Kebek
Kebek
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- Kebek
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No it's amazing and we're keeping it.
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@Zixology I'm not saying it's good but sometimes it's the correct play (in scenarios vs camping killer, hooked survivor beiing almost dead so you farm them hoping they have DS so they get a shot to use it). Mostly, it's done out of ignorance as far too many survivors are extremely boosted and wouldn't understand what safe unhook is even if it hit them in the face.
I'm saying that hook suiciding is bad and not healthy for the game as far more often it's abused as "Legit DC" when some entiteled survivor doesn't like somethinh like getting downed early.
Overall I don't see what's the big deal anyway, you die either way farmed or self killed so the only difference is that the farmer get tiny bit of BP, loses emblem points and dies too. Farmes usualy farm because they're bad at DBD not because they want to griefe you.
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You could do nothing vs farming before, hook suiciding wasn't instant even before, someone just hooked had enough time to be unhooked without their input as the unhooker can unhook before the struggle phased properly began. It's the same now but even more slow which is good for the game, hook suiciding shouldn't be encouraged.
It's the killer's choice to punish the farmer, if he likes survivors who farm their teammates he might just let him go as he helped him kill you all. Luckily most killers are pretty nice players so they usually either punish the farmer or kill everyone equally.
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I knew it's going to be great and it is amazing for both sides. Very good survivor perk if you're good at chases + massive synergy with MoM giving you kind of an old OoO.
As killer it no longer gives information one way controled by the survivors whenever they want it, 30s CD can't be abused in any way.
It's great in every single way.
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Now just to have all perks on all characters. See you in next 10 years.
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I wish they just made it no blood pools permanently and gave the 0 scratch marks to another perk.
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They're extremely strong killer, even when the 5s stun does feel awful, it hardly makes them bad.
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@justbecause said:
https://forum.deadbydaylight.com/en/discussion/comment/2162530#Comment_2162530
Ah yes so ds nerf, iri head nerf etc were completely unnecessary we all just need to git gud? Good to know well I'm glad you're a god at this game good for you leave us mortals to actually fix broken things and improve this game just like we did with ds, object and iri head nerf
Ahh, you even fail to read what I'm writing, why am I even bothering with you when you're so close minded besides the straw mans you're making.
I've already said several times that tombstone piece does need a nerf as it's too fast and doesn't give any indications that it's in play BUT overall tombstone mechanics have counterplay via awerness, lockers, proper chasing etc. These things are all nothing special and any decent, not even good survivor can preform them, red ranks shouldn't have single issue doing any of this even with how boosted most of them are.
Now I'm about done with you as you're just ranting here, you didn't have single reasonbale thing to say this whole, you're either a new player or just bad at playing survivor. Either way that doesn't matter, I'm off.
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@justbecause said:
https://forum.deadbydaylight.com/en/discussion/comment/2162407#Comment_2162407
Ah yes typical git gud instead admitting something is broken
The typical I'm failing to improve at countering something so I'll ask for nerfs insted so that I don't have to get better.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2161448#Comment_2161448
Does the Tombstone Piece have the different hand stance too, or only Judith's Tombstone? Wiki only mentions Judith's Tombstone, but it would be weird to not also give it to Tombstone Piece.
Anyways, Judith's Tombstone is hot garbage. At this point, I support re-working both of them because I don't think there's a way to make either of them not trash or not OP.
Tombstone piece doesn't have any kind of tell besides the increase in stalking required. That's imo the main reason it's so broken (also the fact you can use it with fast stalking addons to get a kill extremely early ofc) as a mori of this kind shouldn't come out as a suprise.
JT is actually great vs average team if you use it in a good build. I've probably one of the very few weirdos who uses it very often and I get good results with it but most importantly IT'S SO MUCH FUN. Nothing beats the feeling of playing REAL Michael Myers who just stalks everyone whole game and the gets into real killer mode and just runs around killing survivors instantly. I love it so much and I really really hope it won't get touched in the future of Micheal's balance changes.
All that should happen is give slightly more sound cues to both tombstones and nerf tombstone piece with less MM speed and some more stalk required.
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@justbecause said:
https://forum.deadbydaylight.com/en/discussion/comment/2162277#Comment_2162277
You do understand you can't teleport? You're in certain part of map doing gen he pops his tier from random surv and comes to you and what u gonna do about it? There's no locker in 70% map at one loop there's only 1 pallet which u can't greed too much because of how fast he gets in tier 3 all of the things u mentioned are very situational no add on should allow u to just kill survivor out just like that I understand it makes him lose gen pressure but maybe they didn't need to make such a broken add on that punishes both surv and killer most killers just depip doing tombstone
I wonder how do you actually survivor vs good killers when countering M1 killer is so much trouble for you. I advise you to watch actul good survivor streams and how they obliterate basically all M1 killers in chase, then apply the same to myers and as they say gid gut.
