GoshJosh
GoshJosh
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Many other information perks outshine it: most notably, Tinkerer and perhaps even Dragon’s Grip.
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Absolute terrible design that is unhealthy for the game. Boring, unfun, most stupid counterplay that typically just ends up in the same result, no matter how you approach a hooked survivor. A total rework would be great.
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Great idea! Just a few changes I would suggest:
- Get rid of the activation timer. Other than not making sense, survivors don't need any more loading bar simulators than they already have.
- The dragging speed should be buffed to 60/65/70% per tier to ensure it always has a better edge over a survivor using Tenacity. If at its lowest tier it's the same speed as Tenacity, there's not a lot of reason to just crawl away with Tenacity.
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@LazyPayday said:
https://forum.deadbydaylight.com/en/discussion/comment/2185234#Comment_2185234
Dead hard counters a lot of killer powers (Trapper, Wraith, Hillbilly, Nurse, Hag, etc.), adrenaline counters Freddy, slippery meat and small game used to hard counter Trapper and small game for Hag. I could go on.
Cute list, but these perks all have limitations. You have to be injured and not exhausted to use Dead Hard; Adrenaline works once and only once, and only after five generators are powered; Slippery Meat and Small Game have both been reworked as you said - so not sure why you're even bringing it up?
And none of them put a hard stop to a killer. Lightborn does put a hard stop on flashlights.
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@Seraphor said:
Calm Spirit completely negates The Doctors power.
Because survivors don't scream when shocked, they don't suffer from the 2.5s stun that would stop them from vaulting/dropping pallets.
I believe you’re wrong on this. Do you have video footage? You don’t scream, but still tier up in madness and are unable to perform actions when shocked by shock therapy.
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@Polishnope said:
https://forum.deadbydaylight.com/en/discussion/comment/2185239#Comment_2185239
Spirit power .Her power is based on sound ,ok it does not negates 100% of there power but lighborn also does not do that you can still blind a killer with lightborn and flashing a killer is additional activity that does not really do much for you unless killer is braindead ,also they lose 1 perk slot
False. Since its buff, you can no longer blind a killer at all. Spirit can still hear footsteps, see grass movement, etc. etc. It does not stop her from using her ability to phase.
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What killer power does this negate?
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@Polishnope said:
You know that survivors also have perks that negates killer power and thats the point of perks
Name one survivor perk that 100% hard stops a killer's power.
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@mod Could you please delete this thread? I later found out my work computer was doing updates, which I believe affected my Internet speed.
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@DawnMad said:
99ing doors is already a pretty unfair strategy, no need to make it even stronger.
When you comment on a post without even reading it.
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Surge is balanced how it is for the reasons others listed above. Can hit multiple gens at once, only requires downing, and works on already regressing generators. They shouldn’t touch this perk.
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They probably don’t want the average player to realize just how stupid many addons are for how expensive they are.
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Yeah, the only buff this perk needs is showing the aura of downed pallets (preferably mapwide).
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Just the nerf. The buffs can stay!
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With more killer perks and add-ons permanently applying status effects, Vigil could remove all status effects once every 90 seconds or something. Maybe one random status effect every minute. It could make for some counter play to exposed that doesn’t otherwise exist. Just an idea.
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@Crowman said:
Most maps have areas of ambient sound that can help cover up your own sounds. Repaired gens can also do this. On top of that crouching also reduces the noise you make as well. Spirit is largely reliant on sounds to track so making it so that she struggles to hear you over the sounds of the environment can help you lose her.
Besides that, her phase duration is limited (5 seconds at base). This means safe windows and safe vaults with enough distance will prevent the spirit from reaching you since she can't go through walls. Duration and Speed addons however can still threaten to reach you and there's no good way to tell if she's running them during the match.
Do you have a source for crouching reducing the noise you make? And since there are many noises survivors make, could you please clarify if your source does not (i.e. groans of pain volume, how frequent they are, etc.)?
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@GoodBoyKaru said:
Uh, there's hoping the Spirit is bad or makes a single mistake?
And that counter isn't even up to you!
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Heck no! This is even worse than what we have now mate. Forcing a survivor to be locked in an animation, and exposed against a camping killer? Further, sometimes it's strategic to make a killer wiff and hit the hooked survivor, which you're also removing the option for. Just no.
