GoshJosh
GoshJosh
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Comments
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@pandorayr said:
servers is down
Appreciate the info!
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Could someone please post to where these changes are listed?
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Way too many deactivation conditions, does not stop tunneling, hardly ever seen anymore. And with its nerf came a decrease in Unbreakable usage, so now neither tunneling nor slugging are countered nearly as much.
Make it a two-time use perk; remove grunts of pain, scratch marks, and blood for 10 seconds upon activation; and disable killer powers for five seconds following the stun. Then we will have an anti-tunnel perk.
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While I despise this perk, this is not the way to go about changing NOED. Otherwise it gets special treatment from every other hex perk, which only reveals itself once its effects have been applied to a survivor. A more fair solution is a base kit totem counter, either in the HUD or a shrine in the basement a survivor can check the number of remaining totems. As well as changing the requirement of triggering or removing NOED.
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This on top of NOED, Blood Warden, and the about-to-be-buffed No Way Out would just be oppressive. While the trial isn't over yet, survivors have completed their primary objective up to that point. There shouldn't be some massive sway against the direction the match is headed. Which is why NOED gets so much hate.
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Terrible idea that will never happen.
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@FrndlyChnswSalzmn said:
Survivor offerings. They know the maps that favor them and burn those offerings liberally.
No offerings. Today has been: Ormond, Ormond, and Family Estate so far.
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@KayTwoAyy said:
https://forum.deadbydaylight.com/en/discussion/comment/2338209#Comment_2338209
Survivors ALREADY play this way WITH hatch in the game. My entire issue with hatch as a mechanic is that it incentivizes this very behavior.
Hatch doesn't suddenly make survivors worse at hiding once they've decided completing generators is too difficult, therefore with or without hatch, survivors are wholey capable of holding the game hostage for 40 minutes.
Hatch exists for the killer--to prevent he killer from holding the game hostage--not the other way around.
https://forum.deadbydaylight.com/en/discussion/comment/2338212#Comment_2338212
I genuinely cannot tell if you enjoy playing devil's advocate or you truly believe a game is incapable of motivating players towards certain actions.
While killers need a system in place to prevent them from taking the game hostage, an accelerated Idle Crow system in late game would fair far better than hatch, with regard to moving the game towards its end.
However, BHVR values player agency over player experience, so such a mechanic would never be implemented.
So you admit your ultimate issue is with survivors holding the game hostage, which many here would agree needs addressing. I think we've all been part of a game as killer with only two survivors left and hatch hasn't spawned. And you are in one of those maps or situations without the right perks you can do anything about it.
In that case, I absolutely agree that survivors need to get idle crows without touching a generator for 10+ seconds every three minutes or so. A killer shouldn't feel forced to DC or go idle while two survivors get in and out of lockers or use Urban Evasion in corners.
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@GeneralV said:
Hatch is fine. Always was, always will be.
It wasn't so fine when hatch standoffs were a thing, or when it didn't spawn until a certain number of gens were completed. Just saying. 🤣
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Thank the Entity for the hatch. Survivors can already hold the game hostage enough other ways.
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Yeah.. these and Evil Incarnate are so easy to deny the killer it's sad. Not really sure how they can fix Evil Incarnate, but for the adepts a DC can at least count as a kill and give points for all the emblems or something.
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It was something added on to Blight's base kit after his release, so they probably won't ever update it. Just like Victor being able to hold survivors hostage inside of lockers is nowhere mentioned in The Twins' description.
I'm not sure which is more annoying: that it's not even in the power description, or that you need to press attack when facing a downed pallet to use it.
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@SilentPill said:
Well it’s still disabled and I imagine it would go about as well as running it on Lerys. Which is, it’s not effective unless your plan is to slug everyone which can backfire hideously depending on what perks the survivors have. There’s more unbreakables than ever since the DS nerf.
It’s also not really worth being a Hex I’d probably go for Knock out or devour.
Stalking Knockout Devour Ghostface sounds kinda spooky although more in a meme way. The perfect Ghostface game would be you only stalk and keep your location hidden the whole time IMO.
The map has been reenabled; only the offerings to go there are still disabled.
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It would be rather cruel! But then again, so is the map itself.
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Still no mod acknowledgment on this bug.
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No. Trapper can be very powerful on indoor maps, and it wouldn't be ok to give one killer preferential treatment with map blocking.
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It's a very powerful information perk, but I typically only use it when I'm doing these stupid healing Rift challenges. I prefer Spine Chill if I am going to choose one information perk over all others.
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@OrinNekomata said:
My guess is this skin only changes the skin color on character, but Billy's pants cover his legs completely, so we don't see it.
Perhaps. But it's called Ice-Capped Jeans, not Icy Legs...?
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Ok, like I get the idea of the perk is to draw the killer to you instead of the unhooked survivor.. but you're really gonna punish the user that hard? Just buff the time of its current effect by like 10 seconds, and also make the unhooked survivor not make any groans of pain.
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There are a few factors about Lightborn that are problematic:
- It provides zero feedback that it is in play.
- It completely negates the use of an item altogether. No counterplay, rendering flashlights useless unless it is a Wraith, Hag, or Nurse. Can't think of any other perk that does this.
- It punishes you for using an item for its intended purpose.
Instead, it should only increase the amount of time and/or battery life required to blind.
