MadArtillery
MadArtillery
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- Username
- MadArtillery
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Comments
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@MiniPisa said:
Wouldn't that just look like Legion though?
Edge lord teen gang who loved causing havok to the point the entity snagged them, rampaging stealing and destroying for fun. Vs someone making a last chance swap of allegiance, desperate to please for the salvation of the entity, not sure where the similarities are. Could see it a little bit if the trailer wasn't total bunk though and actually was a representative thing. Nothing about legion lore seems similar.
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@Peanits said:
It's Broken. There was a mistake with the script for the spotlight trailer.
Any chance that mistake can become reality? Seems like it'd be a much more situationally appropriate debuff and more useful in general. Would probably make the perk a lot more interesting. The "am I chasing you or not?" is a mindgame I use a lot on stealth killers. Could make for an interesting perk.
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Overcommiting is like the biggest point of failure for a killer. Is this troll advice?
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@caz_ said:
https://forum.deadbydaylight.com/en/discussion/comment/1340844#Comment_1340844
i crossed out these perks because they're more farming perks and dont help on chases or doing the objectives.
https://forum.deadbydaylight.com/en/discussion/comment/1340818#Comment_1340818
make other perks viable and im using it. also im not a SWF player. once again not every player is playing in a SWF group.
https://forum.deadbydaylight.com/en/discussion/comment/1340547#Comment_1340547
wrong. you missed the point where i said "Synergized builds" and remember me, blood warden, overcharge and bitter murmur can work well with some builds. every good huntress who has a good aim is using bitter murmur do you tell me that they suck?
remember me and blood warden can be useful for engame. btw this is my opinion on good killer perks. you dont need to like it simple.
but you show me the MAIN problem in dbd as soon you do something its = you like this side more then the other. oh please grow up.
Are you joking? I play a lot more survivor than killer, sorry to burst your attempted bubble. Most of my builds consist entirely of perks you crossed out and they do solid work. Survivor is pretty versatile build wise, especially if you keep in mind mindgames are just as important for survivors as killers. Not every perk needs to give an extra health state to preserve one or be worth running.
Also by your logic I think you may as well uncross a majority of the survivors perks if you think blood warden is niche enough to be worth using. Though to be honest most of them shouldn't be crossed out anyway.
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@Cheers said:
The problem with this happening is that it contradicts lore.
When a survivor loses all hope, the entity takes them, and stores them in a separate realm of sorts, in which they are lifeless husks, hollow compared to their former selves.
Even if the entity would do this before they lost all hope, this would considerably decrease the hope of survivors upon seeing their friend turned into a murderer.
I don't know, I think it'd be a source of hope for the traitor survivor. It's an opportunity for salvation, an opportunity to do something to truly change how things are going for them. I would be far more surprised if it wasn't tried many times before. It seems an extremely obvious solution to getting impaled on the regular. Certainly a shot I'd take in the situation.
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@MigrantTheGreat said:
The reason why killers are asking for strong survivor perks to be nerfed, is simply because the synergy of them is unfun to deal with.
Ya it'd be like if every killer could put on 4 separate perfectly synergized pops. Survivors wouldn't have any fun. Pretty much what meta survivor perks are and why people don't want more second chance perks.
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Mmm it may actually have been useful with oblivious. Sounds like a mistake that should become reality.
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Lol no, the greifing would be terrible. Realistically yes, survivors in the entities realm probably would do ######### like that. Up to and including outright murdering and hooking their teamates to try and get to the killers side and stop being a survivor. Game wise it's just stuff no one wants to deal with.
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God damn fix the edit button! All the survivor perks this chapter are good so you don't have much to complain about anyway. The real problem is they added another lol can't die perk and dear god are those bloody frustrating. Way too many already given people run entire builds of it already. Do we need more invincibility and get up from slug perks, especially combined?
