Luigifan64
Luigifan64
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- Username
- Luigifan64
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Comments
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@BigBubs said:
I know that I won't spend a penny unless I unlock the whole rift.
I'm not one to be excited about some cosmetics like some people who get an erection when a new one comes out lol, so don't really mind if I won't get the ones from the rift.
Ditto to this, but seeing as how the rift is designed you might not even get close to finishing it ??♂️
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While I would like for it to see a token system; it ultimately wouldn’t be good because one person could just horde all 5 leaving the rest of the team ######### (if they have Inner Strength).
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All y’all idiots who think it means “rescue me” need to go back to the OG days. It means “killers camping” end of story.
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He doesn't need nerfing, he just needs to actually work properly. There have been sooo many times where hes not revealed when he should be and I get revealed when I'm completely behind something (and no, it was the survivor behind the object who revealed me). Not to mention the instances where someone can reveal me even though I can't stalk them.
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@Nos37 said:
Currently, either Camaraderie doesn't activate because the other survivors don't know I have it and don't bother dipping close to the hook to trigger it; or, it gets wasted because, again, the other survivors don't know I have it and attempt to unhook me in front of the camping killer instead of letting Camaraderie do its work.
If Camaraderie instead showed up as a shared perk, like Kindred, and even showed the same countdown wipe that the perk owner sees upon activation, then survivors would be better able to make use of it.
It should activate on both hook stages and if you're going to unhook someone else, half of your perk's timer is applied to the hooked survivor
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@regnam said:
I've prestiged 4 survivors (including Nancy) and I play with other people who have prestiged other survivors, and Nancy's looks so out of place simply because she has pretty much no blood on her pants or head, the shirt looks alright, but it could be bloodier. Like I get the pants are already red, but come on, they could easily be made darker with blood. And if you say that will give her a tactical advantage, she's still wearing white. I feel like she should have more blood overall so there's more incentive to earn her prestige clothing and actually use it. I've included some comparisons for all to see.
Regular Tapp, Prestige 3 Tapp, Prestige 3 Nancy, and Regular Nancy
https://us.v-cdn.net/6030815/uploads/058/DA8XPK6JZ9C1.png
https://us.v-cdn.net/6030815/uploads/610/L5IGGQY5620F.png
Yup agree 100%, it feels like they put all their time into Steve's P3 (it's a really good one btw) and didn't put any into Nancy. I wish her hair was bloody along with her face actually being noticeably bloody instead of just looking like Jeff's P3. Her pants are just awful, it's literally impossible to tell the difference between the un P2 and P2 pants.
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Yes to this, it'd also be nice if you could complete multiple challenges at once seeing as some of them are quite similar in regards of what to do.
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@Monlyth said:
The devs have said that the current Tome 4 challenges are placeholders, and they have plans to replace them. So it might not be time to panic yet.
I hope that this is true
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@LiDur said:
I don't know if it's only me like that I think, this story they read too fast. His voice sounds like he is rushing to the toilet.
I am sorry, but this dubbing sounds really anxious. It sounds very Boring and Irritating.😥
Are you crazy? If anything he reads too slow
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@se05239 said:
Increased chance for rarer items on Plunderer's Instinct means that you'll end up having easier game due to finding keys. Its a niche perk that can literally decide if you survive or not. It requires no buffs.
If you want add-ons on items you find, bring Ace in the Hole.
Thanks to the recent buff to medkits, the guaranteed Medkit you get via Pharmacy has made the perk even better. So it really doesn't require a buff since it indirectly got one.
Not really, it was more a nerf to Pharmacy more than anything. The green medkit got ######### on so now it can only do 1 full heal instead of potentially 2 (even more if you applied addons). This new medkit is more worthless than a purple or a yellow one, and no, healing yourself faster is not something that I consider a "buff". With the decrease in charges and the efficiency completely removed, there's nothing to compensate, it's a downright awful change.
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@rnan said:
unpleasant new skin(michael myers, the shape)
(※I'm sorry to turn the translator around, but I'd like to convey my opinion as much. I am a user who loves DBD, so I send you suggestions.)
Myers Hospital Skin, made by DBD, described Myers as having Exhibitionsism. It's so unpleasant.
DBD Myers New Skin Suggestion
DBD Myers hospital skin is very unpleasant because it reminds you of an exposed patient.
