Malkhrim
Malkhrim
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- Malkhrim
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Kicking a gen with pop is worth it as long as you don't leave a chase for it. But kicking a gen without the proper perks is a borderline useless mechanic, really. It takes over 5 minutes for a 99'd gen to regress to 0. If it remains regressing for a whole minute, a single survivor repairs that again in 15 seconds, and it rarely ever takes that long for someone to come back repairing anyway.
I wish the base gen regression was increased and ruin was adjusted accordingly, but I have no hopes for it since the devs always refused to change this.
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Corrupt Purge is one of those perks that is only there to band-aid fix an issue that shouldn't be a thing in the game in first place. Survivors spawn at gens all the time on huge maps where the killer might take some long time to reach them there, giving them objective progress for free. It's a similar thing to how Pop and Ruin are needed to make gen regression worth something.
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@EpicBigBrain said:
https://forum.deadbydaylight.com/en/discussion/comment/2684065#Comment_2684065
doesn't help circle of healing hit twins pretty hard as well
Boon: Unbreakable is quite bad for their slugging meta as well.
Oh, sorry. Boon: "Exponential".
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@xEmoGirlxAlexisx said:
https://forum.deadbydaylight.com/en/discussion/comment/2678506#Comment_2678506
Yeah Change it at make her power useless because Survivors are Mad they cant Infinite Loop her and dont want to learn how to Counter a Killer
I Think it would be better if she cant damage anymore whit her power and when a Survivor gets swarmed Survivor gets a Speed Buffa and unlimited Dead Hard until the Swarm is gone 🤷♀️
This reminds me of when some people were asking for Nemesis to be turned into a 110% killer.
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I've been trying it without any other hex perk. The problem about this is that some games it does little, some games it does a lot, and some others it does nothing.
The best maps for it are the ones where totems are harder to see, like The Game and Midwich. Hell, even the survivor who first cleansed the totem might get confused about where it was and take long to find the totem on The Game. By the way, I just got a 4K on that map thanks to this perk.
The problem is, since I'm using no other Hex, there is little incentive for survivors to cleanse totems, so I only got a really good value of it on 3 matches so far. I try to wait until there are at least 3 broken ones to start lighting them back up, but sometimes not even the first appears. If one survivor has a Boon perk, they will hardly ever cleanse. If all the survivors have boons... well, no totem will ever be broken this match.
When there is only one, though, a possible strategy would be to kill Mikaela first, since she is usually the one with the Boon. That should make the others think there's no remaining reason not to cleanse. The problem, of course, is that this might take long... even if you try to tunnel Mikaela, BT and DS might get in your way.
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People who think this is OP certainly haven't noticed how short the distance must be for you to damage with the crows. It's almost point blank. I've had matches where I set up a crow really close to a window, waited the survivor to vault, and... swarmed. Oh.
I've also seen survivors get just swarmed when there was just an object between them and the idle crow, with no extra distance. The killer has to be careful and work to apply this damage. And survivors can counter it for changing their course once the crow is placed.
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@beatddb said:
Yeah, after his nerf he's literally the worst killer in the game
Wait, he is worse than Myers and Clown now?
I haven't played him after the nerf because... well, because it was obvious he was going to suck. But I didn't think he could get worse than Clown.
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@SomberNokk said:
https://forum.deadbydaylight.com/en/discussion/comment/2676046#Comment_2676046
I had a TTV report me for harassment cause I killed him and he claimed that I was targetting the streamer.
It's funny how entitled some streamers are. You chase them? "Targeting the streamer". You find them on an obvious spot? "Obviously streamsniping". Most streamers still seem to be chill, but unfortunately this guys also exist.
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- Fix and balance all maps
- Buffs to all killers below B tier, specially Michael.
- Laurie's theme playing just for the killer when you're stalking a survivor.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2665588#Comment_2665588
To get the same value it'd have to trigger 10 times. BBQ 15.