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Like you, I'm already missing my struggle macro so I could just do whatever while waiting for rescue or to die. And of course the 'I don't want to be in this match any longer/No, you will not hook farm me' option.
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Is this still after today's patch? Just wondering, haven't played yet since.
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Iron Will has way too many counters to justify a nerf:
- Blood trails are still left
- Scratch marks are still shown
- Stridor (as you mentioned) or several other detection perks
- Has zero effect while infected by The Plague
- Screaming from The Doctor and Clown's powers
Do not touch!
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Nothing new here to my ears.
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LQB
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Even with the nerf (and some buffs too don't forget), in no way are The Twins going to be worse than The Tricker in his current state. Haha.
I do agree with adding buffs to Charlotte when Victor is idle though. Otherwise she's just a basic M1 killer and Victor has all the power. It would be more fun and unique.
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Not so lucky after all I guess.
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Yep. I was leading a Huntress on a chase this morning, only to hear repetitive screaming over and over from a console Elodie who found it more fun to giggle at Iron Maiden than do gens. Gave myself up on a hook. And this is in the red ranks (at least me).
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For me it's typically Tuesday late afternoon or evenings, PST.
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This again?! 😒
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I'll give one each for survivor and killer. There's definitely more than one each needing fixing of course.
Survivor: Prove Thyself. How in the world is it ok for a perk to speed up generator repair this much just for a perk slot? I understand it's only bringing the speed to what would be normal for one person, but the whole point of decreased efficiency is to give killer a chance to defend/damage generators. This perk was insanely overbuffed.
Killer: Hex: No One Escapes Death. Because nothing says I'm a great killer like getting four killers all after five generators are repaired, thanks to a free speed boost and instant downs. Finding and destroying five totems shouldn't be the only counter to this perk. It should have to be earned to a degree based on hooks, chasing survivors, just something besides congratulations for having at least one dull totem remaining on the map.
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There are definitely viable solutions to camping, but devs are afraid to stir up the pot and lose killer players.
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@Seraphor said:
I kinda wish they'd nerf these "100% blood point bonus" perks and spread that bonus out a bit.
WGLF should really only give +100% blood points in the Altruism category or something.
Likewise, BBQ should give +100% in the Sacrifice category.
Give more +100% bonuses to other perks for different categories, and if you want the full +100% across the board, you gotta use four perks for it.
Because increasing the already overbearing grind is definitely the solution to fixing Dead by Daylight. /s
Alternatively, just give WGLF and BBQ BP bonuses to players without needing the perks. Make WGLF just get people off the ground faster, and BBQ provide the aura reading upon hooking.
And sad to say, but even unsafe unhooking grants the fastest and highest amount of BP for survivors in the game. Immediate 1k BP, +500 if it does end up being safe, plus the stack of WGLF if they make it away. And if you get to heal them, another 500ish BP.
So yeah, there's very little risk in the move - especially if the unhooker is healthy.
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@Harold_Shipman said:
are you actually suggesting Devour Hope shouldn't be cleansable until it has 3 tokens (or you cleanse all 5)? Because that would be absolutely mental.
Not at all. I said two tokens. It has zero effect prior to two tokens.
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They are getting a huge nerf for using their power, whether successful or not. They should have made it that Victor is only crushable after missing a pounce.
They are very unique but pretty situational to use to their full extent. They also need to make Charlotte have abilities, as right now all the power rests with Victor. It would be neat if she had something of her own in the kit.
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Yep, remove any survivor name-identifying information from killer's view.
- It's not all that rare I'll run into the same killer more than once in a play session. If I haven't changed anything since that match, they get the benefit of knowing my perks going into the match.
- If I don't get to know the name or any other info of the killer I am about to go against, why do they get to preview me? They see my name, can click on my Steam profile, etc. etc.
- I don't want to be targeted any differently during the match due to reasons 1 and 2 above.
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@FrootLoops said:
https://forum.deadbydaylight.com/en/discussion/comment/2125263#Comment_2125263
I mean... it's what all other hexes do, the difference only being that NOED wouldn't be lit until the exit gates are powered. I think the main survivor complaint about NOED is around the fact that you have to break all 5 totems to prevent it. at least this way the Solo guy who breaks every totem he sees isn't relying entirely on a counter to keep track of whether or not NOED might activate
Also, then the killer will know whether or not to expect NOED at end game and can sweat accordingly
But even if all five totems aren't broken, NOED could still activate with your proposed change. There's just a chance it might not.
