KingFrost
KingFrost
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Survivor: Playing against Doctor for the first time, I didn't realize he created Illusory Doctors. So imagine my surprise when I was running from the Doctor, only to see him in front of me, and I turned around to avoid him only to run head first into him hitting me.
Killer: Playing Spirit for the first time, I spent the whole match trying to figure out how to phase through walls.
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I agree with a lot of what he says, though disagree with a few things.
DS just needs a slight stun reduction, I think.
Spirit moving grass? Fine. Spirit being visible at certain times? Don't think that's such a great idea.
I think Legion and Demogorgon could use some slight buffs too. I'd throw them in the same category as Myers.
Clown is the hardest to balance with simple adjustments I think. His power is great in chase, but outside of chase he's pretty much useless.
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My problem with Deathslinger is that he has a very small terror radius, especially if you pair it with Monitor + Abuse. Which means a LOT of Deathslingers just camp.
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Because against Solos, Camping is basically a free win.
Played some games last night as survivor that were miserable. Camping, Mori's (to be fair one guy was clearly doing the devour hope challenge), straight tunneling. I guess the build I was testing was just too stronk. Windows of Opportunity + Dance With Me + Detective's Hunch + Spine Chill.
In end game it makes sense, because there's no objective and you want to get at least one (more) kill. I don't fault a killer who camps at 1 or 0 gens. Especially if they had an otherwise rough game. Camping at 3+ gens with a mori, though? Yeah, they just want to play easy mode like survivors who run DS + Unbreakable.
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Loaded into a game with 4 Dwelfs. I thought I was in for a bad time, even more so when I couldn't find a survivor for like 2 minutes. Eventually a noise notification came up, and there the Dwelfs were, crouched. We farmed together, and had a good bit of fun. One of them wanted a party hat. It was a good time for all. One of my first Crossplay games. My snoot got booped.
I remember my early days on PS4 when I was obliterating low rank players because I had experience on Switch. I escorted this one team to the hatch and they were really happy about it afterwards and thanked me for the help. (They barely completed a Gen by the time I hooked all of them twice.)
Got a few messages from survivors who pretty much stomped me saying Pig is their favorite killer, and just nice messages altogether from survivors instead of salt.
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Yeah, the grind is awful, especially for us newer players. It doesn't take TOO long to unlock everything if you play a lot (I recently unlocked every perk in the game without using the Shrine except for BP) but if you play more than one killer, the bloodpoint costs are outrageous. And I still want to P3 one survivor (I'm thinking Kate)
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Three things they should do to reduce the grind:
#1. Reduce Bloodpoint Costs of all items across the board by 1000. 2000 would be better, but I think 1000 is okay.
#2. New BP Category: Participation. Up to 8000 BP for lasting up to 8 minutes in a match.
#3. Prestiged Characters retain the perks they've already earned.
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I'd love it, but I don't think it's going to happen.
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@Orion said:
Call me crazy, but I think this might be a clickbait joke thread.
But I heard TC has an Uncle who works at BHVR. (Can someone tell him to Buff Pig? And maybe fix the bugs? That'd be great.)
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@TeabaggingGhostface said:
Bloodwarden rework
Whenever you hook a survivor, Bloodwarden gains a token
When all gens are completed while Bloodwarden has 6 or more tokens, the endgame collapse immediately activates and both exits are blocked off for 60 seconds
I think this is a step in the right direction, but I'm not sure this is the answer.
Here's what I'd do:
-As soon as the exit gates are open, Blood Warden becomes active and the exit gates are closed for 40/50/60 seconds.
-The end game countdown is paused while Blood Warden is active.
Blood Warden now no longer has an activation requirement and will get some use, but instead of encouraging survivors to just not open the exit gate, it encourages them to open it.
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@Exerlin said:
https://forum.deadbydaylight.com/en/discussion/comment/1650764#Comment_1650764
Woah that's a lot of stuff. I read it all, and I'm a pretty big fan of a lot of your proposed changes, especially the Flip Flop and Fixated ones. The only ones I think are too over-buffed are Off The Record and Cruel Limits. I can easily see those two becoming deeply ingrained into the meta if those changes went through.