60 seconds is too long imho. It's already incredibly good at 9 seconds.
Oh, I agree with that. I don't think making the perk last for 60 seconds would be a good idea, I just think Lethal Pursuer is far from S tier.
But honestly, a buff it could use would be having another effect that triggers multiple times or just lasts for the match, in addition to the effect it already has, just so you don't end up with 3 perks for an early effect that might end up not making any difference.
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I've been camping and tunneling mercilessly since MMR was implemented. I even camped basement early on two matches in a row as the Oni.
Also, one of these nights, I DC'd right at the start of a match because the map was Haddonfield.
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@RoaderFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/2665591#Comment_2665591
Thanks for advice :) Discordance can mostly preform better in long term and have a good synergy with PoP.
Yet I haven't even unlocked it from Legion, so it's going to take some time.
And yes making survivor think you got one perk when you got another is a great way to make some unpleasant surprises :)
Oh, once you unlock it, you will really want to try it on Nemesis.
Discordance pops notifications from time to time when a gen is being worked on by two or more survivors... and those notifications count as loud noises for the zombies.
This means zombies will automatically be atracted to any generator highlighted by Discordance. It's one of the best sinergies for Nemesis.
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######### people voting No Mither.
It's No Mither, guys!
And to prove this once and for all, I'm checking at Google Translate's audio...
I just checked, guys. It's No Mither.
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@RoaderFrost said:
Lethal Pursuer can simply decide how game goes on.
Nemesis, Dragon's Grip, Make Your Choice, add-on for 15sec undetectable after killing zombie.
4 survivor doing gen in Killer's shack. They hear terror radius near, but it's gone... next second Nemesis enters the shack by vaulting the window. Dwight got grabbed by the gen and put on hook next to the shack's corner. Gen is kicked, William "Bill" Overbeck tries to finish the gen and Dragon's Grip is active on him, almost immediately he exit the game. So only 3 survivors left. Person who unhook Dwight got exposed by Make Your Choice and put on the hook. That was a first minute of the trial - 2 hooks and one DC.
If not Lethal Pursuer they would finish the gen and spread across the map.
As I just said, there's just one problem with this specific situation: Discordance would have done the same thing, and also work for the rest of the game.
Additionally, not only Discordance is a very good perk for Nemesis, by using it to find survivors at the start, they would think you had Lethal Pursuer since you were Nemesis and guess your perks wrong because of it, not realizing you were using Discordance.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2665530#Comment_2665530
I'm all ears has a very specific condition and lasts for 6 seconds. 60 seconds would make it instantly the best information perk in dbd objectively, and Nurse/Blight/(maybe) Billy would just flourish with everyone slugged in that first minute on most maps.
Well... yeah, but I'm All Ears triggers multiple times during the match. Lethal Pursuer triggers once at the very beggining and then never again.
Don't take me wrong. Lethal Pursuer is useful to get that early pressure, I just don't think it's S tier. It helps you because the spawns can mess up your early game, but there isn't always that much you can do with the information it provides. When you spawn near the survivors and find them early the perk wouldn't make that much of a difference too. There's also the fact that some perks can help you find you survivors early and still work for the rest of the game. Corrupt Intervention can be used like that and also blocks the gens. I also had games when I had both Discordance and Lethal Pursuer, but then most survivors spawned around a single gen and immediatly triggered discordance... which means Lethal Pursuer didn't really do anything in that game.
Lethal is still good because it's the most consistent perk for this role, but with these flaws, I don't think it's an S tier.
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My killer side would for sure down my survivor side without much trouble... unless the killer side was playing Huntress. Or Nurse.
Unfortunately, those are the two killers I'm not very good with, to say the least.
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@ThanosPAWG said:
Another good idea is making gens take longer and or a secondary objective for survivors. It would also be nice if the devs introduced some type of mechanic that gave all killers some type of map traversal.
