GoshJosh
GoshJosh
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@kaijudane said:
https://forum.deadbydaylight.com/en/discussion/comment/1832820#Comment_1832820
This is what I was thinking. It seems like tenacity and unbreakable should be combined with tenacity having some other function like being able to repair gens while dying.
Considering Unbreakable only lets you get yourself up once per trial, I wouldn't see too much issue with that. The faster crawl speed might have to be nerfed a little, or perhaps the effects only work as long as you haven't used the perk to pick yourself up?
Repairing gens while dying would be pretty broken to me though. 😂
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Yes! Why should you have to run three perk slots to counter slugging?
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@ExcelSword said:
How would snapping out of it cause you to go down? You mean while you were getting chased and tried to vault or throw a pallet, the prompt had precedence over the action? Perhaps you mean the random scream prevented you from doing any actions, or you were unable to mend your deep wounds due to Snapping out have priority?
If it is any one of those, that's just the way madness 3 works. The only one that is kinda annoying is the deep wounds interaction, which I believe is unintended.
I was pressing directional keys on my keyboard while in the snap out of it animation, and would not move. The game decided it was better for me to continue snapping out of it.
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@Saltjar34 said:
https://forum.deadbydaylight.com/en/discussion/comment/1829641#Comment_1829641
Healing, Stridor only works on grunts of pain. Unless the Spirit has Sloppy Butcher, this is the one time you want to Self-care in the corner
Wrong. At max tier, it also makes regular breathing louder.
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Stridor is rather ok in its current state. Spirit is not.
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Just a FYI, a 4k is not required for the killer adept achievements. But I completely agree with the option for survivors to accelerate their bleed out timer (but not instantaneous death due to hatch shenanigans).
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Nah. In fact, I believe that killer powers should also be disabled for about five seconds in cases of "non-pallet stuns", to help prevent tunneling further (looking at you Spirit and Nurse).
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At least for a quick fix: she slowly reappears from phasing over a couple seconds - during which she is seen by survivors and unable to attack.
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@Shirokinukatsukami said:
https://forum.deadbydaylight.com/en/discussion/comment/1826233#Comment_1826233
Actually it's Opened Chest Auras, not Unopened, if you want to get technical about it.
My mistake! I'll edit my post.
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Your post concerned me. You need to edit your thread title to say opened chest auras (also, it is Plunderer's). It would indeed help the perk compliment Appraisal.
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It needs fixing, along with the sounds of the Entity consuming a sacrificed survivor. Can't hear the terror radius at all.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1815626#Comment_1815626
I mean he is still able to face camp at pretty much 100% success rate so I wouldn't even say they succeeded at that. Like he can face camp so well that if you see a leatherface, 90% of the time they are GOING to facecamp. That's basically what the killer does and what they are for right now, they are not even used for much other purpose.
The only thing scarier than a Leatherface who camps is one who doesn't. In his current state, Bubba is ridiculously OP at ending chases instantly.
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@PatWesker said:
Luck actually affects the rarity of items found in chest.
If you boost your luck before match with offerings, you won't necessarily get better items from chests.
When you use an offering, the percentage of luck you get are the following:
Slightly increases luck: 1% more luck
Moderately increases luck: 2 % more luck
Considerably increases luck: 3% more luck
So if you use a "considerably increases luck", you have ONLY 3% more chances to get a better item, not 100% so you wont get necessarily a purple medkit right away.
Thats said, your escape attempts from the hooks are basically 4%, using offerings even if all 4 survs use a "considerably increases luck" (3% x 4) your escape attemps are increased to 16% unhooking chances. Still not an absolute unhook chance.
Per the wiki, it does not affect chest rarity: https://deadbydaylight.fandom.com/wiki/Luck
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Only bad killers need to play Freddy to win. Denying Borrowed Time by simply existing, puddles to shut down chases, permanent slowdown add-ons, instantaneous map movement, the list goes on.
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Empathy is actually huge, at least for solo queue - especially when it comes to attempting to flashlight save.
Coulrophobia and Overwhelming Presence can have their place, but I understand you choosing not to unlock them.
I personally have them all unlocked, just to have them all on at least one character.. you never know when they'll get reworked. 😁
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It's the principle.
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@AggressiveFTW said:
https://forum.deadbydaylight.com/en/discussion/comment/1808789#Comment_1808789
I think I should explain to you what I meant. What I meant was when you hit a HEALTHY survivor with Victor, not when you hit an already injured survivor. When you hit a healthy survivor with Victor, you automatically switch back to Charlotte. But yeah I agree that if that would be what you thought I meant, it would make Deerstalker a useless perk.