Also, I'm pretty sure Hag already can't place traps within 2m of a hook? Or at least 1m
Yeah, it's a lot. But I feel a lot needs reworked.
Off The Record might need to be cut down a little in time, but I think it'd be a strong anti-tunneling perk that killers probably wouldn't mind too much. (And it can only activate twice per match.) I think we need to really shake up the meta a bit, though.
Cruel Limits might also need a time reduction with that change. But it's hard to make useful otherwise, and it can only proc 5 times per match. And Survivors would still have pallets. It'd be a strong chase perk, for sure though.
My goal was to buff perks to the point where people might actually have a reason to use them, instead of relying on the current meta. So many perks are just useless on both sides now. Why run anything but DS/Unbreakable? Why run anything but Ruin/Undying? Why would anyone really run current Off the Record? It's a weaker version of Iron Will with built in distortion. Killers don't often use Aura reading perks, though. So it's not really worth it imo. Why run Hang Man's Trick? The aura reading basically gives you no information 90% of the time. It's probably the worst perk in the game right now. It'd be nice if we had a variety of perks to choose from that aren't really niche perks or things we run because we're bored.
@Raven014 said:
Due to actual feedback, we have discovered that Decisive Strike is too common and has too much utility. It has been reworked to fit one very specific, niche use, instead of being used aggressively.
- DS now activates twice for 20 seconds (after being unhooked).
- The timer is paused if slugged or in a chase.
- The timer deactivates if progress is made on a gen, hiding in a locker, or you go to full health.
- DS still works functionally the same, but has a cooldown of 180 seconds per use.
This would fill the role of anti-tunnel much better than the old version.
Gens now have different types of skill checks, and they do not act the similarly to each other.
They are easier when you look at a gen, looking away causes them to decrease by 50%.
If a gen is not being worked on, it will regress.
Ruin has been reworked to increase the regression bonus, as well as reintroducing the old skill check aspect for fairness.
Knockout now works on all attacks.
Ruin doesn't need buffed at all. Like... before Undying was a thing, I'd maybe agree with you.
@skarsguts said:
Not surprised that the "dream patch notes" in this post and thread are just gutting survivors.
Entitled survivors though.
Mine doesn't gut survivors at all. A couple of minor nerfs, with some killer buffs. But also some survivor buffs.
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Wraithy boi literally rings a bell. Dude is clearly the guy with the cowbell
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Features and Content
- Added a New Killer "The Slasher" Jason Vorhees
- Added a New Survivor Tina Shepard
- Added a New Map Camp Crystal Lake
- Adjusted the FPS for Console to 60 FPS
Balance
- The Trapper can now carry 2 traps at base. He can also summon disabled traps from a distance of up to 32 Meters.
- The Wraith now moves at 5.8 m/s while cloaked. Add-ons have been adjusted accordingly. Uncloaking Speed is now 2.5 m/s. The Wraith's "Shimmer" can now no longer be seen from a distance further than 12 meters.
- The Shape now moves at 4.4 m/s in Tier 1 and enters Tier 2 20% faster. While in Tier 3 The Shape will break pallets 50% faster as well.
- The Hag can no longer place traps within 2 meters of a hook.
- Iridescent Head now only works from a distance of 15 Meters or further
- The Pig's speed while crouched is now increased to 4.0 m/s. The Pig's Ambush Attack now lasts for six seconds. The Pig's traps now have the timer increased by 15 seconds. 5 Jigsaw Boxes will now spawn in every trial, and survivors must find TWO keys in order to get traps off their head. Her addons have been adjusted as well.
- The Clown is now quieter when vaulting. Survivors hit by the Afterpiece Tonic are now affected by the "Drugged" Status Effect. Drugged Survivors hallucinate skill checks, and will intermittently have blurred vision. Survivors can slap each other in order to get rid of the drugged status effect.