Does Myers go around exposing his briefs in the movie? That's not the answer.
Myers hospital skin had to have trousers.
Walking around wearing only briefs reminds me of a exhibitionist. I do not want Myers to wear this kind of clothes in DBD.
The skins of other movie characters are cool, but quite offended that only Myers seems to be consumed for joke.
Myers expected a nice skin,
It's so different from the hospital costume in the movie. This was gazed in an unpleasant direction.
I wouldn't have felt this unpleasant if I had myers(the shape) pants on.
Do not make myers a flasher. I ask the DBD to put myers Long pants on properly.
But he wears that outfit in the movie and he doesn't have pants on there either. It's not a big deal and if you want ANY skins for Myers at all, this is the best you're going to get. Also adding pants to the hospital Myers would have it be inaccurate from the film
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@bomb1720 said:
please take a look at this post:
JUST WANTED TO SHARE THE TOME 4 CHALLENGES.
https://us.v-cdn.net/6030815/uploads/avatarstock/nMD1ZZFUC11XZ.png
by @se05239
these challenges are insanly impossible, for both survivors and killers. it's no fun trying to do this. seriously nobody is going to bother, and nobody is gonna buy the premium pass! so PLEASE rethink tomb 4! thanks!
I agree 100%, the NOED one is probably the worst by far, not going to have any fun having to do that
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@PigMainClaudette said:
Rather than discussing "best" rank, which one do you simply enjoy playing at? As of late, I've been getting into higher ranks on console and fought nothing but Hillbillies for 95% of my games, and other killers who don't exactly use skill to get kills.
I've also had higher ranking survivors who just randomly stun you, flashlight you and then teabag at the exit gates, when I am playing what is believed to the the worst killer in the game by some.
It's rather interesting when I think back and see that the most fun I have in games is actually in the green ranks. Especially around the area of 8-12.
So, which colour of rank do you prefer and why? If the options here aren't specific enough, please feel free to expand on your choice with a comment.
Generally high green rank and low purple rank, not as many clueless survivors and way less super trihard killers that only run slowdown perks. Bullying a killer isn’t fun for me cuz I just feel bad when it happens, but I also hate when killers will swear super hard for that 4k
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Spine Chill is only good for one thing, being paired with Resilience for super vaults.
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@antgnstea said:
Something changed with the hairs after Kate and Nea got that retouch for their hair. And I simply don't like this new looks for anyone. Everyone's hair looks so weird, I can't explain.
And with Loire, it's not just the color. but also the texture and the volume of the hair looks off.
I hope that's just a phase for the future of the design, and not permanent.
I feel like it's permanent, but every time they've changed the hair (except for that one major change for Kate's hair) it's looked terrible. They say it's for "optimization" but it doesn't make the FPS any better; in some instances it makes the FPS worse.
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@honestscript said:
Anyone agree or have better ideas?
EDIT:
For everyone saying it would be too easy. What if they limited it to one use per match?
Final Thoughts:
I think MoM should be built similarly to 'WGLF' and either given a limit of 1 use per match or increase the stacks to activate..
This or MoM should only require two protection hits, either would be fine
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@Rezblaze said:
https://forum.deadbydaylight.com/en/discussion/comment/793742#Comment_793742
The bear traps as they function now doesn't mean it can't be how they function in the future, or that it's 'supposed to' function that way.
Rule Set #2 increases lethality by preventing them to see all traps until it's active, but also greatly increases time wasting.
But she doesn't need that, and that's even before you add perks like Ruin and Pop Goes the Braincell (which I don't use), so how her traps are now are just fine.
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@Raven014 said:
I honestly have no clue why Rule Set No. 2 isn't base kit. It just doesn't make sense to me as a 50/50 player. It makes RBTs near worthless.
I'd rather have boxes be unable to be interacted with when the survivor in question's RBT isn't going yet. Only survivors with timers going can get a RBT off, in other words. That'd be a nice buff.
But the point of RBT isn't supposed to be that it kills survivors, the point is to waste the survivor's time. If someone dies by a RBT, cool, but actively wanted a buff for the traps isn't needed on Pig. Before you ask, yes, I am a Pig main, but I'd rather see a lot of her addons retooled to affect her crouch and dash rather than her RBT.
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@Boss said:
Y'all like your polls simple, i'll keep 'em simple!
https://us.v-cdn.net/6030815/uploads/046/WBBU68U74Q93.png
Diversion
Activate-able Perk.
