Grimzy
Grimzy
About
- Username
- Grimzy
- Joined
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Comments
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This is why i use the offering to negate all map offerings xD
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The only thing i heavily dislike about chases is the lunge hits and the sometimes strange hit registration.
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While i would want a licker as the next killer, the problem is they would need closed maps / buildings to be played properly and run on walls , ceiling etc. Considering a lot of dbd maps are open, this killer wouldnt really be fun or viable to play in the proper way.
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I will just say, most do not like when a killer face camps, so if you wanna do it, feel free, but dont come here complaining afterwards that its hard to find a lobby or game is dying when people get fed up and stop playing.
2 sides to every story.
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i think noed is fine, all that it needs is to immediately activate upon last gen completion and not waiting for a hit.
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@Power_Guy said:
Honestly?
I'd balance it so only 2 generators can be worked on at the start, though all are on the map. When Survivors near a generator, they are given a notification if it can be worked on or not. Killers do not get this notification; they have to guess (unless they see Survivors working on a gen, of course).
When a generator is completed, it's rendered 'inactive' and an inactive generator goes active.
If a generator has progress, but has not been touched in awhile, it will go inactive, and a new generator will go active (to prevent Killers from camping). An inactive generator cannot be kicked, and it keeps any progress it has. A generator cannot go inactive if it is being worked on, or has been kicked.
In the event of a 3 gen (IE: The remaining generators cycle through 'active status a few times without being progressed or regressed); an already completed generator will drop back to 0% and be made active. This does not reset Survivor's generator counts! If they only needed 1 more generator, they still only need 1 more generator!
Dont like those at all. That is basically limiting survivor gameplay extremely.
I would rather they give somewhat alternative ways of escaping.
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@RenTheCat said:
https://forum.deadbydaylight.com/en/discussion/comment/2134398#Comment_2134398
Yes I love it when SWF send me to Haddonfield and they all have Spine chill and balanced landing.
Then use the offering that negates sending to a map. I always use it when i have it cause it annoys me when ppl try to influence where they wanna go xD
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I do not like this idea at all. The map offerings currently seem like a far better solution.
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I still have a few:
all Hallow's Eve Lunchbox
anniversary Flashlight
anniversary Med-kit
Chinese Firecracker
Third year party starter
Will o wisp
Winter Party Starter.
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REwork the tutorials that award you the perk slot unlocks if you complete it, at least that was new players learn how the game works.
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Just ad an additional option for killer queue to choose whether or not queue for SWF lobbies. I get ppl like to play with friends, but that doesnt mean everyone has to.
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I dont see an issue with Die hard. Since you can only use it while injured and all it does is let you avoid a down.
The problem with DH i see is that some clueless killers just make bad decisions and choices if they encounter someone with the perk.
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@SammiieK1991 said:
https://forum.deadbydaylight.com/en/discussion/comment/2121508#Comment_2121508
Seeing gens? So basically if one survivor was fixing them you'd be able to see them straight away? Or? I would say bbq covers the aura enough of survivors as it is, I don't use that perk as a killer mainly because I like the tension of not seeing auras too much.
I mean the way you see them now for the killer, that they glow red, same with totems and for survivors to see dying survivors and hooked ones. Thats all there should be. any other aura reading options should just be gone from perks.
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idk i tihnk nemesis as the killer would be a huge letdown as that would not evne be scary....it would be better off having a horde of zombies or the mutated ones.
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@Dragonshensi said:
https://forum.deadbydaylight.com/en/discussion/comment/2120412#Comment_2120412
No I had 3 genned the area. One gen left but they couldn’t get to it.
So you are mad because they flat out outsmarted you and got lucky with finding a key.
they need to rework the emblem system and not disclose what counts for it so that you can actually earn your ranks by playing and not jsut do the few checkbox things.
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@ALostPuppy said:
https://forum.deadbydaylight.com/en/discussion/comment/2119160#Comment_2119160
Thing is, sacrificing perk slots for aura reading is boring, and it's something you don't need to do in a SWF (even though I still run kindred when I play with friends). The aura reading by default would be a HUGE QoL change for solo players, and a minor QoL change for SWF groups. If anything it limits perk builds, and kindred and BBQ aura reading could be reworked to be more interesting instead of what they are now.
But that is the entire problem, everyone starts off about SWF. SWF alone removes about 80% of the games spontaneusness and suprise elements which is what should be the games strong points. Personally i tihnk there should not be any aura reading options on perks. With killers seeing gens and seeing slugged / hooked survivors being the exception.
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I would say No. Having anything as base kit basically ruins the intention behind the perks and using specific builds.
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NOED is good as it is imo, the only thing i would deem questionable is whether killers that have a instant down mechanic should be able to use NOED.
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PErsonally i am happy there is no totem counter. It would make the game far less enjoyable and easy. This way at least there is some "pressure" on it.