- Stridor no longer works while The Spirit is going into Haunting Phase.
- The Legion's stun duration is reduced by one second per survivor hit during Feral Frenzy. The Legion no longer loses all of their power when they miss an attack. The Legion no longer loses half of their power if they make a basic attack. Their addons have been adjusted as well.
- The Ghostface's power now only takes twenty seconds to recharge. His add-ons have been adjusted accordingly.
- The Demogorgon's speed opening Portals and Of the Abyss have been adjusted to match his brown add-ons Rat Tail and Rat Liver. The Demogorgon is now quieter when Undetectable after coming out of a portal.
- Memento Mori offerings have been disabled until the Update Patch. The New Memento Mori will require each survivor to be hooked in the trial before you can kill a survivor by your own hand.
- Keys have been disabled until the Update Patch. The Hatch will no longer spawn until all 5 generators are complete, or only two survivors are remaining and 4 generators are complete
- Decisive Strike's stun time has been reduced from 5 seconds to 4 seconds
- Cleansing Hex: Undying now causes all Revived Hexes to revert to dull totems
- Created a visual effect for the Endurance Status effect
- Scratchmarks are now more visible on Grass
- Added an Indicator in the H.U.D. if the killer is within 16 Meters of a hook.
- When a Survivor Disconnects, they now leave behind a 'husk' The Husk will disappear after 120 seconds.
- Brand New Parts now cause the gen to turn green for the killer, notifying them that its being worked on
- The Perk No One Left Behind now no longer has the exit gate requirement
- The Perk Solidarity now works with Med-Kits
- The Perk Poised now works for 8/10/12 seconds
- Lucky Break now activates only for 40/50/60 seconds, but is activated whenever you enter the injured state. It then becomes disabled until you heal fully.
- Visionary now also shows the aura of the Exit Gates within a range of 32 meters
- Boil Over now disables the killer's ability to see the aura of hooks. Struggle effects on the killer are increased 50/75/100%
- Stake Out now only takes 10 seconds to gain a token, and can get up to 8 tokens.
- Deja Vu now reveals to you the aura of any generators you have interacted with, and the aura of the 3 generators closest to you for 30/45/60 seconds
- Added a Totem Counter to the perk Small Game
- When Camaraderie is active, other survivors receive the Camaraderie status in the HUD
- Autodidact now doubles the chances of receiving a skill check while healing
- Diversion now has a 60 second cooldown instead
- Babysitter now allows the survivor you unhook to see the Killer's Aura as well
- Repressed Alliance now only takes 70/60/50 seconds to activate
- Hope now also gives you the "Haste" status effect for 10 seconds every time a generator is completed as well
- Off The Record now also hides your scratchmarks while active
- Lightweight now makes your foosteps 25/50/75% quieter as well
- Second Wind now activates after 30/28/26 seconds
- We're Gonna Live Forever now gains tokens for healing a survivor one health state as well as picking a survivor up from the dying state
- Buckle Up now allows you to heal a survivor in the dying state faster
- Distortion regains a token whenever you're unhooked
- Object of Obsession now has a cooldown of 30 seconds.
- Flip-Flop now converts 100% of your recovery to your wiggle bar, at a maximum of 40/45/50% You can also see the aura of hooks while in the dying phase
- Fixated no longer requires you to be healthy to walk faster
- Monstrous Shrine now gives survivors the oblivious status when entering the basement
- Territorial IMperative now includes the Killer Shack
- Mindbreaker now works on all generators, not just ones with less than 50% progress
- Beast of Prey now causes you to gain bloodlust faster
- Predator makes scratchmarks turn from red to yellow to indicate the direction (with older scatchmarks fading to yellow)
- Insidious stays active for 3 seconds after you start moving
- Cruel Limits is now map-wide
- Hangman's Trick now reveals auras within 6/8/10 meters of the hook.
