GoshJosh
GoshJosh
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Comments
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Yeah, how about 8 meters, when the killer is basically already at the survivor?
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The husk idea seems best, as we all know there are legitimate reasons to slug survivors. It would also stop a killer losing their 4K legitimately when someone DC's to give a fellow survivor the hatch. I also like the dying state changes the OP suggests in this thread: https://forum.deadbydaylight.com/en/discussion/181442/ubreakable-and-pop-need-the-brutal-strength-treatment#latest
What if they also granted 1-3 survival bloodpoint(s) for each second spent in the dying state? It's not a great deal of points, but offers something for waiting around. You never know what can happen, with perks such as Unbreakable.
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Just had this happen again, but this time all I need to do is buy one item in the bloodweb to initiate the glitch. In order to get out of it, I have to join a lobby - only to have it happen again. I then cannot leave the lobby. This will happen continuously in the session - I have to completely exit my client.
Video evidence: https://youtu.be/ds_yRTykUWM
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@SkeletalElite said:
Survivors should have their builds in general displayed to the other survivors. So many perks that are bad even in a SWF are just useless outside SWF because the other survivors don't know you're running them.
DbD Mobile does this; but you usually instantly load into a match. Pretty rare you're sitting in lobby waiting for more survivors or a killer. Whenever I see Urban Evasion on a fellow survivor, almost always hard pass. 😂
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@Slashstreetboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1541885#Comment_1541885
But we were given that with BT, DS/ Soulguard and teamwork!
I would be here for several minutes typing out the counters to all the things you mentioned. You probably know them and simply don't care. Just know that most of those things aren't guaranteed when a killer is truly camping and tunneling.
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@Manky said:
Copy and pasting this from a comment I made on another DS post:
I think Scott Jund almost nailed it. His idea was DS last for a much shorter time, like 30 seconds after being unhooked. If you are in a chase then the timer does not go down, it could last all game as long as you are always in a chase. If you touch a gen, get in a locker, touch a totem, heal a teammate or any action like that at all, DS deactivates. However, since this would make DS an anti tunneling perk only, I think a longer stun time or even better, a speed boost for the survivor during that stun time, would make DS better as it is only possible to use this to stop a tunneler. This way the perk can't be used offensively. It only works if that survivor is being genuinely tunneled otherwise it will have deactivated, and it gives the survivor the time and/or speed to get away. Mix this with quick and quiet or dance with me or a similar perk and the survivor is saved from the tunnel with no way for the perk to be abused. If anyone can find a flaw in this, let me know cus I would like to see it. This seems like the perfect way for DS to work.
And if you're slugged, 30 second timer resumes?
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We're still waiting for a camping and tunneling fix too!
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You can turn it off in the options, but when I tried it the queue difference was so long and noticeable that I ended up turning it back on before I even got into one lobby.
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I'm kinda shocked you made a thread about this, without even mentioning the horrible Devious points awarded to killers such as Hag, Wraith, and Myers. But yeah, Brutality especially needs a buff. Hunting as well.
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It is perfectly balanced the way it is. It requires an unhook, and expires after a brief time. I never thought I'd see the day a We'll Make It nerf was a forum topic.
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Did have to restart the client, thanks!
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My one chance every 40 seconds to escape a hit in a deadzone. Kk! Without a DC penalty, everyone pays the price.
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"Outpositioned" - i.e. dead zones throughout most of BHVR's current map designs. Which is where I unhooked the other survivor, after he was just finishing hooking another survivor across the map.
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@kikkoman123 said:
they reverted it already.
Thankfully, not before I was able to use a few potatoes to get my two generator grabs in one match with Discordance Rift challenge done (finally). 😈 Nearly impossible to do when you're in the red ranks all the time!
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10% base generator damage is far too strong. 2-5% is more reasonable. Otherwise fine by me.
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Babysitter sounds far too strong. How much of a haste are you suggesting?
I would also propose that Inner Strength could use at least one buff (admittedly this isn't my original idea): a token system. You can cleanse multiple totems without activating the perk; then each time you are healed through it, a token is removed.
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Also add to the list: Temple of Purgation. Just got that one, again. Another very survivor-sided map, aside from perhaps for Hag and Trapper. Which thankfully I was Trapper in this case.
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Freddy most definitely needs a nerf. Name one other killer who can do all the abilities he can do with his base kit... then throw in the add-ons. Remove the teleporting ability, or at least the ability to cancel it; passive falling asleep; and only one clock to wake up; and maybe he'll be balanced.
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Just waited more than five minutes for a match, only to not have everyone load in again.. please give us some form of compensation for our waiting time!
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Yeah, it's kinda weird to remove the blood and scratch marks but not groans of pain. I'd also like it to give the Endurance status effect to the user, similar to old Borrowed Time. The whole idea of the perk is to take the aggro onto yourself and away from a fellow survivor. These changes would help make it a more useful perk.
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I'll take it. I think any perk that is dependant upon teammates dying (old and even current Left Behind, and Sole Survivor) or being tunneled (old Dying Light) is inherently stupid. It inherently discourages altruism, which is very bad for the game.
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Remove Freddy's ridiculous teleport ability (or at least the ability to fake it); the passive falling asleep; and only one clock across the map to wake up; and he will be in a more balanced place. As it stands now, he is incredibly overpowered and simply not fun to play against.
