GoshJosh
GoshJosh
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@Bigyo369 said:
If you closed the hatch, then you can't mori with Rancor, what is imo lame.
No, the issue is not closing the hatch, but if all five generators were completed or not - per the perk description. You can still close the hatch if all five generators were done, and use Rancor to mori the last survivor.
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@NekoGamerX said:
https://forum.deadbydaylight.com/en/discussion/comment/1363888#Comment_1363888
if killer see a survivor near by why should he not stay that how it got Abused 1 or 2 survivor would stay near hooked person.
I'm talking about cases where there's no sight of other survivors, no scratch marks, no groans of pain... absolutely no reason other than the killer is mad/bad that they stay near the hook. Come on now.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1363863#Comment_1363863
https://forum.deadbydaylight.com/en/discussion/comment/1363888#Comment_1363888
So if a killer is chasing a survivor near a hook? The survivor is just invincible are they?
Tried, tested, abused by swf. Try again.
I never said invincible, good deflect though. I said up to 90% based on killer proximity. Meaning the hooked survivor will still eventually die from time if not rescued no matter what. A survivor can only be chased near a hook so long anyways, no?
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1363863#Comment_1363863
Already tried and abused. What else?
The only way this can be "abused" is if the killer decides to stay next to the hook! LOL!
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@GoodBoyKaru said:
They've said many times facecamping is a strategy that if you want to employ, they won't ban you. Plus, name a fix that wouldn't be incredibly exploitable, I'll wait.
This tip was added because it'd very prevalent on movile, maybe because they don't know better, maybe because it's free to play so more trolls exist than normal.
Also, this isn't anything like a hostage situation. You die in 2 minutes and survivors can take the risk to save you.
Name a fix? Entity progression slows up to 90%, based on killer's proximity to the hooked survivor. There you go.
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@NuclearBurrito said:
I means it's either repair gens while the Killer is camping 1 Survivor, or go for the unhook and let the Killer camp 2 Survivors.
That alternative isn't exactly any better.
Don't do unsafe hooks.
There is no such thing as a safe unhook for the situation described above. The killer will NOT leave the hook. Say that player happened to be caught first thing in a match.. they get 400 chase points, hooked, then get to die? And again, let's disuss how many killers you can not even get Borrowed Time off of in camping situations...
1) Cloaked Wraith
2) Pig crouched
3) Asleep vs. Freddy
4) Ghost Face in Night Shroud
5) 'Tiny heartbeat killers' (i.e. Monitor and Abuse on Deathslinger)
The list goes on...
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Can confirm it happened two matches in a row, and there doesn't seem to be a rhyme or reason what lets you activate it once the bug starts. Whereas last time it was a hook, as previous commenter mentioned a survivor hit also sufficed to allow me to enter Blood Fury.
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@Peepo said:
This new mechanics denies all those and many more perks. You can run up to 3 useless perks if you're a survivor, which is ridiculous.
That may be, but is not a bug and how it was intended to work. Your post belongs in Feedback and Suggestions, not Bug Reporting.
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Wrong forum category bud.
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@FellowKillerMain said:
It is a terrible perk that needs a buff!
Almost every time I've used it, it only activates if I intentionally run as far away as possible. Often times, survivors are so uppity about saving someone from the basement when a killer takes off that I don't make it far enough away for it to activate before the hooked survivor is saved.
The times I have had it fire, and have tried to use it, I use the cool down to know to run back. The aura could probably be removed if it would allow the perk to not have a distance requirement. But honestly, I think it needs more than that.
I'd like to see it function like a mini-blood warden for the basement. When someone is saved off the hook in the basement, and the killer is more than 32m away, the basement is sealed shut for the next 15 seconds. Welllll, that might be too strong XD
Trapping them in the basement is way too OP. The basement is already strongly in the killer's favor.
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Yes, the hook spawns on this map are horribly unbalanced on both sides. There's your situation; then alternatively, the upstairs center hooks have barely any distance between them. This allows a killer to easily down and hook two survivors in a short time and distance from each other - then camp them both.
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@Dr_Loomis said:
https://forum.deadbydaylight.com/en/discussion/comment/1325473#Comment_1325473
I did consider the distance requirements. I thought it could cause some camping issues. But saying that, stealth killers can just hide in the actual basement. Some add-ons like Amanda's letter also increase the effect.
Again it is a situational perk, and even with the full buff without limits, I doubt many killers would equip it. But it would certainly help with some challenges etc.
Exactly. If a killer is going to camp the basement (stealth or not), they will with or without this perk (in its current or a better state). If it's going to remain conditional on the survivors being in the basement, might as well make it powerful for that one situation.