So wouldn't they still have the same complaint?
It's not just about the five totems - it's about an 'unearned' instant down and speed boost as well.
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Small Game is getting nerfed harder than it's getting buffed. How pathetic.
You're spot on: it should simply reveal the aura of the totem/trap, rather than this silly, usually meaningless ping. And they should revert the nerf of not showing traps. As if Hag wasn't already the most unfun killer with the least counter-play.
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I think that's too oppressive for how easy some totems are to find. Instead I would like a totem counter in the basement, and not just the new totem counter added to Small Game. It should also have to be earned based on a number of hooks, seconds chased, something rather than just 'Congratulations! You had at least one dull totem remaining on the map. Enjoy a speed boost and free instant downs.'
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@Ribbles said:
Instead of a flat time limit, how about just starting a timer if they do not touch a gen in X minutes? And if it hits 0 they get killed by the entity similiar to end game collapse.
Are you accounting for gen tapping resetting this timer? That is why I specifically mentioned they have to work on a gen for 10+ seconds in my comment.
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Literally every DbD player: Please lessen the Rift grind!
BHVR: Have the grindiest Rift yet.
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I'm a survivor main and sick of this too. Idle crows for not working on a generator for 10+ seconds or not performing any other actions (i.e. searching a chest, cleansing a totem, etc.) after a 90 second duration seems fair.
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Since dedicated servers, this is practically already basekit. 😂
But I’m down! It would give it use outside of the first hook state, which is pretty stale.
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This would be the exact same reason they reworked Ruin. ?
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I agree, considering he’s one of the hardest killers to get devious points with as it is. His devious scoring events need to be raised in general.
But this isn’t the most pressing issue with Myers.
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@bm33 said:
They should make it so survivors can speed up bleed out. 4 minutes is way too long to be doing nothing but maybe crawling around on the ground getting 0 points.
You can get up to 300 survival points for recovering. Just throwing that out there. 🤣
I am fully onboard for an accelerated bleedout option for slugged survivors. Not instant death (due to hatch shenanigans with SWF and such), but speeding up the process by up to double the rate so that the killer can act appropriately.
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I simply can't process why they are punishing using your power as a killer successfully. Victor's pounce can be evaded, Dead Harded through, etc. etc. Instead they should have made it where he wasn't even destroyable after a successful hit, but then they could have made the five second cooldown for missed pounces - plus the longer regrowth in Charlotte.
They also should do something for Charlotte to make her unique and not just a M1 killer relying on her little brother. Even a minor speed boost (i.e. 2%) when Victor is detached woulda been neat. The sad part about The Twins is that Charlotte is basically just the hooker (no pun intended).
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@GrilledCheese said:
https://forum.deadbydaylight.com/en/discussion/comment/2117888#Comment_2117888
Thank you Sir, is there DbD mobile forums
Unfortunately not that I'm aware of! They are active on social media though (Facebook, Twitter, etc.).
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@GrilledCheese said:
I just played DBD mobile and I got hooked I'm not new I play on console
Whenever I progress the BloodMarket I get the Anniversary Boxes I spend 50000 Bloodpoints on 100 to 200 shards which you can get double when leveling And I never get the Costumes do I have to own the character or is it super bad rng
This thread may get closed and/or deleted due to them not supporting mobile here. But yes: if you do not own the characters, you will not unlock the outfits. You must own the characters. Once you have all available survivor or killer items, buying the boxes on those sides will result in 20 shards only.
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@CornHub said:
Aren't keys strong enough?
Again probably more hate, but I really don't think they're all they're made out to be. You have to complete the required amount of generators for the hatch to spawn; then find it; then use the key. I mean sure, there can be SWFs who use it for multiple survivor escapes, but I'd say that's outside the norm. This is not so much about the strength or weakness of the key, but rather that it is illogical it cannot be used on the ground right next to the hatch.
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On DbD Mobile if that counts, since there is zero option to send any kind of chat in it.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2116402#Comment_2116402
It doesn't? I thought it did? I like to play map offerings on stealth killers and I swear when a survivor offering was choosen my map count didn't decrease. Well then that truly is something
Nope. In my firsthand experience I can confirm it does not. It makes sense because the offering technically just says a considerably great chance, even though after they removed brown and yellow map offerings it was brought to a 100% chance. The problem is when various ones are burned at once.