Trapper is most popular, and by that much of a margin? Perhaps because he is included with the base game? Otherwise, I can't figure that one out. Lol.
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@The_architect said:
https://forum.deadbydaylight.com/en/discussion/comment/1496417#Comment_1496417
ok, no need to get agressive. most of the stuff i read is just bait to get people ticked off or make people think someone is stupid making you look stupid. (not being a dick)
I was being sarcastic.. sorry you missed it!
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@The_architect said:
i feel this is bait
I don't know how you came to such a preposterous conclusion... it's not like he only has one forum post or anything...
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I wish they would just add face camping countermeasures already, rather than taking the time to make a cute tip that rarely means anything for solo survivors and even SWF groups.
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@Nos37 said:
Just look for unbroken pallets to smash, or go guard the basement chest if it hasn't been looted.
I like to look at the sky and then switch over to another app while I wait for the Survivors to get bored of teabagging at the exits or get scared off by the last second of the EGC.
Wrong... thread? This is about a survivor complaint regarding slugging...
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An idea I just thought of, what if they removed auras of dying survivors from the killer (besides Deerstalker)? It would highly discourage slugging, or make them think twice about it. I've also asked that they remove crows from the dying state, as once you've fully recovered and/or crawled to a strategic position (i.e. hidden, near hatch, near a fellow teammate waiting to flashlight save etc.). There is absolutely no more action the dying state survivor can perform.
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I like the hook all survivors at least once idea, or perhaps one hook + number of generators completed. I kinda hate that it ignores Decisive Strike too. Perhaps throw the dagger in the killer's shoulder during the mori animation? Would at least give us new mori animations. Lol.
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Something I haven't seen addressed with this whole new killer MMR.. what does it mean for survivors and their queue times? If I normally would go against someone who is red rank as I am, who is now playing a killer they do poorly with.. oh well, I have to wait for the next killer?
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@LetsPlayTogether said:
You can still change you loadout. Dont cry.
Yet you ignore that survivors can still quick switch. This post is perfectly valid.
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So, we're not supposed to be allowed to alter our killer choice based on survivors picked and/or items they are carrying? Or spend bloodpoints while waiting for a match? Talk about lighting a dumpster on fire.
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@ZandoFox said:
Additionally, making protection hits or something else give stacks for this perk would make it easier to use and therefore make it more fair compared to B&C.
Protection hits already give stacks for WGLF.
You can be with a farming killer and still have trouble getting a protection hit to trigger. That scoring event is still broken as ever.
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Roflcakes.
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Your post is a bit lengthy for my taste, but bouncing off your ideas, this killer would be much more balanced if survivors saw at least a wisp of where she was phasing, and if she could no longer hear sounds while phasing. Otherwise, she remains one of the most broken killers in the game.
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I think it needs more stipulation. Survivors can constantly be on hook throughout a match. Perhaps undetectable until the hooked survivor is rescued, or you begin chasing a survivor?
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Ah, it's called Mute Focus... thanks! This thread can be deleted if a mod wants to.
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Grammatical errors, not spelling errors.
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TLDR, but yes agreed. Much of the rift is either too grindy or far too challenging. Hit five survivors in one use of Feral Frenzy? Two generator grabs in one match with Discordance? What planet do the devs live on?
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If they were to buff the amount of luck to even 3/6/9% for the related perks and offerings, that would be a decent change. Most survivors would want more skill checks. That means additional chances for bloodpoints and faster generator/healing progression. Crazy as it is, all this time (been playing since 2016) I thought luck did affect chest searches, but the wiki says not. That would be a sensible improvement to luck as well.
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Oh, for old Freddy and Doctor...
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Not a bug... might want to look up the word chance in the dictionary though.
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I feel it would be weird to make an exception for just one item that is already "broken" in every meaning of the word. It's always been a kind of gag item. I would be more in favor of simply removing it from the game, and buffing dull keys to have 10 second use instead of the current five.
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@[Deleted User] said:
Idk why this perk needs changes, its already a great training wheels perk for beginner killers.
Its great for long chases, which happen often for some killers.
Whats the purpose of the buff?
This perk is terrible for new killers.. for any killers, other than trying to max out the Hunting point category. The fact that you only lose the red stain with bloodlust is pitiful. All a survivor needs to do is drop a pallet that must be broken or break chase, and the red stain is back.
Instead, this perk should always remove the red stain while in chase. That would be a useful perk.
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Have you tried not slugging?
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@stargazer9 said:
https://forum.deadbydaylight.com/en/discussion/comment/1444416#Comment_1444416
Did they talk about the grind? I don't recall. I hope it's true though because the grind in this game sucks, it's especially bad for newer players. And I know it was even worse back in the day but that doesn't mean it's fine now.
Arguably, it's worse today as there are more perks. Think if you just wanted a particular build for a killer or survivor, and how much is left up to chance in the bloodweb just to get those perks.. and then get them tier III.
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@Milo said:
They are working on mmr system. We should hear something about it Soon™
I seem to recall someone saying months ago that they were working on the grind too.. yet I have seen zero changes to bloodweb (cost, amount of items to complete web, etc.).
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This 'bug' has existed since Ghost Face's release....

