LastShoe
LastShoe
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@Snap_Tobiyume said:
https://forum.deadbydaylight.com/en/discussion/comment/2000568#Comment_2000568
Because he is 110. Why would you not use a 110 killers power?
Because its bad.
You need 8 hits to injure someone and if you don't, everything resets automatically... survivors dont even have to mend... so the value is less than hitting someone injured with legions power.
When having knifes ready you get slowed down, it doesent matter if you are throwing or not. Which makes it really useful only on short range... but then, most of the time you could just m1 and have the same effect.
It's very innacurate to throw fast and throwing single blades is very slow.
The only way to make his power worth using is to use ricochet and throw under survivors feet, so you need still only 4 hits...
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@TAG said:
I think Monitor is not bad on him, but not as good as on Deathslinger. The difference is with what happens when you land that first shot. With the Trickster, you've got one laceration in and an opportunity to land maybe a few more before the Survivor makes a run for it. With the Deathslinger, you've just straight-up got an injury in already if they're healthy (if they're injured, whether or not you get the down depends on whether you can successfully real them in).
https://forum.deadbydaylight.com/en/discussion/comment/2000568#Comment_2000568
110%. Unless you're already close to them in an area with no good loops, I don't think you have good odds of catching them.
Well... thats the most pathethic thing with him... he doesent gain range (unlike huntress) when injuring with knifes because of how long he is under slow down effect.
And somehow when you finally get a few last knifes you could have just m1...
Oh... and playing around pallets? Forget about reading the survivor like huntress, its not worth it on him...
Like seriously... you get better effects overall when NOT using his power... especially on good loops, where survivors can just use line of sight blockers most of the time, its so pathethic
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@CLAUDETTEINABUSH said:
https://forum.deadbydaylight.com/en/discussion/comment/2000295#Comment_2000295
Reloading speed and a good instadown if you get lucky (since his tr is 16 meters he can sneak up and instadown)
Wait... you reload on trickster? Why not just m1?
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AcCOrdINg To ThE STATISTICS sHE iS pRetTy PoWErfUl, WitH 66% kIlL RaTIo.
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They won't do anything with it... they will just leave her be and try to forget about her...
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Usually when survivors are looking througth chests for aa key, they have already lost, in which case they will probably refuse to do gens anyway and when it happens... oh boy... it takes forever to end the match.
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@Pilot said:
When you went to get hatchets, but find a Dwight in your locker instead.
https://us.v-cdn.net/6030815/uploads/RCR30BD1OY6I/image.png
"I went looking for Copper and found Gold"
Billy reloading hatchets.... hmmm... something aint right chief...
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Deal with it... we don't use pesticides around these parts, so bugs are common.
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@AlxPilk95 said:
https://forum.deadbydaylight.com/en/discussion/comment/1994932#Comment_1994932
Gotcha, I try to split my time evenly among roles but have tended to play more killer because it’s been much easier to win with than as survivor. But yeah, this is my first season actually paying attention to rank and learning perks/load outs
Suruvivors are all potatoes until you reach purple ranks. Until that killers will win almost all games because you don't need to learn how to cooperate with your team.
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Personally i think that the gen speed perk is pretty powerful. You get 9% on each survivor, so with each hook, survivors can get additional 18% progress on gens... which is insane.
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Plays this mode.
Get's the burger king myers.
I will try again.
Gets nurse with comb and bracelet...
######### YOU GAME!
Plays as survivor
Get's no mither, adrenaline, selfcare and OoO
IM DONE!
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@Elunarie said:
One word. Matchmaking. The matchmaking system for this game is utterly broken, and blaming it on the times when someone queues or whatever is bull. If I queue in the daytime or nighttime its the same. A game like this relies on decent matchmaking to be fun at all. I'm sorry but facing a full team of red-ranked survivors on a 16 hag is just a waste of time. On the same note, facing a rank 3 killer on a team of rank 15-20 survivors? Come on. Fix your damn matchmaking and fix it quick. The queues are terrible already, I guarantee another minute or two for a decent matchmaking system instead of this random draw bucket will not piss players off anymore than they are.