Oh, this reminds me the devs also said in the past they intended to give survivors other things to do instead of just doing gens. They said that in 2018 when they started buffing the killers (because the balance was in an awful spot that time). But the thing is, their plan for "other things to do" was to make sabotage worth it and encourage survivors to do it more (sabotaging only became viable a long time later when the mechanic was changed) and to increase healing time. That was when Sloppy Butcher became such a good perk.
But now they gave survivors a Boon perk that allows them to heal 100% faster, stacking with other healing perks like Bottany Knowledge and We'll Make it, and even self-heal at normal healing speed at any time without a medkit.
Yeah, that's one of the reasons why I don't like Circle of Healing. Healing Time makes a big difference in the game, and before this perk you had to combine many healing perks to get insane boosts to healing speed (We're Gonna Live Forever only affects dying survivors and We'll Make it only after hook rescues). They also affected only yourself.
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@Myla said:
Either you make maps smaller or you make it so that you can initiate a chase mechanic when you're directly looking at a survivor. The amount of distance you can drag a killer around if there's a lot of line of sight blockers is stupid. Just play around the chase mechanic and you can probably take the killer around the whole map just trying to catch up.
Making the maps smaller is much needed, and the devs kinda seemed to understand that when they reduced the size of a few maps like Rotten Fields last year...
But now it seems like they forgot it, unfortunately. The first map they released in a long time, RPD, is massive (the biggest of all in walking distance), and I'm not sure if any map rework included any size decrease (I really don't think so).
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Not to mention it has a ridiculously strong window at the office, and others that are completely safe and completely impossible to mindgame as well.
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The TR increase definitvely needs to be reversed.
Seriously, they nerfed him because if, and ONLY IF he had Monitor & Abuse, he could "shoot survivors before they noticed he was there", but he needed line of sight from 16m to do it, which means you could counter it by looking around. Yeah, it was something that was only strong with a specific non-meta perk and still could be countered by using your eyes. How is that OP?
Most of the time you approached a survivor, they would either see you coming before you had range to shoot or they would be behind a wall anyway.
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@Pulsar said:
I'm probably low MMR as Survivor and I've seen zero improvements personally.
It's the same thing every single game.
To me it was different: I play killer a lot more, and I would usually get the common awful teams before SBMM was implemented. Since it was, my teammates got better and my survivor games got easier. Meanwhile, killer games started getting harder, since my MMR as killer is obviously much higher than the one I have as survivor.
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That's what the rework has done to this map. It used to have more god pallets than others, but not that huge number of god pallets. It when from a somewhat killer-sided map to a completely survivor-sided one.
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I can only say the proposed name really fits... oh, wait, no: it should be called Boon: Busted.
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@Onyx_Blue said:
https://forum.deadbydaylight.com/en/discussion/comment/2653393#Comment_2653393
Have you had experience with the other issues mentioned, by any chance?
I was playing a few matches as the Clown just now. I didn't really experience survivors avoiding intoxication when the cloud breaks, but indeed it does.
The speedboost I'm not sure. If they get one, it last for one or maybe half a second, because if it's there, it's barely noticeable. Not enough to get too much distance, but should still be looked that if it's happening.
I didn't experience FPS drops, but I play on PC, performance on consoles is not the best, unfortunately.
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Even if it's kept as a hex, could at least have the effect that doesn't depend on the stacks - increasing the penalty for failed skill checks - to remain even after the totem is gone. That wouldn't be much at all, but at least you would still get something from the perk. Its only use is for impossible skillchecks builds anyway.
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I only saw this now, but I can confirm the fast vaulting. You intoxicate them and they still fast vault the window, making the Clowns power much weaker at loops.
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His number of bottles should be increased. I really don't get why the huntress, who has a way stronger power, gets 5 hatchets while the clown has only 4 bottles and have to use them constantly if he wants to traverse the map faster. He spends way too much time in the match loading, even after the rework that decreased his realoading time. I would also like that he reloaded one bottle at a time during his reloading instead of waiting the full time for all the 4.