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Actually, because it's such a situational perk, I would be ok with removing the distance requirement to buff it. Perhaps that and removing the aura time limit (i.e. see their aura for their entire duration in the basement, minus lockers) and cooldown. Or if not all of these ideas, a combination of some.
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@coppersly said:
https://forum.deadbydaylight.com/en/discussion/comment/1307387#Comment_1307387
That's what, 5k or 6k points? I wouldn't be opposed to it but you're not really losing anything you weren't already.
For killers though, we lose not only bloodpoints but also emblems because they get free escapes by running out of the game.
No, I think it is 250. I'm referring to the boldness category scoring event, not surviving. Sorry for any confusion.
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@Fibijean said:
Since we can't assume that Survivors A and B were friends, or that Survivor A wanted B to disconnect, it would be wrong to punish Survivor A in that scenario. So I don't think they should be penalised, but I wouldn't mind that situation being made fairer to the point where the disconnect doesn't give a notable advantage.
To that end, I think Suggestion 1 is by far the best, but I think 30 seconds is too long - in my opinion, it should only last as long as the sacrifice animation would have, which I believe is about 10 seconds. That way, Survivor A doesn't have significantly more of an advantage than they would have if Survivor B had just died on hook, but they're not penalised for something they can't control.
Closer to 13 seconds.
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Survivors are also denied escape points if downed while surviving the trial. If they fix the escape points too, I'm down.
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@Toybasher said:
If you hold M1 even with the recovery bar filled, crows will not spawn.
Woah, never heard of this before. Will have to test it out. Thank you sir!
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@APoipleTurtle said:
https://forum.deadbydaylight.com/en/discussion/comment/1302829#Comment_1302829
If you don't travel a far enough distance while crawling in Dying State, you will still get crows. However, I believe Recovering is treated as a survivor action which does not count towards the crows' 'inaction timer' (like with Self Care).
I don't remember the crow timers off the top of my head, but I think it takes roughly half of your bleedout bar for the third crow (which causes the loud noise indicators) to appear. Or maybe it's 90 seconds (still almost half of a bleedout). That's basically the equivalent of recovering as far as you can and still just lying somewhere for like 60 seconds.
Fill out your slug travel book, the crows will stay away.
Fully recovered, crawled to where I want to be... why do I still need to crawl to avoid crows?
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Going to bump this, as I just had a match where the killer decided to leave all four survivors slugged for no reason. I even continued to crawl in the dying state (albeit minimally away from where I was strategically positioned), yet still got crows. Why am I not given a fair chance at getting the hatch or bleeding out when the killer does a BM such as this?
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@MiniPisa said:
https://forum.deadbydaylight.com/en/discussion/comment/1301061#Comment_1301061
Yeah I can't imagine anyone would be upset if they were removed lol
Can't you just use a map for aura reading?
Yeah, but the add-ons provide different kinds of aura reading. But great point. It's a gimmick item that is simply frustrating to get out of a chest, with no use in and of itself that trial. I would even be happy if they remove it from chests and it is only kept in bloodwebs, for a start.
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@MiniPisa said:
I'll admit I have no idea what green keys are suppose to do. I've never used one because well.. they're kinda pointless
They only do aura reading with add-ons, which is stupid. They should simply be removed from the game.
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@bm33 said:
https://forum.deadbydaylight.com/en/discussion/comment/1300950#Comment_1300950
That's exactly my point of why all the offerings should be hidden. If every offering is hidden you just know they placed an offering, not what the offering is. Could be 50% BP in a category for all you know.
I misunderstood your original post then, sorry!
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@bm33 said:
https://forum.deadbydaylight.com/en/discussion/comment/1300828#Comment_1300828
I figured the more hidden the more mystery there is.
Three out of the four of killer 'secret' offerings are moris. Almost no killer runs the shroud. And even if they do, many survivors are going to DC not knowing for sure.
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Perhaps an option to completely have chat closed, rather than needing to do so manually at the end of every match?
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And if it's not a mori, it's a facecamper.
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It still would be helpful. Nothing wrong with more visibility.
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@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/comment/1295750#Comment_1295750
Im r1 for both sides, and run fred around all the time. You just need to get better at the game
Let's see... on one side of the equation you have Trapper who:
- Can... place traps
On the other side, you have Freddy who:
- Automatically puts survivors asleep, with very limited options to wake up
- Has the oblivious status effect at all times against sleeping survivors
- Has 10 puddles to slow survivors down and make them scream, or 10 fake pallets that can be placed an unlimited number of times
- The ability to teleport to any uncomplete generator
Tell me again there is nothing disparagingly wrong with this killer?
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@Dead_by_Gadfly said:
Theres nothing wrong with him as he is now, just miss a skill check if youre that concerned with it
Wahahaha! We have found our killer only player, boys!
