Maelstrom10
Maelstrom10
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- Maelstrom10
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@FriendlyGuy said:
You're kinda right and kinda wrong. Playing into a killers strengths is good, but ignoring his weaknesses is really detremental for your matches. That means killers that don't got the ability to put constant pressure on the survivors should still try to longer a match, if they wanna pip and don't camp and slug. I mean you can play basement trapper, because he got a strong basement game, but some people just don't like playing around the basement.
Im not saying people should be forced into playstyles with certain killers. just that some combos are better then "ruin bbq, enduring spirit fury" ie doctor is better with distressing
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@Fibijean said:
He hasn't been reworked yet, the changed descriptions are in the game by mistake. It's listed as a "Known Issue" in the Patch Notes.
just noticed. pallet illusions are all visible though despite me not running addons for them
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@Atrushan88 said:
https://forum.deadbydaylight.com/en/discussion/comment/881725#Comment_881725
If the coats can wave around I'd think the pins could too.
True. But might be a lil performance intensive.
That being said yeah the ones on fengs stomach are also a little odd. Could use some slight adjustment.
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@TigerKirby215 said:
https://forum.deadbydaylight.com/en/discussion/comment/867871#Comment_867871
Nemesis makes the Survivor unable to hear your Terror Radius. Dark Devotion removes your Terror Radius
and puts it on the Survivor.I think it's an interesting combo and it has some meme value in no one knowing where you really are, but Nemesis and Dark Devotion both share the same problem of "why am I running this over the meta?" Unless you have a specific plan in mind with a hidden Terror Radius these perks don't do much, and getting two perks to hide your Terror Radius is overkill.
but why play the meta? bbq and ruin are unfun, (i only use bbq for the bp and ruin on slower killers like trapper and ghostface/myers who can have slow starts) i'd rather win through skill or trickery, and have fun doing so, rather then brute forcing a match.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/867871#Comment_867871
I don’t think that’s what @Maelstrom10 is asking.
I’m gonna guess they were thinking exactly as I had thought: stacking the 2 perks will lead to more frequently removing the TR.
Yes for everyone. whilst the non obsessions would hear a terror radius that is not yours, the obsession will hear none and have no possible tracking of you. as far as i know this will also remove any abilty for an object of obsession user to get any use out of their perk. comboing into a down will essentially allow any killer to become undetectable with a false terror radius for anyone coming for the pickup (both acting as a false warning, and useful for infectious fright) whilst disallowing the obsession from knowing exactly where you are if you choose to slug them.
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Oh I do it on purpose. I'll stare into the killers eyes and charge head first to my death for the meme
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/857629#Comment_857629
It already does. If you are stunned then you go through the full stun animation and then have to charge your attack to break the pallet.
maybe i've been bugged then..? huh nvm
@Captain_Spaulding said:
https://forum.deadbydaylight.com/en/discussion/comment/856539#Comment_856539
Scott Jund says he's op so he must be nerfed!!!! *sarcasm to the ######### fullest*
Scott jund, oh tofu, others beyond that but i digress. never even brought them up or said i agree with them. these are my personal thoughts from both sides. hell i don't even think he should be directly nerfed, he's in the perfect play space (besides the complete 180 flicks you can pull with that forgiving hitbox they seem just a bit too easy...) i just believe his counterplay should be made stronger
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@Mr_K said:
It's new killer syndrome. Give players time to adjust.
Oh i totally realise that for the most part. but this is the ptb, and a lot of killer mains are actually talking about how he needs to be nerfed. if anything i just feel his counterplay needs to be stronger, and that he doesn't need a nerf at all :)
@Spooky13 said:
Making Oni more vulnerable to losing his power would be really bad. For example, if you got hit by a pallet in Blood Fury and lost it, it would hurt Oni's potential massively, forcing him to respect pallets. As I see it, Oni is only really problematic if the survivors are grouped up, if he has Infectious Fright, or if the map itself is small. I think that he is fine as is, maybe just a tweak to some numbers, like making Blood Fury slightly harder to get, or making survivors drop less Blood Orbs.
oh i never said it should take him out of blood fury, i just meant it would knock him out of like his attack stance ie he's charging his attack, he gets stunned and it would stun him for slightly longer because he was either charging or prepared to smack through a pallet. he'd still have his omega pallet break, just if he's actually stunned by the pallet it would effect him more you know? if it made him lose his power completely that would be completely screwed up.
