LiunUK
LiunUK
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- LiunUK
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just make it so it deactivates if they heal by a health state ether from dying to injured or injured to healthy it will force survivors to decide if they stay injured and be at risk of a one shot or heal but now can be hooked again. it would make using ds aggressively very risky and lessen the synergy it has with other second chance perks as unbreakable will deactivate ds if used, same with soul guard if the killer predicts you have it and waits the 8 seconds before hitting you.
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imagen if a new killer came out and someone who stockpiled 10 million bp immediately got every perk unlocked on that killer and made the best build possible before even getting in a match the survivors would have a hard time and will cry for nerfs.
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for the mori change they only shifted a value from a 1 to 2 which can be done in a few seconds and put out in a hotfix
keys are an item so they need to change everything about them interactions, addons, trophies/achievements all the while making sure that multiple instances of keys (4 players with 4 keys) is balanced and not abusable this takes a lot of time.
the reason that they did not wait for the keys to be ready before nerfing morris is because there was no reason to delay. the devs just asked themselves "why let moris stay a problem if we can just make a change now?"
this is a common action all devs make in game development
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@JasonS said:
Lunge range is not based on movement speed anymore. You are incorrect.
you are correct i just went over the wiki but the clown will still have a longer range lunge here is the excerpt from the wiki for anyone interested.
With Patch 2.2.0, the range of a Lunge Attack was standardised for all Killers: if their base Movement speed differs from 4.6 m/s, it is temporarily set to that value and all reach the same top speed of 6.9 m/s during the Lunge Attack.
If the Killer's Movement speed at the moment of initiating the Lunge Attack is greater than 4.6 m/s (e.g. due to Movement-speed boosting Perks, Add-ons or Powers), that Lunge Attack will have an increased range over a default one due to how the mechanic works.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/1858479#Comment_1858479
They share the same resource. Reloading gives you four bottles by default of any combination you'd like.
One way you might want to use them, for example, is by throwing an antidote as your approaching the loop, then switching the tonics. That way you get a speed boost from the gas that's too far away for the survivor to run back and get, and then have your usual bottles to slow them down some more.
would i be correct in thinking that the speed boost will increase the clowns lunge range?
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can i get some fries with some of that high quality dbd community salt
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@HollowsGrief said:
removing the debuff from his other bottle is fine but it buffing the survivor's speed AND yours is just silly.
it works both ways so the purple gass will remove and slow a survivor who was under the effects of the orange gas
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correction
undying/ruin is dead
undying/devour has been born
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mine is demo. it is my favorit killer to play as and against but because i play it so much i know everything about it from its timings to its addons and its many play styles, so even though i am super happy to play against it (mostly because none plays it) i feel zero threat from it
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i don't get scared per say but i do get intimidated. especially against killers like oni, deathslinger or blight just hearing there terroradius at the beginning of a match puts me in fight or flight
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give yourself another goal mine is to p3 lvl 50 all perks on all killers and survivors so my goal is now blood points and not rank
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no, but a totem counter on the hud would make all the complaining stop
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autohaven wreckers suffers this the most
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because people were selling codes for convention exclusive cosmetics like the brazzil claudette shirt for well over $700 which went against terms and agreements so they gave everyone all the convention cosmetics and soon after gave all the event exclusive cosmetics for consistency sake.
the only exclusive cosmetics now are tournament winner/participant cosmetics and charms
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the grass on the reworked maps make no fking noise when a survivor is moving through them.
i get the ankle high grass not making noise as that stuff is everywhere but the waist high grass is also silent.
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if you crouch in medium grass on the old maps (not the new grass on the rework maps) the survivors can't reveal you unless they are behind you
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i hope they fix his collision on some objects where he slides for no reason like the new car models
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i think they need to fix his reveal functions first before trying to rebalance him.
he could be standing still in the open and i could have him dead center of my screen but it won't reveal because there is a bit of tall grass covering his feet
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healing and staying in groups messes up the twins bad
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it would still be too strong comboed with other aura reading perks even if it did not stack or apply to other survivors also i think the whole increase your team's aurareading is core to the perks identity.
that being said seeing the auras of crows would make for a nice new perk or maybe give it to another perk like calm spirit
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@TheButcher6641 said:
https://forum.deadbydaylight.com/en/discussion/comment/1846583#Comment_1846583
Okay perhaps I didn't think that through, what about 6/8/10 metres.
increasing the range is not really worth it as open handed stacks with other open handed
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@TheButcher6641 said:
Original: Increases Aura-reading ranges by 4/6/8 metres.