- Unnerving Presence removes the great skillcheck area
- Dying Light Obsesion's healing speed is reduced to 20%
- Surge no longer has a cooldown
- Unrelenting now reduces the cooldown of basic missed attacks by 40/45/50%
- Blood Echo now lasts 60 seconds
- Bloodhound allows you to see the aura of blood with 4/6/8 meters
- Overcharge now instantly regresses a generator 3%. An additional 6% is regressed if the survivor misses the tremendously difficult skillcheck.
- Survivors are no longer notified of Huntress Lullaby until at least one Token has been earned
- The Bloodweb has been reworked. Once you've unlocked a teachable perk either through the shrine or through the bloodweb, all characters will learn Tier 1 of that perk. This will carry over into prestiged. This is in an effort to reduce the considerable grind for new players and old.
Happy 5th Anniversary! And good luck in the fog!
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I like the idea that someone proposed that if you cleanse Undying, any revived Totems change back to dull totems.
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Blendettes aren't good at looping. You just can't see them.
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Still won't be worth running. Devs are afraid of making perks actually useful and then people decide "Oh, yeah. I don't need this new shiny Hex: Undying perk. I'll actually run Cruel Limits for once."
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@Valiant_Majesty said:
Only if the trap is activated and ticking after the gens are complete. If a Pig puts a trap on your head after the gens are done, she's played herself.
Or she had extra traps and wanted the bloodpoints?
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Plague.
My teammates always seem to cleanse just before coming for a save on someone who's already sick. Like.. if you're going to cleanse, at least wait until you get the save first. Otherwise you're just wasting time and energy.
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Not a Survivor Main, but...
-Mori's (Just disable the offering before announcing the change)
-Iri Head
-Stridor Spirit (I think she's absolutely fine otherwise)
-Camping and Tunneling (I don't find it fun to camp or tunnel as killer, personally. And both being taken out of the game would make for a healthier game imo. Killers should absolutely receive something in return, though.)
-The Undying/Ruin combo.
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I have Crossplay on.
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@EntitledMyersMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1647508#Comment_1647508
Cheryl would be in urban legend tier if the list was up to date.
Ash is probably the one person I feel really unsure about where I placed them.
wow my grammar stinks
I think Nancy is fine where she is
And Claudette would die within the first 10 minutes of the movie, for several reasons.
You must not have seen what Nancy can do with a fire extinguisher. All I have to say is "Polo"
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I see a lot of Blights coming FLYING back to the hook as soon as someone is unhooked. Especially if you dare cleanse one of their totems. Or even try
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Bring Rancor as backup. Maybe NoED too so you can get your second insta-down if needed.
That's how I did it yesterday, anyway. I was lucky enough to see a Midwich offering, but my totem got cleansed at 5 stacks. Didn't matter though, since I had Rancor. So I just followed the obsession around until the survivors finally finished the gens, and then mori'd them.
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Ash and Cheryl would survive and become urban legends. I mean Ash is Ash MF Williams. If he can handle a deaddite, he can handle whatever the purge has to offer him. And Cheryl survived Silent Hill.
Nancy should probably move up a tier too. If the Mindflayer didn't get her, the purge won't do much to her.
Claudette also survives because literally nobody will be able to see her. She blends in too well.
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I never seem to get BBQ, but Undying and Ruin are pretty common.
They really need to reduce the grind. It's absolutely miserable if like me you play both sides and play more than one killer.
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Iri Head, Mori's, Keys, Object of Obsession, so many things that need to be reworked. And on the other side many perks that need buffs to make them ACTUALLY useful and not super situational. I mean I get that it's probably a lot of work for the Devs, but was Pop Goes the Weasel really a priority? And no Buffs to Clown alongside it?
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Standing still for a moment instead of using your power actually does work sometimes. A lot of people say its 'unfair' but I say its funny.
Don't use all your power at once. Use it in short bursts. You can use it to catch up to survivors who you've just hit, too. Even a couple seconds of your power catching up can save you a lot of time. Using it in short bursts means getting your power back quicker.
