Lord_Tony
Lord_Tony
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- Lord_Tony
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Comments
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I don't know but I've had over 5 games lost because of keys now and they didn't bring a key with them in the trial
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I was actually thinking the exact same thing, the clown is super fat
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@RenTheCat said:
It's so tiresome, you spend the entire game hooking people over and over for mori or 3rd hook only for a hatch to appear when there is 1/2 gens done and all of them escape.
They will probably not do anything about it. I also noticed plenty of time as a survivor someone brings a key, says on chat that they are using the blueprint for the hatch on the killer shack and they all coordinate to escape early.
but they have to find the hatch and they bought a key that means they deserve a free win according to survivor mains!
it's way too easy to find hatch and escape.
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@TragicSolitude said:
BHVR is moving away from killers having Exhaustion-causing add-ons because they're seen as unbalanced and unnecessary. And those are add-ons.
Clown used to have an exhaustion add-on but I think that was removed with his rework. Given that, I don't see the devs making it base kit.
meanwhile the random ass dead hard or balanced landing in haddonfield are totally fine
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I get more direct hits with the gloves.
So pinky finger would be a lot better
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just had another survivor sit on a hatch with a key,
as soon as I got close they jump in instantly when using the key.
######### am I suppose to do? it feels such bullshit.
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don't pretend haddonfield and the game don't exist.
heavily survivor sided
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so easy that survivor queues are still 10+ minutes right?
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killers just feel like a joke
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2098335#Comment_2098335
Yes keys do need a change but I really felt like the mori nerf was fine.
yeah it's so :"fine" no one uses it now.
Moris dropped by 90%
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2096611#Comment_2096611
You're either super lucky or not red rank. Good teams will capitalize on you tunneling the key person. And killers being forced to slug as 'counterplay' kind of shows how strong the item is.
and they'll just pick up thje key after the tunneled person died
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@Nathan13 said:
I have yet to experience 4 survivors have keys at the same time and I can't even imagine how infuriating that could be for killers.
I had 2 survivors with red key and 2 survivors with red map that can look for hatch
man that ######### annoyed me
and they had the ######### add on so they don't lose their key on death so even killing them doesn't take away their key
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@Sandt21 said:
a five second channel to open the hatch with a key would solve a lot of hatch related issues
can't have it 99d either
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@Kebek said:
Opening animation would do very little as you can't sit on the hatch forever defending it from opening. You wouldn't get key escapes mid chase but survivor can just stealth when the hatch appears to it wouldn't do all that much overall.
I'm far more concerned how keys evade gen completion, that's much bigger problem imo.
it's still fair because they can't open the hatch mid chase
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buff legion
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Either have gates regress or the timer starts when gens are done.
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@Grandpa_Crack_Pipe said:
https://forum.deadbydaylight.com/en/discussion/comment/2096232#Comment_2096232
Then they're just going to open the gate instead of 99ing it and you'll have the exact same outcome anyway.
That's fine because the only reason they don't open it and leave it at 99 so it doesn't trigger EGC so they are given time to collect garbage from the basement and help whatever friends that are hooked.
That's the only reason they 99 a gate.
But still even if they 99 a gate me opening the gate doesn't help either.
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@Sandt21 said:
https://forum.deadbydaylight.com/en/discussion/241370/can-we-talk-about-gen-regression
Just throwing this idea out there, as I have in the past. What if Brutal Strength also had gens regress 50% faster after kicking it?
that would be nice give people a reason to run that
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it's not enough though he's still going to be weak.
we need 115%
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@Grandpa_Crack_Pipe said:
https://forum.deadbydaylight.com/en/discussion/comment/2094649#Comment_2094649
The problem: The gate is 99'd.
The solution: You open the gate.
If they couldn't 99 the gate: They would just open the gate anyway.
What the hell do you want dude.
"what the hell do you want dude"
I literally said what I want, for gates to regress.
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@ukenicky said:
It seems silly we're complaining about gen tapping being OP and unfun when literally the same can be said about camping/tunneling.
Both are valid strategies on both sides I don't see much point in complaining since these things are most likely always going to exist and be "problems".
gen tapping is clearly abuse.
If you can completely HALT regression by a fraction of a second that's ridiculous.
it takes us 2+ seconds to kick that gen and the regression from that is nothing
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game is survivor sided enough
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that's counter intuitive and a bad idea in most cases
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@Kellie said:
Same reason why killers tunnel and camp.
tunneling and camping has counterplay.
99ing a gate has zero counterplay
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@CustomerService said:
I honestly think at this point adding anything more to the whole generators thing is a breaking point. People are dying at 5 gens currently. We really don’t need more gen simulator.
yeah rank 16s are dying with 5 gens
we can't keep balancing the game around yellow ranks
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@Phasmamain said:
Gen kicking isn’t supposed to be strong on it’s own it’s more so a gateway to activate perks.