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Crossing out a ton of good survivor perks and then keeping a bunch of crap killer perks like overcharge, blood warden, remember me, and bitter murmur? You seem to have kept everything that you just personally like for survivor and just bloated the killer list.
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I use it for perks. While it's hyper unreliable atleast it occasionally has a decent perk I don't have already. The selection seems to have actually improved the past 4 shrines which is good. When I started every shrine was hot garbage to the point I figured it was rigged to be useless intentionally. The complete 180 it pulled quality wise has been nice.
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Mmm ruin is an unreliable mess that requires large amounts of pressure to impact anyone. Carry is a strong word for ruin. Ruin is more of a force multiplier where good killer plays get extra rewarded. In opposition to most meta survivor perks just being bandades for doing something stupid. Honestly completely incomparable. Noed would have been a better equivalent.
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Would make dealing with wonky dedicated server nonsense a lot more manageable.
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It's a shame it's not only a terrible perk but it also deletes better together from the game in the same stroke. I really liked that perk, shame once pyramid head releases I'll have to stop running it. Just as I was trying to get my prove thyself build going.
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Honestly it's been a very good few weeks for shrine. The first month and a half I started it was litterally just territorial imperative level trash. Atleast the perks the past three weeks have like, interesting uses as opposed to litterally none.
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Where's my cute fluffy werewolfy?!?!?! Get on it devs, you know you want to!
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The grind is the ultimate nightmare for newer players. Your first 300 hours is just a desperate attempt to get on even slightly even ground with your opponents.
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Nah, I like customization. As for trinkets I initially didn't care, then I got my silver raven coin. Now I like trinkets and wish I could choose which way they hung.
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Borrowed and Pop
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Eh not actually that big a fan of bbq. Only something I feel forced to put on for blood points. Probably won't run it on him. Probably roll with whispers, ruin, surveillance, and not sure on the last one. Probably have to experiment, see how often I m1 people.
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Honestly bully teams that don't spend much time on gens are the best survivors to get. All too busy pulling fancy tricks and trying techs n flashlight saves to actually win. Everyone gets a bunch of bp and you get to feel good about a 4k.
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I'd assume because the devs are too busy adding hemorrhage addons.
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Honestly he's no where near as bad as people say. Atleast vs the average survivors who heal too much. Also a heck of a lot of fun running and vaulting.
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Looks like the perfect opportunity for Rancor!
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Must be nice. If I see 3 nurses in an entire month I consider it an abnormally high amount.
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I hate people who come into threads like these just blathering the old rank doesn't matter crap. A red rank with 500-1000 hours is going to be better than a 10-30 hour yellow rank. I'm sorry if it doesn't suit your fantasy but it's true. They shouldn't get paired together period especially given new player are at a litteral ingame disadvantage due to perks and addons. Even if they were somehow magically evenly skilled they'd still be working from a disadvantage.
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It's a cheap thing to bring if you want to get mori'd. Other than that it's nice for for aura reading. Honestly with addons it's one of the most potent items in the game.
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Ya it's weird how janky some skill checks can be.
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2, just don't face a wall and all the flashlight baits on pickup.
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Ya it really should be permanent, not nearly strong enough an effect for a one off activation.
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@Desh said:
https://forum.deadbydaylight.com/en/discussion/comment/1335423#Comment_1335423
Except the difference is that Freddy's teleport goes away when there's no Gens to port to. His snares can only get him so far, he's essentially just an M1 Killer with blood lust. Demo can close gaps quickly with his shred. Demo is a good Killer, fun to play, you just don't see it often.
Mmm nah, sure losing it after all gens sucks but it's not like demo is going to be able to use them for much then either given a door can open before it comes off cool. Demo is the dream killer to face as survivor, his kill rates nearly zero against me especially when playing as a swf against him. Survivors aura reading on portals along with his long animation giving away utterly where he's going before the crawl out animation even starts and survivors can dodge shred more easily than a hatchet, pretty sure hatchets actually have a larger hitbox as far as dodging them goes. I do it often enough. Have more trouble with clowns. That's not even going into all his audio ques meaning you don't even have to look at hin to know what he's doing and where. Easiest killer to loop without los in the world, makes it difficult for him to mindgame. He's definitely the weakest killer vs coms.
