LemeTheMeme
LemeTheMeme
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- LemeTheMeme
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If you are using an old bloodweb, it will spawn as yellow since it's original addon was of yellow rarity. Happened to me when they reworked wraiths addons too!
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I really like the idea of keys only granting the escapee an escape, rather than just them. However, with Mori's, making it so they are second hook makes them entirely useless and rather just a different way to kill a survivor than a death hook. I think Mori's should grant on the first hook still, but only usable once gens are completed. Ivory continues to grant the potential 4k mori, but the green only allows 1k.
I mean, at least for keys, you MUST complete a certain amount of gens to get it to spawn, but with Mori's, you can 4k with 5 gens untouched. I say make it so every gen they complete you are allowed to kill 1 survivor, and the chain continues. Making it so you can still 4k with a Mori, but only if 4 gens were completed.
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@goat10em said:
https://forum.deadbydaylight.com/en/discussion/comment/1020133#Comment_1020133
I actually like this idea. Going to try that one out. Then I'm at least getting something from all the perks and not just essentially having a backup perk. But I'll lose monitor which sucks lol.
No problem! I have yet to try the new ruin since I basically replaced it with PGTW on my killers, but hopefully it works! Sounds good on paper, hopefully in practice too?
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OOPS, forgot to add link. Here it is: https://deadbydaylight.gamepedia.com/Hatch
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The hatch spawns randomly throughout the map, but I guess you can try and memorize all the spawn points (there are many). Also, the hatch is hidden until a certain amount of gens are done and reveals itself when the requirements are met. (Use this link to read more about when it spawns.)
However, if you manage to kill 3 survivors, the hatch will spawn and depending on who finds it first, then basically gg. If survivor finds it, they get to escape. If the killer finds it, it triggers then EGC (End Game Collapse) and the survivor must open one of the two exit gates that spawn within 2 minutes, or they die to the EGC timer.
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Honestly, a really good legion build is PGTW, Thana, I'm All Ears, and M&A. Love this build so much and I'm All Ears really messes with people at jungle gyms and L&T walls.
If you are wanting to keep your Ruin & Surveillance combo, I suggest running it along with Thana and Dying light. Just so you can keep the gen speed hinderance throughout the match, rather than using PGTW when your totem breaks.
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That has always been the case. You can run Franklin's Demise if you'd like them to drop their weapons though!
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@scat said:
https://forum.deadbydaylight.com/en/discussion/comment/1003257#Comment_1003257
So 6.4 seconds doesn't do anything for you, but 8 seconds is game changing?? Hahahaha I never knew that 1.6 seconds was so important on a generator
Well when percentages come into play, increasing the gen times would only make perks like PGTW, Thana, Surge, become much more useful, since they can chunk out more of a gen at a time. Thana can be really good ngl. A free 16% gen and healing speed reduction on Plague and Legion. Pair it with Sloppy and PGTW and then you get a nasty combo on any other killer than Plague and Legion. (Sloppy on Plague is like distressing on Hag.)
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Oh, so it didn't roll out with the patch, weird. Anyways, thanks for clarifying!
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I'm all for balance in the game, and I do believe Billy has nuts power, but I don't think it's the time to nerf him. Once maps are smaller, lighting is fixed, AUDIO is fixed, I think then they should look at him.
At the moment, he and Bubba need their addons fixed tho for sure.
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@Spooky13 said:
Can go both ways for a killer too.
Wanna know what's fun?
Spawing in on Rotten Fields as Clown with no addons and level 1 I'm All Ears, Nurses Calling, NOED, and PGTW.
Wanna know what's more fun?
The group you are going against is a 4 man SWF at Rank 1 with 4 Commodius Toolboxes and gen speed addons.
Wanna know what makes it even more fun and enjoyable?
The first gen popping before you can even halfway to it.
Wanna know what makes the match even more exciting?
Two more gens pop as you get your first hook.
Wanna know how the match gets even better?
NOED doesn't activate because they cleansed all the totems.
Wanna know the icing on the gate?
Teabag at the Exit Gate.
Goes both ways man. Sometimes you just have bad matches.
You don't have to downplay someone else's experience because it happens to other. Both of those situations are evidently unfun and frustrating. Except the first one should not be a thing, there should be a minimum distance based on heartbeat as well as distance. If Doc is running Distressing and both heartbeat addons, he shouldn't be able to hear you scream off the bat.
