LiunUK
LiunUK
About
- Username
- LiunUK
- Joined
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Comments
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@Pulsar said:
Can I get mad if they are the 4th characters in a row to suck on release for Console?
thankfully the resent change to blight made him playable on console though it dose not excuse the 6+ months where he was not even close to same killer as Mouse and keyboard blight
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maybe they could stop putting things that would only benefit a solo survivor on perks? just a thought.
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only if its Elodie or Yun-Jin.
to stop them screaming as it hurts my ears
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blight on console after his fix
he is probably the best killer on console now
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increase feral frenzy's movement speed by 5% and reduce the fatigue duration by 0.5 seconds for every unique survivor you stab so if you stab all 4 survivors the legion will be running at 150%/6.0 m/s (the same as wraith and victor) and will have a 2 second fatigue.
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@ManOMaker said:
https://forum.deadbydaylight.com/en/discussion/comment/2182727#Comment_2182727
Sorry to say but not all spirit mains are the same. I don’t do the stand still stuff its boring and it makes a mockery of myself. Also I don’t run Stridor because its cheap.
stands still regardless if she is faking or not because when she uses her power she leaves a husk
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every spirit match is the exact same
- she sees you
- she stands still
- you make a 50/50 guess
- did she hit you? if yes move to step 5 if not go back to step 2
- you are now injured, dose she have stridor or you don't have iron will? if yes you are now F* if no go back to step 2
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@IWasLeft2Die said:
https://us.v-cdn.net/6030815/uploads/APOKLNWP4PPM/5unr9qxrbloh.jpg
Quentin be like...
Brother?
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@Vulcanicore said:
If you’ve seen the show stranger things you’ll know that Demogorgon looks way different, and the version in the game I fee looks way to silly, while in the show he’s very dark. I think when you eventually reskin killers Demogorgon should have much darker skin, be wet and have a smaller and les square head, because as of right now he looks so unintimidating
they actually use the CGI model from the show
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@IWasLeft2Die said:
Is he playable on console? I havent tried with him in a bit but before he was really rough
he feels almost like pc blight now
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just got a 4k against a swf with blight
he is now in my top 3
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you want to nerf a mediocre perk that only works on killers like Freddy just so you can combo it with pop?
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- starts the trial with one trap but can carry a max of 2 at base. (so he can pick up any traps he spawns next to without having to place the first one)
- traps appearance should be map based so they blend better with their environments like how current traps blend on the new Coldwind (if there in the swamp they should be brown, if there in Hawkins they should be grey)
- give traps some added threat by giving them some kind of lingering effect for instance "every time a survivor steps in a trap they get a stack of fracture each fracture stack increases the amount of attempts possible on traps by 1 and reduce the wiggle speed of survivors by 5%" so the more traps they step in the harder it becomes to escape them and the trappers grasp
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maybe they could just delay the warning survivors get when it activates until the moment when the survivor lets go of the gen and it blocks?
because right now as soon as the obsession is hooked all survivors on generators or touch generators while dead mans switch is active get a warning at the top right of there screens which stops them from letting go of the gen.
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@ILikeBonez said:
https://forum.deadbydaylight.com/en/discussion/247785/full-freddy-rework-idea
I really like the concept - but I will stand by my belief that Freddy; being a licensed killer; should really have given that Nightmare on Elm Street 'Dream Demon' feeling. I feel his old power set was the right direction, but it needed adjusting - Survivors absolutely did not want to be asleep. Nowadays, sleep is almost better than being awake - especially with the Dream World's lighting rework.
I like the energy meter - but I think the 61-60 tihng is a little redundant because I do not know hardly any Survivors that do not sprint or 'tap sprint, walk, tap sprint' within seconds of the match starting so they will know it's Freddy when their energy drains.
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For me personally, I think he needs to take a step backwards and then go from there - merging some aspects of his rework with his old power.
Freddy should retain his Dream Snare ability, with a 5 active limit as it is now, but they should be enhanced to cause a lingering Hindered status and not just a speed reduction that's only useful if he is actively chasing someone. Something like: Stepping in a snare reveals your location to the Nightmare and causes an auditory cue; Survivors stepping in snares are afflicted with Hindered for 5 seconds. Traps that are triggered, disappear and refund themselves to the Killer so he can set them again. This would also help stop Survivors just running through all of the traps constantly, especially if Freddy is actively nearby because of the Hindered effect actually lasting a more effective length.