Less skins, more actual technical work. Thanks.
There is a possibility that the mmr is on again...
So with the killer you play well, you will get matched with good survivors, but with the killer you dont play, you will face potatoes.
The bad part, if its on, is that be did not say a thing...
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No Mither is actually a lot better than you think tho, especially if you have perks that remove scratchmarks.
Self-Care is worse than No Mither. You're not going to need Self-Care unless your team is losing, and in that scenario Self-Care can turn a loss into a win.
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/1982541#Comment_1982541
I made the assumption based on the arguments you brought. Which is a fair assesment.
And yes, hooking a survivor is a downside as it is a requirement for activation, the reason why I didnt add it on dying light, is because my point was that the only thing dying light needed to change was to keep stacks when the obsession dies as that downside makes the perk terrible.
And that completely depends on the survivors. If they are top tier survivors, no, you wont save time at all as any distance made increases the chase exponentially. Which was your argument against Dying Light anyway, right?
"If being injured was such an advantage to survivors you would see No Mither squads. You don't."
Starting off injured and being injured are 2 seperate things. If we're going to be exact, everyone starts out healthy, then gets injured and wont heal untill they are on dead hook. So yes, being injured brings a massive advantage during the match to a point that healing isnt worth it unless you're about to be removed from the match. That doesnt mean you want to start out injured, as being healthy does have an extra advantage where No Mither doesnt really add much. The thing is that healing up isnt worth it and perks make it even less worth it(especially if the killer has access to instadowns). That is why REMAINING injured is such an advantage, because healing up takes up more time than pressuring gens. And Sloppy simply gives survivors more reasons to REMAIN injured instead of healing up.
No, I am not arguing that Dying Light is better than Pop, I am simply saying that its a good perk, especially on hit and run killers, since it slows down the game overall. The only person capable of healing teammates is the obsession, add Sloppy and/or Thana to it and 3 survivors are going to be incapable of doing gens as they need to heal up, but they cant heal up fast enough without the obsession. As long as the obsession spends time healing their teammates, they are not working on gens. Removing the healing speed from the obsession would make this perk powerful to work on its own, sure, but the synergy it would have with Sloppy and Thana, especially on killers with access to slowdown addons and powers(Freddy, Pig, Ruin) would simply make the perk too powerful. THAT is why Dying Light needs a downside. In fact, Dying Light and Freddy's addons is the reason why Thanatophobia got nerfed of the healing debuff in the first place. Because even with the massive healing buff, it was too much slowdown where any killer could win games through the snowballing power from Dying Light.
Essentially, my only crux with Dying Light is that you do not want to kill the obsession at all, giving 1 survivor essentially immunity. At some point, you want the obsession dead while still keeping the debuff from Dying Light. Just like you would want the obsession dead once you gain 8 stacks on STBFL.
https://forum.deadbydaylight.com/en/discussion/comment/1975886#Comment_1975886
Yes, but that penalty matters earlier in the game, when Dying Light hits a 12% decrease. Normally, 4 hooks dont mean #########, but in this case it could turn a won game into a lost one for survivors.
"Yes, it gives you a strong snowball, but only after you are already winning the game, so you can win even harder."
Nope, as long as the obsession is alive, they have a shot at winning, before that, you have 3 survivors who can still win a game but with every hook decrease their chances on winning. At about 18% with 2+ gens left is where I would agree that you already win a winning game, especially since 1 survivor is about to die anyway. However, up untill that time, Dying Light is actively slowing down healing and gen speeds for 3 survivors. Dying Light isnt a perk that is meant to work for all killers, just as Sloppy isnt meant to work for all killers. Dying Light is meant for hit and run games where survivors get injured fast but not necessarily go down, the same type of games where Thana works well at. Which is why Thana and Dying Light tend to be ran together in the first place.
"it starts to be effective around 6 stacks" I disagree, at 6 stacks, it should turn a potential loss into a win. Before that, it does have quite an effect, not amazing, sure, which is why you use other perks and/or addons for synergy.