His intoxication should have something that slowed down survivors repair and cleansing speeds for 1 minute or something. EIther this or give him some other new ability to pressure. Let him plant exploding bottles at gens or something.
And also: remove the noise he makes while vaulting! Seriously, that "huh!" he makes when vaulting a window makes much easier to counter his mindgames that involve vaulting, like at the killer shack. The survivor will know he is vaulting even before seeing him.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2652627#Comment_2652627
Boons are likely a much larger factor than MMR.
Killer was great when MMR came out at firstn then it kinda plateaued as peoples MMR grew and settled.
But Boons were an instant blow to killers. I literally won't play anyone other than Plague and Ghostface because of them. Any M1 killer is useless because hit and run doesn't work, any aura reading is useless so no more Mirror Myers, Lifeguard Lichen Demo, Nurses PH, etc.
"Just do bone kek kek kek"
It doesn't just take the killer 2s to snuff a boon, it takes 2s + travel time + dropping chase, all of which can add up to 15-60 seconds of wasted time. Then they just rebless it again anyway. SWF can literally have one immersed blendette doing nothing but Boons and they still have enough gen pressure to escape with 0K.
As a killer, you give up on snuffing boons, because you know it's pointless. They're permanent fixtures, unlike Hexes which vanish in 20 seconds.
Not to mention that, in maps and buildings with multiple floors, you might never have the oportunity to snuff a boon at all. On both Gideon's and Midwich you hear the sound of the totem, look for it, doesn't find it, realize it's on another floor and just give up.
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I've seen a lot of people comment on this forum that the old Freddy was more fun to play, but I disagree completely.
Old Freddy's power was just "pull the survivor to the dream world". You would press M2, the survivor would start the transition and, after 7 seconds, you would finally be able to hit them, and then you would become a normal M1 killer with no other power beside that long range aura reading. The only thing that was kinda fun was that he would fade in and out of the survivor's vision during the transition, and you could possibly use that for your advantage. But anyway, Freddy still has that when he approaches a survivor who isn't in the dreamworld.
What stopped Freddy from being completely bad was the 50% action speed reduction all survivors would get while in the dreamworld, which could slow the game down for a good lot. The problem is, you had to rely on RNG for that. If a survivor got a skillcheck as soon as they started working on a gen, the effect vanished and you had to put them to sleep again. His way of applying pressure involved a lot of going back and forth to keep as many survivors in the dreamworld as possible, and on chases he had nothing.
I have way more fun with his teleport ability, that can be faked and used to ambush survivors and get hits, than with his old kit. Placing pools of blood or fake pallets might not be much compared to what Freddy did in the movies, but at least it's something. Before that, he didn't have any kind of dream manipulation, he would put people to sleep and after the transition chase them as any m1 killer would.
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Yeah, the nerf hurt him way too much and was completely unnecessary. He had one of the highest kill rates, but the DEVS THEMSELVES said we shoud't judge based on the statistics alone. If stats were the only information needed for balance, than Deathslinger nerf would make no sense, since his killrate was the 8th lowest.
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And to make things worse, they are balancing the game based on the average kill rates, but don't show the data for kill rates X MMR numbers, so we have no way to know how this kill rates are on high-level play.
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Same thing has been happening to me, just happened twice in a row, actually. I get the message "Disconected from Host", but my internet connection is working normally. Match results say I escaped and the killer DC'd, I receive the BP and even get to keep the item I was holding at the time, but still get a DC Penalty.
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It's funny because they said themselves on the latest Q&A livestream that you shouldn't judge the balance of the game based on the statistics alone, but that's what they seem to be doing.
At least in most cases, not on Deathslinger's case. He got nerfed while he had the 8th worst average kill rate. The Trapper had a higher kill rate and got rightfully buffed. It's like they were saying "we know balance shouldn't be made only around kill rates, but we are still going to do exactly that to most killers".