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@onemind said:
https://forum.deadbydaylight.com/en/discussion/comment/2102435#Comment_2102435
The issue is the most important part of the game is the start and finding that first surivor to start pressuring
With this combo you are very likely to lose that surivor after the first hit losing all pressure and getting destroyed in gens
If you would go and start chasing that ONE survivor then that is your mistake. Your time is far better spent putting actual pressure on the rest of them and generators and not on a goose chase that will cost you the match. Imo its a nice new combo against tunneling at least once.
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@Huge_Bush said:
Why not both? Why not only allow the hatch to appear after 5 gens are completed and nerf keys to where they take 15 seconds to unlock the hatch and only be usable for the key holder.
Then if you make it take 14s to open the hatch, they need to make it so killer needs 15-20s to close it whihc would make 0 sense. Else it would be unbalanced.
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@ALostPuppy said:
I think some kind of snare item would be cool. Can place them on windows or doorways, when the killer walks through them, it triggers and you see their aura for a few seconds. Or an item that temporarily stops blood or scratch marks for a couple of seconds.
There are perks for that already. I think the game already has more than enough junk. In fact they should remove a few items instead of adding new ones.
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idk i might be taking a break from the game, literally did 15 matches and as a rank 16 survivor i am matched against a rank 1 killer....
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@brokedownpalace said:
NOED
If a dull totem remains when generators are powered, NOED activates. While NOED is active, all survivors suffer from Exposed and Hindered (-4% movement speed).
For each dull totem a survivor cleanses during the trial, their movement speed is increased by 2%, up to 100% movement speed.
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Why? Because a major problem I have with this perk is that whether I cleansed 0, 2 or 4 totems, I am affected by NOED the same. With this change I am at least partly rewarded for taking the time to cleanse. This doesn't really solve all my problems with the perk, but I think it would sting a lot less when I cleanse 3-4 totems and still get downed by NOED in the end game.
Good idea? Horrible? Share your thoughts
God forbid you do something to benefit the team as a whole and not look selfishly on personal benefit.
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I find the killer can be semi broken with his perk. If you sum it up in an ideal set of circumstances:
Perk Remember Me = +16s increased time to open the exit gate
Perk No Way Out = +40s time before exit gates can be opened.
Blood Warden = +60s when gates are open before survivors can escape
So if you play it right, thats almost 2 minutes after all gens are done before any survivor can escape. (i know this is in an ideal situation but its not impossible)
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All they need to do is make the killer loose emblem points when camping a hook within a certain range. Simple as that.
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I think Iron Will is fine but what they should change is whenever a killer drops from a ledge or other higher ground while carrying a survivor it should either make the drop you or increase your wiggle bar.
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@Perfectnomad said:
The second you get into a trial, gens are being done. You fgind one survivor, you get into a chase, but then 2-3 gens pop. How is this fun?
Thats on you though....why waste time chasing one survivor who is obviously distracting you and letting 3 others finish gens. I think you just got too greedy for that one kill and simply lost a lot more in return.
Like a match i had against a clown, the dude literally up chased me half of the round each time trying to hook me in the basement. I always managed to wiggle out on the basement stairs, ran to the wall, he downed me again and again walked half the map just to try hook me into the basement but in the meantime all gens were done.
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No kidding, they n eed to give some sort of risk for using victor and swapping, cause right now they can basically be in 2 places at the same time while one is blocking the basement if someone is hooked there and hes simply dead while she can run around as victor and do dmaage.
For me its gotten so bad that its better to simply take the dc penalty rather then be stuck in a completely unfun match in all honesty.
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@SasukeKun said:
https://forum.deadbydaylight.com/en/discussion/comment/1805284#Comment_1805284
you can literally use the key to escape the closed hatch
Stop complaining. To escape with a key requires a lot more effort. since the hatch spawn depends on the amount of survivors alive and generators done. Not to mention you also need to search for the hatch, and if you bring offerings to control the hatch spawn the killer sees them too and knows where to look. And keys are not that easy to get from chests even with the new perk.
Would i like to see a key rework? Sure, but compared to moris i think moris were far more "busted" than keys are. Not to mention there are plenty of ways to win without a mori but only 1 way to win without a key.
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@Mandy said:
Does the offering shown as getting "burnt" in the offering screen?
Yes it shows as burned but the effect of it isnt there.
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@Aven_Fallen said:
They are used, but replaced automatically. So there is already a new Offering in the Slot after the game.
I doubt that cause i have been using the dark mist thicken one in the past 4-5 matches and on none of the maps it showed. I used the 100% bonus bloodpoints one and didnt get the bonus bloodpoints.
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Generally i dont see much issues but it does lag / stutter a lot in certain istuations:
- when all gens are done and the killer hits someone activating his NOED my screen microfreezes for a second
- When i get hit by the killer during a chase
- now, when you do a gen and those stupid fireworks go off.
But mostly when certain things active and pop up on your screen is when i experience the issues most....that and starting the game and it taking ages to load.
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@emptyCups said:
They could do things like lock the camera angle so survivors cant have 36o drone view advantage
But they wont.