"but only if you still have 3 generators remeining and they won't pop in a second" Again, disagree. If you have 2 gens left, 6 stacks will turn the game. Add in 1 more stack and you can essentially have a perma 3-gen. The only downside being that you cannot kill the obsession at this point. Which is why my argument is that the only thing that needs to change is to keep the stacks when the obsession dies. The healing buff doesnt mean ######### if there is no obession left.
"it gives you no value when match is a tie or you are losing" This is only true assuming a tournament setting/facing sweat squad. The game does not need to be balanced around the 0.1% of players.
"Meanwhile it gives obsession a free botany knowledge, which in the end it makes it as good as no mither" No Mither is actually a lot better than you think tho, especially if you have perks that remove scratchmarks. I'd probably compare it more tho Self-Care. Self-Care is worse than No Mither. You're not going to need Self-Care unless your team is losing, and in that scenario Self-Care can turn a loss into a win. I can think of plenty games where if I had Dying Light instead of other perks, I would be winning. Sure, Pop can be nice in most scenario's too, but Pop requires you to walk to a specific location on the map. People here are heavily underestimating the power of damage over time. New Ruin has more potential than old Ruin because old Ruin was too powerful to keep standing, meaning its over time effect would never remain longer than 1 minute. While current ruin might not be powerful enough to seek out, even though you absolutely cannot keep it standing. You can easily keep up a 4-gen with Ruin, where you cannot do so with Pop. Again, the big issue here is that you lose the stacks when killing the obsession. The healing bonus helps you out more than it does the obsession.
Dying Light is almost perfect as it is now and fills in a niche, it does not need to be buffed by removing the healing bonus on the obsession unless you want to turn it into a hex perk. At best, the healing bonus would need a slight nerf since Thana has been nerfed.
You know how much is 12% decrease? It's additional 11 seconds. 11 freaking seconds, after 4 hooks and only for 3 survivors.
On paper it looks alright, but if you are applying pressure, it works only on 2 people, or 1 if you have 1 person on the hook... then it sounds kinda meh. It almost never works on 3 people, unless you are chasing the obsession and the rest is doing their stuff... at which point you are probably going to loose.
Dying Light is meant for hit and run games where survivors get injured fast but not necessarily go down, the same type of games where Thana works well at. Which is why Thana and Dying Light tend to be ran together in the first place.
No, it is because you stack effects from both perks... and its still more of a memish build because you don't want to run dying light on anti healing build...
Turning a potential loss into a win at 6 stacks? It's like 15 additional seconds per gen... its sligthly more than a minute if you are at five gens... at 6 hooks, pop will give you 2 times as much, while allowing you to protect important gens. It's just pathethic that in the middle of the match it is and effect of half of pop, if there are 5 gens. So realisticly speaking its not more than 30 seconds...
"No Mither is actually a lot better than you think tho, especially if you have perks that remove scratchmarks."
"I'd probably compare it more tho Self-Care. Self-Care is worse than No Mither. You're not going to need Self-Care unless your team is losing, and in that scenario Self-Care can turn a loss into a win."
iM DONE WITH YOU, SUCH HERECY CANNOT GO UNPUNISHED
Not only you are saying that no mither is a decent perk, but you also are saying that self care can turn lost game into a win... like what? To use self care you need a time of half of a gen, while being way more vurnerable. Like, yeah, it will work if you are the only person standing and everyone else is hooked... the problem is still... unless you started selfcaring way earlier, in which case perks that could help you preventing others getting down would be much better... and still, why would you run selfcare instead of using a medkit.
And no mither? For what? The only thing that will help you from it is to slap also iron will and now stridor has no effect on you... but quess what, it wouldn't have anyway if you were healthy.
Like c'mon you are sounding like the legendary selfcaring nancy, who already is doing totems or the "doing gens and you" survivor from noob3...
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Don't forget about the offering which removes all pallets...
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@edgardot02 said:
https://forum.deadbydaylight.com/en/discussion/comment/1980573#Comment_1980573
I Mainly use S tier killers.
