Jejune
Jejune
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- Jejune
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Comments
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I agree, but perks like openhanded, tenacity, etc. should be passive perks that are in each perk like them.
Example: Bond has openhanded +4m built in and so does kindred so you can stack similar perks to get better benefit.
Example 2: unbreakable has tenacity +25% and it stacks with flip flop ect. ...
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Realistically Coh is useless you know that someone is bringing the perk in. Whenever i play survivor i either have iron will or medkit with botany knowledge ( or both). I am not going to min max the this game so that i can reduce healing time by 1.37s or run across the map to heal for 21s its simply not worth the effort.
The only reason i liked the perk at the beginning was because i could heal at 100% speed without the medkit.
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I mean technically there will be a big change happening when next chapter happens... so see you next week?
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The reason why haddonfield has totems in the middle of the map is because there is no gens in the middle of the street not to mention that the road itself is like 20-25% of the entire map. The map may be better now than before the rework since its overall smaller, but its so warped that it its hard to place a totem away from gens. Main build basically has 2 gens in the same spot. Each corner has one gen and the other side of the road across from the main building has one.
So realistically the best way to hide totems on this map would be to place all of the totems in the buildings but majority of building have a gen inside it or around it.
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@TheMadCat said:
No, we don't need self-care actions to be base kit. Bring a perk (SC, CoH, Inner Strenght) or a medkit or find a teammates to get healed.
I think we would lose the fact we have perks to choose what playstyle we want.
How does bringing same 10 perks out of 100 allow you to choose your playstyle? I doubt that you run all non meta perks all the time to change up your playstyle.
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@PlayTwink said:
I'm all for buffing self care and nerfing COH
I would much rather at least some of the meta perks became basekit and then adjust the rest. That way you could actually have new meta since old bandaid would be "healed"
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@KolbyKolbyKolby said:
That's a little too convoluted, the devs do like simplicity in gameplay mechanics and having all that into a build in action without much explanation wouldn't really fit the vibe of the game.
Do you like it tho?
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@KblokoBR said:
Useless, COH is basekit anyway my dude
Last I checked I had to actually bring it into the game through perk. CoH is pointless for me I would rather use medkit then run across the map to use it.
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How do you counter killer walking away from the hook your are sabo-ing? (When only one person does it)
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It's like saying pop should have 10s duration because it robs survivors from finishing a gen.
Also the more you suggest nerfing teaming up on a gen the more you will end up with 3 survivors doing solo gens while you chase the 4th.
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@Dramzar_Myers said:
https://forum.deadbydaylight.com/en/discussion/comment/2716882#Comment_2716882
Well. Due to this logic we need to make hexes can be placed multiple times. CoH is basically old self-care for everyone in nice radius. New boon, that is also Bill's stand up perk for everyone in radius. It's strong enough and making pekrs like Thanatophobia are worthless. So make risk of losing perk is I think fair enough
There is a reason why everybody picks it. If you were to nerf it like that 95% would stop using it. Since there are other perks that can do similar things. Unbreakable is situational, unbreakable boon is more situational than that. Coh is only worth it because after you set it up you can heal in ~6s with other perks and medkits. I can heal pretty fast with green medkit and botany knowledge with 0 set up and not being bound by location that can be snuffed out halfway into a heal. Now if you play 4 man it might be worth running. (But again only if you can set it up infinitely.)
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@Dramzar_Myers said:
https://forum.deadbydaylight.com/en/discussion/comment/2716870#Comment_2716870
There is one of my thouts aboun how to faily nerf boon totem:
There are 20 perks in trial.
4 killer's perks and 16 survivors. 4 to 16.
Hex perks have big influence on game, but also have risk to be destroyed and there will be 3 to 16.
Pentemento is situational perk, which needs broken totem. If there is a boon totem this perk is useless because nobody will break any. Also 3 to 16.
If killer runs both pentemento and, for example, ruin, it xab be potentially 2 to 16.
Boon are nearly as useful as hex, but they don't have risk of being lost in game, as hex. And it makes them unbalanced w little.
To balance them I propose change one thing:
Each survivor can plaсе one boon totem per trial. If killer finds it - be will just shut it or destroy totem.
