HeroLives
HeroLives
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@The_Crusader okay those are just the perks, what about the killers with power abilities to add to it, and the add ons. Between perks, addons, and built in abilities I think that adds up to a significant amount of healthstates, especially when combined, especially on a good killer. Sooo killer can take away multiple health states in a match which can affect all 4 survivors. My point is if you limit one sides ability to grow, you’re also limiting your own, which will be nerf after nerf. Which will make for a really bland game. Also I am pro noed, Bc it can be countered and disabled. Hell the totem even glows if you missed it the first time before it activated. The only issue I even have despite all that^ is busted billy start of match slugging and even that will be able to be countered with flip flop, unbreakable, no mither if you have it equipped. I’d rather they put this in , and then give it a counter that can be equipped by any killer if it becomes a problem. Op meet op. Everyone has fun.
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@DarkGGhost said:
Ok then why the killers have to play bad in order to rank up bad the survivors have to play like they did ( as survivor you need one full gen , one safe hook and one hex totem or a half done gen)
^thats not true it takes much much more than that.
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@The_Crusader said:
https://forum.deadbydaylight.com/en/discussion/comment/379660#Comment_379660
New DS is still powerful, but it has counter play (don't tunnel, or just slug them)
Deliverance is powerful but it doesn't directtly affect the killer or waste their time in a chase.
This perk if unchanged has no counterplay at all and it's a chase extender. It's essentially a free instaheal. That's the problem, it looks unfair and unfun for one side. Perks like this shouldnt exist. Just like how perks such as Dying Light shouldnt exist for killer because it rewards play thats really unfun for the other side. (Thsnk god it got obliterated this patch).
With that logic how do you feel about instadowns? That lessen a chase and remove a health state? Or are those fair? I mean we can remove instadowns and buff all insta down killers to be viable m1 killers. Soo I mean...sometimes the shoe is on the other foot
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@The_Crusader said:
https://forum.deadbydaylight.com/en/discussion/comment/379589#Comment_379589
https://forum.deadbydaylight.com/en/discussion/comment/379620#Comment_379620
You can't just make a thread to describe everything you can about the perk, then try to shut it down to stifle discussion.
What he said ^^^ we’re trying to find some middle ground here. Bc I want survivors to have cool #########, but I also don’t want killers to be underpowered to it.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/379564#Comment_379564
Indeed, it changes nothing.
@Orion but that means the killer would have to drop chases to avoid hitting their obsession if it triggered mid chase. Which could be game changing if using stbfl to try to combat mom. Soo I think my conclusion is they’re going to have to change stbfl with a buff or new conditions as killers would waste more time trying to combat mom than actually combating mom. Stbfl is going to need a buff/or new requirements to be useful especially if more than 1 person is carrying mom Bc it would be incredibly op so killers will need stbfl to be equally op, and it should be buffed at the same time of this perk realease , not before or after. Meaning released at the same time. Or what do you think? Bc I think that would be good middle ground.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/379558#Comment_379558
Some survivor obsession perks increase the probability that you become the obsession. That's all.
@orion so if someone is running mom and is the chosen obsession and someone is running stbfl it changes nothing? Also the obsessions change now upon use so you can ultimately go for the guy using it if someone else has it and it is triggered right? Meaning you could still get your tokens right?
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/379549#Comment_379549
I don't get it, what's the point of this question?
It’s a just a question, does it change how stbfl already works now?
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@orion what’s the difference between stbfl hand picking an obsession for you, and someone bringing mom, and getting picked by preselects one?
i guess what I’m asking is, does it change the way the game is in any way for stbfl from how it is now?
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@Blueberry said:
Looks strong on paper but in reality is quite weak. Competent survivors just wait it out and then you wasted a perk slot for nothing.
^ basically I wait it out and look for other objectives to do. I do it to avoid the possibility of getting 3 gen’d later.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/379099#Comment_379099
This is simply incorrect. It has stunned the killer for me when he was on the complete side of the locker and even behind a wall next to it. The radius is massive.
I haven’t seen that, that should be fixed
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@The_Crusader said:
https://forum.deadbydaylight.com/en/discussion/comment/379072#Comment_379072
You get the attack cooldown, they get the speed boost. It will probably buy you as much distance as a DS and allow the survivor to reach a new loop. That will be nice when they reach something like the abbatoir window.
Enduring helped with DS from the get go - didn't stop people complaining. Now the counter is a perk which needs 8 tokens to reduce the oenalty of this perk, bearing in mind when you hit the obsession you're going to lose tokens anyway. 2 hits on the first, 2 hits on the second. Thats at max. So best case scenario you have 4 tokens and only get a 20% cooldown. Bearing in mind Enduring gave you a 75% reduction against DS.