The survivors have nothing to complain when they can communicate by voice and make everything much more difficult for the killer. I am not against playing with friends, I am against communication, which is practically cheating. Until this stop's I'am free to play however I want and I'm gonna use the best avilable at hand. So freddy, nurse, spirit are perfectly fine for those swf.
Don't forget the hag...
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Well... devs play on PC around rank 20s, so they balance around pc and low skill players.
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/1980414#Comment_1980414
Really? It seems like a lot of people do for like the first day (not the whole 3 days) to test the changes and see their opinions on it. Gms do this a lot especially incase they go through.
experimental mode in overwatch uses the workshop elements for small changes, DbD does not have anything of this sort, so it would either take ages to implement or it would require a separate version of the game.
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@GoshJosh said:
He needs at least one nerf: no more explosion notifications for uncages. No buffs needed.
Caging is already situational, this change would make them counter productive.
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@FilthyQuentin said:
https://forum.deadbydaylight.com/en/discussion/comment/1978067#Comment_1978067
If Haste is really that much of an issue making it last like 15 seconds after someone got downed will do just fine too.
Then from gamebreaking in certain scenarios that can be forced by swf, it will be almost useless... maybe someone once per 1000 games will use this bonus to get to the pallet.
That's the problem with haste status effect, it works, if you are being chased. This perk needs different effect.
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@Northener1907 said:
Most of games are not fun because survivors doesnt know how to play.
Saving people before killer leave, not looping, crouching, suiciding for no reason, feeding killer and so much terrible stuffs. When i have smart teammates game is really so fun, even if i die. But when i have terrible teammates, even i escape with hatch or gates it is still not fun.
I really understood why people playing as swf. Solo experience is not playable.
Remember to always turn off crossplatform.
Most potatoes from all platforms have it turned on because its the default setting.
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@FilthyQuentin said:
https://forum.deadbydaylight.com/en/discussion/comment/1976592#Comment_1976592
A simple fix to this is to make it not stack.
And that situation already exists in the game if you combine flip flip with power struggle. You're under a pallet, another survivor comes by and you have enough time to activate power struggle.
Stacking is not needed to make it a problem, it is already problem with this 5%.
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@FilthyQuentin said:
https://forum.deadbydaylight.com/en/discussion/comment/1975088#Comment_1975088
The idea is if someone gets downed on the other side you get there quicker. And whats so op about it? The killer has to down someone in order for it to work.
There is only three perks for survivors, which grant haste status effect, so let's look at them:
Blood pact- 1 it needs an obsession, while also not creating one. If you are the obssesion it deactivates. So it needs to someone else bring perk to create an obssesion. It grants haste only after healing and only as long as you are in 16m radius. So it won't be useful in a chase.
Breakout - it works only if you are in 6m radius of carried survivor, no comment required here.
Hope - It works only after exit gates are powered, but also has a time limit of 2 minutes. So the drawback is as big as on adrenaline and i will say that personally i find it just as useful and even more useful if you won't get a heal from the adrenaline.
Now, most killers are 115% speed, you certainly noticed the difference when cahsed by ds or huntress, without their ranged attacks they won't be really able to score a hit on you... and even less likely they will score 2 hits, to down you.
Now, imagine that someone was downed under the pallet, while you are nearby. Killer won't be able to pick them up because you can pallet stun them... while also they shouldn't really try to catch you because it will take forever because of 10% speed difference.
It's already a lose-lose situation for the killer because of one perk and if you add on top of that unbreakable/soulguard and ds, it will become way too abusable for the swf
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/1965906#Comment_1965906
Dying Light is a snowball perk, it gets heavy really quick. So yes, it needs a downside. Essentially, if you slap it on, it should punish you for not getting value out of it. Same with Oni. Oni's ability is the only one that requires you to hit survivors. The more survivors you hit, the more insane he gets. But if he hits 0 survivors, he is just a mere m1 killer with no ability. No abilities actively give survivors the advantage.