Standing within the Killer's Terror Radius while not in a Chase for 45 seconds activates Diversion.
- Once Diversion is activated, press the Active Ability button while crouched and motionless to throw a pebble, which creates a loud noise notification for the Killer at a distance of 10/15/20 meters.
- Diversion deactivates once it has been used.
It needs to be a regular cooldown perk that isn't tied to TR or the cooldown needs to be SIGNIFICANTLY lower (like 20 seconds at most). I also with that the perk would react to walls instead of just phasing through them, but I know that probably won't happen because that might be hard to do.
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@No_Mither_No_Problem said:
In your opinion, who has the best and worst voice actors of all the Survivors? Which ones sound the most realistic to you, and which ones sound the least realistic?
My personal favorites are Meg and Jake, especially Jake. I know people like to give Jake ######### and say he has the whiniest voice, but if you take away the game and just listen to the sounds themselves... Jesus, man. Take a look.
https://youtube.com/watch?v=E9PYgtlZHhsLike, holy #########, Kevin Boisooneualt really outdid himself. I don’t just hear the pain in Jake’s voice; I bloody feel it. This is one of the huge reasons I’m a Jake main: He sounds more human than any other Survivor. It really helps me stay immersed when I’m injured.
On the other end of the spectrum, I would say Feng has the worst voice actor. She very rarely sounds like she’s in pain or like she’s even in a scary survival situation. The worst example of this is a few of her hook screams. She doesn’t scream; she SINGS. She physically hits a note. And she hits it rather calmly. Like, she just got impaled onto a hanging hook. That’s nothing to falsetto about! Not to mention, however, when it comes away from painful sounds and more to stuff like heavy breathing and falling sounds, she’s a painfully overdone mix between a squeaky toy and a hentai loli.
Overall, her voice actor nails very little.
Best for me is by far PTB Kate, you can't get any more real than that. Laurie came close, but OG Kate was the most real sounding ######### in the entire game. Worst is easily Steve, his sounds so phoned in and awful.
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I’m a pig main and I hate using gen slowing perks, so the Temple of Purgation basically means that I can’t stealth around or else I’ll lose map pressure. Even if I’m playing Billy I still hate it because it’s just a slog to get around. Survivor I hate for similar reasons, if a survivor gets hooked, chances are they’re miles away and I have to run the whole way. Even though the maps are big, sometimes gens seem to be in very tight clusters that make the map even more unfun because it wastes so much time with the big disconnect between gen to other object distance.
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@MedicSpirit7 said:
https://forum.deadbydaylight.com/en/discussion/comment/788757#Comment_788757
all of billy’s are completely bland and have little variation for $10.
But the Plague’s stuff is even blanderer (in my opinion) and isn’t even worth $1. At least all of Billy’s stuff looks vastly different and unique even if the colors are fairly similar for some of the cosmetics.
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For Survivor, it’s 100% David because one of his perks is completely worthless in helping you survive (WGLF) and No Mither gives you a giant tunnel vision target that makes you go down in 1 hit. For killer I’d have to say Demogorgan only cuz his perks are #########; he’s a good killer though, it’s just that his perks don’t work well with him.
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None because gen slow perks make the game far too easy.
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My personal opinion is Adam because he’s not given much to begin with and what he has is really bad looking (especially with any of his heads that aren’t default or P3). The only cosmetic of his that I’ve liked is his torso with the camera because I like photography and the jacket looks like one that I have irl.
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@MedicSpirit7 said:
I made a poll about what killer gets the best cosmetics, but what about who gets the worst?
The plague by far, all of her stuff is super unmemorable and looks the same. It might just be because I don’t play her (at all) but I think her stuff is just bad.
I also don’t understand all these people saying Billy’s stuff is bad, it looks great. A little goofy sure, but that’s partially why I love his stuff.
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@Acesthetiic said:
Just curious to know! Explain if you’d like.
About the same, the only difference being (now more than ever with Dedicated Servers) that Survivor is more likely to be ######### over by bullshit. Hitboxes, laggy skillchecks, sounds bugging out, ect; I’ve had way more f-you moments as survivor than I have with killer. So I guess in a sense killer is easier, but if the game worked how it was supposed to I’d say it’s similar. Although saying that though, killer is far too easy if you run stuff like Ruin, Pop Goes the Braincell, or Sloppy together; you don’t even have to try winning at that point.
