Joelwino
Joelwino
About
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- Joelwino
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Comments
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I haven't played wit it yet, but dead man's switch and Nemesis sound like loads of fun. Alternatively, you could also do dead man's switch plus furtive chase plus make your choice for a similar effect.
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I started the game playing the spirit because I loved her character design and felt really bad for her, now I can do pretty well with her. For killers that I was good at from the start, I would say the new doctor and the one time I played Freddy with a splinter. I have promised to myself to never subject survivors or myself to the boredom that is Freddy ever again, but he was really easy. Doctor was fun though, I liked using the shock and getting hits with it was really satisfying.
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@Rivyn said:
https://forum.deadbydaylight.com/en/discussion/comment/1152478#Comment_1152478
Slightly off topic, but of a similar line of thinking. Why does Blood Echo have a cooldown?
Same with thrilling tremors and surge. If the survivor are going down that much, then they should suffer the consequences.
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I think the reason why survivors force DS is because if they don't there's a chance that they just wasted a whole perk slot on a perk that they didn't even use, and that's just no fun. But even if they made ds do something in addition to what it already does, survivors would still force it since that bad behavior has already been established for them.
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@underlord99 said:
it's so fun going against survivors who work on a gen and then hop in a locker for a minute of immunity , such a great thing to have in a game where time is important.
imagine if a killer had a perk where in the middle of the match they could block all gens for a whole minute , man that would be amazing.
Nemesis + Dead Man's Switch? That would be a lot more than a minute total if you're doing well.
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@Hoodied said:
(God I am about to sound like a dev here)
Hangman's trick was nerfed due to how far it could see
If you hit the survivor sabo'ing a hook I believe the survivor should get hit by a cooldown if they are using Sabo, however if you see a survivor going for the sabo drop that survivor and chase the survivor attempting to sabo the hook, now you are applying pressure
I think hangman’s original range should be brought back but only reveal survivors capable of sabotaging. (saboteur or a toolbox) Any other survivor would only show up in the new nerfed range
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Your icon is a Pig perk. How do you not have hangman's trick unlocked?
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@[Deleted User] said:
Honestly, I just want maps like Bedham to not have the same chance across all variants. It should select the map and then randomize the variant, not treat them all as their own maps.
Please, I'm so sick of getting Badham, I hate that map so much.
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I think that the PTB hangman's trick would've been good if they made it so that it only reveals survivors capable of sabotage, like the sabotage perk or a toolbox.
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@ALostPuppy said:
For the most part tunnelling happens when the unhooker immediately runs off and hides, leaving the one who just got off the hook defenseless since there's nothing they can really do. They can't hide because they're injured and they probably won't be able to get healed for a while. Then the killer gets called a tunneller because they had no information about any other survivor so they're forced to go for them again. Usually when I get tunnelled it's the other survivor's fault (Even though I don't dislike getting tunnelled, I'd rather be in chases all game than healing and doing gens. I just hate doing it when I'm in this situation as killer all because the other people on the tunnelled survivor's team are dumbasses.)
Don't you just love Blendettes?
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If anyone says the spirit I will shove a shattered wakizashi blade up their butt.
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/1146723#Comment_1146723
No, that's what I was saying you don't have to do.
Purple Rarity doesn't mean the perk is maxed out, the Rarity scale is just a way to indicate what's "rarer" or stronger. You'll know if the perk is maxed out when the tally marks on the right hand side are at 3, which is the max level a perk can go up to.
But I have purple perks with only two tallies on them. I thought that they were supposed to go to three. The same thing is also applying to the perks effects, like purple rarity Inner Strength taking 9 seconds or purple rarity Decisive Strike lasting 50 seconds. When I have perks like that, do I have to buy the purple rarity of them again on my bloodweb to get them to level three?
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I also wish perks had more animations. What if your vault animation was different with lithe and the fall animation was different with balanced landing? I just want more variety in the way gameplay looks.