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@Kenshin said:
dont get ur hopes so much up, he will get nerfed hard tho.
Honestly I don't believe he's going to be nerfed much if at all. He seems perfect to me and a lot of other people. But I'm talking more about the quality of killers this year, there stories and abilitys are all well incredibly fun!
@[Deleted User] said:
Agree! Oni and Demogorgon are really fun to play.
Very much so!
@HatCreature said:
BHVR comes out with some incredibly creative characters and abilities, every chapter feels fresh and fun and that's why I love this game despite all my complaints; I mean if I wasn't enjoying myself I wouldn't be here. So far Year 3 has been great, licensed characters, sick cosmetics, new maps, new creative ways to play, I'm enjoying most of what they're giving us.
They really do. I have my own gripes as well, hell I think we all do on this forum but at the same time I just have to give them props for listening to the community and always attempting to deliver amazing content
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@Rydog said:
Are you really arguing that killers get the short end of the stick here? Survivors get way less BP on average, and add-ons and items aren't nearly as make-or-break as some people here make them out to be.
Never said killers we're getting the short end of the stick at all. Just wanted to make a suggestion/bring up something I considered an issue?..
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@Aven_Fallen said:
So we ignore the fact that Killers generate more BP than Survivors? And that Killers have the easiest and best way to get more BP via a Perk?
Considering the devs are aptly attempting to mend this issue by allowing survivors easier ways of obtaining points in the survival category, whilst also having wglf a perk that grants the same bonus as bbq. along with the fact that survivors also have access to the bound envelope which doesn't affect killers.
@BABY_DAVID said:
There are much more important things than this
This doesn't devalue the discussion? just because there are more "important things" doesn't devalue what im trying to talk about...?
@twistedmonkey said:
I don't see an issue here.
Addons for killers are meant to help increase the power and not be needed. In fact playing with certain add-ons constantly can make you worse over time as without them you can lose what you had before. You can also gain 40-50k points as killer using bbq every game very easily.
While some feel certain ones are needed it is the same argument some make for certain perks being needed. While one player may like x add-on another prefers a different one. Nothing is ever needed unless you start to heavily rely on it.
Kicking a chest may seem like a good idea but what it does is waste time for a chance of an addon which I don't see as being a good choice to make in a time limited game unless you are waking right past it out of chase but even then that 10 seconds or so can mean is 40s of overall gen time if all four are alive.
Chests are there to distract survivors from doing gens so you want them to be able to open them.
Survivors items can be strong but they also have limited uses within a match. Killer add-ons are useful for the whole match and they do have a perk to stop a survivor item from being as useful.
Overall it's a want rather than a need. Most would want to have the strongest things available at all times which is why that can't happen as then it just becomes the norm.
Whilst it may not really be an issue, newer killers don't have access to all perks or a variety of addon at their disposal, hell even new released killers don't exactly have access to much of their arsenal. whilst i don't disagree that its more of a want then a need it is an issue i see as something that could be fixed along the way which is why i thought it useful to bring up for discussion. passing a chest as a new trapper player at rank 20, being able to kick it to destroy it with a 2s channelable action in order to buff their abilites that they may not have anything for yet? i see that as something that can only benefit the games health. plus it makes no sense for a killer to be unable to interact with a chest in any way.
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Honestly ghostface or demogorgon
Demogorgon for the feeling of power. 5 stack devour hope and 4 man moris are what sustain me.
Ghostface is just cool as hell, deffinately top tier along with demos
Hag probably is a close third.
I would put spirit here, but honestly I have to say Micheal's can probably tie for it. Same with pig tbh.
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@PistolTimb said:
https://forum.deadbydaylight.com/en/discussion/103161/pebble-buffs-diversion-that-make-sense
I like your idea, but it may need a cooldown period between throws. Otherwise you could toss them quite a bit and it would probably be pretty annoying as killer.