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Legion by far, they’re just an M1 killer that can run slightly faster sometimes, give you BT, and generally be annoying.
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@Azurlynx said:
Perk that allows you to see your scratchmarks and walk 20% faster if uninjured. Feels nice but kinda underwhelming. If you could decide, what would you do with it?
Fixated needs to be changed, the reasons they gave for it only working while uninjured were ######### stupid. On top of that though, I think fixated should also show you every survivors scratch marks, not just your own. Seeing their scratches means you can play around them because there have been too many instances where I’ve been screwed over by teammates running by me and I didn’t know they were leading a trail right to me.
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@fangbriar said:
Haunting Ground, Daniella for killer and Fiona for survivor x) Fatal Frame would be kind of redundant with Spirit in play... Clock Tower characters might be cool. What I'm getting at is it would be fun to see some ps2 survivor horror characters~
Yes to Clock Tower, I would love seeing Jennifer Simpson and Scissor Man in glorious modern day 3D. Not to mention Jennifer could have some super fun perks.
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/785185#Comment_785185
But which protection score? Because there are 2 for some reason (the 100 one doesnt count)
I didn't know that there were two, but the fact that there are is ######### dumb. Also even if there's two types, they should both count towards perks that center around protection hits
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I think it’s just bugged the ######### out. I do agree with you 100%, especially seeing as I’ll get the Protection score event, but it won’t count towards perks. I also think that taking a 1 hit down (chainsaw, EW3 Myers, etc.) for a survivor (regardless of their health state) should give you a protection hit seeing as you are giving your life for them.
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Yes, yes, yes to this
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@djsponge10 said:
https://forum.deadbydaylight.com/en/discussion/comment/773444#Comment_773444
For flip flop doing so will completely kill slugging if it goes up to 95% which will make a 4k even harder to get since y'know DS is a thing. if yOu knock a guy down with DS and flip flop they win theres no counter
You misread it, flip flop would ONLY go to 50% of the wiggle bar, but the conversion rate is 100%. This means that you only have to recover halfway in order to fully use the perk properly, but the wiggle progression cannot go past that 50% unless the killer drops you (or if you're wiggling).
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@djsponge10 said:
Rework mettle of man altogether or make it 2 protection hits. I suggest to make mettle of man a perk where you can earn the right to negate all status effects that the killer can push on the survivor.
for example. Clown’s bottles will still slow you down but his add on to put you into exhaustion will not do anything for the amount of tokens you have on mettle of man.
Like maybe for every survivor you heal or save from hook you get a token up to 3 and a token depletes when a status effect occurs.
(@ everyone who can’t read without these paragraphs, go back to 3rd grade)
for flip flop let your recovery put up to 80% on the wiggles meter then flip flop will ACTUALLY work it wouldn’t be OP it would reduce slugging and let it work instead of it working once every 200 times.
for buckle up keep its effect but add a secondary effect where if you have it on healing downed survivors will increase 30-40% faster whichever is the most balanced and it also includes you if you’re down. So if you have buckle up and you’re downed if someone heals you they heal like 30% faster also it doesn’t stack with multiple buckle ups for obvious breaking the game reasons.
what do you guys think? I’m a killer main and I think these are fine (flip flop may be a little op because I slug for the 4K and that might hurt this but I’m willing to let it be since ash has the worst or 2nd worst teachables in the game).
M.o.M- Either two protection hits (like you said) or stacks should be gained through safe unhooks as well as protection hits.
Buckle Up- I actually agree with you, however I think it should just be a static 40% boost to you healing other downed survivors and 40% boost to all other survivors healing you.
Flip Flop- This one is basic, simply just remove the 50% conversion rate so that way when you have a 50% recover bar you will have 50% wiggle. I also would like to see Flip Flop give you recover progression if the killer decides to drop you (which will in turn contribute to more wiggle progression because you have FF).