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@FireHazard said:
Some perks can get to Purple Rarity at just Tier ll, so no you're fine.
The rarity of the perk doesn't determine if that perk is maxed out, it's the tally marks next to the perk that indicates this, so if for example Agitation is at Tier ll and is purple, than that just means it gets that rarity at Tier ll and still can go up to Tier lll. Hopefully that makes sense.
So I have to buy them again on my blood web?
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Disable the map with the floor glitch, it's so annoying being unable to vault one of the windows and to find slugged survivor in that area.
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@Reborn2020 said:
Why you want them to escape? In that case just go and open gates yourself. And they wont avoid EGC!
The issue with that sort of thing is that sometimes during the endgame you have a survivor hooked that you have to stay near or else the rest of the team will unhook them then bodyblock you from hitting the injured survivor all the way to the exit gate.
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What if they made it so that the killer aura reading would kick in if the killer stayed by the hook for more than ten seconds? It would make camping less effective but wouldn't give the survivors the survivor equivalent of BBQ and Chili for free. Also if a survivor went down a hook state without being hooked again then the aura reading of Kindred would kick in, since no one likes being killed on one hook.
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I think that Adrenaline could possibly be earned, like how diversion or stake out works except it counts time in a chase. If you are chased by the killer for at least 120 seconds total by the time the exit gates are powered, then Adrenaline activates. If the survivor didn't get chased for that long, then they don't get adrenaline because they were too busy being immersed, wasting time and slamming out gens. Plus if the survivor was immersed the whole time, then they probably won't even be injured when the last gen pops.
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That's because it was balanced around solo queue, not sweaty SWF teams. Like how when 1 or 2 Adrenalines is okay, but all four of them suddenly healing up makes you want to break your screen.
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@SirCracken said:
Seeing a survivor attempting to hide, either in a locker or in a corner somewhere, and pretending not to notice them, only to go directly in-front of their hiding place and slowly turn towards their direction.
I like doing that as Spirit, walk right past them then phase right onto their butts for a fun jumpscare
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@TraitorousLeopard said:
On one hand, Night out Nea and her Pixie haircut cosmetics are easily her cutest options.
On the other hand, Nea is a street rat tagger delinquent so I get the feeling that "all dolled up" isn't really her style.
Her blonde hair is actually really nice, it makes her blonde eyebrows look better than with the dyed black hair, plus it goes with pretty much every Nea cosmetic.
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Stealth Killers - Whenever I'm not using Spine Chill being sneak attacked feels unfair
The Plague - Oh, you brought Botany Knowledge, Inner Strength, We'll Make It, Autodidact, Second Wind, Adrenaline, Self Care, Iron Will, Pharmacy, Solidarity, For the People, or a medkit? Oh well, guess you just wasted a perk slot.
The Clown, Freddy - I hate being slowed, it sucks. I wish killer powers would buff the killer instead of nerfing the survivor, like the Hillbilly or the Nurse have.
Legion - poor kids need a rework. what's the point of having a power if you can't get downs with it?
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I play killer because I know that no matter what happens, when I lose or win it's completely my fault. I'm the one who messed up and I can improve from it, or I'm the one who succeeded and I feel good. As survivor, it doesn't feel as good if I get carried/sandbagged.
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@Carpemortum said:
https://forum.deadbydaylight.com/en/discussion/comment/1132626#Comment_1132626
Have you not seen the gold and red dwight, nea, or claud? Or the neon outfits for claudette.
Or the pink and red demon feng outfit.
Or the glowing outfits.
Or megs tie dye hoodie.
Or any other of a plethora of bright ass clothes?
Adam's isnt bad, and you dont technically have to buy #########. Prestige him and its covered in blood.
Besides, pebble isnt great if they're looking AT you anyway. Deliverance requires you to be caught, and autodidact is for healing. Which you shouldnt so in their los regardless.