Now for the numbers:
(If killer runs only non hex perks he have 4 of them.)
With the worst case, where survivors will run 4 boon perks each, there is potentially 4 to 0 perks. It's nearly impossible, because survivors wil rather pick Dead Hard, DS, Flashbang ect.
More common if there is 1-2 boons picked by 1-4 survivors.
And in this cases we can have perks from 4 to 15 (1 boon in entire team) to 4 to 8 (2 perks each survivor)
As we can see most common situations in game will leave survivors in team perk advantage. Boons still be useful and rewarding for survivors, but they will have risk factor of losing perk. However they will still be more safe to use then hex perks, because hex spawns randomly and can be destroyed in first minute of the game. While boon is must to be placed by survivor, which can choose for it the most safe place
The only way you can nerf boons if to give it cooldown after it gets destroyed or give it alot of token and when it runs out you cant make boons anymore. Any other nerf to boons will make it essentially useless, because there would be no reason to run it. Therefore if you were to do that pentimento would have to be nerfed because it would be too easy to get 30% gen debug.
Also boons are not rewarding at all. The only boon that's useful is CoH. And it's only useful if I as a person who placed it get to use it more than once per "one placement of the perk". In any other situation I am better off running medkit with high amount of charges with botany knowledge.
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If you nerf boons to the point of uselessness or make pentimento work on boons. Boons would be pointless and you would have to nerf pentimento since it would be too easy to get 30% gen speed reduction.
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How about i take self care and botany knowledge and have same effect as what you just made? or just botany and good medkit?
I wouldnt even consider taking that perk unless i played in 4 man team and i was the only one taking it into the match.
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@GentlemanFridge said:
https://forum.deadbydaylight.com/en/discussion/comment/2704634#Comment_2704634
I never said it was an okay map. I just said the layout is not all that difficult to learn. It’s the single most static map in the game as well.
As for the drops, there’s 2 stairwells in both wings, a third one at the north of the eastern wing, as well as a drop from the western 2nd floor bathroom. And another also in the western wing in the southern most ‘room’ adjacent to the library.
PS: Let’s not hope for more license dips, hm?
PPS: You should blame Capcom for this one, not BHVR.
I mean, even if capcom said you have to recreate map 1:1 ratio. I would still be like. How about we do that, BUT we make 2 maps out of it.
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@Sepex said:
I don't know the layout fully either, really it's just because I don't go to that map often enough to memorize it all. People said the same stuff when Midwich came out and everyone knows that map now.
Tbf i get lost in midwich too even tho ik there are only 2 staircases + few drop points on second floor, but i can still find it...
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Bump
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i didnt like them for one reason. My brain went "you did the skillcheck, another skill check wont happen for a while". Then i proceeded to miss the skill checks on yellow glyphs for like 4 glyphs in row. Then i remembered that i have to actually continue for sometime and one game later i was done with the challenge. So next time i got same challenge i did same mistakes.
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@Laluzi said:
I'd be fine with this. DS is very difficult to use offensively in its current state, so I wouldn't mind increasing its defensive properties, especially in the absence of other anti-tunnel perks.
I disagree i feel like running it offensively is the only way to play it after the nerf. aka getting healed by someone and then interupting killer in chase so that he procs it unknowingly. Otherwise its waste of the perk since you can wait out the timers, while also proxy camping the slug.
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So possible permanent +10% speed increase. (Since escape chance is static you have a chance of being stuck there forever if no one comes to get you out.) HMMMMMMMMMMMMMMMM
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@JeanCharpentier said:
https://forum.deadbydaylight.com/en/discussion/comment/2691452#Comment_2691452
A game that is funnier and way more balanced than DbD where you have close game all the time when both sides are good.
And a game where survivors can clutch thanks to a great mechanics for it.
BHVR has actually a lot to learn from Propnight. Got 25 hours in (1700h in DbD) and i'm amazed by how good the game is...