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@Mister_xD said:
hello everyone!
today i would like to share some suggestions regarding possible changes to the cosmetic system, that i believe would make our life easier with it.
save selected cosmetics in the shop
the first one is a well known one.
dont you all hate it, when you look through the shop and think "hey, this body piece combined with this head piece could look really cool!" but you cant actually check it out, as the shop only allows you to review one not purchased item at a time (or the full set, but that wouldnt help if you want to look at a combination of 2 items from different sets)?
why not make it, so that you will be able to select cosmetics and they stay on the character?
we can also add a button "discard all" to the price, that will get rid of all currently selected outfit pieces. you can also add the price it would cost to get that combination and maybe allow to buy it immediately from that editor.
this would make for a huge QoL change regarding the shop and i think everyone would like to see this (as it also has been suggested many times now).
Add the basic / prestiged / legacy outfits to the outfit selection
so, we recently got the ability to immediately select outfits we own for a character, though i never understood why the characters base design is not available there (this includes prestige and legacy outfits - if all are owned for the character).
i think it would only make sense to add these outfits, as they are basically full outfit sets that you own, though you cant quick switch to them for some reason.
Allow us to save cosmetic combinations
as it says above, allow us to save certain cosmetic combinations in order to be able to quickswitch to them whenever we want instead of having to select piece for piece.
i usually have one base look for each character, a combination of outfits i personally like most, though sometimes i like to change things up a little, for example now on halloween i select the Hallowed Blight skins to get into the right mood.
it would be nice to be able to save my favourite cosmetic combination to be able to switch to it asap whenever i feel like changing back.
we would also need the ability to delete such saved cosmetic combos again, in case one doesnt like that combo anymore or they switched out one piece of clothing for another.
maybe add the ability to name them aswell?
e.g. "tryhard cosmetics" or "farm cosmetics". thats be like the cherry on the top ^^
thats all i have for now.
if you would like to add things, please comment below and i might edit them into the main post!
have a wonderful day / night,
i'll see you in the fog!
Yes, to all of this; and I know this is kinda random, but I want them to fix Nea's P1 and P3 so that her hat and neck are bloody again ;(
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It's downright awful, now keep in mind everything I'm about to say happened in 50-70 ping (green ping) games. Killers hitting through windows and pallets (and sometimes even through WALLS) worse than they used to before, laggy inputs that shouldn't be lagging at low ping (such as healing and gen repair), Dead Hard somehow being even more inconsistent than normal (pressing it a FULL SECOND before the killer swings and the perk doesn't come out, but I'm still EXHAUSTED), fully dropping a pallet to be hit through it, killer hitboxes not even being close to hitting where they should... The list just goes on and on...
That's just for survivor, killer has issues too. Several delayed sounds (such as chainsaw revving and pallet breaking), actions being delayed (such as vaulting and gen breaking), survivors jittering everywhere (I asked and they said their ping was fine), things hitting when they shouldn't (huntress hatchets) and things not hitting when they should (demo charge and billy chainsaw; and no, the survivors did NOT have Sprint Burst or BL). It just feels super janky and bad.
Look I know these are just tests, but they need MASSIVE improvements before these can be considered playable. I can easily say the game was far more frustrating playing on these servers.
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I agree, it would cut down que time on consoles. That being said I think PC should still be separate just because console people would be at a major disadvantage.
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You’re right, this IS perfect xD
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/92459/distortion-needs-a-buff
You should be able to regain tokens somehow, but I don't know what that should be currently.
Maybe have it be tied to totems? That way you could have up to 8 (possibly more if they buffed the amount of tokens).
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@mcNuggets said:
It's easy to see, you guys didn't even enter the game to test dedicated servers, even when you have the perfect tools to do so.
Animations are desynced, when destroying pallets, regressing generators, pallets are destroyed multiple times, your movement is wanky, every entity in the game (clown bottles, hatchets, traps) are getting spawned clientside, then removed to be replaced with the serverside equivalent which looks extremely wanky (basically you throw a hatchet, it flies in the air, gets removed and the serverside hatchet appears at a different location, same for even the traps of the trappers), survivors sometimes stutter around, it's hard to keep track of them, when they ran past you, the sounds are terrible and I mistake my own footsteps with the footsteps of others and don't let me talk about windows and pallets, that's a entirely different chapter.
Every action now takes atleast 0.2-0.4 seconds additionally.
Everything is worse now and feels extremely FORCED, because it is.
Revert this, this isn't fun.
Even if it is for testing, you could do your own tests on the PTB.
Yup I agree with this, the ping is consistently 50-70 for me and the hitboxes are somehow far WORSE than they are normally. Things constantly hitting when they shouldn't, it's a shitshow.