Light pole needs to be removed yes
And I would put natura regression on all gens and exit gates but make it slight.
As well as powering up the killer kick to knock 10%-15% off as base
thats why killers have a perk that helps with that. Use it.
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@whammigobambam said:
I'm thinking there is a perk upcoming that strengthens totems which explains the necessary rework of ruin. Otherwise, with gen speed as it currently is, all of the totems never gain any power to affect the match in any way.
If you cant manage that with the current tools you should rethink your life choice of being a killer...
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I would say leave ruin as it is, and rework Huntress Lullaby and change it to where the longer a survivor stays on the same generator the lower the progress speed gets. This way it would slow down the generators and require survivors to swap gens .
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i think the current ranking system in general is dumb and lackluster. There should be much more ranking objectives added and players should not see what they are ranked for. |That way you cannot simply farm rankings and it will promote those who actually play all around instead just doing what they need and ranking up.
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@Vetrathene said:
I like the idea of DS deavtivating if the killer downs and picks up another survivor. It would maintain it as an anti tunneling perk without it being a get out of jail free card against the killer for doing too well. You shouldn't be punished for playing well in a game on either side.
"on either side" so does this mean NOED needs to be nerfed because a survivor shouldnt be getting punished for doing very well in a match and giving a killer a free-kill card then? :3
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If people really wanna be a baby about DS now, the sure lets change it but to balance it out change also NOED. Fair is fair. If survivors cant get a safe escape a killer shouldnt get a safe kill.
While at it give the last survivor a speed boost to opening the exit gates and make the killer take a few seconds to close the hatch. Right now, if you are the last man standing you are 100% dead without a single escape chance.
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I know that, and the killer it literally right next to the hooked survivor, and not cloaked or anything and still the perk doesnt activate.
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Noed is fine as is, the only thing you swhould change about Noed is the IQ of people playing against a killer that has it.
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if we are penalizing survivors for gen rushing, lets penalize killers for hook camping :)
Or lets actually make it mroe realistic that when a killer drops from a ledge while carrying someone that they drop them and not shorten their distance this way without penalties.
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@BrendanLeeT said:
Another thing to add on is the Nursing Calling nerf that was unnecessary and wasn't even asked for. Although this doesn't effect me because I don't use it on Doctor or Freddy, I've never seen anyone asking for Snapping out of it to be removed from Nursing calling and I've never seen anybody asking for Waking up to be removed from Nursing Calling.To me, the nerfs to that perk was unnecessary
Nurses calling affects healing, snapping out or waking up isnt healing, it makes perfect sense those were excluded from nurses calling.
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@Thetruth said:
Should probably just take it out of the game so killers stop crying about itOrrr killers can stop being whiny babies about it and use Nurses Calling to counter it like intended.
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@Tsulan said:
Grimzy said:@Delfador said:
@Lowbei said:
Demonsouls1993 said:
stop doing free weeks/weekends and double BP weekends when u release a new killer it brakes the game for the people who want to play killer
how?
Everybody wants to be the killer side because you generally earn more BPs being a killer. It breaks the lobbies for the people who want to try the new killer.
solution: Nerf killer blood points to match those of survivors. Problem solved.
So basically buff killer gains?
No, just normalize them.A killer can get enough bloodpoints by just hooking / sacrificing 1-2 survivors than a survivor in an entire match.
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@thesuicidefox said:
Simple, if a killer has a Hex totem (any one, including NOED) and you clean a dull totem you should get the Hex notification on your screen. Not a notification of what the totem IS just that one exists somewhere. It encourages survivors to spend time to go do a totem at some point just as a means to slow the game down. If a killer does not have a totem, it's still a win because the survivors will take time to at least check when they see it. And if you do have a totem, say NOED, then survivors will slow down on gens and not rush to the end of the game. Might suck you lose your one shot, but if it took them 10 minutes to power the gates because they looked for totems because they KNEW about NOED, then that's still good for you because more time to kill them.What for? People clean totems anyway. and the entire point is to discover it randomly not get the cheesy way of telling you. What else? Should it tell you the entire loadout of the killer? Sounds stupid and useless tbh
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they do it to get more attention.
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I neer run self care, its a ncie to have but i am much more comfortable running the perks that help better than this. Plus you dont need it if you dont let the killer hit you.
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@The_Daydreamer said:
Hey! I would like if survivor could give the killer negative statuseffects too due perks or items.One Idea could be a obsession perk: If you are the obsession the killers cooldown of hits are 25% increased, but if he hits the obsession the cooldown is reduced by 50%.
Or if the killer get a stun his movementspeed is reduced by 10% for 3 Sec.
Or The Killers aurareadingability are reduced by 25% aslong one Hex:Totem is active. Effect is stackable.This are just ideas, but I would like to see something like that. But the negative effects shouldnt be too strong against the killer unless the survivor suffers too.
This sounds stupid. The only time imo a killer should get a debuff of any sorts is if they outright camp the hook.