But tell me, if I bring STBFL wouldn't I be better off just ignoring the obsession altogether?
Guess what, thats how DS was. It made more sense to just ignore the obsession all game.
It’s still only one emblem so odds are if you chase them long enough they aren’t pipping anyways. They’ll derank or safety at best Bc they’re only good in chases. You basically have to let the killer catch you as survivor so you and your team can get altruism to pip. Bc you have to score high in all catagories.
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Yeah it’s weak, it only works if the killer is basically right in front of the locker. I think the timer needs to be taken off, keep the exhaustion. If you’re smart enough to jump in a locker to dodge a hit then you should be able to get the stun when they go to try and yeet you
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@The_Crusader said:
https://forum.deadbydaylight.com/en/discussion/comment/378048#Comment_378048
By the time the survivors aura is able to be revealed they will be in death hook, which means it's late game anyway.
They heal to 99%. Killer can't see their aura. They do gens or play stealthy. If the killer finds them, they tap heal. Now they can take 2 hits and the aura reading doesnt matter since the killer has found them anyway and they're on their third hook.
It’s a free missed swing, there’s not even a stun timer. Plus there’s that killer perk that lowers missed attack cooldowns if it becomes that big of an issue. That person is devoting all their perk slots in the case you mentioned for 1 emblem ONE don’t you think he deserves to last longer in a chase? I devote my perk slots to stealth, should that be nerfed too since I can go unseen a lot? I’m weaker against chases, so I’ll go down faster if I’m not in a good area. I’ll get the most gens, totems, and saves though.
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@Slayer exactly Bc not healing only works against certain killer playstyles, and not others. Others it’s like heal or rip.
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I’ve always been pro buff everything Bc nerfs take the fun out of games for either side. Moral of the story people like to use cool stuff.
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The problem is now people are forced into to playstyles they don’t like or enjoy on both sides, not to mention you can only do so well depending on how the other team “cooperates”. It’s secluding the player base on both sides. Just because you, and I might like it, doesn’t mean others do. While both sides whine about playstyles of the other the truth is it’s the variety that keeps the game alive Bc you never know what you’re going to get. The variety is being narrowed to be able to achieve rank, because performance is now relied upon how your opposing team also does. Anyways fair gameplay is going to make the game boring for people who don’t like that gameplay style. Ergo playerbase drop.
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@HavelmomDaS1 I’m saying that you can have a crap swf team just as much as you can have a crap solo team, the only difference is you can build your team with swf , you can’t with solo, it’s luck. So ofc if you have a good swf team you’re more likely to escape with more than 1 person. With solo you can’t pick your team, but solo doesn’t affect how YOU play.
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Damn thought boldness counted towards an emblem sob
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@Black_Fence said:
https://forum.deadbydaylight.com/en/discussion/comment/377697#Comment_377697
But not the emblem does it? Plus it is easy to max boldness it is harder to max benevolent or light bringer
I disagree Bc I play stealth so I need boldness any way I can get it without having to actually get in a chase. Sounds like you should save some people and touch some gens, stop hogging all the run time.
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@Delfador I’m on board with that.
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@Black_Fence said:
https://forum.deadbydaylight.com/en/discussion/comment/377649#Comment_377649
I would be happy to have it count for either of those emblems. I also thing that doing totems should count towards either lightbringer or unbroken. It is ridiculous that dull totems give you no emblem progress even though it is the counter to NOED.
Sabo counts towards boldness don’t take this away from me!
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@Eveline said:
If I see you sabotaging my hooks.
Is that a mutual agreement for a dbd round of fisticuffs? It’s not about the killer. It’s about my emblems. You’ll live i had serveral rounds where I sabo’d an area and all the survivors were still not running to it for safety. Don’t underestimate their stupidity. I was playing with a friend and he saw me saboing an area, he ran the killer right to where there were hooks. Also atleast I wasn’t on a generator ;)
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@HavelmomDaS1 said:
https://forum.deadbydaylight.com/en/discussion/comment/377578#Comment_377578
And again you COMPLETELY missed my point and assumed things out of nowhere. Please read carefully again.