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Windows and Boil are both worthless perks, and unless BO gets a buff it’ll never be worth obtaining.
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@Shiroku said:
Hello,
Modifying any game files is done at your own risk and I would not advise that you do so.
Should you choose to however, if you are banned we will not be able to assist you.
Then give the option in game to turn off anti-aliasing, it seriously is nauseating to look at and forcing this ugly visual style is bad design. You should not be able to be banned for something as simple as a visual change that greatly impacts performance and causes real world illness. Not to mention this was an awful band aid fix for the terrible "improvements" you did to the hair, when it looked much better before hand; and the changes didn't improve FPS whatsoever.
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@Hailoh said:
https://forum.deadbydaylight.com/en/discussion/comment/718102#Comment_718102
Simply fixing the protection hits doesn't really make this perk usable. Because you still need to follow injured survivors around to tank a hit for them. Three times! I've played games where the hits themselves were smooth (As in not glitchy), but it was the situations in which you need to get them where the problem lies.
Of course, you could just cross your fingers and hope that you'll get smacked when saving someone off hook 3 times, but that just encourages things like hook bombing and one for ones, neither of which are good ideas nor healthy for the game.
https://forum.deadbydaylight.com/en/discussion/comment/718221#Comment_718221
BHVR actually tried your first idea in the PTB right before they nerfed MoM. It was certainly helpful, but it was still REALLY strong. In fact, it was even comparable to pre-nerf MoM in some cases. Can't say I recommend this idea.
As I've said before however, I also agree with the two-hit idea and taking away the aura reading. If my idea doesn't get implemented, I hope that at least this one would.
The safe unhook wasn’t the problem with that change, the problem was that they applied 2 things that made the perk better than before (that being gaining stacks through safe unhooks AND being able to use the perk when uninjured). They unfortunately doubled down and removed both, making the perk worthless instead of just removing one to make the perk usable but not OP.
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@Hailoh said:
M.o.M. recently got a well deserved nerf. It used to be impenetrable to M1 killers, and just plain annoying to killers overall.
But now it's on a similar level to Autodidact. where in VERY niche situations, in builds COMPLETELY based around the perk, it can have some use. I think that this could be done just a little bit better.
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Mettle of Man
Evil has a way of always finding you.
After unhooking a survivor, taking a protection hit for the unhooked survivor 5/10/15 seconds after the unhook will activate Mettle of Man.
Once Mettle of Man is activated, a 60 second timer will start, and your aura will be briefly highlighted to the Killer. While the timer is active, you will be put into the Broken state.
Once the timer ends, the next hit that would put you into the dying state will be ignored.
If you are downed before the timer ends, Mettle of Man will deactivate.
Mettle of Man will only allow you to ignore one hit per match.
Increases your chances of being the Obsession.
The Killer can only be obsessed with one Survivor at a time.
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This allows for a lot of counter-play on both sides. In this situation, the killer has to make a choice. Either:
a.) Hit the savior, and take a chance at activating Mettle of Man.
b.) Hit the saved survivor, and take a chance at activating Borrowed Time.
If they decide to hit the savior, they will be notified (hence the brief aura highlight), and will be encouraged to chase the savior further. If they fail to end the chase in 60 seconds, then they will be punished. If the savior can't be chased, then this perk is useless.
This acts as an anti-tunneling tool off of the hook, but it's in a really healthy way. It involves a lot of choices, a lot of strategy, and a lot of chases. This creates a little game within the game. How fast can you catch the savior?
It's a high risk, high reward scenario, it synergizes well with some perks (Borrowed Time comes to mind), but also doesn't synergize with others (Adrenaline on the saved survivor also comes to mind.). It counters one-shot downs (notice how you don't need to be in the injured state to ignore the hit), and has some major benefits, but it requires you to not get hit for 60 seconds (Not even Adrenaline can save you in this chase, as you are in the Broken state! Even more risk.). This is a perk that still needs to be set up, but can lead to some amazing benefits. It's not a perk that leads to a free escape, it's a perk that can lead to some really interesting moments on both the survivor and killer side.
I could really talk about this perk all day because I find it really interesting, and a really healthy buff to M.o.M. with lots of counterplay and strategy. But I'll leave that to you.
Also, a quick shoutout to @NMCKE, who (by pure coincidence) posted an idea to buff this perk that's actually really similar to mine just a couple hours ago. I only noticed it while I was writing down my ideas, so I couldn't pull much inspiration myself, but it's still another really cool idea regardless. A link to that post can be found [here].
