GoshJosh
GoshJosh
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- GoshJosh
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Comments
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Regularly - probably more than on PC!
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Besides Clown’s antidote (which also speeds him up), this is the only killer action in the game that speeds up a survivor without injuring them. It needs to be removed.
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At the very least it should be after damaging the generator.
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@[Deleted User] said:
Fun fact: If you use the arrow shortcuts at the top right of the screen to change your character, then change back, you can momentarily access Daily Rituals and the Options menu without having to un-ready.
Seriously, why is this limitation there? It's pretty pointless.
Wouldn't work for killer though.
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@TheClownIsKing said:
Trapper having all traps would be broken. The amount of control he could exert on an area right from the get go would destroy solo survivors.
All traps is way more overpowered than you realise.
Basically this. I would be ok if he started with all traps only if he was also nerfed to be unable to place traps within a 16m or so radius of other traps. Prevent lockdowns such as basement hooks - especially in killer shack.
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Dead Hard is no longer the only third health state.
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@Mooks said:
The problem here is Sony though, as they dont allow achievement or trophy requirements to be changed as long as they are still able to be completed.
so the only way to change adept killers is to change how to get a ruthless killer result, which is currently tied to 2 pips.. maybe after MMR is being used for matchmaking they will make adjustments to the pipping system as well..
You mean merciless killer.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2285483#Comment_2285483
While this is true for those 5 levels, you are forced to by the level 30 teachable in order for the level 35 teachable to spawn, and again for the level 40.
So if you're after a specific teachable and it's the level 40 one, you have to buy all three.
But if you only want the level 30 one then that's 2 you can ignore.
Great info, thank you!
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I'm pretty sure by the time teachables roll around in the bloodweb, you have the option of at least one other perk? You therefore aren't ever forced to buy the teachables. But either way, yes: the bloodweb needs a major overhaul.
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+1, the map is so big and full of corridors and safe pallets it basically encourages killers to camp one side of the map and hooks.
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@Mr_K said:
How was this a standoff?
Go do the gens and leave. If they had NOED they would of closed the hatch. If they tried to stop you finishing a gen you could run to the hatch.
Not so much a standoff but the killer denying you a hatch escape.
In practice, it ended up being the same result as hatch standoff before EGC. Two players sitting at the hatch unwilling to let the game end via hatch. I mean, the last survivor could do gens before EGC was introduced too right?
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@van9684 said:
On all platforms?
Wouldn't be able to speak to that, only speaking from experience on PC.
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@CheeseAnton said:
https://forum.deadbydaylight.com/en/discussion/comment/2270723#Comment_2270723
Grandmaster Adept Challenges are going to red rank as a killer, and getting a merciless (double pip) killer with no perks or add-ons.
It's a fan challenge that does nothing if you complete it, other than satisfaction that you did it :)
In that case, no thanks! Some killer adepts are already annoying as heck to get with their three teachable perks and add-ons permissible.
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Are you going to further explain what they are, or are am I supposed to already know?
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Well from what we're being told, rank isn't supposed to be a factor anymore.. only MMR.
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Keep the regression the same, but make damaging a gen do an instant 5% regression and nerf Pop to 20% to compensate.
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Switched it out for Prove Thyself after the nerf. Killers wanna tunnel and camp without consequence, then those gens will be flying!
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Can't tell you how many Legion rituals I've discarded in the last couple weeks.. and yeah I would say the ratio is 3/4 are killer dailies - if not higher. And why is Executioner's to cage survivors? Should just be hits with POTD.
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Lower the map item to a brown rarity then. Only tracking generators within 8 meters as a rare item is plain stupid.
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I was just thinking earlier today how DbD has basically evolved into an easy free-tracking simulator for killers. Pretty sad. Your aura or location are available for any number of actions. Not to mention that there's hardly any more ability to hide on these bright new maps.
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Just throwing out there the Mobile bots are still terrible by the way. They meander aimlessly most of the time, have no game sense, and even leave you to die on hook. Fail skill checks constantly, won’t do anything until you’re fully healed even if you want to play injured. They also immediately open and leave the exit gates as soon as the gates are powered, regardless of any other remaining survivors in the trial. I get more frustrated with their shenanigans than if it was just a DC, because I expect help.
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I was super confused about him on DbD Mobile, because I would hear the music but not have the heartbeat (you have a literal, visible heartbeat accompanying the TR or fake TR in Mobile). That explains it then.
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It needs a lot more buffs than that. It needs to work for both hook states and not require another nearby survivor to trigger it.
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@daggersnight said:
Charlotte losses collision? The ability to body block certain places was a hidden talent of the twins. Why would they take that away?
A killer could body block you in a variety of rooms, leading to holding the game hostage (at least for one person). Body blocking into rooms/corners should never be permitted beyond a few seconds for either side.
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Disconnects make up an overwhelming amount of my killer games. Sorry but it's out of my control and it's boring to farm every match...maybe give the last person the hatch depends on the items and/or offerings brought (individually and as a group).
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@glitchboi said:
https://forum.deadbydaylight.com/en/discussion/comment/2256899#Comment_2256899
I mean even if they did, most of the people here disagree with your balance change idea.
We'll talk about these add-ons once he gets the bag base-kit, and maybe the uncommon Logwood Dye as well. For now, don't worry about them.
I literally mentioned sack or stronger add-on as base kit in my OP.
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@glitchboi said:
https://forum.deadbydaylight.com/en/discussion/comment/2256872#Comment_2256872
Then why did you waste time thinking about writing this post
You're wasting an add-on slot for one of these add-ons. Bag + Tar Bottle is more powerful.
I mean I know the devs hardly listen to their own community, but God bless thank you for saying it was a waste of time calling for a sincere balance change needed!
