Harold_Shipman
Harold_Shipman
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- Username
- Harold_Shipman
- Joined
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Comments
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I too have no idea what you're going on about. Care to explain how flashbang replaces diversion in any way?
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What they need is a perk that grants you extra blood points for hooking each survivor...oh, wait.
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2 survivors can body block another survivor into a corner and keep them hostage the entire match too, if you were going out of your way to ruin another survivors game, then you can do it without this perk in its old form. Nerf was unnecessary, and dressed as an anti-griefing measure to mask the fact that hook camping is considered a fun and "skilled play".
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Chests should have awesome items but only be unlockable with keys or perks.
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@GentlemanFridge said:
Only if he yells "My extraction point!" every time you spawn in as him.
and every time he's unhooked. and takes damage. and repairs a generator. and the exit gates are opened.
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because its absolutely hilarious to get somebody who click click clicks at shack and doesn't realise you have a 99d tombstone piece, enduring/spirit fury and bamboozled the window
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badly. it works badly
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This was a killer patch, let's be real here. Maybe the survivor grind will come down in a later patch.
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isn't Myers meant to be evil incarnate? I'd say he's at the very least on the A list.
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all the time when unhooked, even if I dont have DS, most killers will assume you do if you locker right in front of them. The true deception.
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hide until she DCs
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the ability to further customise KYF matches would be neat, such as changing the number of survivors/killers/perk slots etc. And could be implemented without upsetting the base game balance.
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the ultimate blendette map
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I just want a cosmetic that replaces the pyramid with a traffic cone personally.
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would have been great if doc rammed some party streamers down survivors throat and then set them off causing them to ######### blood to death
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Sounds like a waste of good suffering
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it is no longer an exhaustion perk and instead consumes tokens which are acquired by cleansing totems.
Actually, I'd do this with all the meta perks, imagine only having a maximum of 5 of any combination of DS, DH, unbreakable per match.
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if you take addons into account, she may well be stronger.
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Yes it should.
NEXT!
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HUNK as survivor with the ability to mori the killer by snapping their neck thnx
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i do think they should have released the perk first, and then saw how that tipped the scales with boons, before nerfing them.
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@sizzlingmario4 said:
They said on twitter a month ago to reach out to support if you still haven’t gotten them.
https://twitter.com/deadbybhvr/status/1519036318264737800?s=21&t=jUd7Xrk3KP32PR39_PU1SA
Thank you <3
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2955898#Comment_2955898
Survivors now have a higher chance of having to search 4 boxes to hit the right one (assuming the Boxes still use the same shell game method).
Before, the chances to hit the right box with each attempt went 25% > 33.333% > 50% > 100%.
Now, it's 20% > 25% > 33.333% > 100%.
Thanks for the explanation <3. I didn't even think of that.
But the trade off for this is that if a survivor is down to the remaining two boxes and one is in an area where the killer is active, they can use the other, whereas previously they would have no choice but to run into danger to complete the remaining box.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2955837#Comment_2955837
This is a buff for Pig overall outside of scenarios involving body blocking the final box.
well, the nerf comment was tongue in cheek, but curious as to how its a buff. I don't play as pig so maybe I'm overlooking something and would appreciate if you could explain for me
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we need more ugly survivors, I want an bald fat man in a vest
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@Marigoria said:
honestly best announcement
naaaw prestige rework
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pig nerf confirmed
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kindred without the killer aura reveal
mini pop without hook requirement to counter gen tapping (1-2% so that survivors have to spend as long repairing the gen as the killer takes to kick it to break even)
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Fully agree with Hag, the disparity between solo and SWF for her is more so than any other killer as her counter play is pretty much dependent on SWF, making her crushing against solo but not that great against SWF and really bad against a more competent team.
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demogoogle
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guess he was a "wee bit overpowered"
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saboteur aura reveal should show which are scourge hooks and which are regular hooks imo, that alone would make it worth running
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give it the stridor treatment and make foot steps sound significantly louder
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it'll be interesting to see how this plays out. Given that Evil Dead game is direct competition to DBD, it would make more sense to revoke the licence than stranger things, who make a bunch of ######### mobile games nobody cares about.
It'll also say a lot about Netflix and their decision if Evil Dead and Leatherface licences remain untouched.
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Bubba doesnt need his own chase theme because you cant hear chase music whilst using insidious
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giving undying the ability to replace lit boons with cleansed hex's would be a interesting change that would force boon users to be a bit more strategic. For example, if a hex other than undying is cleansed, it either replaces undying, or if a lit boon is up, it replaces that and undying remains intact.
