GoshJosh
GoshJosh
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Comments
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100% agree with this buff. It, along with a counter of how many totems are destroyed or remaining, would make the perk worth running. As it is right now, you have random pings going off turning your camera, and depending on the killer no idea where or what it is. A brief aura read would go a long way for this mostly unused perk.
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The building is an absolute death trap for survivors now, unless the top floor breakable wall is unbroken. And even then, it’d most likely only help you if approaching from the outside staircase. So much dead area around the center of that map.
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I already don’t like the current effect of the perk. Having perks like this and Sole Survivor (where you benefit from other survivors being dead) is unhealthy for the game, in my opinion. You’ll just have even more teammates waiting out their fellow survivors’ deaths for a more guaranteed escape with a change like this. It’s ironic, because Bill instead was “left behind” as a sacrifice for the good of his friends.
As for an alternative? I’m not really sure honestly. I wouldn’t mind if he got an insane amount of speed boost again. What if it applied a 200% boost to all actions as the last living survivor?
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@chadbeastofprey said:
you're still complaining about ormond in 2021?
if you need to go against literal rank 20's to learn a new killer perhaps you aren't as good of a killer as you think you are. it will balance out the more you play, this is only after 3 games.
New Ormond is just as hellish to killers actually, minus the large dead zone on the back side of the main building. Besides that, plenty of safe pallets and walls you might need to break.
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Make item add-ons great again.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2034951#Comment_2034951
Pretty sure that is not true. From what I understand, Luck impacts exactly two things in the game:
1) The chance of a successful attempt at escaping a Reverse Bear Trap
2) The chance of a successful attempt at unhooking yourself
Regular bear trap - not RBT.
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Then there needs to be more viable options for staying awake, and remove almost instantaneous gen teleporting. Yes, he absolutely does need a nerf.
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@swager21 said:
https://forum.deadbydaylight.com/en/discussion/comment/2034963#Comment_2034963
the addons, you have a higher chance to get a very rare one
Yeah but that’s a perk effect, not luck itself. What I mean to say is, even Ace in the Hole isn’t affected by luck offerings or even Up The Ante. Pathetic.
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@swager21 said:
https://forum.deadbydaylight.com/en/discussion/comment/2034942#Comment_2034942
luck technically does another thing, it increases the odds of getting something good with ace in the hole.
The add-ons, the item itself, or both? Last I checked the wiki, luck does not affect chest rarity. Something it very well should.
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@swager21 said:
feels like a fair buff. not something i would use but it makes the perk viable enough
Agreed. It just turns a very weak perk into something you don’t feel as bad equipping.. even if just for the adept achievement.
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@swager21 said:
well it would kill perks like deliverance (but they could enable kobe if you have deliverance), up the ante and luck offerings. on the bright side, it would stop suicides on the hook and would stop newer players from doing it but i dont think it should be removed, you are already screwing your team over by doing it
This. Luck already has such little place in Dead by Daylight. It literally only affects the first hook state and escaping bear traps (does it even still do that?). If you remove this option, you essentially remove luck from Dead by Daylight. For that reason alone I am against removing the chance to unhook oneself.
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You’re basing MMR off a four-man SWF with an Ormond offering? Does MMR know they are going to burn that?
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Just put him back to how he was. It was fun, unique, and actually more powerful than people made it out to be. The least that needs to happen is:
- No more passive falling asleep
- No instantaneous incomplete generator teleporting
- More than one alarm clock option for survivors
- Casting penalty for puddles and fake pallets
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@Raccoon said:
The hatchet no longer instant downs unless fully charged and a hit is scored from at least 16m away.
Too punishing. It should either have to be fully wound up, or a certain range. 16m sounds good.
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@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/comment/2025228#Comment_2025228
Meta perks help you get emblems, like BT which I see so many use to get easy saves, slot of players shouldn't be red ranks and that's why you get games you kill everyone at 4/5 gens. Best advice is try have fun, dont run meta you dont need them to be good at all I still run the killer the longest in every match perkless (I'm a sad player lol) but try have fun the best you can
https://forum.deadbydaylight.com/en/discussion/comment/2025224#Comment_2025224
You need to load it up each month or you only get hit with one rank reset not multiple
Thank you!
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@REL1_C said:
https://forum.deadbydaylight.com/en/discussion/comment/2025225#Comment_2025225
Yeah, make it so where you can track chest's too.
No... make it so it:
- Shows the aura of the totem or trap, not just randomly pings
- Shows the number of totems cleansed or remaining in the trial
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Buff Small Game!