Awake Survivors:
- Cannot see Freddy and cannot see or trigger his snares; but cannot be harmed by him either. Spine Chill and other perks will not trigger against Freddy.
- May wake up Dreaming Survivors.
- Whenever they would be within Freddy's normal terror radius, they hear his lullaby without any directional cue.
- Freddy's power reverts to his old channel-based ability, which felt more interactive than an automatic timer - but he only needs to actively channel a Survivor for 3 seconds instead of his old 7 seconds to put them into the Dream State. Once they are in Dream State...
Dream State:
- Survivors may be hit by Freddy's M1 attack.
- Do not hear a 'heartbeat' but hear a directional form of his lullaby (he doesn't need a heartbeat. His lullaby is iconic)
- Freddy flickers intermittently like he does for awake Survivors currently. He is a dream demon - he's supposed to be master of the dream world so he should be a total mind screw while you're asleep. Survivors can also see his snares as well as one Alarm Clock chosen at random that they may interact with to awaken.
- Any Dreaming Survivor outside of Freddy's terror radius and not currently in a locker has their aura revealed every 15 seconds, lasting for 2 seconds before fading away. This is a weaker version of his 'constant wall hax' from the old days, but still encourages him to chase and not camp one area.
- May only be woken up by being hooked, by an awake Survivor or an alarm clock; not through skill check failures.
- Survivor Action Speeds are reduced by 15% - this a big one. His old power was a whopping 50% speed reduction; but his new version was gimped because Survivors didn't like being slowed down by his power. I think it needs to be returned, however - because again: the goal is to make the Dream State something Survivors want to actively avoid and snap themselves out of, even if it means cutting into generator repair time.
Some caveats to Freddy's power that I would give is that he:
- Should have to be within X meters of the Survivor to channel the Dream State - meaning he can't effectively use it in chases and needs to channel it when he's gotten close to someone while invisible. I would slow his movement speed to 105% while channeling.
- Should become fully visible to the Survivor as soon as the channeling starts, and immediately trigger his loud lullaby/chase music..
I would remove his teleportation ability, but alternatively in its place and to give him a unique interaction with generators, we'll call Got Your Nose (for flavor):
- Freddy can target a generator as he does now, but cannot use it while moving. This channel would be silent to Survivors instead of having an auditory warning. Once finished, Freddy's claw materializes and swipes on all interactable sides of the generator - Injuring or Downing any Survivors that are immediately (1-2 meters) within range on that side; appearing with a loud 'Boo!' in Freddy's voice.
- A successful injury would cause Freddy to laugh and enter his attack cooldown animation. Missing all swipes would trigger the missed attack animation.
- Not only would this scare the hell out of many players because it has zero warning, but it also allows him to put pressure on generators across the map, without being oppressive like his current teleport can often feel; because he cannot use it mid-chase and doesn't cross the map.
- This power would have a base cooldown of 60 seconds with no reduction based on Survivors Dream State; instead some add-ons could reduce the power's cooldown.
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That is what I would envision from the Nightmare on Elm Street killer and bring him more in line with his lore instead of being so watered down because of Survivors' lack of wanting to interact with him or thinking he was "too annoying to deal with".
He could have an iridescent add-on that gives him the ability to hit survivors without channeling Dream State first; in exchange for becoming visible to awake Survivors at like 16 meters. Or maybe one that cuts channel time down to 1.5 seconds instead of the base 3.
He would no longer need his Jump Rope add-on to affect action speeds; could have add-ons to affect his generator attack cooldown, etc.
"I like the energy meter - but I think the 61-60 thing is a little redundant because I do not know hardly any Survivors that do not sprint or 'tap sprint, walk, tap sprint' within seconds of the match starting so they will know it's Freddy when their energy drains."
- survivors only start to lose energy when they enter the tired stage after entering his or his nightmare projection's lullaby radius that way survivors wont know its Freddy right at the beginning of a trial.
you idea for Freddy's power is interesting but there are a few issues that need to be smoothed out
- Freddy having to actively put survivors to sleep with a 3 second channel that slows him down is actually worse that his original power where he just needed to tag a survivor in range and they would automatically fall asleep in 7 seconds allowing him to position himself for the m1
- the only reason Freddy's snares even work as a power is because they can be actively used in a chase also they do give a lingering hindered effect that lasts for 3 seconds instead of 5. in reality he is just a weaker clown but with great map pressure due to his teleport.