Well that's the point of the first suggestion ? it charges whilst in 32m regardless of anything but it only updates/allows you to use it once you enter a chase as to not reveal the killer.
@Freudentrauma said:
I would prefer it, if they remove the terror radius requirement entirely and just make it simpler by making it like a normal cooldown perk.40 seconds is quite some time to get it back. So people wouldn't be able to overuse it.
Honestly I wouldn't mind this either but I was trying to keep in line with the perks original version somewhat even though this idea would ultimately be better and lead to no need for stacking pebbles.
@Milo said:
I like every except stacking Pebbles.
Honestly only mentioned stacking pebbles because it requires taking a risk by being in the normal killers terror radius distance/whisper range which is taking a risk. If it was a passive recharging ability like quick and quiet it wouldn't need the extra pebbles or anything to do with the killer.
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@ba_tetsuo said:
It allows Steam players to play with people who bought it on the Windows Store.
Ahhhh that makes a lot more sense!
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@lynelmane said:
seems too complicated or people would hate it tbh.. i wouldn't like it at all. not that it's a bad idea, just it would be horrible to experience
Tbh I just want more dynamic offerings. Not neccesarily things that will make people more powerful but things such as a "no mither" offering, or challenge offerings would be an amazing idea imo.
@Groxiverde said:
As always, it could be abused by SWF.
Can't really say abuse when swf whilst not intended is a part of the game now. Obvs it can be used potently and with better success in a swf, but like that doesn't devalue the overall idea for more dynamic offerings does it?
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@Joao_Bandicoot said:
I'm a little skeptical about your rescue suggestion because could encourage people not wanting to rescue anymore cause they don't need to be the one who rescued to gain points.
Although I think the BP gap could be lessened the ways to get BP should always be doing actions towards the objective.
Killers get BP for doing anything because the 4 categories cover anything a killer should do (hunt people, injury them, hook them and using his/her power) so I guess a tweak on the Blood Points Categories for Survivors would benefit this.
This isin't about rescues, its encouraging people to go get healed by others (which benefits the other member of your team, by keeping the team healthy and not dead which means they can loop the killer more effectively/be safer on gens whilst also keeping you safer) which at the moment rewards you nothing except a health state. self caring is actually more benefical point wise which makes no sense. this way you'd be encouraged to be healed.
The injured part also encourages staying outside of a chase for longer in order to be rewarded for surviving in a potentially dangerous situation. if you are downed those points are lost and they are only awarded for leaving whilst injured or upon being healed. all of these things culminate to get us away from the anti heal meta, by at some point requiring/encouraging us to be healed by friends
@Revansith said:
Well how about adding 25% boost across the board to EVERYONE'S points if a player disconnects in the survivor team? If two disconnect it rises to 50% which is then capped.
That will just encourage people to make others dc, ie higher rates of sandbagging and being revealed by another player to the killer because "oh i get more points" for doing so. it will only encourage toxicity.
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I'd like this to be added, that being said to play devil's advocate like a lot of others here, who says those players would of played any differently?
That being said i really would enjoy an obsession each game, also the obsession bp bonus being increased, and a slight negative/positive to being the obsession (something like, higher luck or base chance with chests with perhaps the negative or when being the last survivor have your aura revealed to the killer for 1-3s/or having your aura revealed at the start of the match as the cameras spinning to give the killer a general idea of where to start hunting always)
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My changes I'd make? Make collision disabled in phase, Prayer beads and father's glasses flipped in rarity, Give the spirit non directional audio in phase, whilst also giving her passive enviromental interaction (spooking crows, rustling grass etc)
These changes will = occasionally reveal her location in phase, take out prayer beads power as collision is what identifys where someone is on a gen (forcing the spirit to guess if she wants to go for gen grabs) allow survivors to effectively mindgame direction by not allowing the spirit to be so dead on precise, and allowing her less control of a chase.