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I would be ok with a rev timer for Bubba (due to his ability to secure a hook kill without any skill or counter), but not Hillbilly. Hillbilly's chainsaw still requires some measure of skill to hook camp. Bubba's should force him into his tantrum if he holds it down too long without canceling or attacking with it.
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If you could heal downed survivors 100/200/300% faster, then we'd have a perk worth talking about.
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They exist to keep the grind going (I'm being facetious).
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I agree. There is only negativity that comes from this feature.
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Bumping this, as there has been some helpful and supportive comments I would like the devs to consider. I've added their feedback into my original post. This perk needs some serious fixing.
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Wanted to bump this, as I brought up further issue with this killer power in light of the newest fun feature of Dead by Daylight: survivors always losing add-ons after every trial no matter what.
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@Akito said:
Oh you mean getting rid of matchmaking at all? Awesome idea.
Read the post, not just the title.
While they're at it, could they also please add a perk sorting option for the same reason? It sucks going through the perks, because they're sorted by various rarities and alphabetically - not just one or the other, and no option to change it.
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@SkeletalElite said:
https://forum.deadbydaylight.com/en/discussion/153379/suggestion-on-a-survivial-bloodpoint-earning
They should add more survival point scoring stuff to the game.
Things like a small amount of survival BP when you get unhooked.
A small amount for time spent on hook in first phase (basically equivalent of struggle points)
Perhaps 100 survival points every minute you are alive in the game every minute up to a max at 8 minutes (promotes not gen rushing and leaving as early as possible while also not promoting holding the game hostage and delaying it as long as possible)
The only problem with too many survival scoring events is.. if you're maxed out without even surviving the trial, what does it matter? There has to be weight to escaping the match.
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@will_i_am_14_85 said:
https://forum.deadbydaylight.com/en/discussion/comment/1279909#Comment_1279909
Yeah, I was thinking about this the other day, just drop the price of all items in the web by 1,000, so 5,000 now costs 4,000 etc
Yep, I previously proposed that as well. A universal 1,000 bloodpoint drop for all items and offerings in the bloodweb seems called for. It's pretty stupid how much you pay for an item and add-ons, or killer power add-ons, combined with offering costs, when doing a good performance may not even have made the purchases worthwhile (in terms of return bloodpoints).
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If not an increase to bloodpoints, definitely a reduction of item cost in the bloodweb; and refunding unwanted and unusable offerings.
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@Deadeye said:
Killers who camp most likely won't run Whispers. Just a guess. I see a lot of campers but very few Whispers around
Exactly the point. With OP's suggestion, you would see it every dang match (campers + Whispers).
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Camping killers is a separate issue, I would bring that up in another thread. As far as Lightborn, it is a situational perk for one item only. If you nerf it, what would it do instead? 50/50 chance to not be blinded?
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It wouldn't work - killers would then toxic quick switch too. A much more drastic quick switch than a survivor with an item.
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Three tokens is very meager. I like the idea of regaining tokens through being in the terror radius, or a reasonable cooldown such as 30-60 seconds.
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@Alice_pbg said:
...
Lets picture a scenario where this would apply.
You jump from the hook and... get stabbed.
Because the killer stood next to you waiting for the struggle phase. Because why wouldn't he?
But aha, you have ds... oh wait, the killer is waiting on top of you for a full minute.
But aha again, you have unbreakable. Well, the killer is still right on top of you.
But triple aha, the gates are opened, I can crawl to it. Then you better have ds because the killer will grab you. If you do, congrats, you're the .1% and dedicated at least 2 perks to a very rare situation.
Up to the last but in your post, just had a survivor try this whole build on me to the T this morning. Nopers.
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@EvanRaven said:
It might not have anything to do with this, but there's also a shortage of killers right now.
Wrong. I am waiting several minutes for a match this morning. Every time.
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Absolutely. It's one of the most powerful perks to run on him, especially now that they introduced Static Blast.
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I've used the perk since the most recent update, and don't personally notice anything wrong with it for any usage (pallets or generators; not sure I've gotten Dead Dawg Saloon while using it yet).
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DbD: Crush our bones, and your bones are next.
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Many Spirit players run Stridor 3; if this was the case (which I assume it was), Stridor 3 overpowers Iron Will 3. Stupid, but is what it is.
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@Blister987 said:
I will never understand people that complain about Doctor when killers like Spirit and Freddy exist. They're literally x100 better and take x0 of skill to use (that's 0, Freddy main).
Having trouble understanding why Doctor isn't a part of this list? For all the aforementioned reasons? Sure Freddy and Spirit are broken too, but doesn't mean Doctor can't be to nearly the same degree?