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2625958#Comment_2625958
Freddy and Pig nerfs incoming?
NURSE BUFF?
Or Deathslinger buff, since he was the 8th lowest and got nerfed.
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What annoys me the most is not the amount of nerfs, is the fact that the community has been asking tweaks for the Cenobite since his PTB, tweaks to make him more enjoyable to play as and better in high MMR - like making so his colision doesn't break his own chains, which is his worst aspect - and the devs just ignored it all so far.
They said themselves on the latest livestream that you shoudn't judge the balance based only on the statistics, so why nerf him based on the statistics only and ignore the feedback? They did the same thing to Wraith. By the same logic, the Pig needs a nerf, since she had a better kill rate them pre-nerf Spirit (they indeed nerfed her purple add-ons, but that's way less than the nerfs Wraith and Pinhead received). Also, Deathslinger had the 8th lowest average kill rate, so by this logic he wouldn't need a nerf at all.
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Coldwind Farm.
That would get ready of a bunch survivor-sided maps, but specially Cowshed, the second most survivor-sided map in the game.
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Keep looking and you might find Pyramid Head's tongue.
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@RaSavage42 said:
Gen speeds are fine but Gen regression on the other hand is a joke
It would be nice to get the Devs to actually design the maps themselves rather then let A.I handle it
Could throw in spawn points as well as Gen locations and Totem placements as random... I know that they did design the walls and such but the A.I handles everything else
And when someone ask the devs about gen regression, they say they don't have any plans to do it because gen regression is already good with ruin...
The problem is, this makes most killers have to rely on ruin to have a chance against good survivors. Kicking a gen without the proper perks is nearly worthless.
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/2612623#Comment_2612623
Did i mention that's its all uninterrupted seconds. A doctor did a static blast 20 seconds in? have fun restarting over. Same with infectious fright.
Thrill isn't the best perk but Doctor especially can still make good work with it.
Makes sense, since Doctor was the only killer I used Thrill with before the nerf, but you still need to know they are blessing the totem to interrupt it. Once you fail to interrupt them on a hex, it's gone.
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@R2k said:
Plague exists. Nurse still doesn't care about boons. Insta down killer stfu on boons. What else u need?
Plague doesn't counter Boon Totems, she counters specifically Circle of Healing, and you shouldn't be expected to play one specific killer out of 25 to have a counter against a really strong perk.
The same applies for instadown killers, and they don't really counter circle of healing. There are many situations where you have to m1 before they reach a strong loop. The healing speed also saves them a lot of time either way.
Nurse is not counterplay. Using the strongest killer in the game to defeat a strong team despite their advantages is not a counter, is just being strong.
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@Sonzaishinai said:
Tbh TotH is still a pretty good boon counter.
28 seconds to bless a boon that'a gone in 2 is rough.
Nobody is going to spend 48 seconds to bless your hex
You have a point. But they would spend this 48 seconds only one time and not have to be bothered by the slowdown again. It's a long time, but just a little more than a single use of self-care.
Or they can just cleanse the hex and bless everything else, they would still have 4 totems to bless. Anyway, you won't be able to come back and defend the hex like old Thrill simply because the notification was removed and now it's useles for totem protection. So... yeah, Thrill is just not worth the perk slot.
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@Labrac said:
The only indoor map I find fun to play on both sides is Midwich, but the killers I play the most are Huntress, Plague and Nurse so I'm biased.
I find Lery's to be kind of survivor sided. It has a lot of windows that connect through each other (especially if RNG hates you) and makes holding W incredible strong on it. Also Iron Will is dumb on it. I actually like when I get Lery's as survivor.
Hawkins is more killer sided but it has lots of pallets and those room with catwalks are annoying to deal with.
The Game is just a map from some carpenter simulator that somehow got into DBD. This map has no gameplay, you're just breaking or dropping wood.