I've had games where all I ran is Dying Light and just kept on hooking people after each other, within 1 minute, I had 30% regression on gen speeds. Add Thana to the mix, and that's potentially 50% regression. Add Sloppy and healing takes forever.
Besides, you WANT survivors to heal, healing=not being on gens. Since the obsession is the only one with normal genspeeds, you WANT the obsession to be healing non-stop.
If you have such severe penalty, you already lost the game, it doesen't matter if there is dying light.
That's the problem with it's effect. Yes, it gives you a strong snowball, but only after you are already winning the game, so you can win even harder.
I will compare it to the devour hope, which after 3 hooks, can win you the game, even if survivors completed 4 or sometimes even all generators.
Dying light... it starts to be effective around 6 stacks, so when already 1 person will surely die on the next hook... but only if you still have 3 generators remeining and they won't pop in a second... so... it gives you no value when match is a tie or you are losing, only when you are winning... when you don't need it's effects.
Meanwhile it gives obsession a free botany knowledge, which in the end it makes it as good as no mither...
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@th3 said:
https://forum.deadbydaylight.com/en/discussion/comment/1975528#Comment_1975528
Make sure if placing snares as freddy that they are not hugging the vault but a few feet out. If the survivor comes in at the right angle they can negate the slowdown and fast vault. Usually if I'm pre placing a snare I put it at the angle I expect to push the survivor too so they have no way of slipping by it.
Just something I learned.
Good point, it happens if they start vaulting before touching the snares... forgot about this one because ive never had it with freddy.
But for doctor its insanely important.
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@Shirokinukatsukami said:
Have not tried burning. I'II try later. For the record I got one in the bloodweb just last week. I have a lot of locked killers.
https://us.v-cdn.net/6030815/uploads/M3XMO32COAZG/image.png
I got this on nurse last week when I was doing the nurse quest in the rift. Seems they been retired. Didn't know that, I find it unusual that they still show up in bloodwebs even though they've been retired.
They show only if you didn't lvled up the killer for a long time.
They still are present on bloodwebs, if they spawned on them, when they were in game.
Same is with the event items (im pretty sure i still have halloween addons, offerings and items on some killers and survivors)
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I will also add:
Freddy, putting the snares next to a window makes survivors medium vault
Don't put them next to a thrown pallet, survivor will alwasy fast vault
Putting traps on short loops should quarantee you a hit.
With freddy you can just spam presetting traps.
It's also good to throw some detection traps in spots, where you can place nice trapper's traps, it requires experience.
Ghost face: Recovery addons are amazing because most of the time you use his power either to close the gap without tr, or for mindgames (which are amazing wiht im all ears, you can often just stand in one spot and watch througth the wall survivors coming to you)
Demo, don't spam his main power, question when to use it on a loop is similiar to billy, so most of the time exprienced survivors will force you to m1 anyway, so often you use it just to break pallets, or force pallet drops. Still, his shred is amazing for keeping the stacks of StBFL.
His teleports are devastating... but they are countered by the genrush meta because they give you map pressure, after you loose gens. Unlike the trapper or hag, who loses gens, but take control of part of the map.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/230462/idea-free-trial-killers
They actually used to have something like this! They were offerings you could get in the bloodweb to try out a couple of the licensed killers, but they got very very buggy, cluttered the bloodweb, and were retired. I'd love something like this coming back, though.
Splinters cluttering the bloodweb are a bad idea.
Better idea is weekly free killer, with all of his basekit perks equipped, to see not only the killer but also his perks.
Therefor it can be done for survivors as well...
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@dspaceman20 said:
Hello and welcome back to reworking perks. For today's complement I just want to say your shirt looks absolutely gorgeous today nice job.
I feel Solidarity is lack luster and doesn't seem to help full so I'm going to buff it to make it better.
Solidarity
Sharing painful experiences has the power to heal.
While injured healing another survivor without a medkit heals you at 100% conversion rate.
Solidarity has a cooldown of 60/55/50 seconds.
I think this helps make it better and saves a lot of time. I put the cooldown in order to make it balanced. What do you think?