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@EvanRaven said:
i'm literally terrible as a survivor, in my other posts i said i took a 2 years break and when i came back recently i was still in red ranks. i have no idea how to run loops properly and i keep getting destroyed. i should be green/ yellow ranks at most.
How could you not have been hit with any rank resets in 24 months?
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Or, switched Poised to a token system activatable at the survivor's discretion. But yeah, anything to buff Poised would be welcome. So many dead perks in this game.
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@Firellius said:
I have one suggestion to tack onto the side of yours: survivors actually cannot get survival points, except by escaping. This makes the survival point bonus offerings really unlikely to have solid value, and I'd suggest retiring them, making the other three more likely to appear.
There are actually plenty of other ways, but smaller values! Healing self, Head On and DS stuns, mending, wiggling, struggling, and recovering (along with snapping out of it and cleansing vs. Plague), And I agree with the bulk of survival points only being for escaping, because there should be weight to escaping or not. But I wouldn’t be opposed to moving chest searches and searching jigsaw boxes to survival points too, since they’re not objectives.
The offerings for one category should just be streamlined to the 100% ones only, and lower them to common rarity, since you’re paying 5,000 BP for one category vs. 4,000 BP Escape Cakes or Survivor Puddings right now. For a possible up to 3,000 BP profit.
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If anything it needs a nerf... coming from a survivor main.
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@AceOfSpades1773 said:
https://forum.deadbydaylight.com/en/discussion/comment/2022572#Comment_2022572
Simple. Do not level it.
That's not always a choice (pun intended).
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@OMagic_ManO said:
Quite fine with current Pharmacy, don't think you should ONLY get medkits from chests with that perk, ruins your ability to get a key or another important item like a flashlight.
And have fun if you're versing a Plague!
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@Yoonz said:
https://forum.deadbydaylight.com/en/discussion/comment/2021505#Comment_2021505
Killer players already have so much handholding it's insane. And on top of that bloodlust still exists and maps are being reworked with less than 10 pallets on some maps and then others with 20+ pallets (The game vs Chapel in the same patch.).
There was a proposal by someone as well that "All gens should regress when the survivors don't work on them". It's so incredibly out of touch. If all maps were somewhat evenly balanced in terms of playability I could remotely think about a flat regression for a kick but the maps are despite the reworks not in a good place.
You’re going quite off topic sir. I perfectly understand that the game is (imo) in the best state it’s ever been for killer. And I 100% disagree with that basekit Ruin post.
None of this changes the fact that damaging generators, at base, is a weak action for the alleged ‘power role’. If they’re not going to introduce a game mechanic to hard counter gen tapping, the least killers deserve is for that gen to lose immediate progress without the help of a perk.
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@Yoonz said:
I like how you 'killer mains' are throwing numbers around like you know what you are talking about whilst most good players kill everyone at 3-4 gens to go.
Survivor main here, and I agree with at least 2-3% base generator damage. I’d even say 5%. It’s ridiculously stupid how little return a killer can get due to gen tapping.
But I would also want Pop nerfed to 20% if this buff took place.
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Yeah, and that opinion is don’t change it... they’re just going to stagger wherever they are because you drop? Doesn’t even make sense.
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Spotted the filthy killer main.
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I’ll never say no to new ways of getting WGLF tokens! Because that’s what we were told was happening with the buff, yet it was only the text addition of existing methods...
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I think it was also licensing issues, at least in the case of Freddie (The Nightmare). I don’t even remember which other killers this was an offering for?
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@[Deleted User] said:
Neither survivors nor killers should have them. They are unhealthy for the game.
Then literally no one would run Scratched Mirror Myers (or the like).
I think it's only fair that survivors get to see the selected offerings of their fellow survivors in a pre-game lobby, so at least the survivors have the chance to plan accordingly. As mentioned earlier, the killer can burn a Sacrificial Ward if they're that concerned about a particular map.
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How to kill Dead by Daylight 101.
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@Shaped said:
Explosion when people die on hook makes me not hear anything else.
The devs have stated this is intentional, annoying as $@&@ as a survivor.
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@Shoottokill_Shinsou said:
https://forum.deadbydaylight.com/en/discussion/comment/2016878#Comment_2016878
Not necessarily, but you shouldn't have any advantages at all. Not in endgame. At that point, you failed at your objective, so why should you be able to win? That's the same reason why hatch should be removed.
Off topic, but hatch absolutely needs to stay. It prevents the last survivor from holding the game hostage.