- in place of a teleport Freddy gets the ability to get a free injure or down every 60 seconds without any warning or interaction with the killer what so ever would be the most hated thing in dbd history. you see how much survivors hate spirit because of the lack of interaction.
- 15% slow down is too much when you consider survivors would actively DC or suicide on hook when Freddy brought the old swing chain addon which only slowed them down to a max of 12% also 15% only adds 12 seconds on to a gen and without his teleport like you suggested he has no map presence.
- Freddy seeing your aura every 15 seconds when out of his terror radius if it became a problem survivors would just use the new object of obsession and then they get free aura reading on Freddy every 15 seconds and without his teleport he cant do anything about it but walk to them.
- you gave him 3 powers, how would that work on controllers?
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@Masterninja said:
I love it, is completely perfect, original and cool. Of course like other concepts needs some tweaks but still is definitely better. Why they are so bad making killer powers? How is posible that normal players can do better changes than the developers?
Jajajaja, I dare the devs making this rework real.
thank you.
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won't people just not use the keys charges like they do normally?
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@tolore said:
https://forum.deadbydaylight.com/en/discussion/comment/2162188#Comment_2162188
yeah for sure. Some friends told me getting BBQ and chilli is the first thing I should do as a new killer player, that was some DANG good advice. Honestly I think WGLF needs some buffs too. Maybe it's because i'm a crappy survivor compared to how much I play killer, but I find WGLF a lot harder to get full use out of.
WGLF works well against slug heavy killers like oni, nurse, twins
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@dylanetaft said:
They might not want automation but I am sure BHVR can open an account and see what a user has even on playstation. Sony might not have\allow API access or automation - so why not do it manually and charge for it?
that's not how it works, your PS Plus account and everything associated with it belongs to Sony, they can delete you account and there would be nothing you can do about it as you signed their terms and agreements. yes you have a dbd account which behaviour moderates but it was created through Sony and PS Plus the moment you started up dbd for the first time meaning it in effect belongs to Sony so if Sony says no to account transfers its a Hard no. same for Microsoft.
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maybe use inner strength instead of self care
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inner strength combos well with lucky break
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as the killer I have noticed that if you are the obsession the 3 seconds reveal every 30 seconds can catch you out sometimes especially if I am near by and you are hiding behind something.
so my verdict on the new object is
https://www.youtube.com/watch?v=QJHUbtR0yI8&ab_channel=FazleeMajeed
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@Nazeef13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2163228#Comment_2163228
no you dont. 4 inner stength uses 8 secs each. 1 sec to q&q into lockers. thats 36 sec. if youre telling me your chase after getting hit and time for you to get near a locker takes 2.5 secs on average you are bsing.
I make sure I'm always in a position where I can use the speed boost from the hit to reach the locker as soon as I can without the killer having line of sight. granted the 4th use of lucky break only lasts a few seconds but a few seconds of no blood or scratch marks and no sound is enough to lose a killer.
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@ShamelessPigMain said:
https://forum.deadbydaylight.com/en/discussion/comment/2163228#Comment_2163228
45 seconds minus 16 seconds per heal gives you 29 seconds to not only escape chase, but find someone to heal you uninterruptedly. Good luck with that, unless your killer has some really bad commitment issues.
inner strength heals you in 8 seconds not 16
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there is a pride charm coming out soon
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lucky break, iron will, quick and quiet, inner strength
i can get about 3-4 uses out of lucky break this way
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its a sad day, Mclean even alluded to something along those lines during one of his streams. maybe it was not ready and there going to add it in the hotfix?
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its ok, I was hoping for huntress to get her own menu and chase theme though.
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OH NO HES HOOOOOT!!!!
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A real good nurse does not need addons to do well.