Let's get this perk changed!
I mean this is a lot for just a simple fix. That being to give MoM the ability to gain stacks off of safe unhooks as well as protection hits, or simply make it so that the perk only requires two hits instead of three. Also the whole revealing your aura if you get healed should get removed.
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@TheUnendingNightmare said:
I think 3 token is more than enough. You know hiding in lockers can avoid bbq and most if not all aura reading perks.
Also, no it's not, 3 token is pitiful and they can be eaten up very quickly; and that's just perks, if the killer is using ANY type of aura addons, say goodbye to your three measly stacks. The perk sucks and is pointless seeing as a locker can do its job better and more effectively than it can.
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@RakNieborakYT said:
You start a trial with 3/4/5 tokens.
When your Aura would be shown to the Killer, the Perk activates and a Token is consumed.
For the next 8/7/6 seconds while the Perk is activated, your Aura and Scratch Marks will not be shown to the Killer.
Distortion does not activate when you are in the Dying State or affected by Traps.
I agree with the 5 tokens, but keeping the perk should still last 10 seconds
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@Joshumms said:
I have an idea and you can comment on it but I also want to hear your ideas.
With Vigil on, you recover from all status effects 25% faster. While running, you recover from the exhaustion status effect at 15/20/25% the speed. Other survivors within 20 meters are also affected. For every other survivor within 20 meters of you, recovery speed for you and all other survivors within 20 meters of you is increased by 5%. The effects of hindered, haemorhhage, and mangled are decreased by 10% for you and 5% for survivors within 20 meters of you. Vigil’s effects do not stack.
Make sure to type your own ideas so we can get a discussion going. Don’t just comment on my idea!
Just make it a flat 25% for everything and allow exhaustion to be regained while running. No need to differentiate the different statuses. The exhaustion would recover 2x slower (like it used to) but apply the 25% exhaustion reduction to the slower effect regeneration.
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@Forceful_Spork said:
I think we can all agree that No Mither is a very underwhelming, possibly the worst, Survivor perk, unless used in a very specific type of build. I'm going to offer some ideas that I think could give the perk some life, and maybe have it see more usage, outside of meme builds.
1. 100% Noise Reduction: Very simple change. This would take away the requirement of running Iron Will to be somewhat effective, and essentially stop No Mither from taking up 2 perk slots.
2. Double Bloodpoints (Post Trial), similar to Barbecue and Chili: Instead of buffing the perk in its gameplay, you could give 100% bonus bloodpoints post match, as compensation for being injured for the entirety of the match, and severely decreasing your chances of survival. This would make the perk like a Survivor version of Barbecue, but with a different requirement than We're Gonna Live Forever: remaining injured all match, rather than playing super altruistically.
3. Start The Trial Healthy: A bit of an overhaul here, but I think it would work. You would start the trial healthy, and upon being damaged by the Killer, you would then become broken for the remainder of the trial. This would make it so that if you happen to be found right away, you don't just get insta-clapped, and you would at least have a chance in your first chase. After getting damaged, you would then play No Mither normally.
I think that any and/or all of these buffs would be great, and would give some much needed love to a very weak perk, without making it broken.
I agree, however I think the first two ideas should just be combined into one because that’d be a nice buff on its own. I do prefer the last change the most though, but I think that the killer shouldn’t know that you’re broken because then they’d just know right away that you have NM.
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@AokiiSenpaii said:
I really loved the thought of the Perk at the beginning, but as it turned out, you really dont notice the amount of the faster walking speed. Seeing your scratchmarks is fine and good, I mean, you can see if the killer has Predator or if you use Leightweight. But that really is NOT enough.
I think the Perk should grant you extra Bloodpoints in the Boldness category. If you use that perk you are either new or want to divert the Killer with your scratchmarks. Which means you get closer to the killer. So I think granting some Boldness points in return would be a fair trade, no?
Unless we could get the Urban Evasion treatment and lift those movement speed numbers :P
Yeah, it really needs a QoL change, but instead of bumping the value isn't necessary. All it needs is to be usable while injured AND being able to see everyone's scratches and not just your own. Teammates can screw you over even if you're trying to not get caught so it'd be really nice to be able to see where you need to play around to not accidentally get ######### over.