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Both times this week were because I found people hiding using Whispers. They get REALLY toxic in post game chat. It kinda has me stressed tho if BHVR looks at it and thinks I'm hacking from getting many reports. I wonder if they need video proof of me ACTUALLY hacking to get banned.
Maybe I should just stream my games so that I have that safety net, cause I dont know if they banning system works like that, or if they need video evidence.
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The survivor counterpart gives no more than aura reading, so I think it is well balanced for what it does. By that, I mean, helping new players find reliably find vaulting and pallet locations!
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It's not really a perk that is meant to be meta, but it's more meant to aid new killers, or when a new map releases, finding all the pallet and window spots.
Also, it's not that bad on killers like trapper and Hag! It really helps to setup more efficiently, especially with Corrupt Intervention.
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@immortalls96 said:
Shes limited by maps too heavily otherwise shed be a contender for top
I mean, every killer is. Huntress suffers the worst, but, all killers suffer from poor map designs.
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There’s no doubt she needed a nerf, but I think she just needs her blink cooldown removed. And maybe make the add on that make people scream become Basekit? Also, if they do implement the cool down removal, maybe slightly shorten the blink range? She’s still strong if you can play her well, but she’s just missing that fluidity the her power.
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Are there any plans to make maps more consistent with size and lighting? Some maps make being a non mobile killer really difficult, due to the size (Red forest maps, azarovs, Yamaoka maps)
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@BBQnDemogorgon said:
I agree but then gen times become the problem for another reason.
The devs (seem) to only be changing 1 map every 6 months. This process unless resources are heavily shifted will take years.
That means gens are the simpler band aid fix.
Because the community hasn't been vocal about these changes until recently. It's also not the easiest to balance maps and since there are a lot that need to be revamped, PLUS the addition of new ones.
The simpler ones imo, that aren't that hard to implement are: Totem placement changes and toolbox nerfs. At least it will remain more interactive for the survivors.
If that shows to not be enough, then yeah, maybe an increased gen time will help for the moment.
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However, I do agree that toolboxes are problematic. The ones that grant extra charges are the most problematic (commodious is actually disgusting with the repair speed addons). A nerf to toolboxes will be wonderful too!
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The whole stigma around M1 killers not being able to apply proper map pressure is ridiculous.
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@TheRockstarKnight said:
https://forum.deadbydaylight.com/en/discussion/comment/991917#Comment_991917
Survivors who are awake deny his chase power.
He EITHER wastes their time forcing to wake up OR he has above average chase power, not BOTH unless the Survivor can't loop a 115% M1 Killer.
As for his gen pressure, he is still one M1 Killer against four Survivors. He can't pressure everyone.
If the Survivors play smart at loops and focus on gens, they'll do okay.
Just because someone is an M1 killer, doesn't invalidate that they are overperforming. It's their core design and power that make them good. Freddy just does too much for too little, and that needs to be addressed.
Freddy can easily catch survivors out of position since the can't see him unless he's in a certain radius, and mindgame them with not fully using his power and making them run into you. This killer is so easy to play and does so well, too.
Obviously, if every survivor had good looping skills, they could waste a killers time for a good portion of the match, but that is hardly the case.
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You could slap a 10 second speed increase to generators as a bandaid fix, but that isn't going to solve the core issue this game has, which is map design, ranks, and other bandaid fixes with new perks.
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@Colovorat said:
https://forum.deadbydaylight.com/en/discussion/comment/991929#Comment_991929
Lol no, if you have 50% kill rate that's mean you killed only 2 survs and this is mostly depip or safe pip
That's a map and ranking issue, NOT a gen speed problem. I agree that all/most maps need rebalancing, whether it's from size or lighting.
And, the ranking system rn is a joke. The fact high levels can play with the game with their noob friends and STILL face rank 1 killers is terrible. It punishes certain killers for using their powers, is super inconsistent between killers, and is overall poorly designed.
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@Shirtless_Myers said:
While I understand the frustration from Ruin being nerfed, I feel like this post has a lot of biased opinions within it. There's an equally amount of frustrating bugs and problems on both sides. Hit boxes are wonky and generator speeds are too fast. Toolboxes as mentioned from others shouldn't work at all on generator speeds and certain ultra rare add-ons are just not fun at all to play against. Keys can feel cheap and so does Ebony Mori.
Thank you for this, people need to recognize that just since their carry perk is gone and it's now in a healthy spot...