Spirits power is a bait and mindgame. However she has to many factors that put the cards in her hands whereas survivors have none. There's so little to correctly guess with against a spirit and that's where the difficulty/un fun comes from. Giving survivors effective means of discerning her location/allowing them to bait and respond to her movement in phase better will make the gameplay more akin to a "redlight" mindgame, rather then a dice roll.
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@ASurvkillivorer said:
Seriously.....
Sabo was never even a good idea to begin with as it just hard to balance and even while doing it NOW can be pulled off you might as well do gens instead. So either complete BS or time better spent with gens.
For one, the respawn time of a hook is completely irrelevant if you have the ability to take that hook out of play for 10 SECONDS much less a better cooldown of what it is now. All that matters is if the survivor can wiggle free from the sabo. This would basically give the ability for survivors to sabo ANY hook anywhere at anytime.
This would bring back the old days of sabo hooks being ridiculously OP.
Not exactly. If anything I think the perfect solution would be to make hooks coming back dynamic. Faster based on less hooks avalible sort of thing. First hook broken is 180, but then every hook over 1 speeds it up by 10% with basement hooks coming back at double speed. This would allow for all the hooks on the map to come back and be in effect faster, yet would allow for saboing to be faster
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@Mochan said:
Might be broken. That would make doing sabo hook saves a lot easier. Killer could down a teammate nearby, and you could start saboing just then and if you guess right break the hook right in front of the killer.
It'd might better if Sabo took 2x longer but hooks stayed broken 2x longer as well. Might still be too strong though, I don't know.
All I know is Sabo right now is really bad and is only really good for memeing. It needs a little love but not sure if your suggestion or mine will be any good.
That would also be a good idea. at the moment its in to much of a middle ground to be useful, it either needs to be twice as impactful (Speed plays) or be more worthwhile to break hooks (take longer to regenerate etc)
Sabotuer could be the longer to come back perk, maybe increase it by 30s for hooks and take away the speed decrease without a toolbox (so 15s to sabo a hook without a toolbox, still not enough for impact plays but makes it not a requirement.) Sabo addons could also be added or changed to make hooks stay broken for longer.
This is not happening could be changed to be a sabo impact play perk, allowing one to sabo 50% faster, at the expense of hooks coming back faster (lets say 100% so they come back in 90s) as your "breaking it in an emergancy" doesn't truly destroy it as well as someone taking their time to dismantle it. This would still lead to saboing being around 7.5s (still not enough time to do it in a killers face unless there far from a hook) with a toolbox or sabotuer, and a bit faster with addons/resilience.
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@[Deleted User] said:
Nah screw toolboxes. They're honestly the most powerful item in the game.
Toolboxes are a powerful item, which is why they deserve a skill based nerf. Tie the speed of them to skillcheck skill, and nerf the power of their speed add-ons. Make them simultaneously more and less useful and the gen rush meta less prevalent.
Have us more or less be able to do gens at the same speed as now, but force us into difficult skillchecks, and using our toolboxes faster if we want to do so.
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Honestly want flashlights to have varying effects. Odd bulb can decrease time to stun ,(slightly!!! We don't want another insta blind meta) same with perhaps green halogen by an even lesser degree. The current accuracy add-ons can be reworked with extra range included for "sniper flashlights", making them more effective over a longer range. The ones that increase the radius of the flashlight should increase the radius of the blind Hitbox slightly on a vertical angle (making it easier to blind killers with them if they face up or down.) The flashlights themselves should have slightly different colors identifying them to the killer and other survivors (think the Halloween flashlight) and the lens add-ons that increase the preciseness of the flashlight should increase the cap of whats considered a blind (opening the blind window for people who keep the flashlight on the killer, making it more forgiving.) Or reverse these and the bulb add-ons. Or bulb add-ons could simply increase the time taken to "regenerate" from a blind.
All flashlights should also have a secondary burn effect, that takes place after hitting the killer for 3s, regardless of an actual blind or hitting the head/vision hitbox. This effect will temporarily disable the oblivious/undectable effects, have a smoke effect form off the killer, and slow them down by 3% for 3s. (The demogorgon should be more vunerable to this effect.) This effect should stack with multiple flashlights used on the killer (leading to survivors having a use for "shining a light" on a killer that's in a chase with another survivor, allowing them to more effectively help out, by diverting attention to them.