This cooldown is such... "just throw a cooldown that does nothing, so people won't say its OP"
The problem with solidarity is that, you don't really heal others that often and often people foce them healing you first.
For that buff i would suggest is:
- remove "by hand" req
- give solidarity modifier to nearby survivors
- give it additional effect, healing speed aura increase, when you are healing others, for example
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This haste status effect is just overpowered ;-;
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Well... if they change that, they should change trapper as well... he would be alone again in the hiking club D:
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It's possible, similiar thing happens to killer, when trying to pick up the survivors.
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12 hooks win is just dumb
You down someone, they dc... quess ive lost the game...
Anyway, personally for me win is about becoming better at playing. I see no win, in destroying survivors and scoring 4k... it's just an execution and nothing else.
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@DebunkedMonsters said:
https://forum.deadbydaylight.com/en/discussion/comment/1972660#Comment_1972660
I can never get over this. I just don't understand how you can be a developer and tell everyone to stop playing your game and go play what is essentially, a competitor's game.
Well... there is no true competition for dead by daylight, there are only different games.
But still... It's like saying, we don't care, if you don't like how things are, play something else.
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@Midori_21 said:
https://forum.deadbydaylight.com/en/discussion/comment/1972650#Comment_1972650
But you do get points for being on the hook. After struggle phase ends you're given "struggle points." Usually a little under 1000 points.
- You get points only for the second half of the sacrifice, so you can try escaping from the hook and then getting points, which honestly isn't a bad idea, considering how long can be que times.
- You will get these points no matter if you get camped or not, so id does not give sensitivity, that you are doing something, while being camped by the killer.
The easiest way is to do so, that you get 5k points total, if you are being camped and they should be shared between categories. 1k for objective as distraction, 1k for struggle, 1k for boldness and something else.
Why 5k? Because it would tell you, that helping your team as a person, who stays on the hook, is equal to value as a person, who escapes.
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Good for you, considering that the symptom of corona is lack of smell.
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It"s not fun?
I always have to post this, when someone says that:
https://www.youtube.com/watch?v=x8wjE_Eo2Kg -
@BSVben said:
https://forum.deadbydaylight.com/en/discussion/230192/survivor-update
Because..... physics?
Why killers can hit survivors, while they are falling down? The survivor is unable to move and avoid being hit, so he should have invicibility frames, while falling!1!111!!!
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It still wasn't fixed? XD
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@Shaped said:
https://forum.deadbydaylight.com/en/discussion/comment/1971853#Comment_1971853
If you get punished for going down, next time you will try to avoid that as much as you can so you will improve.
To understand why this idea is important for health of the game, you need to realise that the reason why face camping is effective is not only because survivors often start rushing the hook, but also because camped survivors just suicide on the hook. You won't get more points, you won't get emblems.
While i agree that survivor shouldn't receive any emblems, in my opinion he should receive a bp reward for staying on the hook.
Not for getting downed, but for buying their team time, by staying on the hook.
Just as when you take a bullet for someone, you are not a hero because you took a bullet, but because you saved someone. If it would be the other way around, anyone, who shoots himself would be a hero.
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This Mettle of Man will be heavily abused, with no counterplay... just imagine killer carrying survivor, who blocks the hook.
Killer is forced to hit, then survivor sabotages hook, but still has full health.
Like... mettle of men needed 3 unhooks, to be active and it was too powerful... and you give it only a cooldown of 80 seconds...
Buckle up... still weak, usually when you heal someone from the dying state, he is already mostly done.
Flip flop...
Ugh...
- 50% of maximum with 100% conversion will make it already pretty strong for anti slug builds, the problem with 100% conversion is that, it will be insane with a perk, that allows you to throw pallets, while being carried.
- Decrasing overall wiggle time will create many dead spots, where killer can just look at you while you are bleeding out, on some maps such dead spots already happen. This effect alone will make any perk straghtforward broken
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Magnum Opus? It makes me think about mad max game...