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Heck, even if it was a shrine in the basement to see how many totems are left I’d be happy. Don’t make me run a perk to know how many totems are left as a solo survivor.
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Teammates DC'ing left and right, killers playing like absolute c*nts, no point even trying on this map.
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Sure, but it's still a mostly worthless teachable perk clogging the bloodweb.
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Looks like she got the Quentin treatment.
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@gendoss said:
Yeah I don't get why people hate on it so much, I think it's just the typical bandwagon of dbd players. I personally love it.
It is extremely large with unfun gameplay for most survivors and killers. Survivors struggle to find gens. It basically encourages killers to camp hooks and one side of the map. Why am I going to go try to defend a gen that Pop will be expired by the time I reach it? Imagine playing Trickster on this map...
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Half satire?
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@Heartbound said:
RPD is a wonderful playground for the Trapper, like comically so. However for everyone that isn't Trapper it's a maze.
You have 60 seconds to use your Pop goes the weasel. Go ahead. Check every gen.
Where you been? Pop is now 45 seconds at max tier.
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@AVoiceOfReason said:
I still remember when SB was 5 seconds and using STBFL plus Unrelenting was a machine gun build that would annihilate anyone XD
I had to check the wiki when I read your comment. No history of a five second Sprint Burst!
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Not since it was disabled, and I don't look forward to it again on either side. Horrific design for a multiplayer game such as Dead by Daylight.
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The reason is that it is meant to tell you simply how many total hooks you've gotten. Not who, so that there is less encouragement of tunneling one survivor.
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It is amazing! Run it with WGLF for super anti-slug measures, and making charges of 12 do full heals means you can make a yellow medkit go for two heals without addons. Slap on the gauze roll add-on, and that’s three self-heals!
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@Mat_Sella said:
Either way, all three perks indicate that someone should definitely attempt to touch the gen.
- Trail of Torment gets disabled when the gen gets touched
- Better Together means someone wants you to help them work on gens
- Blast Mine is a gen that someone wants to be protected.
Sure, but without Prove Thyself, working on gens with multiple survivors typically isn't best. And if the killer has Trail of Torment, they could be simply hiding nearby the gen while undetectable. Blast Mine indicates a gen the survivors probably don't want to finish, at least until the trap is detonated. It can also blind them, so yeah, there should be a different aura color for each of these perks.
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@Ink_Eyes said:
The problem with bloodpoints for survivors is that a camping/tunneling killer will deny boldness/altruism points basically denying 2/4 of your total score. That's why most of the times you will end up with max objective and survival points but with little to no points on the other 2 categories.
Hook trading still provides altruism and WGLF stacks, but is not always an option (being injured or Bubba). And it's not very often you see a survival category maxed, are you just referring to escaping? Maxing it out requires Head On, self-healing perks/items, and/or obsession-related perks.
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Bumping this older thread as I added two new suggestions.
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Typically don't heal; but, your team will obviously be screwed if someone is hooked, everyone else is injured, and the killer protects the hook. Legion's power is very boring and just makes the game drag out with the majority of scoring categories maxed for everyone.
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I'm a survivor main, and I agree. The value this perk gives any team - even solos - is incredible. And you only need one instance of it. Depending on the map and killer, it can grant killers zero opportunity to even try to defend a gen. Even with Ruin, Pop, or Discordance. Since the DS nerf, PT has been my go to perk so that if killers camp and tunnel, the game is over in around seven minutes.
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Yeah, the solution is not to show the killer's ID, but rather to block the survivor's IDs from the killer until they reach the scoreboard.
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They need to remove the contamination giving a speed boost to survivors first and foremost. Besides Clown’s antidote, which also speeds him up, this is the only killer power in the game that speeds up survivors without injuring them. That is his major issue. Besides that, I think he would otherwise be a solid killer.
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Probably putting myself out there for saying this, but aren’t you always supposed to be trying to deny the other side points? That’s how I play anyways. Just because I run BPS or whatever as a killer doesn’t mean I have to play nice.
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Honestly, just call it what it is. You want it nerfed. A rework would indicate a change in functionality, such as Ruin going from affecting skill checks to causing automatic regression.
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Even better than making this a new perk would be to simply add it to Beast of Prey, since it would also help them understand Bloodlust and see when it turns off. And isn’t Huntress part of the base game?
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More scary or scarier, just saying. 🙂
There’s just something about her trudging toward you that is indeed frightening though yes! Victor is much scarier in terms of gameplay though.
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Tier 1 of course! Get it? 😉
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Sorry dude, you’ve yet to realize how BHVR does things. They basically make every teachable survivor perk only provide an aspect of a counter to whatever it does. You have to run two to four perks to safely be anti-sluggable or hit by NOED, for example. And if you’re in solo queue, make sure you still have room for every other imaginable circumstance in your build!
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Except Blast Mine requires 66% of progress to be made for one use, whereas Overcharge has no prerequisites or cool down.
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Surge is fine how it is, I presume the basic attack requirement is to have consistency with ranged vs. non-ranged attacks. But I do agree strongly with buffing damaging generators to do 5% base damage, as long as Pop is nerfed to 20%. Don’t need to lower the kicking time though.
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It’s been pretty nice dodging matches of potatoes and sweaty try-hard killers not gonna lie!
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Same issue with this gen on Léry's:
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@GoodBoyKaru said:
Lord Tony is that you?
For some reason, I was reminded of this by your comment (minus the added meme at the end):