I like Surveillance on Spirit because Gen Grabs can be easy to get. Sometimes you'll just get one, but that's HUGE, and then that survivor will either be easy pickings again, or they'll be leery about doing generators. Discordance also really good on her.
These are just some tips I've picked up on as I've been trying to learn her as well.
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I'm not a main on either side, but here's things I think need nerfed on the survivor side:
Object of Obsession.
Styptics
Brand New Parts
Decisive Strike
Keys
Grass. It's okay not to see scratchmarks as clearly on grass, but it also shouldn't be quite so hard
Corn.
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I've been keeping track of stats too, though not as many games as you yet. Stats are always appreciated. (I do it from the survivor side because I like killer stats too). My results aren't too different than yours, though Decsive Strike is used a bit more often than 31%. For me it's 37% (though I don't count my own perks, and I don't run DS on principle. Which bites me in the ass sometimes)
I see unbreakable a LOT more than you do too. Like 24%. Though again, I do have less games so that may equal out over time.
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Treat them like Pyramid head. If the killer stays too close to the hook for too long, the survivor gets teleported far away to another hook.
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Survivors need strong perks to run. Nerfing Spine Chill just means more people will just use the same meta perks over and over again because there's no reason to run anything else.
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I feel like Trapper should be able to hold two traps at base, and maybe let him summon his disabled traps from maybe 32 meters. That'd make him a lot better, imo.
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I'm pretty sure they wanted to make this a buff to repressed alliance, which is a Silent Hill perk. They updated other Silent Hill perks as well. Maybe we'll see some Laurie perk reworks when Myers gets his rework.
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Finally got the challenge thanks to Rancor. I put on NoED as a backup. Devour got cleansed at 5 stacks, so I just followed the poor obsession until I could Mori them.
They could definitely improve the system I think. Let you have multiple challenges selected at once. (At least one for survivor and one for killer at the bare minimum). I know that caters more to people who play both sides, but shouldn't it?
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Me, playing survivor against a killer with Devour Hope on Hawkins: Totem hidden in such a way you couldn't see it without Detective's Hunch. (I recommend DH over Small Game.)
Me, playing Killer against survivors with Devour Hope on Hawkins: Totem in plain sight where anyone can see it and gets cleansed as soon as they learn its devour.
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I wouldn't really compare DS to Pop goes the Weasel. I'd say this nerf to Pop is a shadow buff to Cheryl's perk Repressed Alliance. Repressed Alliance currently locks a generator for thirty seconds. With current pop, a killer might have to wait but has a good chance to pop the gen still. With the reduced timer, Repressed Alliance can lock a gen for all but 15 seconds of Pop goes the Weasel. That gives a smaller window to the killer. At least that's my suspicion. Though my concern with this nerf is how much time do you get in Tier 1 and Tier 2? Not everyone has their perks up to Tier 3. If it's as it is current, 25 seconds in Tier 1 isn't really enough time. If it's 35 seconds, then that's not a huge reduction.
DS is a bit more complicated. It's more comparable to NoED. Though I'd say DS is still stronger on account of NoED being able to be removed before it even does anything. But both exist as a sort of incentive for the other side to not rush their objective. I'm sure some killers never tunnel, and they still get affected by DS. Happened to me just yesterday. I left the hook, did not come back, chased someone else, then found the survivor who got unhooked sitting on a generator. He wouldn't leave it for anything. I picked him up, got DS'ed and he finished the gen in my face as I waited for the stun to end. There was pretty much nothing I could do. Of course NoED has the advantage of not notifying the survivor that its in the match. While Killers have some sort of indictator there is no DS. So it's sort of a trade off.