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👁️_👁️
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why though? all hoarder dose is increase the amount of chests in the map and give you notifications it dose not affect the item rarity in any way
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free killer perk: apathy
there pleas for mercy reach dead ears
every time you damage a survivor with a basic attack apathy gains a token the next time you damage a generator all tokens are consumed and it will regress an additional 1/1.5/2% for each token.
free survivor perk: Pathfinder
the path forward is laid bare before you
you see other survivors scratch marks and following them when not in a chase will grant you 3/4/5% haste
when entering a chase all scratch marks will disappear
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👁️_👁️
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I would make it so that the survivor can move a bit more when harpooned if the Deathslinger walks backwards but reduce the broken chain stun to 3 seconds to compensate.
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@miketheratguy said:
https://forum.deadbydaylight.com/en/discussion/comment/2154574#Comment_2154574
Your advice is in theory perfectly valid, but the problem is that Wraith can now pretty much just hang out and wait for you to be anywhere that's to his advantage, then zoom over and smack you halfway before you've even realized that he's uncloaked. I'm not necessarily calling for a nerf, I just thing that the latest buffs he got push him over the line. Invisible AND super fast AND basically totally silent AND he can now uncloak right near you without you even hearing him do it? That's just too much. It's as if the survivors are expected to play the entire game as a group, in the diamond formation, just to avoid him instantly appearing and starting the downing process.
I admit that I'm still a pretty new player, I'm humble in my defeats. I know that with practice it won't be so bad. I just don't understand how I can have a more or less fair game against pretty much any other killer - sometimes I win, sometimes I lose, it's all good - yet whenever I face the Wraith now (definitely NOT before the update), I just pretty much always lose. I can walk, or run, or even try to hide (which I hate doing, I don't like playing that way) yet no matter how aware of my surroundings I try to be, he has every sensory advantage over me AND he's now faster than he was before. Since the update there has not been one time where he uncloaked within my vicinity and failed to land a hit pretty much the SECOND he fully appeared, and chase me so fast that he lands the second hit just a moment later. And I just sit there thinking "what could I have possibly done to avoid this"?
use spine chill.
it counters him and all stealth killers hard, as soon as you know its wraith and you have this perk its gg. as soon as it lights up go to a loop after that its just about learning your timings when to vault/ throw the pallet just be careful not to use all your recourses to fast.
and is a good perk in general especially when combined with resilience that way when injured all your action speed is increased by 9% and when the killer is looking at you an extra 6% meaning that when injured and in chase your vault speed will be 15%
my recommended build for new survivors is spine chill, resilience, botany knowledge and self-care it nearly removes the slower healing speed of self-care and helps the survivor learn the basics without an exhaustion perk to crutch on.
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@lagosta said:
https://forum.deadbydaylight.com/en/discussion/comment/2154304#Comment_2154304
Of course, they are dozens!
*chomp*
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Jake
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there are ash mains!?!?
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I approve of this notion
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@Zixology said:
https://forum.deadbydaylight.com/en/discussion/comment/2147011#Comment_2147011
If anything, there would be key standoffs. The hatch currently already gives killer priority, even if the survivor gets there first. So until the priority of hatch is removed, I see this as a necessary evil.
I think the hatch priority is simply down to latency i have seen survivors jump into hatch before killers can close it in there faces also we really don't want to bring back any kind of standoffs.
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@Zixology said:
Lower the key time to 1 second and have all key addons only work for the broken key, and you've got a deal.
that would stop injured survivors from using the hatch in the killers face but it will just bring back hatch standoffs because the killer can't hit a healthy survivor on the hatch as the wipe animation will stop them from hitting them again
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I just realised I did not put this into feedback and suggestions, mods can you move it for me please?
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i would make it so doctors illusions spawn farther away from you and just run in your direction through walls and objects and if they reach you they do the swing animation breathing and swing sounds included before just disappearing.
just the fact that you can hear doctors breathing approaching you would scare most survivors.
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the one on the left is his in chase animation and the one on the right is his out of chase animation he used to transition between both of them in the end game screen but maybe that's bugged
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people get murdered during the day too, you know?
jokes aside its probably because Texas Chainsaw Massacre also mostly occurs during the daytime
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the thing is even a pro doc who can perfectly time his shocks is going to struggle against a team of survivors who just focus gens. yes, he will f you up in a chase but unlike killers like nurse and spirit it takes him a while to do it so he can't capitalise and snowball as well of downs
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maybe the one from little nightmares 2
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cake