RCPD also has no gameplay. I think I haven't had a single legit game on this map. Always someone either DCs or AFKs.
Lery's has a lot of windows, yes, and RNG can sometimes be bad for you, but holding W is actually weaker because survivors can't see where you're coming from. And if they try to loop you at the windows, well, it's not hard to mindgame them. Most of them are quite unsafe.
I agree with you about The Game and RPD, but this problems are because of the layout and loop design of this maps, not having anything to do to being indoor or outdoor.
Honestly, The Game used to be a much better map before the rework. It already had a god pallet issue, but way less than it is today, and had advantages for the killer to compensate for it. I think it was the best map for killers before Dead Dawg Saloon and Hawkins got released, even the gens were slower on it because survivors wasted more time looking for them.
But now... well, now the god pallets are so many that the map has no room for gameplay and strategy whatsoever. You chase a survivor, they drop a pallet, you have to break it, repeat.
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The fog is more of a lore element than a gameplay feature. It is present on most character backstories at the moment they are taken by the entity. But on the actual game you only see a dense fog when you first open it and when offerings are being burned.
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I will only disagree with the part of they being the worst thing is three years, because in 2019 we had Mettle of Man (oh boy, that perk was broken on release). But yeah, the way the Boon Totems were implemented was really bad and needs a fix.
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@Ruma said:
https://forum.deadbydaylight.com/en/discussion/comment/2601792#Comment_2601792
I am sure he is talking about base trophys.
Oh, makes sense, for platinum. On steam they all appear together, so I'm used to treating them as all the same, my bad.
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@bigboss192x said:
https://forum.deadbydaylight.com/en/discussion/comment/2594445#Comment_2594445
No its not the myers one lol. Its kill all 4. However myers can get It I think. Pyramid However cannot. Because that makes sense haha
Wait, so you got Evil Incarnate but not Blood on Your Face? How is that possible? You should get both if you mori everyone with Myers.
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The best option would be to remove the map...
Ok, seriously now: this map needs a full rework and it's outrageous that it didn't happen until now. It is far more troublesome than McMillan State, Springwood and The Game were before their rework (A Reminder: the rework only made The Game worse). And of course, they need to do a rework that actually solves its problems, unlike they did to Coldwind Farm. But let's see where this goes... and when. Took them years to make a simple change to the hatch to stop keys from being broken. Nearly as much to make the extremely simple nerf to Iridescent Head. I wonder how long will it take for them to make a full layout and loop change to a problematic map like Haddonfield. And judging by what they did so far, I can guess it will still be extremely survivor sided, just not as broken as it is now. I want to be wrong about this, but let's wait and see.
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It would be cool, but currently impossible since BHVR lost his license.
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@Avilgus said:
HEX: UNDYING
We’ve been watching this one closely, and there’s a few things we’d like to address:
-Transferring the same Hex multiple times can get out of hand: Hexes are meant to be strong perks that can be destroyed, and having to destroy the same Hex four times can be a bit much.
-Since tokens aren’t transferred when a Hex changes totems, Undying was unpopular with perks other than Ruin (which does not have any tokens and is immediately at full power).
-Having aura reading on all totems also made it a very powerful tracking perk on top of its other effects, and is a little redundant with Hex: Thrill of the Hunt.
From the January dev update : https://forum.deadbydaylight.com/en/discussion/217721/developer-update-january-2021#latest Explaining Why Undying got nerfed.
Aaaaand... they nerfed Thrill of the Hunt, removing that feature, but still didn't buff Undying back. The Thrill nerf should be reverted, honestly, It's ridiculous to release a really strong new mechanic and nerfing to oblivion one of the few perks with potential to counter it.
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Posts like this make me worry if the loss of progress bug is coming back. That's by far the worst bug that was ever common at this game. I thought it was gone after the savefiles started being saved in the cloud, but recently I have seen some posts and complaints like this that really get me concerned.