Flashlights should also have a slightly higher battery at base. 8s for a yellow flashlight isin't quite enough, unless purely used for blinds but with these new mechanics you'd be holding your flashlight on them for a lot longer.
Lightborn should also give an immunity to dropping, make the killer more succeptible to flashlights (making it easy to keep them blinded, and easier to blind), and allow them to ignore the burn slowdown effect.
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I wish they were. I also wish they had add-ons.
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@Milo said:
So with botany and resilence you would heal at normal speed? (I mean yeah 3 perks i just want to clarify)
And Overcharge would make Surge obsolete
Bingo. 3 perks to basically heal yourself whenever. or a green medkit for super speed healing builds.
@Volfawott said:
Yeah it's very possible too to just keep yourself at 99% healing and one tap when the killer gets close to you so can take the advantage of resilience and still be at full health state for a chase this doesn't need to be buffed.
If you want a counter to anti heal run
Botany knowledge
Autodidact
Adrenaline
Ironically enough resilience
Second Wind
Inner strength
Solidarity
And if you're gutsy enough no mither.
Honestly the only buff that resilience needs is just to be combined with this isn't happening as there's no reason that they should be separate perks.
Your missing the main point though. solidarity requires another person, autodidact requires another person or a team, adrenaline is endgame and still plays into the stay injured mindset, second wind yes i agree with, same with inner strength, but no mither you literally are always injured so thats playing into that meta.
The point behind buffing resiliences self healing, is to make it counter sloppy butcher and pair incredibly well with botany and a green medkit. you'd be sacraficing multiple perk slots but at the same time shaving down healing to below that of healing someone else which is a really solid build idea if you ask me.
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@Centrum said:
https://forum.deadbydaylight.com/en/discussion/comment/779835#Comment_779835
Dang. That means there's a use for No Mither! Throw in D.Strike and you can keep the Killer paranoid enough to buy you time to get up! :D
Oh very much so! paired with unbreakable, tenacity/flip flop and sabotuer you can turn an entire map into your playground. pop on a alex toolbox with sabo addons for the best outcome and you can probably swap sabotuer out for resilience for faster sabo speeds/gen speeds even.
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@Centrum said:
There's 2 perks that let you get up, IIRC, but I don't know if they stack.
They do. No mithers unlimited Trump's unbreakables single use. Pairs well actually as you always have the increased speed from unbreakable
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@PGJSF said:
https://forum.deadbydaylight.com/en/discussion/comment/777736#Comment_777736
Well yes, as killer you would use a perk slot only to enhance in some way other aura reading perks. But you usually choose ONE aura reading perk as killer and that is often BBQ which doesn’t have a max range. That’s why I see it being potentially underperforming :)
Well even if it increased aura reading range by let's say 8m that would be huge for perks like nurses calling, aura reading abilitys like pigs ultra rare or Myers mirrors, or even wraiths wall hacks. Making the aura reading persist whilst you move out of the range or requirements too for even just 1s-3s would be huge expecially for perks like I'm all ears, having that extra bit of insurance on where there going leading to you not having to mine game at all.
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Yeah? Thanks for the feedback!
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Well yes but it's not a good pair since with baby sitter you'll already reveal your location by unhooking them. Distortion would just hide the direction you go in.
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Moldy shock as base range, less of a slowdown whilst charging, with a faster charge time then doc has now. Be able to swap between treatment and punishment faster. Have tier effects be more prominent and less annoying whilst giving him more of a map presence (ie regressing gens that aren't being worked on outside of his terror radius in treatment mode where it is the largest, with the more people being in madness the higher the regression). Skillchecks etc should be harder outside of his terror radius, with that portion of treatment and madness being tied mostly towards finding people through them being periodically revealed through screams.
