KolbyKolbyKolby
KolbyKolbyKolby
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Since I run MFT on my No Mither build, yeah I agree
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Hide everyone until the match starts, problem solved. No bringing perks to counter items like how you can't bring perks to counter specific killers unless you dislike it so much that you run it naturally. No swapping to a tryhard build because you think someone with a prestige 50 in the lobby means they're some kind of god, etc.
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@Chilli_man2400 said:
They said that these next 2 killers are very ICONIC so it’s 3 choices Jason, Predator or Xenomorph. It’s got to be one of those 3 who could be more iconic than them?
Godzilla 🧠
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Not being slugged is m ymain goto. Unbreakable/Exponential just doesn't do it when someone wants to constantly slug either and the map is large enough.
With No Mither, I can simply get up. Either hook me or I get up, your choice. Pair it with tenacity and you can lose a killer just because they went to kick a gen, it's a lovely combo.
It's also incredible in preventing slugging for the 4k. If there's two left and then game is over, you can be the one to get caught. Either they hook you and the hatch is in play for the other, or they get greedy and slug you and you just get up and do it all again. I honestly can't play without it and the stealth with Iron Will in the build is delightful as well.
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@fulltonon said:
Doesn't blood pact and no mither have small anti-synergy?
I think I can see the value. If you get the heal off, you get some morse haste, and if they happen to hit you because you're not in the best area, you still have the endurance. You come out on top either way.
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I've been a hardcore no mither user for the last couple of months, but I run NM, MFT, Tenacity, and Iron Will.
Definitely love your build though, Resilience always feels good.
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@Chadku said:
Boon Plaything
After booning a totem, a plaything appears in the boon's radius.
Picking up the Plaything and inserting it into another totem will boon it and cause another Plaything to spawn.
After having placed five Playthings on the map you get a sixth Plaything that you can insert into the hunter to turn their terror radius into another boon radius.
a scared legion running as fast as he can away from a rapidly approaching mikaela, wanting to inset her 6th totem 😭
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Shadeborn (Shadowborn): Reduces the killer's FOV by 15 degrees.
Proven Failure (Prove Thyself): Survivors that work on gens alone suffer a 15% speed penalty on gen repair.
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Probably the same reason some killers do it to.
It's an online game, and many people who like to play online games like to be jerks, just the nature of the beast. You'll find it in every role in every online game that exists.
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@Raconteurminator said:
Killer:
Arthritis (Lithe): Whenever a Survivor performs a rushed vault, they move at -150% for 3 seconds.
Survivor:
Apathy (Agitation): Decreases Killer Movement speed by 18% when carrying a Survivor.
love it, but...
😭😭
how do you go negative speed??
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@Persephone_ said:
Yeah, the first thing I do with a new killer is an addonless adept as I feel it gives me the opportunity to get to know the base power and the new perks. This one took me longer than some others. That may partially be due to the power being something you have to get used to at first but I, too, felt like the perks don't synergize that well with each other with him. Each of the perks could be fun in a dedicated build but I've actually taken them all off as soon as I had the adept. I run a full hex build now and that's actually kind of fun and has better synergy with his power.
This is not unique to him though, for examples Bubba isn't necessarily the best user of Franklin's either.
True, true. I will say though, even with the BP nerfs I think BBQ is an excellent perk on damn near every killer. Just having an idea of where to go next is incredibly helpful if you're good at chases. I feel like that's really all I need to be successful with every killer.
Curious to see if Forced Hesitation feels good on my Billy, but I don't think I'd keep it on because I find that it feels bad to go against, and I never use perks that I hate facing for whatever reasons.
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it's been fine in my games. still end chases fine as killer, albeit some chases might have taken a bit longer. i've used it on survivor and died plenty. like most other sorta decent survivor perks, people are going to complain on launch until they are nerfed into the ground.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3452495#Comment_3452495
I would say the same.