- teens have a money/time management aspect
- teamplay is at the same level than DbD
- mindgame with the killer is better and in 2v1 or 1v1 it is incredibly good
- teens rely on items that they can buy through chest, none of them is OP as you cannot spam them or have too many of them
- maps are great, not too big, not too small, and there arent a ton of pallets.'Also teens cannot run all the time and have to manage sprint/prop during chases. Only the farm map is teens sided but i'm sure they will address it
- balance is great thanks to good maps and to the teens heal management, impossible to heal unless you have a medkit, without medkit you recover heal slowly till 70 hp
- kindred/BT built in the game
- community is respectful, mostly mature and there is almost no camper/tunneler
- performances are great
And devs are listening to the community and are really reactive. 6 patches in 10 days with balance changes, a new map, bug/performances fix/improvement etc...
Sorry but BHVR should be ashamed that they have not been able to provide any of this for 5 years while they earn millions of dollars monthly with DbD.
As a reminder, BHVR earner 124 millions of dollars in 2020 while they have only DbD running... it is around 200k$ per employee... So where are the fixes and changes we have asked for 5 years ?
Tbf, VHS has been in development since dbd came out. I assume that if dbd were to be released now it would have some or majority of perks they have in the game currently. At this point I hope vhs takes majority of dbd player base so that it forces them to actually put some work into anything but new chapters.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2695017#Comment_2695017
Do you have anything intelligent to say or?
it wont happen until lets say 2 years into the future and by that point it wont be you who "suggested" it. i am smart enough to understand that.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2694947#Comment_2694947
Read the post again.
Git gud and never get hit like a pro player
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2695004#Comment_2695004
Well, then I guess I have nothing more to say to you. Good day.
Aight
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2694980#Comment_2694980
I never disagreed with that.
Well i never said egg in French, but idk how us telling each other what we never did is helpful
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Add Mac & cheese
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Devils advocate: we need more perk tiers because 4 in Roman numerals looks pretty dope
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Maybe they should award more points to killers that only camp and tunnel. This would create surplus of blood points which would probably fix the problem
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2694970#Comment_2694970
No? One of the purposes of this forum is to give feedback.
Just because that’s the purpose doesn’t mean anybody has to take that feedback and do anything with it.
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far too generous, one pallet is more than enough
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Devils advocate: no because don’t fix it if it ain’t broke
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Make everything 50% more expensive so that they can realize the value of each addon
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Alternative: make rpd the only map in dbd
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Make it so that I lose hook state per use with 0s cd
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2694965#Comment_2694965
So? Stop posting on this forum as a result? I don't think so.
isnt this the definition of insanity. One day it might get added, but chances for it happening because of this post is basically 0.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2694947#Comment_2694947
I don't think you should be locked out of a perk slot if you want to avoid a needlessly tedious experience.
I don’t think bvhr cares tbh. This is a wishing well every thread is a wish and every post is a coin. Sometimes wishes never come true
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Every time I get drunk I increase pallet hit boxes in dad. You are welcome.
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No.
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simply don’t use it. Play perkless
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Agreed way too strong. It should now apply break and exhaustion for the rest of the match. Maybe even apply hindred effect.
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Why can’t everybody win lotto? Because if that were to happen nobody would actually win anything
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What for? Simply bring unbreakable and win every game
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We can make opt for 3rd option and make every action be 50/50 chance. Every hit 50/50. 50/50 check on whether you actually fell from high ground or not. 50/50 check on whether you hooked someone. 50/50 chance of you actually loading into the game. (Cannot be adjusted by luck offerings or perks that increase luck)
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The game shouldn’t be playable as long as they don’t fix it. On the other hand since everybody is allowed to play ddos problem is either solved or not a concern at all.
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Unless otherwise stated I doubt that majority of feedback is used for anything but creating a false hope.
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Unless they have some sort of fool proof way to stop hackers for now/good they will never say that they have solution for anything.
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might as well be god.
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Excuse me October 18th is what day in japan?
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@SMitchell8 said:
Why don't self care users bring a medkit thus allowing them to bring an actual useful perk?
Special mention to those that continue to heal even if I'm standing next to them waiting to heal them 👏
I usually bring medkit with botany knowledge (or just brown medkit), until one killer brings franklings then its selfcare for the rest of the week.
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Buckle up should be in basekit.