My rework idea: Increases Aura-reading ranges by 5/10/15 metres. Grants the ability to see the aura of crows when within a 32 metre range (the aura of crows is not extended by 5/10/15).
After buffing the numbers of openhanded, there isn't really much else you can add to the perk. I thought about all of the interactables in dbd and perks that reveal their auras but there isn't any perk that reveals the auras of crows. Considering that, it seems suitable to add this feature to open-handed. The aura would stay visible while crows fly off and the perk would light up when they do, to tell you that somebody has triggered a crow within 32 metres of you if you missed the aura. This would allow you to locate the whereabouts of your teammates and the killer as well as avoiding crows to not attract the killer. That alongside the extended aura reading range would be a very justified perk slot, especially when paired with other aura reading perks.
15 meters? that plus kindred and survivors would be able to see killers 31 meters away from a hook
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well it increases aura reading range for all survivors but it doesn't benefit you in any way unless you use it with another aura reading perk or effect so the obvious answer would be an built in aura reading effect.
this is my idea
when you or another survivor is cleansing a totem there aura is revealed to all other survivors
everytime a totem is cleansed open handed gains a token (this acts like a counter)
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@Nosferatu3145 said:
I'm a goddamn completionist, I have every killer P3 all perks and 4 survivors P3 all perks.
I really should do something more productive with my spare time, but as the said goes: "if you're already in hell, you might as well hug the devil". So now I'm grinding to P3 all survivors
same
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some cosmetics provide straight up advantages like the classic ghostface robes
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a simple buff to the legion would be to make it so they can see the auras of survivors mending that would give deep wounds some synergy with them
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she has the second highest kill rate in the game in all matches and the third highest at rank 1 so not likely
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they still have a few bugs but with some more polish i can see them doing well. for now i would say b tier maybe go up or down after a few more weeks of playing as and against them.
if i could make any changes i would make it possible for charlotte to recall victor when he is idle that way she basically has a "power" so if she bumps into a survivor whilst victor is on the other side of the map and injures them she could just recall victor and after 5 seconds send him out to pursue them making them more aggressive.
also i would reduce the amount of time victor can be on a survivor's shoulders before being recalled from 45 seconds to 30 that would probably put them move up in my tier list
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when i am a survivor it nancy's because they are all sociopaths
when i am a killer it's a mix between claudette's and nea's because 9/10 they will spend 5 to 10 minutes hiding from me when there are only 2 survivors left.
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4 survivors with prove thyself. 4 comodius tool boxes with brand new parts and wire spool.
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avoid getting tormented as much as possible ( you can crouch walk over the trails)
as for the range attack try to be unpredictable like if you were playing against a huntress, run towards pallets, windows and corners but at the last second step to the side a inexperienced PH will miss more often than not but if you are against a good PH throw the pallets early and abandon the loop he is still a m1 killer at the end of the day.
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monstrous shrine: at the start of the trial 3 random hooks will be selected (they will be indicated by a purple aura similar to event hooks and will have entity legs writhing around them as a indicator to the survivors) when a survivor is hooked on the afflicted hooks the entity will block other survivors form rescuing them for 30 seconds. after the survivors is rescued/sacrificed or the afflicted hook is sabotaged, the hook loses the monstrous shrine effect. if no hook is under the effect of monstrous shrine the perk goes on cooldown for 100/90/80 seconds after which 3 new hooks will be selected.
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grouping up herts them pretty bad if victor downs a survivor and another survivor is nearby it's a free kick.
in terms of perk counters
urban evasion allows you to crouch around victor without getting killer instincts whether he is on someone's shoulders or idle camping a hook
were gonna live forever hurts there slug game allot too as a group of survivors can pick eachother up after kicking victor, before charlotte even gets there
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i'm sorry you can't afford a better internet but disconnecting ruins the match for the other players and if BHVR have to choose between you and 4 other people's entertainment you better believe that the entertainment of the 4 take priority over you this applies to all other successful businesses. please the masses screw the individual outliers.