If you're going to nerf DS you mess with the balance of the game in a significant way. You can't just cut the timer or put on conditions. (I think that would turn it less into an anti-tunneling perk and more of a bully-the-killer perk because most people just wouldn't run it unless they intentionally wanted to bully the killer with it. Which in turn means more tunneling because you'd have more games without obsessions). If you want to nerf DS, you have to incentivize the killer not to tunnel in some way. That might mean giving a buff and a debuff to survivors coming off the hook. Maybe give them the haste status effect by default, and a repair penalty for one minute. This would also reward the killer for completing their objective by slowing generators down a little more. It could be a 50% repair penalty, giving them more incentive to heal up instead of sitting on a generator. Before changing DS, I think something has to be done to put a natural anti-tunneling ability (something with a little give and take) in the game. I think that'd also cut down on the number of DS's we see in regular game play because people wouldn't feel the need to run it.
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Survivor: Felix looks suave in his default outfit.
Killer: Deathslinger.
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My thoughts on the changes:
-Pyramid Head... it depends on the numbers ultimately. But I do like that they give and they take instead of just taking. Making his power less punishing to miss makes his power easier to use. Seems like a fair trade-off to me.
-Trail of Torment Buff is pretty nice. Now has Synergy with Dragon's Grip. It's a bit of a risk without it though, because you could have very limited undetectable time if the survivors just gen tap. On the other hand... the killer could be waiting. And how many people go to a yellow gen now?
-Forced Penance is another nice buff. Not sure its enough to make it a good perk, but it doesn't make it worse.
-Blood Pact seems like a nerf for Solo's. Right now the duration is 10 seconds. If you go in opposite directions, you'll be 16 meters apart in less than 4 seconds. I guess you'll still have it as long as you're still healing each other up in case the killer shows up, so there's that I guess. But I'm not sure this makes it more viable for use.
-Any Means Necessary needed a shorter cooldown. 60 seconds seems fine to me. makes me hope in the future they take a look at diversion. I think they should just give it a strict cooldown instead of making you build it up. That'd make it a little less terrible to use.
-Cruel Limits probably still not a viable perk on most builds, but has a little more potential now at least.
-For the people should've granted points to begin with.
-Mindbreaker it depends on the duration. I still feel they need to change it to working on any generator, and not just one with less than 50%. That'd make it at least useful. Otherwise survivors can just wait it out while working on the same generator.
-Not sure about the Slippery Meat buff. I hate when survivors try to escape on their own. Ultimately this just makes survivors send themselves to early second stage.
-I feel like Thana would be better off if they kept the anti-healing portion of it, but made it a separate number. Not sure why they couldn't do that. Really depends on how much they raised those numbers for generators if this perk will be useful or useless.
-WGLF needed a new effect. Finally gets one, though I think it'd be an effect better on Buckle Up. I'm wondering what new scoring events there are for this one. Hopefully there's more than 1. Should be: Finish healing a survivor, Complete a Generator, and maybe one more.
-Technician change is fine. Works for newbies.
-Pop's nerf... I don't like it. How much time will the lower tiers get now? Cause right now Tier 1 is 40 seconds. So if Tier 3 is now 45 seconds, how little time will people unfortunate enough not to have Tier 3 pop get? That doesn't seem very fair. Even if they change it to 45/40/35 seconds, that's not a lot of time to find a generator to kick. Even now I have times where I barely hit a pop with a 60 second duration. Lowering it in Tier 1 just makes Tier 1 practically useless. 60 seconds isn't overbearing. It's not like the perk has an effect over the period of that duration. It just has an effect ONCE during that duration. It's a change I really don't like.
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Mori's are more powerful, but keys are just as annoying.
A Mori can take one player out of the game very early. You get a survivor down twice before two or three gens pop, and you've turned the game into a 3v1. You can easily dwindle their numbers from there. It's almost as if a player disconnected from the match. It can have a huge effect. The earlier its used, the more effect it has.