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pebble, and pebble complimenting perks.
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@tippy2k2 said:
https://forum.deadbydaylight.com/en/discussion/comment/2941425#Comment_2941425
...you're absolutely right, I completely misread that.
Whoopsy!
\\
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Well it used to be Freddy, havent played him post nerf though. I'd say bubba.
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@DrDeepwound said:
https://forum.deadbydaylight.com/en/discussion/comment/2922345#Comment_2922345
How does it not make sense that if survivors could stop struggle progress that they would swarm the hook to deny the killer any kills? It creates a situation where the killer has no reason to leave, and the survivors are causing him to stay.
As stated, it was tested and the devs said that is the outcome, meta-wise survivors will just abuse it.
Camaraderie is the perk form of what was tested (slowing/stopping hook progress if survs are near hook)
Just reread your reply, I see what you're saying now, I wasn't suggesting stopping the timer for as long as the survivor is in range of the hook. Camaraderie is pretty bad because it requires the perk user to be the one that is hooked, so you either get lucky or all 4 survivors run it.
My thoughts were a buff more along the lines of it applies to the person on the hook whether they have the perk or the person in range has the perk, and possibly an increase in duration to reflect the addition of newer passive slow down perks.
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@DrDeepwound said:
https://forum.deadbydaylight.com/en/discussion/comment/2922345#Comment_2922345
How does it not make sense that if survivors could stop struggle progress that they would swarm the hook to deny the killer any kills? It creates a situation where the killer has no reason to leave, and the survivors are causing him to stay.
As stated, it was tested and the devs said that is the outcome, meta-wise survivors will just abuse it.
Camaraderie is the perk form of what was tested (slowing/stopping hook progress if survs are near hook)
But it doesnt delay the hook timer indefinitely, so all that is doing is keeping multiple survivors off gens to slow the game down... Literally worse than proccing it once and running away and doing gens?
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@DrDeepwound said:
https://forum.deadbydaylight.com/en/discussion/comment/2922341#Comment_2922341
Devs stated long ago, that they tested stuff like this and guess what.
They said survivors abused it during tests and it caused more camping because survivors use stuff like that to trap the killer in a bind where survivors swarm the hook, causing him no game progress.
Already tested and abused,.
that makes no sense at all. The killer can progress the game just by not camping?
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Camaraderie/Kinship should stop the hook timer for each struggle phase, and whether the perk user is the one on the hook or the person getting in range of the hook (if you're hooked and somebody comes in range, your hook timer stops. If somebody else is hooked and you go in range, their hook timer stops), making it a great anti camping perk for team players
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saboteur should show the auras of scourge hooks to make it immediately a great option but not broken
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The old counter play to face camping bubba (do gens and get a 3 man out) no longer suffices when you factor in deadlock, no way out etc.
Huge buffs to camaraderie would be a good place to start
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A perk that has a meh effect when youve already lost, what a winner.
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I find him very annoying to play against. Being janked all over the place by chains and having to hold m1 to remove them just feels irritating for some reason; I cant really explain what it is exactly but it just doesnt feel fun.
That's not to say I think he's particularly strong, or that the survivor experience is paramount to killer gameplay, just noting my own thoughts on the matter
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@anarchy753 said:
Moris still have the slight benefit of avoiding some perks in the late game, keys have the benefit of some pretty powerful aura reading abilities and the chance to escape even once the hatch is shut.
Point is, you deserve neither a kill nor an escape you didn't work for just because you brought an item/offering.
The aura reading on keys needs expanding massively, there are basically 3 addons that make the keys have any use at all now that he hatch functionality is pretty much useless, and one of these is terrible. Also, the green key lasts longer than the purple key, that makes no sense anymore.
I think the survivor aura reading addon should be part of the base key, make green 5 seconds and purple 10 seconds, and even then theyd still be the worst items to take along, but at least not completely useless.
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Enduring, spirit fury, lightborn, brutal strength. Tombstone piece is only to be used after a spirit fury proc/ flashlight at a pallet attempt for maximum hilarity. Have entertained replacing brutal with blood warden for exit gate teabagger murders.
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@RainehDaze said:
https://forum.deadbydaylight.com/en/discussion/comment/2909961#Comment_2909961
Why, to give the Killer one more way to lose for not having precognitive ability?
Like how pretty much every survivor item and a large number of perks can be made redundant by certain perks/addons/killer powers? Losing out to your opponents setup is just part and parcel of the game it seems, at least killers have the ability to see if an item is being brought in the lobby and can prepare accordingly if so inclined.