Or go out there, buy Myers and use the damm addons in at least 25 matches, you'll see it's weakness very soon if you get at least a couple competent survivros. But that would be too much effort wouldn't it ?
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It should just be no blood pools forever perk and nothing else. That alone would be enought to make it good.
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@justbecause said:
https://forum.deadbydaylight.com/en/discussion/comment/2161564#Comment_2161564
So I should just keep going into 'lockers throwing whole game not doing objective to counter tombstone? You do realize that's no counter that's avoiding of unavoidable
No, you should play like vs any stealth killer (there are far better ones) and not get caught out of position - MM needs to literally breathe on your neck to tombstone you.
Memorise locker placements and loop MM like normal, once you're out of pallets / windows, hop into the closest locker since you would go down anyway.
Both of that is very easy to do vs purely M1 killer like Myers, if you fail at that, you deserve to be tombstoned once he got so close to you and charged it for ages losing gen pressure not injuring / hooking anyone.
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@tesla said:
https://forum.deadbydaylight.com/en/discussion/comment/2161952#Comment_2161952
They still nerfed DS in the most complex way when they could have just nerfed the timer. But your suggestion is good as well nonetheless.
Key are equivalent to mories which were changed by just increasing number of hooks needed from 1 to 2 and it did wonders.
Same should happen to keys. DS has nothing to do with this.
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Update gooood.
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Too complex, just make hatch spawn at 5 gens or at 1 survivor left.
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DBD is only growing for years now. It didn't go downhill for years.
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People don't give them enough credit when they do good changes because it takes them so long to do them. But when they do, it's a pretty good job.
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Red paint brush, Class photo, Dream projection addons, Pill bottle.
They're decent. Freddy's good without addons so I don't mind having most of them be tracking focused not giving him any huge power boosts.
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I like killers with addons on the weak side when baseline killer is strong. Freddy is strong baseline so he doesn't need overly strong addons at all. There are still some good ones anyway.
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That's good, if it proves as strong as it sounds on paper, they can eventually add it as baseline mechanic.
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@justbecause said:
https://forum.deadbydaylight.com/en/discussion/comment/2161506#Comment_2161506
This don't make sense lol he can grab me from locker immediately what kind of counterplay is that lmao
You're not dead and didn't lose 3 hook states instantly, just 1 insted at a place where he would insta down you when using T3 normally.
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Just change the amount of gens to spawn hatch to 5 at all times or 1 survivor left god dammit and scrap whatever you have already.
Seriously, whatever you're doing, it's not worth it and is too complicated when it takes this long.
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That's a good change regarless of tunneling. It gives solo survivors more information via entity claws.
Besides it just lowers the consistency where tunneling is 100%, that doesn't mean it won't happen anymore. It's a good solo change, we need more though to make solos get closer to SWF level of possibly coordination.
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It's one time use with very strong effect now. Before you could get like 2 or 3.
I personally don't like the concept and would prefer if it removed blood forever and did nothing to scratch marks.
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Second time's a charm.
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So it's basically 1 time ues perk, that's good I guess.
I still with they made it completely remove only blood forever and give the no-scratch makrs effect to some other perk.
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Both tombstones should cause the mori hand animation change and possibly also have anoter sound cue to notifiy survivors that tombstone is in play, like for example the stalking these should start playing after stalking a survivor for 3s if there is a tombstone.
Other then that, purple tombstone piece should give some movement penalty and have slightly higher amount of stalk required to perform the mori. Pink one is balanced already.
There is enough counterplay for baseline tombstone mechanics, the biggest problem is that the purple tombstone is too fast and comes as a suprise.
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One step at the time. Very small but still a good solo buff.
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Most survivors don't notice the mori hand (as most surviovrs don't even know tombstones exist that much less how the work or how to counter them) and actually tombstone piece doesn't trigger it, it only appears if you're using the full pink tombstone.
Imo both tombstones should have some other kind of tell (besides that both should trigger mori hand) like for example when you're getting stalked, after 3s very slowly the stalking theme starts playing first silently and gets progressively louder.
That would make it so survivors can't get suprised by a tombstone if they know how they work and what to look out for.
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Whoever was clever enough to put as many pictures of insides in Thompson house into the teaser knows what they're doing. It's single handedly the best looking part of the map rework.
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Surge for killer.
It's such extremely strong perk on killers who can use it. I've been using it for a year as my main and mostly only slowdown perk on deathslinger and it's crazy how much pressure can this perk apply.
Window of opportunity for survivor.