The point of deliverance is that you don't want to be found, so that you don't get hooked first. If you were crouching in a bush 20m away as a Claudette, the killer would most likely not see you. If you were doing the same thing as Adam, his bright white coat would give you away, as Dead by Daylight is a very dark game and the coat produces lots of contrast. Same thing if you were crouching behind a tree and a sliver of your butt was sticking out. For Claudette? unnoticeable. For Adam? Free hit. All three of the perks require you to stay hidden and altruistic, and on some maps there isn't any solid cover and you have to rely on the killer not seeing you from a distance as you go from hiding place to hiding place.
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I had a survivor tell me I sucked for having NOED and that my chases were awful when they were on Haddonfield and I was playing as the Spirit with the sounds broken. I 4k'd because they didn't start to open the exit gates as I was killing someone across the map.
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@PrettyFaceKate said:
They should just make it so you can equip whatever tier of a perk you possess as long as that tier is unlocked. That would solve the issue, because some of those times are a matter of preference. Click on the perk and a dropdown menu allows you to select the tier.
Yeah, I've kind of wanted to try Stridor level 1 on Spirit since Stridor 2 is insanely loud and usually sends me too far behind the survivor, but I can't do that since now I'm a P3 Spirit with Stridor at level 2
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on a sort of unrelated note, I hate that I have to buy a skin for Adam to use his perks effectively. His default outfit is the easiest thing to see in this entire game, it's ridiculous.
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I just hate that I lose emblem points for camping in the endgame. Like what else am I supposed to do? Walk tot he corner of the map and let all four survivors escape?
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Spirit, she can close in on her targets quickly and at the same time dodge incoming attacks. Plus most of the killers don't use their brains much so her husk would be mindgames galore
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New killer: The Worthless
Killer passive: lazy and unmotivated. You feel like you couldn't accomplish anything even if you tried. For every survivor alive, you gain a 10% reduction to all action speeds.
Killer power: overwhelming depression. You feel like ######### so much that it rubs off on other people. Upon activating this power, all survivors within a 40 meter range will experience lazy and unmotivated at quadruple the standard rate.
Overwhelming depression is deactivated when a survivor insults you, which will then push all your emotions back in so no one else will see. You then spend the rest of the trial hiding in a corner and trying not to cry.
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Give keys a base function without addons, like maps. Nothing big, maybe like teammate's auras within a 12-20 meter range, and then maybe the skeleton key doing everything like the rainbow map. Also add a purple map like how the keys have one for consistency.
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A Plague outfit that isn't another variation of "devoted priestess," every single outfit of hers looks like the same idea done differently. Also a cowboy hat for Kate.
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This is a little besides the point, but Spirit Fury is an awful perk to run on the spirit. I'd recommend something like Pop goes the Weasel or Sloppy Butcher, to provide more slowdown for you. Also I would switch out Ruin for Corrupt Intervention if you have that perk. If not, you should invest in leveling up the plague since two of her perks are top tier and in the meantime use the other one of the two perks I listed.
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Have the hitboxes for grabs gotten smaller? what would've been a gen grab a while ago no longer counts and only registers as a normal hit.
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@List_of_concerns said:
@Weck I'm glad your first reaction is extremely positive. Hex: Devour Hope is a viable option to have the ability to Memento Mori Kill everyone. Earning the required Tokens for Hex: Devour Hope is more rewarding and fair than it is to bring a Memento Mori Offering.
honestly devour hope is more stressful than fun. I wish it would be blocked off or unlit until you get 1-2 stacks, so you'd at least have a chance and it wouldn't get cleansed immediately.
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@Th3Nightmare said:
I totally agree that the beginning of the game is where more time is lost in finding a survivor or because of the type of ... killer we are playing in addition to the map sizes that don't help much. Scott's idea seems very interesting, since we include an idea of "End Game Collapse" but at the beginning, giving a special touch with different colors and adding debuff to the gens until a chase begins.