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Oh is that why I escape so often as survivor both in solo and swf? Because it's killer sided? Riiiight....
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Probably why they decided to put time saving into pyramid head. If a killer can't slaughter in a chase like spirit, Freddy, and doc then they need something to slow down or speed up something these days. I mean heck spirit, Freddy, and doc aren't exactly missing that either. Killers like demo simply aren't worthwhile because instead of excelling at speeding something up their powers eat up time. I mean look at poor demo freddy has none of the setup AND teleports in a snap after an animation he can walk in instead of being stuck in a stationary animation followed by whooshes. Poor demo has nothing going for him lets be honest.
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Nothing to argue. Nurse is rediculious and totally not worth the effort.
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Could just be map specific. I know different maps seem to have different footstep volumes. Swamp for example is extremely loud and squishy for footsteps.
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They got rid of a bunch of infinites atleast and shrunk a bunch of large maps.
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Solid. God I've had games where I never burned a single token for two generators and dear god did those gens fly like lightning. Probably the best genrush perk in the game if you are good at skillchecks. If you are not it's still alright and a better autodidact for healing with the right addons. Good for bp farm too.
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Did a dang good job on getting the looks of the characters.
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Pig: Ambush lasts 1s longer. Would dramatically increase the number of loops it's actually usable on.
Demo: Remove global teleport sound wue, remove survivor aura reading of portals, give him real addons, longer undetectable with quieter footsteps.
Bubba: 95% movespeed while charging saw, 1s extra duration.
Nurse: Remove charging mechanic.
Myers: Faster base stalk while reducing stalk speed addons to compensate. Dislike addon dependance in general. Remove slowdown on nonbroken mirror.
Freddy: Slowdown while placing traps, longer cooldown on teleport.
Spirit: Something definitely needs changing but how to go about it no idea.
Trapper: 2-3 traps baseline please! Remove the rng for escapes and just make escaping the same duration as 3 attempts.
Wraith: move some movespeed from windstorm onto baseline ans and reduce the addons speed to compensate. Slightly reduce his addon dependence.
Clown: Have to see how PTB changes work out, if he still has issues just reducing reload time would probably do.
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@Golden_spider said:
https://forum.deadbydaylight.com/en/discussion/comment/1334682#Comment_1334682
How is it a nerf?
Remember to say why you think so or I can't exactly explain.
Removes pretty much the entire killer synergies with it like laying traps on items that Hag, Fred, and Trap can use. Removes the bait as people never have to go back for their items. You even reduced the charge reduction so it kills the item slower. Given its probably one of hags best perks, especially with flashlights killing traps you did all that to what? Slow down medkits heals for less time, prevent less flashlighting, and prevent people from losing keys? Won't even auto disable full healing with brown medkits if they hit a great.
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@Golden_spider said:
Aftercare: Instead of losing all aura reading when hooked it either:
- Keeps all Aura reading obtained but is disabled for a minute after being unhooked.
- removes the Aura reading for the Survivor who's Aura has been revealed the longest (whoever you got Aura reading for first) every time you're hooked.
Boil Over: Remove the Hook aura obscuring, replace with slowing the Killers carry speed by 4-6%.
Buckle Up: Remove the Aura intensity part, replace with Dying Survivors within 8 meters can recover at 50% speed while being healed.
Fixated: Works while injured.
Cruel Limits: Blocks all Vault Spots and Dropped Pallets within 32 meters of the completed generator for 30/35/40 seconds for Survivors, any Pallets dropped within 32 meters of the most recent completed generator while the perk is still active will be blocked for the remaining amount of time.