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@glitchboi said:
I understand why people want Wraith's All-Seeing and Coxcombed Clapper nerfed, but this one doesn't make sense at all.
Just because you lost one game against a double iri Trapper doesn't mean the add-ons should be nerfed.
I didn't, but ok. 😄
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Twins, prior to the nerfs anyways.
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I enjoyed playing as The Twins prior to the nerfs, haven't touched them since. I agree with Charlotte not being able to body block; there shouldn't even be a way to body block beyond a few seconds due to player toxicity. But PWYF was a key part of my build on them, and am sad to hear about the unspoken nerf. I don't even get the point of allowing three tokens if you can't even keep them ever.
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I mean maybe if it was only lit from the killer's perspective, but not the survivor's. Unless there's a notification the perk is in play, you're going to potentially screw over your teammates. And I don't think it would really make sense to only show to the killer, nothing else functions that way in the game.
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@CakeDuty said:
I just wish you could get tokens. Being able to destroy every totem you see instead of savin it when you already got Inner Strength up. It sucks when you have it up and you either cleanse a totem to avoid NOED or not cleanse it and risk having a teammate do it. I get having 5 heals is kinda nuts but you also worked towards getting them, but spending time ignoring gens to find totems. Or instead of the tiers being 10/9/8 seconds let it be "You can save up to 1/2/3 tokens"
I've previously advocated for a token system too. Although I don't know the reason why the devs didn't or haven't implemented that yet, my thought was that they didn't want multiple IS users to be screwed over by one teammate getting all the totems. But people won't always know you have IS anyways and do totems just because... so for all these reasons, Self-Care truly is the better perk (and/or Botany Knowledge with a medkit).
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@Saltjar34 said:
https://forum.deadbydaylight.com/en/discussion/comment/2245781#Comment_2245781
But then it would suffer from the Buckle Up sickness where leveling up the perk has no purpose. Also, it should be 5/4/3 seconds
That’s what I meant, I’ll edit my post! Leveling it up under what I said saves you one second per tier - the same as what it currently does. May not be a lot but it is something.
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Here on the forums we have players advocating for a fifth perk slot, and my man here wants us to unequip perks. 🤣 All in the name of reducing a terrible grind BHVR should have already addressed a different way. 😕
I thought you were going to suggest returning unwanted perks to the Entity so they were removed from a character...
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If you're going full 'I'm getting out no matter who else does or doesn't': Spine Chill, Iron Will, Self-Care, Left Behind. With a dull or skeleton key, of course!
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I just hate that Plague’s power adds insult to injury. Any healing items or builds are completely negated, and Iron Will.
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Instant would be busted, but I agree with lowering the activation time. 5/4/3 seconds should suffice.
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Scroll wheel Hag with FranklIn’s on Hawkins. You just know the person’s a scumbag why give them more blood points?
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The same reason you would run it on almost any killer in its current state. It’s one of the most powerful killer perks in the game right now.
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@DoritoHead said:
I believe I played against @GoshJosh once but I have no idea how the match went.
I stopped changing my Steam name for quite a while now... 😅
Are you a PC player of the same name as here?
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@AnttiAR said:
https://forum.deadbydaylight.com/en/discussion/comment/2241615#Comment_2241615
Yeah, but I don't like constantly listening to the game while I'm doing something else, the same way I like to listen to the game while I'm doing anything in it. 🤷♂️
Meh, the only other option then is to hover your mouse over the application on the taskbar periodically then. Sorry but I don't even know if there would be a way for the devs to implement something like this.
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Have you unchecked the box for "Mute Focus" in the options? It will allow you to hear the game while alt-tabbed doing whatever else. So you'll hear the infamous loading noise(s) once you're in a lobby.
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Sure! Way more fair than what we have now. As long as the phasing in and out cue is audible within terror radius as well.
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@Kyxlect said:
https://forum.deadbydaylight.com/en/discussion/comment/2241438#Comment_2241438
Yes, because not all Killer's want to play against SWF groups and I'm one of them. I really want to play Killer but I don't enjoy it and I blame that mainly on SWF's. Are you saying I'm not allowed to enjoy the game I payed for?
As I said in the original post, this in no way affects SWF's gameplay wise. It's a search filter. It doesn't prevent anyone from playing.
This is exactly why it will never happen. SWFs will be the ones to suffer the longer queues - perhaps to never be matched with a single killer.
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Yep! Like others said above, looks like he got the Quentin treatment. 😂
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@th3 said:
https://forum.deadbydaylight.com/en/discussion/comment/2239363#Comment_2239363
Spirit unlike any other killer gives no indicator that she is using her power other than by standing still. Using that as a comparison to other killers is a fallacy
And even then, she may not be using her power. Yet you have to guess whether she is or not. Much skill.
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That would be way overpowered. Instant 5% speed boost, up to +15%, just for losing LOS on any survivor in any chase. If you did this it would have to only be allowed one token, and be gained several seconds after the chase ended.
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It could need some tweaking, but overall an excellent and unique idea!
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/2240118#Comment_2240118
Her early game would be incredibly powerful with other slowdown perks, especially corrupt.
Definitely, but remember who we’re talking about. Pig is widely considered one of the weakest killers in the game. I would also remove her ability to see boxes; it’s a big part of her tunneling capability I mentioned in my first comment.
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I think it’s a missed opportunity that all survivors don’t start the trial with an inactive trap already on their heads. It’s not like it’s a secret who the killer is once you see/hear a Jigsaw box. They can make their choice to search boxes or do gens first. Would be truer to the movies and give Pig a great early game.
But I wouldn’t dare consider what you’re suggesting. There’s already problem enough with Pigs tunneling survivors with active RBTs. Something should be done about that.