I wouldn’t buff it too much because that could make three gens too strong but at least buffing regression to 150% wouldn’t hurt
Sure but gen tapping shouldn't be this strong either.
Gen tapping is far stronger than kicking a gen it's not even remotely fair.
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geez you survivors can tap a generator to stop an already incredibly slow regressing process and it only takes you a fraction of a second to do so
yet you complain about this
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if survivors want nurse and spirit nerfed so bad then comms should be nerfed
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nerf swf then if you want spirit nerfed
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I suggested clown should have a 1 shot fire breathing ability.
That would make him miles better
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@Mugombo said:
DS is a perk from a licensed survivor so you have to pay extra for it or get it while it was in the shrine.
So no you can’t just say use DS
get BT then which is free
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get rid of SWF comms and then we'll get rid of camping.
fair?
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trickster needs buffs first before he gets his own #########
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if you can dodge a wrench you can dodge an iri hatchet
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I have more iri heads than infantry belts and I find that funny
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@Mister_xD said:
the only reason why Iri Head is a problem is because Infantry Belt / Leather Loop exist.
remove those two and Iri Head is very weak all of a sudden.
or instead of removing them just have them not work with iri head
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@katoptris said:
https://forum.deadbydaylight.com/en/discussion/comment/2092703#Comment_2092703
I get points for opening the gate as killer. Beside it the killer's fault for allowing it to reach the end like that.
is it though?
Gen regression in this game is garbage. Doesn't help survivors can gen tap in your face and halt regression.
5 gens can get done in under 6 minutes.
gates can get done super quick too
game is stacked in the survivor's favor
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infantry belt is pretty good with it lol
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@dspaceman20 said:
Why not just open the doors to start the EGC?
it's counter intuitive I want them closed
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again if the timer happened when gens were all done then there would be no hatch stand offs and the game wouldn't be held hostage.
EGC should feel intense not a joke.
survivors have time to even hook BT/DS juggle and then protection hit each other and there is literally nothing I can do about it. if the timer started as soon as gens were done it would at least add some pressure.
NOED and rancor activates when gens are done, why can't the timer?
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tunneling and camping was going on BEFORE the DS nerf and if a killer really wanted you dead they'd just slug you for 60 seconds anyways.
Now everyone knows DS was rarely used for anti tunneling and it was abused to be an offensive perk not a defensive perk.
the nerf does the exact same thing it did before, stop tunneling. Now it just can't be abused which is what everyone wants.
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use up all your iri heads now before they useless
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@OniWantsYourMacaroni said:
People who think that EGC is useless or should be changed clearly never experienced Hatch Standoffs or survivors holding the game hostage in the endgame.
It's perfectly fine the way it is
If the EGC timer triggered when gens are powered there wouldn't be hatch standoffs and the game won't be held hostage
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@Clevite said:
Just do bones....I mean open the doors if you want to start the EGC. See, EZ.
NOED is countered by doing bones
99 gates are countered by OPENING THE GATE?! Very counterintuitive in most cases
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2092703#Comment_2092703
So... do you want survivors to open the gates or not?
Can't 99 them.
Can't open them.
Maybe you should have killed them all before it got to this stage if you can't win in either scenario?
ah yes why didn't I think of that.
killing all 4 SWF with comms and stacked meta perks before the gens are powered.
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so suggesting gates to regress means I'm some survivor main troll?
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@Nos37 said:
https://forum.deadbydaylight.com/en/discussion/comment/2092562#Comment_2092562
Doesn't work. Just changes how/when the survivors stop the game from ending. Now, they just don't finish last gen.
EGC a joke? Parts of it, to some degree. Exit Gate Switch regression? No, it screws the last remaning survivor who already has to stop the exit gate just before the red light to maximize opening time between patrols, or has to get 1 light on Exit A and sneak over to Exit B to open it while the killer thouroughly searches Exit A.
at least have it regress at 50% and not go lower than that.
I think that's a fair balance.
It doesn't go back to 0 but it stays lower enough to where it's fair for killers too.
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@[Deleted User] said:
Isn't 99ing actually a good thing for killers? It usually means survivors will stay around for more, which by itself means you can still kill them. If you're bothered by it just open the gates yourself.
no because when you chase them they'll run to the gate and tap it open. you'll never get them and then they twerk at you.
the EGC timer should start when gens are done in my opinion
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@Phasmamain said:
To encourage altruism in the endgame which allows both sides to get more points
EGC should be scary the killer should automatically be buffed without NOED.
It should be intense.
and yet EGC is a joke with survivors twerking at the exit gates with their flashlight strobe party
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Why the ######### are they nerfing iri head, they trying to get killers to quit though?