Devs .. since "always" you read our proposals, and the "keep in mind". do you think Scott's idea is good? Better than nothing is. i would to know.. what do u think about this?
Source:
https://www.youtube.com/watch?v=LVnWIe-5Lcs
I will add some devs /community managers I don't know if they will read or interest them, but I think this is worth seeing and that the design team has it in mind. @Peanits @Almo @Janick @McLean @PatBrutal @not_Queen
Thx.
This is just corrupt intervention's cool older brother
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What about Feng or Nea? Those two need some sort of physics, especially Feng.
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@GHOSTfaceP3 said:
as the The title states they wanna nerf The synergy between killer slowdown perks well I hope there consistent and do the same for survivors ..one is fine even two but when every survivor has at least 3 it gets very strong especially with swf
Second chance perks are so good because they're the part of the game that's balanced around solo queue and not SWF. Against four solo queue players, 1 adrenaline, 1 unbreakable and 1 ds on the enemy team is balanced, but when you have a full swf that all have ds and adrenaline it becomes pretty unbearable.
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I had this happen to me. The worst part was that they completely didn’t deserve the win. I mean, they three genned themselves on disturbed ward! How does that even happen? They all did terribly and one of them spammed lockers for the killer’s attention to get a head on stun against the spirit, who can just appear in front of the locker and press the button to open it before she can even react. It was so frustrating.
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If you watched Otzdarva’s killer changes video he suggested the spirit flickers briefly while in her phase walk to her current location a couple times. I really like this idea, it’s creepy and gives information but skilled spirit players can mind game it.
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@CLAUDETTEINABUSH said:
Pretty balanced and fun killer, Spirit is hard to learn but fun to master. I love her character, her lore, her legs, her bootie, her weapon, her playstile, everything!
I want to learn from you how do you feel about her :3
Let me know down below!!!
I think she’s fine but I really like Otzdarva’s suggestion of having her husk flicker back and forth from where she started phasing and where she’s currently phasing every once in a while. It suits her lore wide and would add a real mind game to her.
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@Fibijean said:
No, as far as I know it always takes 1.5 seconds to completely reveal Ghost Face. When they said on stream that it uses the same mechanic as stalking, I believe they were just referring to the fact that you have to be able to see a certain percentage of his torso, he has to be close enough and he can't be too far away from the centre of your screen.
I’m not asking if this is a thing, I’m asking if they can make it a thing
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Here's how to counter those perks.
Thanataphobia - heal, that's it
Discordance - don't all do the same gen. For most low mobility killers when Discordance goes off they can't even reach the gen in time to prevent it from being finished. It's just a way to find survivors who just completed said gen.
BBQ and Chili - hide in a locker, behind an unfinished generator or killer belongings (RBT boxes, cleansed pools of devotion, etc.)
Overcharge - Learn how to hit the skillcheck, it's not that hard. Or just deal with the fact that the killer knows where you are now. DBD isn't a stealth game.
There, counterplay.
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I don't think Feng Min has any good cosmetics, apart from the lunar new year dress and the demon slayer one. The GGEZ and coffee lover ones are tolerable, and the other ones just look messy.
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@Botiz said:
First off, I want to say that this is a step in the right direction that they've buffed him... but it's such a minor buff that it won't really change Trapper too much at all.
Okay, so you can reset traps. A nice little feature.
But will this help him in the early game? Not really.
Does this mean he has enough time to set up? Again, not really.
The only thing this buff is good for is like saving a second having to pick it back up. You still have to walk to the traps at the start of the game and spend time setting them up. Also, yes you can reset traps... but at some point you're going to want to move the traps to a different location anyways otherwise everytime you reset them the survivors will remember the location of it and disarm it.
It's almost as though the devs are like "We hear you, you want us to stop nerfing killers and start buffing! Well here's a minor buff that won't change much at all just to make you happy!"
The Trapper's traps move from their original location when survivors step in them though, so you'll still have to pick them up and reset them to be perfect.