Also tie his less useful add-ons together. Shock therapy should insta tier 3, but the benefits should be less. It should also be harder to remove tier 3 similar to Freddy's sleep. Shock therapy add-ons should give it additional effects (hiding the doctor's terror radius and red stain briefly, a hindered effect, making everyone in his terror radius scream when he shocks someone etc.) The range add-ons should be kept as is but have slightly reduced charge time debuffs. The circle shock addon should be changed to instead decrease charge time for an instant shock. Also he should have an add-on that decreases his terror radius to zero in both modes whilst still allowing him to shock for a truly stealth doc, at the expense of losing a lot of his kit and tracking.
An iridecent queen add-on should be added as his second ultra rare, making his terror radius global in treatment and 16 in punishment. Drawback being they can't get to tier 3 so it's mostly just for periodic reveals and hiding his position (ie a stealth add-on despite the terror radius)
Tier 3 should no longer block the use of items, however it should increase the charges they use slightly.
Basically terror radius = finding people/ no terror radius = debuffs and madness,
And shock is more useful in chase by being more easily accessible and swapable, with a higher range and less slowdown allowing him to more easily break loops and force pallets.
3 gen doc would no longer be a thing as so long as there outside of your terror radius the effects on gens occur whilst in a 3 gen situation there always close together which would take away the debuff.
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@Cig said:
This is a really great idea and a great way to incentivize people to not D/C by rewarding great performance. I really like this idea.
Thanks!
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No mither, resilience, dead hard and a choice of either iron will, unbreakable or tenacity.
Iron will despite no mither making you quieter silences you completely which is always useful, unbreakable allows you to pick yourself up faster if you are ever slugged with no mither on which is rare mind you (but will give killers less time to leave you on the ground then is expected.) Tenacity will allow you to get into a better position if ever slugged.
Sabotage and a sabotaging tool box can allow you to create temporary dead zones of hooks which can be useful but is somewhat map dependant and hard to pull off without a team.
Resilience is a constant 9% buff to everything. Vaulting, gens, healing others etc. This is not happening makes great skill checks easier.
No mither is a difficult perk and harms more then it helps on occasion. But against a plague or a legion? It does nothing but help. Spine chill is incredibly helpful as well as it will help against a stealth killer sneaking up and one shotting you unconditionally.
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We need shirtless everyone.
And pantsless everyone.
Just nude and lewd everyone
If I'm being honest though a rugby skin for David would be incredibly fitting, so would like a sleepwear collection filled with nightgowns/ a sleepy Dwight wearing boxers and a night cap, and a Kate in a horse onesie/Feng in a gamer/superhero onesie.
Also a summer collection that's not neccesarily beach wear would be amazing too. Swimsuit jane, rugby David, flip flops and beach shirt dwight, casual jeans and t-shirt Claudette, Jeff in boxers a hairy ass chest and some killer sunglasses. Meg in a casual t shirt and sweatpants sort of joggers asthetic.
It would fit dbd even if it would be comedic. Nude skins wouldn't, but there's a way of fitting nudity into normal skins if that's what your after. I'm serious on the summer and nightwear collections though.
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@Boss said:
I don't like your idea of putting in "Windstorm" - White, it'll slow him down too much for the good super lunges.
But making green windstorm base with green windstorm/purple untouched? Im basically saying his lunge should equal out at base, but with everything else stacked up it should be slightly larger then it is now with the super lunges. Never meant that his lunge would be smaller at base just that the overall speed would even out :)
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@Mat_Sella said:
I feel like killers shouldn't hear their own noises that emanate from them as loudly as survivors would.
Yeah like demogorgon's stomping as an example. Bit loud to himself but I understand it's noise for other survivors
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Yes please, hell I'd even go further and say 10s so long as the power to do so is earned. Also buff remember me. Make it disable or half power if the obsession dies with one survivor left to prevent inescapable situations.
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@CreeRoyalty said:
No.
And why no. These are genuinely good and well thought out changes. Please give constructive criticism rather then just saying no so that I can alter the ideas in a way that makes him better for everyone
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Archives challenges are free to everyone. For all time I believe. I actually prefer and want challenges to be as difficult as possible for players like me who want to grind out tough things (then again I come from games such as dark souls etc where I enjoy difficulty and being challenged etc, always striving to be the best yada yada not for anyone else mind you but for myself.)