I guess it will be used a lot, especially because Killers are hyping it up as an "OP"-Perk. And people will soon realize that Sprint Burst or Lithe are simply better and will go back to those Perks.
The only people who will use Made for this will be those who did not run Exhaustion Perks in the first place.
My thoughts exactly. I permarun No Mither these days with no exhaustion MFT is really an ideal perk for me, but a lot of players will likely realize that they're better off with SB or Lithe.
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Seems like it might be a steam issue. My PS4 friend is in while the restof us got booted. Seeing the same message other people are getting on twitter.
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I think the time is simply too short to be effective in the cases where you need it most. It needs to be lengthened OR that three second stun should only begin once you're able to move. As it is now half that 3 seconds aree basically you falling.
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I think maybe for a little bit until people realize that they overthought the strength of it. Same thing happened with Hyperfocus, Unbrekaboon. Numerous other perks.
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the amolunt of BP for one more sacrifice is next to nothing. I like having a final girl/boy. there's really not any depth to this that you're missing
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having a super long chase against a survivor is fun. I love when I get run for a good amount of time, especially after so many matches of short chases and bad survivors. I'll throw a game for a long chase just because chasing is the funnest part of the game
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I mean, killers could easily counter it by leaving the hook and chasing other survivors. 🤭
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@SirCracken said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3442111#Comment_3442111
Someone didn't read the full post. One of the first things I say is "I do not think people should be forced to keep playing a game they find unfun". So most of your comment is moot.
And this part: "Suggesting someone not play an entire game because 1 out of a roster of 32 is unfun for them, or in some cases causes actual sickness is a little ridiculous" Is just silly.
Knight is part of the game. When you play survivor you have a chance to be put against Knight. You don't like him? Then either stop playing the game or accept that you'll go against a Knight everyone once in a while. He's not even a popular killer! I know rarely see him when I play survivor.
It's not unreasonable to expect people to deal with poor game design when you play a match of DbD. But it is very unreasonable to expect others to accept you ruining their game because they don't like the character you're playing as.
Like I said, I don't think you should be forced to keep playing the game if you don't want to, but that doesn't mean that selfishly giving up should be accepted when it's not just your game that's being ruined.
I'm not gonna read the whole post because it's an entire disseration of you whining.
@Akumakaji said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3442111#Comment_3442111
I sometimes wish that killers had a "suicide on hook" option, though. As a killer you are forced to see a match to its conclusion, no matter how much of a lost case a match is and how much the survivors are hellbend on making you suffer.
You can face a wall and go AFK, but some malicious ones will just 99 the last gen in that situation and try to force a reaction out of you, instead of just finishing asap.
I agree entirely. Some sort of concede option would be a decent addition. Sometimes the survivors don't want to play against a particularly egregious build, and I'll be damned if any killer wants to spend 10 minutes looking for one of two default Fengs that are doing their best to sink into the floor. It's simply not a game for being that competitive, and respecting the time you spend with it should be important. Video games are meant to be fun, and an asymmetrical game has a lot of opportunity to be unfun. Finding ways to ensure players keep having fun should be one of the highest design philosophies.
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You can't force players to stay in matches they don't find fun. Whether that is based on a specific killer or playstyle, it doesn't matter.
No amount of complaining or calling people entitled will change this fact, and it applies equally to every role. You want a solution? Let people block specific killers, even if it increases their lobby time. Or disable the DC penalty when the bots replace them
Suggesting someone not play an entire game because 1 out of a roster of 32 is unfun for them, or in some cases causes actual sickness is a little ridiculous.
Some matches are going to be a waste of time and it's honeslty on the devs to find ways to solve that rather than expecting people to commit to the 1 out of every 20 matches when it's going to be a miserable time.
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@Remedicist said:
I don't think prestige should be shown at all in the lobbies since, from my experience, it is the main reason why killers tend to dodge lobbies. Now, is there a correlation between having a high prestige and being extremely skilled? Personally, I don't think so. To me, prestige is similar to the grades: simply shows how much time you invested in that role, or in this case the character. However, also smilar to grades, there are people that make the assumption that a high grades and prestige mean that the person is incredibly skilled at the game, despite neither affecting the matchmaking system at all.