Ok. Sorry if I misinterpreted your original post; I'm not sure how different it is than what you've edited it to be now. Either way, I still disagree. It is already a powerful feature to be able to have 'two killers' in two different points of the map. You'll have to just give up on that now injured survivor and go for another, or use tracking perks and expertise to find him/her.
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No. It would make Deerstalker a worthless perk (used even less than it is now), and is circumventable if you leave control of Victor by the downed survivor. If they begin crawling away, Killer Instinct kicks in.
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@BastardKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1805595#Comment_1805595
Trust me, I get that it is a crap perk, but now Adept Twins is nearly impossible, because you literally give the survivors the tools to beat you.
I got my Adept Twins on my third try on Rotten Fields (not the best map for that killer I would say).. and I would say Hoarder had zero to do with it. It being a location reveal instead of an explosion notification now is actually huge, considering an explosion notification could be any number of things. I'd say your chances are better for getting Adept with Hoarder in its current state.
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It should still give extra chests, but should not have had the rarity of item decrease taken away. What the heck?
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I think 5% should be the base damage, and then nerf Pop to 20%.
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Not to mention this crap of a perk only works during the struggle phase of the hook. Camaraderie should straight up pause the hook timer at all times while the killer is within 32 meters of the hook - but only prior to five generators being completed. The counter is to go pressure gens and find other survivors...
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Me likey!
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You're about to get an earful from killer mains.
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Hag should be completely reworked; if not, at least make it so walking over traps does not trigger them.
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Any updates on when this will be fixed? It's been over a month, and I still keep getting the same error attempting to continue with Google.
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@GrimReaperJr1232 said:
https://forum.deadbydaylight.com/en/discussion/207764/is-it-better-than-whispers
Not quite.
What makes Whispers great is that it is never wrong. It will never lie to you and is 100% reliable. It might be a bit tricky to understand at first, but once mastered, it is one of—if not the—best info perk in the game.
Spies? Not so much. For one, it's countered by Calm Spirit, but tbf, most don't run that. But what it can do is be very unreliable. How so? Use it on the game. Crows from the upstairs can be startled by survivors downstairs. Plus, the 36m radius means that survivors are either running (in which case, Scratch marks) or are hiding (so no crows being startled).
It lacks Whispers reliability. Not to mention, if you keep an ear/eye out, you shouldn't really need spies. The only killers I'd use it on are killers like Ghost Face (since survivors care a lot less about crows if they're not in immediate danger) or Spirit (it's the only aura perk that isn't blocked while phasing).
On the same token: Whispers will trigger for upstairs and downstairs, and not leave the killer any way of knowing which floor the survivor is on. This goes both ways. Although I understand your point.
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I prefer Spies over Whispers any day. A light going on and off vs. the exact location of survivor? The choice is obvious to me.
Whispers also takes into account a hooked survivor, whereas with Spies I can see if someone is immediately going for a save before I can even get anywhere away from the hook.
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@goatslinger said:
Wonder how the 2 people that run beast of pray are going to react to this?
Angery! I use it as an almost sure way to max out the hunting category - unless I'm in sweat-mode.
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Another archetypal BHVR move. 'We have a PTB, but let's just throw this into live with a couple days' notice!'
Certain killers cannot do anything at particular loops, such as the cow tree loop on Coldwind maps. As someone else said yesterday, proof BHVR does not play their own game.
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No, I freaking didn't, and I am simply amazed at the little new details I learn like this every so often (been playing since 2016). I was equally wow'd when I learned about the flickering house lights on Lampkin.
It'd be a nice QoL change... but then, who will run Visionary? 🤔😂
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- Constant screaming
- No cooldown for Shock Therapy, contributing to first bullet
- Static Blast (free madness and detection every minute or sooner)
- Free detection from illusions in madness II
- Built-in Deerstalker (downed survivor in madness III)
In my opinion, they just needed to remove the need to switch between stances.. then they went and added Static Blast. Braindead killer ability, takes away any need for hunting and tracking skills. Maybe, just maybe if they increased the Static Blast cast time to five seconds (actual time to get into a locker slowly), it'd be ok. Tired of trying to get into a locker slowly, and I'm basically all the way in yet still scream.