I understand your point, but you don’t understand mine. We’re just going to have to agree to disagree. They’ve been slowly balancing around swf for an entire year and I’m doing just fine as solo. Because solo is dependent on your own skill, and not the skill of others covering your @$$, that’s why people think solo is getting harder when it’s not. Ofc if you’ve been playing swf more with a good team than solo , then solo is going to seem like a circus. Ofc matches go less well naturally when you solo Bc the communication barrier. I gave you the tips and tools you need to perform better as a solo and be more team included , or You can keep arguing with me. It’s your own fault if you don’t take advice when it’s given to you. I’m not your mom though play how you want. If you don’t enjoy solo then don’t solo, get a good team if you feel like swf is better. To each their own.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/377467#Comment_377467
Here's the thing: that killer probably depiped, while everyone else probably got a black pip. This means that the killer will drop in rank, while you get to stay there. Everyone is going to settle into their proper ranks with time, but it's gonna take a while.
^basically but new match making makes it harder Bc the total randomness. While I enjoy the variety match making brings, it’s still you can get a bad killer or an above average killer, and same with teammates. Don’t have a problem with how emblem will pan out, but I think they should revert matchmaking to the way it was.
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I main a few characters(and he’s one of them), mostly I just like his cosmetics
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@Blueberry it would be nice if they built it in with Sabo. That’s just imo though.
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@orion yeah I didn’t realize that. I hung up my Sabo hat a long time ago and I’m just now picking it back up(for boldness). I used Sabo and was like”this takes fn forever”, and swapped back to a toolbox. Do you still get the extended time if you bring both? Like does it stack, Bc using just a toolbox is faster but they seem to respawn too quick.
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@HavelmomDaS1 said:
https://forum.deadbydaylight.com/en/discussion/comment/377460#Comment_377460
U completely ignored my point and are talking about different things.
@HavelmomDaS1 I didn’t ignore your point, my point is you had more ######### matches as solo in red ranks due to boosted teammates. Solo isn’t as “nerfed” as everyone is making it out to be. People love to exaggerate. Solo isn’t hard if you play like you have a brain. Solo is harder than swf for sure, but you have to realize when you play solo you must makes moves that either benefit your survival, and keeping your team alive long enough to help insure it. Solo isn’t hard when you realize your accountable for your own in game mistakes Bc you can’t depend on the team Bc to them you’re “the random in the group” it doesn’t matter how efficient you are ,you’re expendable to them. Sometimes when you get an unselfish group they acknowledge your efficiency, and they’ll do what they can. I wouldn’t be surprised once people figure out pipping that soloing should be much better, not worse.
There are perks you can use in game to close the gap between solo and swf here’s a few:
bond, alert, aftercare, empathy, premonition
if you pick one for team aura , and one for killer location then you can add whatever else you want to as the last two slots. There you go gap closed. If you can’t take a lap before last gen for noed or learn when to let them get the door or break noed , and when to let them die(looking at you swf in the basement, and snowballing each other, Bc snowballing is never the answer to your problems), then you’re going to have a hard life as solo.You don’t have a team when you solo , you have YOU. It’s supposed to be harder. You can do better as solo than you can as swf if you’re game knowledged enough. My point is you don’t need all that if you’re skilled enough. You just have to be observant and think your moves through.
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@HavelmomDaS1 said:
https://forum.deadbydaylight.com/en/discussion/comment/377094#Comment_377094
You probably don't need that NOW. But devs are going to keep nerfing survivors and buffing killers around SWF. Guess what's happening once the game is balanced around SWF without any buffs for solos? It's gonna be a straight up stupid experience. It's already very common that solos doesn't make it to the endgame and take the hatch.
I’ve escaped plenty of times at R1 with a team as a solo, got hatch more but still. It all depends on the teams efficiency. The problem before was people being at R1 with no business being there. Due to over altruism against juggling killers. Both were boosted. None of them knew how to work through ruin(meaning hit the skill checks), none of them knew how to survey an area to make sure it was truly safe to unhook(and not how is it where you can get a safe unhook , but still create a snowball due to higher mobility killers), they didn’t know stealth, or how to decently run a killer chase. They were pipping up off a single category basically but not even decent at the others. You should be versatile at R1 or red ranks , and they were not.
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@Hoodedfengm1n they are so much FUN. @CountfunkularYeah though they could probably take it down to 45/40 percent of wiggle conversion. I wasn’t able to walk far at all with my friend on my shoulder with flip flop alone not in a build, or without iron grasp.
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@RWoodrow Survivors are a mixed bag, there’s smart ones, spiteful ones, and brain damaged ones who would rather blame the killer for the outcome than their own bad plays. It really shows who has the capacity to learn from their mistakes, and those who would rather blame others. Atleast you can sleep at night knowing they’re probably single Bc of this.
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@JoannaVO the sadness that now lives inside of me. We could of been great together on swf with our combined ninja skills 😭
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I’d rather he be a stand alone like Leatherface tbh
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@JoannaVO said:
https://forum.deadbydaylight.com/en/discussion/comment/377238#Comment_377238
Puppers and AngryPug are two different people who do know each other.
