomes fun. Or alternatively, some people enjoy hiding from the Killer and the tension of just barely getting away with it. Both are significantly more exciting then staring at a progress bar. Telling the OP to just 'play killer' does not actually solve the issue the OP is addressing.
If only hiding from the killer were a thing anymore. People wonder why survivors ‘gen rush’ and commit to gens; well, there’s simply no option to hide near most generators these days. Or much of anywhere at all.
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Mate, you’re going to want to repost in the bug reporting section.
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@truebalancergod said:
Once the gen as been damaged the cooldown starts, it's not after the 15 seconds, it's 60 seconds, not 75.
Glad you like it :)
No I mean can you always damage 50% faster, or only if the perk is not on cool down?
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Neat idea! Is the cool down for the regression only or also the damaging animation?
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Heck, I’d say even allow two of each role to be selected at a time! I would do a normal grindy one like chasing or hooking, and then Clowns’s challenges for the other.
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@InList said:
You either stay long enough to tea-bag the killer or you sandbag the survivor.
Thanks Harvey Dent.
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@Ruma said:
Which nerf?? Did i miss something?
Victor went from a three second base pounce cool down to five, during which time he is vulnerable for crushing. Whether he is successful in downing a survivor or not.
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Camping Trickster is now just as bad or worse than camping Bubba. Who would have ever thought he would be dethroned as camping king??? Rework his power and appearance, please!!!
Also, love the title of your post. 😂
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Neat buff/change!
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Yeah, Twins nerf was uncalled for. It should have only been an increased cool down for missed attacks. Being punished for successful attacks is utter stupidity.
One thing they surprisingly didn’t nerf that they should have is Victor’s regrowth time after being crushed. Six seconds is oppressive for multiple injured survivors. Should be at least 15 seconds base.
Also, RIP PWYF Twins (and just PWYF in general).
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Heck no. Survivor BP gains are difficult enough as it is.. so even if I do amazing and get out, my score is punished if the others don’t? And even if I try my very hardest as killer, I can now get half the points I would have? Plus it wouldn’t work, as scoring is completed for each individual player when they are done with the trial.
On top of this, increasing the already ridiculous grind? Sorry, but are you new around here?
Also, just watch the opening game cinematics. Those survivors could’ve cared less if others escaped or not.
P.S. - x0 makes zero sense for a 1k killer match. That means no points, which is less than getting no kills in your form.
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Thanks but no thanks! ☺️
I also never assume another survivor is going for hatch. I might leave if I guess they are, but they could otherwise need my help. Only if a friend tells me on comms.
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^ Pretty much that.
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Hmm let’s see.. breakable walls take about two seconds to break, can be broken early on, and are done for the rest of the trial.
And you want pallets - also taking about two seconds to break and then are done - to take 20-30 seconds to be usable by survivors.
Something’s way off here. Survivors have enough loading bar tasks, thanks though.
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Here’s my post that Undying should protect token hex perks. And now it does. Probably not alone on that one though. https://forum.deadbydaylight.com/en/discussion/197989/hex-undying-rework#latest
Also advocated for Borrowed Time not requiring terror radius to activate: https://forum.deadbydaylight.com/en/discussion/143077/moving-borrowed-time-away-from-tr-trigger#latest
Edit: Added links and BT stuffs.
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I miss the old atmosphere and feel of this game. Don't forget that thick fog can actually be beneficial for various killers too - stealth killers, Trapper, undetectable status, etc.
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@landromat said:
Sad part is that devs needs 6 months of data to balance add-ons. Like if they have no idea if add-on is strong or not
The add-on is much older than six months of age, and has only received buffs since its release...
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I've been told killers get priority with closing the hatch when both parties are at it at the same time. Perhaps it even applies if you're already on top of it as a survivor.
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@CapricornZeus3 said:
https://forum.deadbydaylight.com/en/discussion/comment/2421381#Comment_2421381
Asymmetrical game, how many times am I gonna have to post this? Just because you throw in cake doesn't mean the killer is obligated to farm with you
I didn’t say they were, and I find farming boring and try not to partake (depending on the circumstances). But is it too much to ask for actual anti-camp and tunnel mechanics or perks? Because the ones we have really don’t work, except maybe end game (and also depending on the killer).
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@QwQw said:
https://forum.deadbydaylight.com/en/discussion/comment/2421396#Comment_2421396
What was the nerf again?
Items now lose all addons, even if unused and/or you escape - without Ace in the Hole equipped. You used to keep them. Made sense, considering you had to make it out alive, which isn’t a guarantee.
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@Jivetalkin13 said:
If you hit the survivor with your M1/RT that counts towards it.
Even Pig’s ambush attack?
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Ironically, a feature DbD mobile has but the base game does not.
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+1 and props on this amazing suggestion my man!
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Correct me if I’m wrong, but this is the first Rift challenge entirely at the mercy of the other side. Is that the joke?
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I just want them to undo the nerf that caused this perk to be what it is today. Remains one of the most unreasonable and unfair survivor nerfs to date.
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@UncleStabby said:
https://forum.deadbydaylight.com/en/discussion/comment/2421369#Comment_2421369
The wiki calls him the Crooked.
Interesting, and there’s no further information or explanation.
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Yes, it is. Does that mean the survivor should enjoy earning 2k after burning a Sacrificial Cake, just because they were found and targeted first?
Also, have you played survivor even once that you need to ask that as a question?
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What is your source and what is their evidence? Never heard of this before ever, been playing since 2016.
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Dead Man's Switch definitely needs a buff or rework, but heck no to undoing completed generators. That is so busted, it is beyond comprehension you would think it's ok as a perk.
Instead, Dead Man's Switch could block all generators upon the Obsession being hooked, and generators that were being repaired when it was activated are shown in a yellow aura.
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Even as killer - I was very confused.
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@SonicOffline said:
https://forum.deadbydaylight.com/en/discussion/comment/2419936#Comment_2419936
If the hatch isn't open, then the killer isn't blocking the hatch. The game mechanics are.
OP said that the killer was blocking the hatch while open, which is possible. But it technically doesn't hold the game hostage, as the last survivor can still repair generators and escape through the gates.
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@SonicOffline said:
So find the gate?
If the killer doesn't close the hatch, then the gates aren't powered unless all the generators are done. So the solution is first to go do gens, assuming they aren't all done yet.