Keys on the other hand, can be found in chests. Going into the game, you pretty much know if a killer has a Mori. Yesterday I had TWO games in a row where survivors found keys with Plunderer's, and had a two-person escape. Each time I was doing REALLY well. First time, I had two killed before they completed more than 2 gens! And it was on Ormond of all maps. Then they completed only one more gen, and they escaped through the hatch. Game over. Didn't matter how well I did in the match. Nothing I did mattered. Very next game, I was having another pretty good game. Had a strong three gen. One player out. Then two survivors made a lot of noise, I went to check it out, and they teabagged me as they jumped into the hatch. Nothing I could've done to stop it. "Bring Franklin's!" you say. Why? It's a waste of perk slot. And I couldn't have known they were going to find a key.
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-My first game on my own (without advice from my cousins), was on Lerys. I completed half a generator and was quite proud of myself. I even made it to the exit gate! I did not know there were two of them and wondered why killers didn't just camp the exit gate. Took me about a week to figure out there were two exit gates.
-My first game as killer I played as Spirit. It said she could 'phase', so I thought that meant she could walk through walls. I did not understand her ability at all.
-Halloween was my first DLC chaper because Decisive Strike sounded AMAZING and I wanted to play Myers because he seemed like the strongest killer.
-First time facing Leatherface he gave me the exit gate. He was very nice and I will never forget him.
-First time facing Doctor I did not understand his power at all, so I thought I was being chased the whole game and felt he was REALLY powerful. (This was Old Doc btw)
-I thought Deja Vu was an amazing perk because it let me find generators.
-Plague was the second killer I bought because she seemed really strong.
-My first escape was very narrow. It was also on Lerys and I hid behind the garbage while my teammate got picked up, then went and opened the exit gate and got out. I was very proud of myself.
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Survivors take two minutes to do the first gen.
Killers: IS THIS GEN RUSHING?!
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Yeah, I'm tired of DC's too. Just had a match where two survivors DC'd. I farmed with the last two, cause no reason for us to all depip. Guess Pig is just too OP! No wonder the devs keep nerfing her.
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I think we'll see one new map rework. MacMillian.
We'll get two killers slightly reworked. My guess is Myers and I couldn't even begin to guess who the other is.
Cross-Progression will be added for Switch/Stadia/Steam.
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Yes, let's delete spine chill so survivors can just run BT, SB, DS, and UB.
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/1641192#Comment_1641192
Sounds like someone is still a newbie hehe (not that this is a bad thing) or just really lucky. I assume because I have 1400+ hours and I have gotten SO MUCH toxicity from both killers and survivors. Although, I will admit I love seeing salty endgame chats. Not because I then go off on them and tell them they suck or anything, but because it is funny when you bring logic and reasoning into the conversation and they then have nothing to say for themselves lol.
I'm just on PS4, so we don't have End Game Chat. That's probably largely it. If you want to send a message on PS4, you have to type it out with a controller. I imagine most toxic people are just too lazy.
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I'll take the guy who can only last 20 seconds in chase over the AFK guy who does nothing. In my last solo match, I was doing the Ace Challenge against a Legion. I cleansed two totems, saved the Claudette, healed her, unhooked a Kate, went on a chase with Legion only to go down, get hooked... and Claudette still hadn't moved. Bill gets knocked down, Kate pops our FIRST gen, then finally comes for the unhook. Claudette is STILL just standing there. She doesn't move, and eventually Legion just takes her out of the game. We were basically 3v1 instead of 4v1.
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I've not received many toxic messages. The worst I've got is just a simple "Nice tunnel." (Which I did tunnel her, but she had Decisive and it's not like I kept going after her after hooking her a second time. She popped a gen in my face after I hit her, and I wanted to make sure she knew that wasn't safe.) Almost everyone else has always sent pretty nice messages, even this poor guy I face camped because I thought he had OoO (but it was just Bitter Murmur because I forgot I was using it cause I hadn't played Leatherface in a while).
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Yep, it's the one upstairs. I got this one by complete accident. Actually get most of my trophies/achievements by complete accident, and then wonder "What'd I do?"
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The Grind.
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Ran into a plague last night that ran this.
Undying went within a minute into the match.
10 seconds later, Ruin went.
20 seconds later, Plague DC'd.