@JoannaVO thank you, much appreciated. Yo do you play on ps4?
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ehhh idk about all survivors but from what I’ve overheard on ps4 it’s more of a you’re camping tunneling and I can’t pip Bc of it so neither should you. I don’t dc to be clear.
on the other hand they were dcing before this idk just idk. I want my Bloodpoints regardless.
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I’d probably tweak this perk to be able to avoid 1 instadown putting you into injured instead of dying, same aura effects , same obsession effect. Does not apply to m1 attacks on a fourth hit only an insta fourth hit. Can only be used once per match. There more balanced. Now lower tier killers don’t get completely $h1T on.
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@TMCtildo is puppers , angry pug? Ppl keep saying puppers and I’m not sure if it’s the same person or two different people.
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@Blueberry yeah I was around then, it’s why there’s so many hooks in game now. I think just being able to see hooks within certain meters of yourself would be a nice buff/perk. Which I’d totally be cool with it’s nothing that’s game changing but more of a qol for the perk/possible perk build.
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@Killmaster said:
I'd prefer it if it had some killer specific interactions, an example would be sabotaging a trap would stun The Trapper when he attempted to pick it up also when you have a Reverse Beartrap on your head from The Pig you can disable the countdown timer but still need to remove it to escape. Just some small tweaks to make gettting matched up with Trapper or The Pig a fun experience, there are currently so many killers in the game it's time the devs started making game changing effects against certain killers if your lucky enough to have a perk that counters some of their abilities.
That sounds like a hard nerf to them, I don’t really like this. They are already not that high on the list. I’d prefer not to lessen their powers , as I feel both of them need a buff
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^^^^ could still be used to exploit if they are salty
-solo
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As a solo I don’t feel like I would need any of this maybe just a built in kindred to avoid a group at the hook. Other solos might feel differently though
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I don’t mind her being thicker, I just wish they would round her shape out and increase her bust. She looks boxy shaped to me.
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i think they are funny
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@Fenrir said:
Plus why are there lockers EVERYWHERE NOW
Don’t you worry about my lockers. They belong and are wanted.
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It probably has to do with the rules in the new agreement, it mentioned bullying and threats could result in a ban. Maybe it has to do with the rework though? As far as being nicer in trial? Idk but we have to play ball to also pip otherwise rip emblems. I’ve noticed more killers being nicer in trial too, which is refreshing.
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/375635#Comment_375635
I disagree with permanent until all totems are cleansed, but I think you were joking anyway.(about the permanent part)
@TreemanXD I was joking, but I was trying to drive a point home to my survivor breathern
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@Hoodied said:
@HeroLives In my opinion, I think there should be an easier path to get boldness without having to go aggressive, so that means I agree with you, so I thought of one
Risky-Boldness/objective
-Repairs preformed onto a generator/exit while inside the terror radius
Risky-Boldness/altruism
-Heal inside the terror radius(Not in the chase)
Risky escape-Survival/Boldness
Escape the trial while in the chase with the exposed status affect or injured
Risky escape-Survival/Boldness
Escape the trial inside the terror radius, reduced amount of BP gain to the first risky escape
@Hoodedfengm1n I am on board with all of those. Like I said I’m not a lazy stealth player so I mean I can get these as I’m usually in TR doing things at times. Thanks for the tips though. I tried what @peasant said and started to Sabo hooks so far just gold :/ I need to up my boldness game.
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I mean if it makes others survivors cleanse the totems then yeet this into the next patch, maybe they’ll learn noed has been their own fault all along. If everyone cleansed a totem when they saw one or at an opportune time this wouldn’t be an issue. I’d go buff noed though where it’s permanent until all totems are cleansed, Bc I’m sick of these punks giving survivors a bad name.
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@Hoodied said:
@HeroLives Usually how this occurs is I bring a flashlight and try to get into a chase with the killer, during the chase I hold it together the entire time, don't panic when you get hit, try to pallet loop (Even if its legion) and slam the pallet at your chance, when you break the pallet use your flashlight every single time, you will have max BP in the boldness category almost 70% of the time.
In the stealth category like @Delfador said, you have to hide around the killer for a HUGE amount of time, have a flashlight aswell to go aggressive if needed, when the killer downs someone go for the save and hide again, this will work a charm, this works less times than the aggressive/chase path but it still works
@Hoodedfengm1n I really didn’t want to pick up flashlights but one must do what one must do, heavy lies the crown that wants to go full iridescent.
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Rancor is fine