On topic: as others have stated, BT needs a rework/buff. It is outrageous the number of killers or perks that can completely negate it from triggering. The perk has one function; how stupid that you can’t even always guarantee it? Imagine if We’ll Make It was TR based, same idea. The perk would be even more rarely used.
I would even take it not working after the fifth gen pop if it meant triggering on every unhook before that.
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Imagine bringing an item into the game that costs up to 19,000 blood points. You’re already gonna lose it if you die (or lose the addons and escape without Ace in the Hole). Now imagine even if you escape, or die with a White Ward burnt, you still lose it... because the killer has a perk equipped and hit you with one basic attack.
Franklin’s is way too punishing for very little input from the killer. What if survivors had a perk where they stun the killer once, and remove his or her addons for the rest of the game if he or she doesn’t hook someone in 1.5 minutes? Same idea.
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@Tricks said:
https://forum.deadbydaylight.com/en/discussion/comment/1999457#Comment_1999457
That would be a solution.
I've seen team mates open lockers in front of the killer because they know a team mate is inside just to spite them because they got caught and want to ensure their team mate meets the same fate as them.
Removing locker interaction with occupied lockers would remove this aspect of the game.
It would depend on weather behaviour intends on this part of the game all be it toxic to be available to survivors or not.
Yep. And unfortunately there’s still the pointing problem, but at least you can’t straight up be confined to the locker anymore. Same with being cornered, I don’t know why they haven’t removed survivor collision yet.
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Buff (fix) Nurse’s blink recharge!
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Yeah, I would foresee more intentional abuse of Deception if it did that. Why not just remove the ability to interact with occupied lockers altogether? You can literally be held hostage in a locker by your fellow survivors.
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We should even be able to work on two or more at a time. Maybe at least the hybrid challenges like earning blood points or emblems. So stupid when you’ve done something like cleanse 19/20 totems. Well, gotta go back in with the challenge for that one totem!
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@Mandy said:
I must admit I am in agreement BT working based on distance rather than terror radius, I think it would be a lot more beneficial with the number of stealth killers that are in the game now
Why not just have it always trigger upon an unhook? The one function of the perk is to protect the person being unhooked.. it shouldn't be denied that function based on terror radius or distance shenanigans. Because don't forget, high mobility and teleporting killers are a thing that can still abuse a distance-triggering BT.
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Way too situational and close to Lithe. Plus, I foresee the survivor simply getting downed while still being exhausted on the ground - just like many instances of Dead Hard.
Pass.
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@LastShoe said:
https://forum.deadbydaylight.com/en/discussion/comment/1980193#Comment_1980193
Caging is already situational, this change would make them counter productive.
Caging is supposed to simply be a quicker alternative to hooking a survivor, while avoiding all hook-related perks. Why should it be a free pass to tunnel?
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He needs at least one nerf: no more explosion notifications for uncages. No buffs needed.
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Yep, they did something way wacky to them some months ago. Just today I had scratch marks leading right up to two lockers.. ended up searching both for no reason.
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@lagosta said:
https://forum.deadbydaylight.com/en/discussion/comment/1970793#Comment_1970793
IMO, Block other people's gens, teabag, and leave.
Case in point.
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@swager21 said:
survivor shrine: windows of oppurtunity is good for a looping build, diversion is next to useless
killer shrine: thrilling tremors is basically that perk that you wanna use if you dont have barbecue and chilli, still a really good perk.
haunted grounds is meh, you kinda just have to hope someone finds it at the start of the game
Diversion most definitely is not next to useless, but you need to know how to utilize it properly.
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Remove Bloodlust, if you want to see even more Spirits, Freddys, and the like; and never see a Wraith ever again.
I'd be ok with reworking Bloodlust, but don't see justification for completely gutting it.
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Your fellow survivors, most of the time.
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@CremelloJoJo said:
Offerings get burnt at the loading screen so once we load in, they're already consumed.
If the killer DCs during loading, it goes back into our inventory...
...Unless that's bugged now.
Sorry for any confusion: I was referring to a mid-game DC.
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It can't come soon enough. Sadly, this OP, unfun killer was just added to DbD Mobile a couple days ago. Even with mobile potatoes you can still escape sometimes... not anymore.
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Yeah, with Balanced Landing already doing this, I'm going to pass on this suggestion. I wouldn't be opposed to Balanced Landing no longer being an exhaustion perk, and always doing this with a cooldown timer matching Quick & Quiet; but you'd have to remove the speed boost.