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@Endstille said:
I stopped reading when you wrote requires no mechanical skill because that is where you are wrong. Hillbilly is next to nurse the only killer which do require any sort of mechanical skill in the game to begin with.
Curving is something you will have to learn for tiles etc.. since you claim it is so easy to do and there is no requirement, i suggest you play now 50 matches in red ranks. You go 4k each game, only use the saw. Record and upload.
Huntress?
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@Mringasa said:
Don't change the look of keys. I occasionally use a green key to bait Franklin's. Having them look the same = most of the time Killer loses a Perk slot if they do that. I always inform the lobby of course, don't want people losing their good items when I do it.
What if the killer doesn't bring franklin's and just tunnels you? And if you want to bait Franklin's, you can just put on a skeleton key then take it off at the last second for the same effect.
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The cursed bloodline chapter is everything I want to see in the game's future. Yui Kimura and Kazan Yamaoka look awesome, and I hope the art team keeps up the amazing work! I like that the balance team tried to create interesting perks for both killer and survivor, Any Means Neccessary provides lots of diversity into how you can play survivor. The concept and execution of Breakout is so much fun, though I think it could still use a little push to be considered viable. Lucky Break is a good perk, but I think for its strength it should be infinite like how Iron Will is.
The Oni is a great killer to play with or against, since playing or countering him is 100% your decision making and knowledge of his ability which makes you truly feel like the better player. (unless auto aim snaps you to a pallet when you were about to down a survivor.) I think that killer powers on every new killer you guys create should apply buffs to the killer (The Hillbilly, The Wraith, The Huntress) instead of nerfs to the survivor (The Doctor, The Clown, The Nightmare) or at least a balanced mix of the two (The Shape, The Ghostface, The Hag) The Oni is a great example of buffing the killer with their power in a fun way.
The Oni's perks aren't as good as Yui's, but they each definitely serve a purpose. Nemesis has great synergy with other obsession based perks like PWYF or STBFL, so that you can spread the pain without fear of losing stacks. Zanshin Tactics is a perk mostly for beginners, once you learn pallet and window locations it just wastes a perk slot. Blood Echo is interesting for sure, but it's not worth using without a perk that will help you quickly locate survivors after you hook so that you can make use out of the exhaustion, and mobility, if the rest of the team happens to be across the map.
The only part of the chapter I wasn't a fan of was the layout of the new map. It looks amazing, and I love the detail on the creepy moving heads. I like where the borders are, because it forces survivors to move through a small area with the killer possibly in it to avoid a three gen. The main structure is also good, because it provides high ground without being OP like Haddonfield is. But despite all this, it's still way too big and way too dark to interact with survivors a lot and avoid immersed P3 Claudettes doing all the gens without you even seeing them.
Other feedback I have is the design of Adam and Nancy. Their perks both revolve around a more stealthy and altruistic playstyle, and yet both of them have the brightest clothes known to mankind that lets the killer spot them even if a sliver of them is sticking out from behind a tree in the corner of the killer's FOV, which a Blendette would usually get away with. I also think that the balance team should not be too afraid to buff perks to the level of the meta perks. I want things like Kindred revealing the Undetectable status effect, or Vigil letting you recover 50% exhaustion while running, just so that there's some diversity in the DS/DH/BT/SB/Adrenaline meta build.
That was a lot of typing, phew. I hope the next chapter is just as good as the last.
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I still want Rin's dad and a Leatherface mask type collectible for Rin you get for killing him a certain number of times.
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@AvisDeene said:
https://forum.deadbydaylight.com/en/discussion/128770/remove-change-the-milky-glass-addon
No, just run a red mori and tunnel the crap out of key holders. If all killers did this, they would get the message not to bring keys anymore.
What if someone decides to run a broken key as a replacement for Bond or to see the killer? That's why I think that broken keys need different models, maybe make them shinier/brighter so it's a little more obvious that it's a broken key so they don't get tunneled.