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These Ruin "base kit" ideas are really unbalanced and the devs already stated they won't do that.
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@TheRockstarKnight said:
https://forum.deadbydaylight.com/en/discussion/comment/991872#Comment_991872
Freddy does not need nerfed.
If anything he should be given a slight buff, since a lot of his add-ons have unnoticeable/unhelpful effects. Including Swing Chains now.
Nothing crazy; but they should have noticeable effects.
Hillbilly just needs his Chainsaw Noise add-ons reworked to be useful and Carburetor Tuning Guide given a slight downside/be made into a Very Rare.
Freddy is the most powerful killer right now, exceeding the devs "comfortable" position of the 2k balance philosophy. He has one of the best gen pressure abilities, can kill/ end loops faster than normal, AND the survivors need to waste time to wake up, which if they got caught right after, his M1's bring them back into the dream state. So, yeah.... He needs to be more balanced. At least killers like Nurse and Spirit take some sort of skill.
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They could add something like that for the first minute, but that would make survivors want to just do totems, or look for chests.
However, it would be good to keep away early game gen rushing, or you could run discordance and/or Whispers.
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@Verconissp said:
https://forum.deadbydaylight.com/en/discussion/comment/991875#Comment_991875
That would just gut Hillbilly instantly, He is already balanced as it is...
How is 5% movement speed going to gut a killer that doesn't rely on base movement speed that much? Spirit has 110% movement speed, her power is on cooldown, and she can't see her victims... It wouldn't gut him at all, but rather balance him better. The talk about him being the most balanced killer isn't true. Not only that, but the devs already claim the balance the game around the 2k, soooooo, I'm not too sure that it would gut him at all.
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I mean, billy has an insta down and the best mobility in the game. If he should receive any nerf, it's bringing his movement speed to 110%. I think that'd put him in the most balanced spot imo. He can be quite oppressive at high ranks.
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@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/991751#Comment_991751
I don't understand how.
OP says Stake Out is dead because it was only useful to find Ruin to avoid the skill checks. I only pointed out the perk is still useful in finding the totem early before it becomes an issue later.
I think you're mixing Small Game and Stake Out...
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Fave non-meta build is Solidarity, Empathy, Self-Care, and Autodidact.
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As killer, I am not the best at gen patrolling, which could conclude to I don't know when I need to break a chase that well.
As survivor, I tend to over mindgame myself, to the point I get caught... Also, I can't Moonwalk 😥
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At least it's not as bad as Kate's Gold & Silk skin...
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Maybe even daily login bonuses or removal of perk tiers? Idk, just need to ease the grind a little more.
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@Actually_Jesus said:
https://forum.deadbydaylight.com/en/discussion/comment/985442#Comment_985442
You shouldn't need to combine it for it to be powerful. That's the thing.
A perk should be great on it's own.
You don't need to combine DS with anything for it to be powerful. Or BT, or Deadhard etc.
Well, Dead Hard only works like half the time, and the other 2 are perks that punish killers who tunnel and camp. They are probably the easiest perks to counter, but when they do get used, they are very strong at what they do. I find DS and BT to just be too powerful end game, but other than that, they're fine.
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@Nea_s_Bitch77 said:
Spine Chill and Bond are never not in my loadout. Even if you arent playing stealth its super useful to juke the killer about with. Bond helps you see other suvs so to know when theyre in a chase and you can help them or do gennies
A loadout I frequently use is Bond, Spine Chill, Prove Thyself, and Iron Will. I can't live without Iron Will, so I try to implement it into every build I do! :)
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@Actually_Jesus said:
https://forum.deadbydaylight.com/en/discussion/119414/if-ruin-is-changed-from-a-hex
At that point, may as well just use Pop.
True, but in combination with that and other slowdown perks, I think it'll be very powerful. Also, let PGTW, Surge, and Ruin synergize with each other if this change happens.
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Bringing this back since I think these perks need some loving.
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I can agree with you on that. It's mainly used as an alternative BBQ. Never understood why some perks have cooldowns in the first place. IE. MYC, Thrilling Tremors, Territorial Imperative, Blood Echo. I get why Surge, PGTW, and I'm All Ears have cooldowns, but the others aren't even that good to not have one. (Exceptions for MYC, since it is strong, but it will actually make the perk worth using at rank 3 since the cooldown increases with the higher you level it.)