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they did say we should still get the themed gens, lockers and hooks
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coldwind and haddonfield
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this is how i would rework red herring
whilst repairing a generator press the active ability button to mark it. marked gens will be highlighted in a purple aura for all survivors and will turn white for the perk user if its actively being repaired.
whilst in a locker or on a hook (not in struggle phase) press the active ability button to create a noise notification at the marked gen
the generator will remain marked until it is fully repaired, red herring is used or another gen is marked. if red herring is used it goes on a 60/50/40 second cooldown
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probably going to increase the base cooldown on his teleport
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i would just increase his base teleport cooldown from 45 seconds to 60 seconds that means the minimum cooldown when all survivors are asleep will be 24 seconds and not 16 giveing survivors a chance to progress gens at the end game
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@oh_0k said:
https://forum.deadbydaylight.com/en/discussion/comment/1787200#Comment_1787200
Cool
Im not talking about Elodie's skin tho
ah your right
well the only reason i can see for the twins skin being a set is probably because of the blood dripping particle effects
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the reason its a set is because any other cosmetics would clip with the hood and the onesie would look weird if it was separated into two piece that is the same reason the kate and jane cosmetics are sets because there full body dresses.
i do agree though about the weapon and some of the head cosmetics not needing to be part of a set
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they increased the size of the debris in the auto havan maps so seeing across them is harder than it was before (looking at you blood lodge)
and ormond is not that bad i suggest you use windows of opportunity until you learn the spawning patterns in the map
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new maps run better than they did before for me on an old ps4 so i don't know what kind of potato powered machine you are playing on
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if its quieter from the killer's perspective even though it's a great change its most likely a bug
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but they only changed the models the maps themselves are the same shape and size
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thank the entity
it was really hard to tell how close he was due to the fact the cellos used for the bass drowned out the rest of the instruments
also they fixed the doctors chase music so that's nice
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I don't like stress
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they cannot buff the current version of his power. Yes it has an easy counter that being throwing the pallet and abandon the loop but the issue is that it's the only counter, meaning that if they buff the current power there will be no way to deal with it makeing his chase impossible to escape.
What they need to do is give the bottles a new effect many give the gas a stacking effect like plauges infection.
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@CLAUDETTEINABUSH said:
https://forum.deadbydaylight.com/en/discussion/comment/1777520#Comment_1777520
Correct, but no one can deny total access to the basement except trapper. If you disarm, he'll know. I still don't quite enjoy the idea since I like the design of trapper "place a trap wherever you like, but you'll be restricted of passing by that trap", so planning ahead is a no brainer. Not having to worry about trap placements could also create some op scenarios that couldn't work otherwise (for example placing a trap directly in front of a hook and then hooking the survivor, that survivor or the rescuer will 100% step on that trap and there's nothing they can do about it since the "desarm" option won't appear since unhooking takes priority. See what I mean?
I thought you could not place traps directly infront of hooks anymore regardless if someone is on the hook or not. Also most people don't straight run up to hooks against a trapper especially if there is tall grass most will crouch walk in to avoid traps.
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@CLAUDETTEINABUSH said:
I didn't like the stun reduction idea on traps, it will be useless imo. I like ste stack idea, but the very rare addon that grands immunity whilst carrying a survivor is really really overpowered for basement trapper. He won't need to make space to get in, but survivors will need to.
That's true but all defensive killers are really strong when the basement is involved if you ever go to the basement against a trapper/hag/bubba you are basically dead but don't forget trapper could only walk over a trap when carrying a survivor and his biggest counter is dead hard which is a meta perk so if he walks over a trap to basement a survivor they could still escape by dead Harding over a trap and the trapper will have no choice but to pick up the trap to chase after you so there is still counter play. Besides most people want him to be able to walk over his traps all the time which would truly be bullshit makeing it an addon that only works when carrying a survivor was the only way I could see it being added to the game