@MojoTheFabulous said:
I'd certainly be down for any Evil Within characters in DbD but I feel like if the teaser images were tied to a license it'd be something we'd know for certain. Mightee One Entertainment being seemingly something original makes me personally doubt any license theories. On the other hand it could be a Ghost Face situation with part of the character being original but that feels like a one off situation.
So a character from Mad Max game, that is only from this game can be legit :D
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@Ethromel said:
https://forum.deadbydaylight.com/en/discussion/comment/1966587#Comment_1966587
The game has been played (rather thoroughly) and I'm still making the suggestion. And for future reference, try not to assume something hasn't been done just because you find a reason not to agree with the idea. Anyway...
Also, you'll have to elaborate on why a killer that can disguise themself would be a trash idea. Even developers (who are professionals) make idea mechanics that not everyone agrees with, but they implement the idea anyway, and a player out there that sees the genius in it finds a way to make it work. You should try it sometime if you're willing. Be optimistic and figure out how to make it work rather than dismissing the idea entirely. Creativity gets nowhere with pessimism. Just saying...
Perk system does not allow implementing perks as a part of killer's power, which is the problem in your suggestion. Why? Because perks are for all killers, not only the one, who gets them as starting perks. That's why i suspect you as a new player.
To talk about the disguise killer, i will use 2 different games, to explain, why it won't work for DbD.
The most popular game with disguise is TF2, it allows spy to pass as the other team player and score instakills by backstabbing opponents. Therefor spy is a very powerful role but his only weapon is a pisol, so he trades heavily in terms of firepower.
Another similiar game, where such character won't work is overwatch. Why? There are 2 answers, first: size of battles in overwatch are much smaller than in tf2. In Overwatch you would disguise yourself as one of six charaters and it is really easy to keep track of 5 people. The second issue is that, in overwatch voicecomms are used way too much for it to be effective.
Looking at these examples, it should be clear it will be either very weak killer, or a total noob stomper, while being niche at better ranks and still useless against swf.
Fun fact, the idea of disguising killer was mentioned very often as a possibility of Legion rework...
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Yea... map is still broken bullshit
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@Chchchcheryl said:
Balanced should make you yell less when falling (like it does) and reduce stagger even when exhausted. Quick and Quiet should make you land completely silent, because you still make noise when hitting the ground with balanced (ideally this could be added to balanced but with the extra qol i mentioned above it would be a bit strong)
It used to give you reduced stagger when exhausted... it was op on the myers map... but instead of fixing the map, they nerfed BL
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Bhvr: Don't worry, we will fix this!
*game updated*
Players: All bugs are still here... and there are new ones too...
Bhvr: Well, feck you then... want a new cosmetic?
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@[Deleted User] said:
The fact that people are making videos to explain how good he is now reminds me of early Legion.
When you need to make video explanations of why something doesn’t suck it’s usually a bad sign.
The Doctor changed for example were immediate and apparent and needed no explanation.
It depends on complexicity, pre rework freddy wasn't THAT bad, still wasn't the greatest, bu he needed videos explaining how to use him.
When it comes to "new" clown... well... if not the wraith buff i could say he menaged to get to the same power lvl (when not counting bone clappers and pinky finger).
But well... i would say that clown lost in long term viability because he lost some of the best-always use, addons, so now he needs more grinding...
So yeah... it's kinda pathethic how bhvr was like: we need to give him map pressure, here are the yellow bottles.
Players: But the most effective use of them is on the loops...
Bhvr (in the future): Well, feck you then, here, grab iri heads nerf, now they put them in deep wound status effect.
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@edgardot02 said:
there are so many killers that need to be buffed in some way to be actualy viable to leave those killers you need to play if you want to win
freddy
nurse
spirit
hag
hauntress
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I like legion but it needs a tremendously rework to be effective at red ranks
its ironic to me how this game has a lot of killers but actualy there are a few that actualy are good.
If you put huntress and freddy on this list, add also oni and pyramid head, which one could argue, they are stronger.
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Did this update brougth back every single bug in history of dbd?
I swear, if someone says that it's possible to get stuck inside the pig's key cages again, i will explode.