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Been with the no ruin club for awhile now, I can completely agree that it feels nice to load into a match and take a deep breath of that fresh air. Never have I ever turned back, I love how I feel without it; spiritually, physically, mentally, emotionally, and most of all killing these hoesally.
Jk, I use it on my Huntress to assert dominance on these poor rank 1 survivors playing with their rank 13 friends.
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@sanki said:
https://forum.deadbydaylight.com/en/discussion/comment/978597#Comment_978597
that is also cool, but if let the killers make their own choices, nobody will complain anymore.
I mean, that's precious time to go and place your hex.
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@Murcielago said:
https://forum.deadbydaylight.com/en/discussion/comment/978592#Comment_978592
What w do you have on say a Ghostface or huntress to cross a 40 second walk in 30 seconds?
I main Huntress and Plague, so I must say, holding w is not hard.
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Or we could just fix maps and totem placements. Never should a totem spawn in the open (asylum), nor should it ever spawn in an L T wall.
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@Murcielago said:
https://forum.deadbydaylight.com/en/discussion/comment/978409#Comment_978409
Why you're tracking must be really good then it's so good you can teleport to the other side of the map in under 30 seconds
Thanks, holding W does wonders.
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I think the main issue is maps. There is a large inconsistency between them, and it's easy to spot which one is survivor sided vs. which is killer sided. I think maps NEED to be the same size, or close to it. It makes balancing a nightmare when you have these huge maps that you need to apply pressure on.
Not to mention, but Huntress gets progressively worse due to these map inconsistencies. The influx of trees, indoor maps, Haddonfield, weird collisions, make playing her way more frustrating. She defs needs some QoL improvements to make her more viable.
But back to the topic of maps, I am really against these massive maps that make playing no mobility killers so much more dreadful. Some maps need their lighting overhauled, especially the Yamaoka maps. Also, why does it have the bamboo that makes blendettes literally invisible? and why do I have to rely on audio for that matter, which is COMPLETELY busted.
Overall, maps need to be more consistent in size and lighting.
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@Raven014 said:
https://forum.deadbydaylight.com/en/discussion/comment/976680#Comment_976680
I didn't say I frequently had this issue, but that it is a possibility. Keys get left behind on the map and guarantee an escape when it should be certain death...
I see where you're coming from, and I agree. Both Moris and keys should not reward cheap kills/ escapes for no effort.
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@Murcielago said:
https://forum.deadbydaylight.com/en/discussion/comment/977659#Comment_977659
Why didn't I think of whispers that'll help me cross maps like Ormond or temple of purgation in under 30 seconds on a low mobility killer
I guess you just are bad at tracking? It's okay to admit something. I generally don't have a problem, but that's because I have almost 3k hours.
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@Kycer said:
https://forum.deadbydaylight.com/en/discussion/comment/977677#Comment_977677
How was ruin OP? It had tons of counter plays and most of the time it was cleansed from the first minute in the game anyway. Nobody heavily relies on RUIN but it was a must to have perk because nobody enjoys being outplayed by survivors spawning in the other side of the map and popping a gen before you can even arrive to them.
Use Whispers if you dont like that, also, yeah ruin has counter play, so does DS, Adrenaline, DH, but people still complain about it because they are really powerful EVEN with counters.
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@Kycer said:
I used to be one of these nice killers who always thought that you can have fun as the killer without the need to ruin the survivors’ game with BS (OP) stuff.
Now that Ruin is gone, and the devs and survivors mains clearly don’t give a damn about the killer’s fun (as you can see in the forum), so why should we care about their fun? I will replace Ruin with Noed and bring Moris whenever I feel like it from now on.
I literally can’t afford to be nice to survivors after this ruin nerf.
You really just contradicted yourself there.
Being a nice killer who doesn't use "BS (OP) stuff", yet you go on to use ruin? And that's not op or unhealthy for the game at all? There are so many better options anyways that will actually IMPROVE your gameplay and game sense as a killer; like PGTW and CI.
But, on a real note, as someone who plays both sides equally, it's funny to see the killers who rely so heavily on this one perk cry for attention.
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@Murcielago said:
https://forum.deadbydaylight.com/en/discussion/comment/975775#Comment_975775
Yes I definitely want an easier 4k totally not like survivors can get 20% of their win objective before you even make it to the other side of the map
This is like the 4th thread I've seen you state the same thing. Run whispers if you are so pressed about it.