I quite agre. I have a p100 survivor, and I ruin Self Care, Botany, Desperate Measure, and Prove Thyself (for points). Not an alarmingly overpowered build by any reasonable person, but if I am in the lobby with my p100, then the addons and offerings I see are VASTLY different compared to if I have a non high prestige character. So I'll hide or or switch in otherwise all I get to see is MDR/Cherry Blossoms and Crow/Alchemist rings.
They should really just hide the prestige til the end. I wouldn't want survivors to see my high killer prestige before a game either, so why should I see theirs?
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Unfortunately that can be the nature of multiplayer games. I've had players threaten to find me with my IP and kill me, and I've had endless post game chat comments saying horrible things. Report them and hope it works or hide the chat and make your profile private. If someone on twitch while live was telling their followers to harass a person, that can be reported through twitch as well. This will happen regardless of role or game when it comes to online games.
It's not always fair or pleasant, but if these types of comments bring your friend down, they need to limit their exposure to them. Whether that's muting the chats and privating their profile or not playing, these options exist. Even if you want to keep your profle public for other games, you can enable anyonymous mode from the setting to prevent people from accessing your account through DBD as well.
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I am seeing this as well on the survivor side.
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@Chordyceps said:
This could probably be counteracted easily by last second survivor switching. I know I'd definitely do this if I knew that the killer had almost a minute to craft the perfect counter to my build.
You wouldn't even need to switch survivors, you could simply switch loadouts now that I think of it.
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It is entirely possible the devs feel that Sadako's numbers are just fine based on kill rates and other data they're able to pull that we don't have access to. If Sadako was performing so poorly that small tweaks like this were deemed necessary, it would in fact probably be easy to do. Player views and opinions don't necessitate changes by the devs if the numbers they see are where they think they should be.
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Why not go even further, maps should have only 5 pallets and no vaults at all. We should also get rid of these pesky walls and give killers aura reading on any survivor within 98 meters. Also a lot of these weapons look dangerous I don't think the survivors should have multiple hook states and should just die when I hit them too.
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It might be a tiny bit more assured but it is never guaranteed. Bubba didn't care about BT, Bubba didn't care about basekit BT, and Bubba will not care about the 10 second one either. A huntress can also down within the timeframe, as can a Plague in power, a Pyramid head in the right place, etc. No unhook is ever fully guaranteed, even with 10 seconds of endurance.
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His power could be bottles of joker toxin he throws which hinder survivors and make them laugh, he could also have some like antidote that he can use to speed himself up a little bit.
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No, I don't even chase the person closest to a hook if I know they're there if I can avoid it, I like seeing people unhooked. I aim for 12 hook games with the gates hopefully powered, feels much, much more exciting to end a game maxxing out like that and still coming out victorious with a clutch down in the end.
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@GoodBoyKaru said:
Oh that was a scam
I mean they could have at the very least given it a recolor...
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I don't really care, I may not see them but I can still hear them
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MMR changes with number of hooks would not make the slightest difference, nobody cares about their MMR. In fact people might be more encouraged to tunnel simply to get easier games as a result.
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@Lycidas said:
Or
Bring Counterforce
I'm not sure if the bonus speed is capped or not, but the Legion I used it against was NOT happy with how fast their totems were broken
It has only the cap of how many totems you can do. I tested it and if you cleanse 10 totems the last one you do in like 2 seconds.
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Billy, a Huntress with a good connection, Trapper, and Oni.
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I thought they should do this based on maps rather than killer but I like the idea.
It would be cool IMO if gens in the Yamaoka estates were shrines, and they needed to be polished up, candles lit, trash removed to be properly maintained so the deity they represent would allow you to leave.