The information it provides is extremely usefull to get maximum out of distance between you and killer while coming up with a pathing plan. Also it lets you know which pallets your teammates already wasted. A great perk as survivors can lead the direction of a chase so it makes a lot of reason for them unlike Zanshin tactics.
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I like Midwitch imo its got actually very clever design. A lot of the navigation of the map and loops are pretty well made also it probably has the best breakable walls out of all maps.
Haddonfield I hate with burning passion, it has 0 redeeming qualities for killer and is extremely survivor sided. It needs a rework to make it more killer friendly.
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All of them obviously.
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Why is everyone trying to make all killers with any kind of ranged projectile into huntress. It happens to slinger and trickster, now PH. What's next, clown ? Sorry but this kind of suggestion comes up all too often as everyone just needs to complain when killer doesn't get massive slowdown when using a ranged power.
PH's power isn't supposed to be used in open areas, it's used to cut off window/pallet vaults, make prediction shots through walls and stuff like that. It works perfectly fine as it is now.
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I haven't seen any spirits for a while too, pity, I like to play versus spirits. A lot of M1 killers which is pretty boring for me.
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I hope they update Meg and Dwight models to look as good as Jake and Claudette models.
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Wow this is a good one. More of these please.
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...
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@Northener1907 said:
https://forum.deadbydaylight.com/en/discussion/comment/2155731#Comment_2155731
I am not dev, i just do not like Spirit because she has not any counterplay. Before you offer me perks, perks are not counterplay. So i just wanna counterplay against her. That's all. She can keep her power.
Well they nerfed her before and you still don't like her so giving any feedback on what you don't like and how would you change it is good enough.
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I do my best to always keep a lookout for crows, they can give you a lot of free information if you know how they work and where they spawn / should be.
Sometimes noticing a crow at a critical moment can be gamechaning information.
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@Northener1907 said:
https://forum.deadbydaylight.com/en/discussion/comment/2155705#Comment_2155705
Nope i wanna nerf then i can have chance against her. Nurse is strongest killer in game and you have chance against her. And Nurse is rewarding hard gameplay. Spirit = Easy 4K
How about making a good reasonable thread on the changes you propose in the feedback section insted of making a rant post in general.
That would have much higher chance of making an impact on future balancing of spirit rather then this which gets lost in thousand of rants next to it.
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She was nerfed several times if you actually read the patch notes. You just want to nerf her to the point she doesn't exist which won't happen.
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They don't work anyway since servers were added. I don't agree with removing them but at this point I don't remember last time my hook grabs were canceled 1-5 times consecutively until it just became M1 hit passively.
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@FondaDix said:
https://forum.deadbydaylight.com/en/discussion/comment/2155139#Comment_2155139
wow I was just going to say yeah Felix is hot but I think Jeff in his own way might be hotter. But damn you swayed me to Ace lol
Body is 1 character too short. -
@FFirebrandd said:
It is both depending on the skill levels involved.
Beginner? Killer sided. Their goals are much more intuitive than Survivor goals.
Intermediate? Survivor sided. Survivors have more ways to get better at the game initially than Killers do and have more ready access to good perks.
Expert? Killer sided. Once the Killer starts to learn to mind game, single out the weak link(s) of a team, and gets good perks... well they start doing very well. Very very well. Which is how Killer streamers are able to do very large 4k streaks. Also it is very rare to even get 4 expert Survivors on a single team through matchmaking.
Pro? Survivor sided. Even the best killers rarely defeat pro Survivors on comms.
This is the best answer to this question I've ever seen.
Someone should honestly print this and hand it out each time anyone asks about which side is favored.
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It wasn't that long since the changes so I'd say we still have ample time to watch how it does, especially since survivors aren't running it as much as they used to because of it's pure anti-tunneling nature now with no added benefits of free objectives progress.
But, should it get any changes be it buffs or nerfs, they should be again focused on making it better anti-tunneling perk, not a stall perk so I don't agree with making it 2 uses.
Far better change would me to make the single use of it have added anti-tunneling benefits like these - no scratch marks, blood, grunts of pain, footsteps possibly even no aura reading / screams for X seconds (like 5-10s).
That way, you get very high chance to actually LOSE the killer preventing him from tunneling you. The two uses of DS idea has the same problem that killer can still easily tunnel if they're a good chase killer so 2 uses might stall him a little bit but it doesn't help against him tunneling you all that much.
But as I said, this perk is very diffictult to balance so we should be patient about any further changes to it.
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I'd be cool if we got some completely new mechanics for heavily focused strategical killer.
Like managing army of small entity creatures that have different effects on environment or survivors and you need to place and use them around map to get the most benefit out of them.
That would be such a cool power.
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2155279#Comment_2155279
You shouldn’t drink salt water though
Exactly. You see how far I'd go to evade any contact with immersed claudettes.