Fire Up: Also gives 1% Movement Speed for every 2 Tokens.
Franklin's Demise: Remove the Item is dropped part, replace with Survivors hit will have their carried item disabled for 30/40/50 seconds. Items that become disabled lose 5% of their maximum charges.
Furtive Chase: remove reduced Terror Radius in a chase part, replace with your Terror Radius is reduced by 4 meters per token towards the Obsession.
Why the nerf for Franklins?
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I like most of the changes but keeping lullaby after cleansing would make it broken strong. Hiding it until atleast one stack is gained and maxing it at three would probably be good enough.
Hrx:Third Seal, spawns two hex totems, both need to be cleansed to remove the effect. Bam suddenly weaker hex totems have more usability without needing to be god perks. Bring enough totems to have more than 5? Just start cutting the double totems down to one each starting with the first slotted until 5 is reached.
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Honestly she could probably use it. She's really not worth learning. As much as people love slapping her at the top of everything, I really don't believe she is actually anywhere near the top. It's funny how everyone just puts her there just because everyone else does. She's definitely worse than Spirit, Doctor and Freddy. There are far more reliable ways to deal with pallets and windows in the game now, ones with far less counterplay.
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/1333895#Comment_1333895
I do agree that he gives survivors too many sound queues, the devs could improve that aspect. However, being able to teleport across the map still allows him to have decent map pressure, and his shred ability is very strong in chases in my opinion.
I dunno, I often use his high speed tunnelling (teleporting is far too instant a word for what he does) against him pretty often. It's just another, do everything for free indicator. And dear god hand a team coms and they'll eat his crap mobility for breakfast. Knowing with certainty where he's going if anyone has eyes on the entry point just makes him utter swf fodder. God those poor demos. That slow animation for an extended period in a perfect straight line with his destination. Just oof, another mechanic that the devs just forget swf exists for. God it's so long you can just run into position to get a perfect bead on him so easily. Even worse because survivors get aura reading on active portals. I'm not sure the exact mechanics of that one but I always see a ton of portals through walls in white auras in the match. Seriously do survivors really need aura reading on him on top of everything else? He has the same design philosophy as that new stealth perk, never let the survivors be surprised by anything.
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/1333885#Comment_1333885
I mean it's hard to say whether he is viable or not in my opinion. But I don't really feel like he is a free escape. Though many people probably don't know how to use him optimally, so against them he might seem like a free escape. Still I think he has both fairly good map pressure and chase potential to be potentially devastating in the right hands.
Totally disagree. He gives way too much info for any map pressure. Even mediocre solos can easily organize around that and feel completely confident they are safe to do gens. Demo can't even walk without telegraphing it. I find it's not even needed to think or make reads against him, he'll just make everything a surety the whole match. It's far too easy to loop him even without los and he's unlikely to even hear you over his own stomps.
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/1333788#Comment_1333788
I'd argue Demo is very much liked just because of how well designed he is. A fair trade of good map pressure and chase potential, he is probably one of the most well designed and balanced killers in the game, being a viable but fair killer against any team except maybe a 4 man depip squad.
I think everyone likes demo because he's usually a free escape. I know I'm always happy to see demo, what's he going to do? Kill me? Not likely. He's easier than clown to escape imo and every time I see him he gets steamrolled with a 3-4 escape. Even clown usually does better.
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Meh, people saying the bads on the internet. Not sure why it warrents a thread. Especially not one that'll probably get you banned instead.
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I mean if you are going to farm bp in dailies you may as well bring bbq. Not sure what thrill has to do with anything, it's not exactly a perk on it's own. Most of my daily ritual killers are still using level 1-2 perks or just garbage like unrelenting.
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Would certainly make it a heck of a lot better.
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Ya I usually have the same thing in game as pig. Rarely toxicity. Made a similar thread with 100% of people disagreeing with me so glad to see I'm not alone there.