Though I haven't gotten to check tome - part 4 out yet, is there any particular challenges on there that stand out?
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@CrowFoxy said:
Kicking a pallet must hurt.
Not if you can't feel pain
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@Rin_is_my_waifu said:
We need shirtless Sussie or Julie
I mean I'm pretty sure that's just borderline Gore porn at that point
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@UlvenDagoth said:
I think this is a bit much to have all that! I think it's fine how it is now! You realize you have NO TR? That means it doesn't matter if they you are coming they don't know WHERE you are coming from!
Premonition is directional. Spine chill gives you a distance alert.
@Mochan said:
https://forum.deadbydaylight.com/en/discussion/comment/751148#Comment_751148
Strictly speaking Undetctable is not immunity to detection perks. Undetectable means your terror radius and red stain don't proc, and your aura cannot be revealed to the survivors.
Spine Chill and Premonition can still detect you, and they are "detection perks."
And no killer should have absolutely immunity to all detection perks.
Deffinately. But the whole mirror Myers schtick is that he trades in all other abilites for ultimate stealth and wallhacks, hell even his speed and lunge are limited. It wasn't overpowered before to have him be no terror radius with no detection perks working on him, and it won't be overpowered now if they adjusted his mirror addons with that particular clause. (not the tier 2 variant) the only buff he'd technically be getting from live servers with my proposed change is an extra perk slot (which in and of itself is yes incredibly powerful) but he's already getting that so this nerf in other areas to mirror Myers makes him very hard to play on non lerys maps if people run these certain perks. At the very least I'd love it if they changed undetectable to make spine chill and premonition work in a closer radius tying it to the premise of undetectable but still allowing stealth killers to be detected.
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@BunnyTheHutt said:
https://forum.deadbydaylight.com/en/discussion/comment/748545#Comment_748545
You mean the smart people want shirtless Myers.
true intellectuals want shirtless myers...
You would have to have a very high iq to understand dead by daylight ;) ;) ;)
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@Mikeadatrix said:
https://forum.deadbydaylight.com/en/discussion/comment/748546#Comment_748546
Well, at least we know we're getting a DBD movie from Tarantino now.
eek
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@HellCatJane said:
https://forum.deadbydaylight.com/en/discussion/comment/748687#Comment_748687
Oh! Thanks for clearing that up! awesome!
Yeah man! I suggest following leaks by daylight on Reddit/Twitter/discord. Shows stuff the ptb has hidden in it's files etc!
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@FireHazard said:
Why would they be in the Archive? Michael's cosmetics are exclusive to him and are only unlocked once he's fully P3'ed.
So I don't see why they'd have those cosmetics in the Archive. Maybe they'll have something like The Pigs cosmetics or GhostFaces cosmetics that're buy-able already in the store?
But as far as I've heard and seen, the Archive has its own exclusive cosmetics with trickles of store cosmetics spread around. But the main cosmetics within The Rift are exclusive to The Rift.
Leaksbydaylight - I think you'll like some of the content you see ;) specifically a new Micheal/ghostface cosmetic that's coming out but not a part of the ptb
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@HellCatJane said:
https://forum.deadbydaylight.com/en/discussion/comment/748571#Comment_748571
Omg. I hope to see this lmao!!!
Hopefully I have enough time to get it from the rift before it closes. :D
It's not in the rift it's an unreleased likely purchasable skin (as it's a licensed character) similar to pigs!
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@[Deleted User] said:
The perfect skin for my Mirror Myers build when using a Lery's map offering.
Oh absolutely! One of his best maps, and yet so fitting for the psychotic being of evil.
@Rex_Huin said:
Its just a vocal minority that want shirtless Myers.
I mean I'm not someone to fetishize it, but I'd love it purely for the meme of walking around buff as ######### stabbing people.
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agreed
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@AhoyWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/748137#Comment_748137
I want to be jumpscare Myers in tier 2, so I will still be using M&A with Dead Rabbit for that sweat 6 meter terror radius. (At least I think it is 6 meters...)
same here though i believe its 8m. but even still it will make it a lot less of a required perk.