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Literally walk to the gate and push them out if you're bothered about your time
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/3119339#Comment_3119339
Really? I am only around halfway doing all the challenges except Jonah ones and I feel like I have been playing way too much. This grind is such pain.
fair, but for me, less than I normally do is still quite a lot, you don't get to 6,500 hours from minimal playing
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I had an issue like this and nothing fixed it with reinstalling, but when I played out a match it got fixed after, so if you can maybe try playing a match?
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Tier 48, haven't been playing as much as I normally do, but far enough to not have to worry. I just want Mikaela's shirt even though a Hecate greek skin should've gone to Plague....
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I really want Dwight's outfit and Wraith's too
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That would be an extremely time consuming task even for a dev team with a huge amount of people.
Including Wesker, that would require a minimum of 2,716 reworked perks assuming you left the base effects on the killers that have them. 2,700 perks to rework and make work differently per killer and all of the balance testing that goes with it. That would be a ridiculous amount of time and effort, and god knows if there's even enough ideas to make it work.
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Nemesis. His power is very capable and good at eating through resources very quickly and he would be solid with just that, but then in additon you get two zombies that just chase people off the only objective. People complain that the zombies don't do anything and I feel like they have never played against a Nemesis. Just because they're not infecting or injuring people does not mean they aren't doing anything, they are extremely effective and stopping gens from being worked on.
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@Marigoria said:
FYI nothing stacks with Will Make It as far as I know. So even if you use a medkit or botany with it, it wont change the speed.
That's not quite true, We'll Make It doesn't cap at 100% for all healing, only for the bonus from WMI. You used to be able to unhook 2 survivors in a short time and and have 200% or 300% healing speed because it would stack with itself (back then it applied to healing yourself as well, it was gnarly with Self Care, you could heal yourself in the time it took to kick a pallet), they made it so the speed bonus from We'll Make It is capped at 100%, however that's only for itself. You can use medkits, Botanky, COH with it to get the number higher.
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Oh no someone used two perks slots, spent 30 seconds looking for a totem, another 14 to bless it, and then healed in 16 seconds, this is a travesty of the largest proportions, they spent 60 seconds to heal themselves, slower in the end than self care alone, woe is me!
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Not the easiest killer, but definitely not as hard as everyone like to pretend. Spend a day or two playing her and get familiar with the muscle memory and you can't lose. Learn the easy stuff, like blinking to corners instead of predicting where people go and it takes minimal effort to get downs and wins.
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/3108588#Comment_3108588
Thats really cute of you ... but thats not what the MMR should provide, yet it happens all the time. I don't know how you guys always know the others game hours, though. Whenever I click on them pre-match, 85% of the profiles are private ... or is there a ... trick? 😲
I don't think it's a trick, I just think people that have minimal hours of the game or hop on to play with a friend probably don't see a reason to have their profile private.
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25-50% doesn't really feel like enough to play a role I don't want to play, especially when I used to consistently get 100% playing whatever role I wanted. 75% is... eh, but 100% would at least make it feel okay.
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@Gorgonia said:
https://forum.deadbydaylight.com/en/discussion/comment/3108473#Comment_3108473
My main concern was:
"If I'm getting the baby killers, what killers are the baby survivors getting?" Then we wonder why new people come in here and say the game feels miserable for them.
They're getting me. I have 6,500 hours and I think like 50% of the killer games I played today had MULTIPLE survivors with less than 10 hours. Sometimes collectively the group had a combined amount of 10 when I checked.
It gets to the point where I will intentionally throw and make horrible plays just because I have 8 hooks at 5 gens with no progress and these guys are just gonna have a miserable time. Then I start whiffing, walking into obvious camped pallets just so these poor people don't have their first experience in a game ruined by someone with a thousand times the hours they have :/
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Even if you're bodyblocking with it, with the hitburst reduction and the weapon wipe cooldown bodyblocking isn't that strong in most cases. Taking a hit right off hook as it is with the basekit endurance doesn't even give you enough in most cases to do much other than run a few feet before getting smacked again.