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Adrenaline is perfectly balanced:
- As aforementioned, the survivor is essentially operating on three perks until all the generators are powered
- It only activates once after the survivors have completed five generators, their primary objective
- It causes exhaustion
Not to mention all the times it doesn't even help the survivor using it (i.e., healthy and outside of chase at fifth gen pop). Now they are exhausted for basically no reason at all.
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It's so BHVR and freakin' hilarious that they made the blueprint offerings with all the rampant key complaints. Like, who honestly thought it'd be a good idea to create these offerings with keys in their current state? You just have to chuckle.
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I'm happy for new perks, as long as they're viable and don't worsen the grind. Yet very few of the new perks are worth equipping and all of them worsen the grind.
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@Kind_Lemon said:
...you think like the devs.
Removing the downside means that the add-on has to inherently be weaker. Why not just ask for a lesser downside or a bigger upside instead of removing the mechanic that allows the devs to balance it?
Can you name one other rare add-on that has a negative consequence? How is 25% faster healing as a rare add-on OP?
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@Uistreel said:
Design: Yeah, the core idea for the killer is great and aesthetically they're pretty interesting
Counterplay: More counterplay than you can imagine, a stupid degree of counterplay that requires absolutely 0 skill
Fun: Sure, fun to play against. Not fun to play as when you're getting stomped by anyone who knows their basic mechanics
Balanced: Probably on of the weakest killers to ever exist in the game right now
Like mentioned, the concept for this killer is really, really cool, but it needs a hefty amount of work before you can think about ticking it off in all those categories
Stomped... I see what you did there!
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@kaeru said:
What is fun?
Let me spell it for you!
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No thanks. We already have a gag item: the broken key. Getting a broken key from a chest is already irritating enough. Don't need another opportunity for shenanigans.
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This was introduced as a feature (bug) in the game probably more than a year ago now.. just never reverted (fixed).
Also: small correction but you would be saving 10 seconds, as when all players ready it begins a five second countdown. Why that's a thing is something we could question as well (instead of just immediately fading to the offering screen).
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@apathytheclown said:
A guaranteed purple medkit?
Green medkit is actually better for healing yourself faster (built-in faster personal healing).
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@Frontdoor6 said:
https://forum.deadbydaylight.com/en/discussion/205469/the-new-killer-can-hold-the-game-hostage
Yet no-one mentions this when the Trapper places traps on each one, or Freddy's dream-snares...or Hag's traps...or Plague's puke...should i stop?
Yes, because there's a complete difference - the latch can still be accessed in all the situations you mentioned.
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@DoritoHead said:
https://forum.deadbydaylight.com/en/discussion/comment/1746705#Comment_1746705
yes, he's crushable while idle.
Sure, but does this include while he is being controlled? Or only after releasing control?
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1746606#Comment_1746606
Unless they changed it, no, not if you're controlling him. (Unless I'm unaware of a failsafe for the switch specifically, which they may have done like with hooks to prevent you from removing victor near a switch)
I might be wrong, but I thought he was crushable after missing a pounce or sitting still. Perhaps the sitting still part is only when control is released though. I've only watched videos and haven't played PTB myself.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1744437#Comment_1744437
Trolls can do this:
Check if lobby doesn't have a key. Use Hoarder and a Cut Coin (Or just a Cut Coin)
Game Start - Place Charlotte on one Switch, control Victor and run over to the other switch and place him there.
Go AFK and play something else/watch Youtube.
While they will have a high probability of getting banned, this probably shouldn't be something that's possible.
Victor can't be crushed on an exit gate switch?
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Great skin idea! +1
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/1744416#Comment_1744416
She can't prevent people from leaving the exit gate unless both Charolette and Victor are body blocking the same exit gate. There's enough time of her switching between Charolette and Victor that survivors can just run pass them.
Unless I misunderstand, Charlotte's idle state bodyblocks (collision). She therefore completely prevents one switch from being accessible, whether in control of Victor or not. Am I incorrect?
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@Crowman said:
There's two exit gates. So you can just go to the other one.
No, it can present a lose-lose situation. Charlotte begins control of Victor while sitting in front of one exit gate switch, and Victor monitors the other.
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Edit: Disregard my original comment. A pallet stun is different than a pallet save. Enduring will not help counter Power Struggle.
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Huh? "Impressed"? You're not playing the same version of DbD mobile as I am.
They are frightened to death the moment they get heartbeat (to the point they will let hooked teammates go second stage); fail almost every skill check they get; and simply meander around not sure what they should really prioritize.
I'll take my chances alone not having my location revealed and actions set back.