Marcavecunc
Marcavecunc
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- Marcavecunc
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Comments
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@Weederick said:
https://forum.deadbydaylight.com/en/discussion/comment/1053306#Comment_1053306
It should be basekit. We dont need more bandaid perks to help partially counter another bandaid fix. More important, it brings solo closer to swf, since they can communicate how totems are done.
The killer can also have a totemcounter, if you want. I dont see much benefits in it, but fair game for everyone. Its not a free pass if you spend 80s + search time for the deactivation of a perk. That atleast 4 free pgtw charges. So its a good slowdown perk by itself this way when countered. And a counterable comeback mechanic when not. Win-Win with a totemcounter
I see no reason for it to be basekit though.
What next, a counter to show how many unopened chests are remaining on the map, and how many non-sabotaged hooks are still on the map, and how many pallets are still upright on the map?
Seriously, the holding survivors by the hand thing is a bit ridiculous. And honestly, even with a counter, survivors still don't do totems. When I play with random survivors, I always find uncleansed totems, and when I play killer I often find super obvious totems that no one touched because omigod it takes time to do it and they would rather genrush than do secondary objectives!
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@Weederick said:
Survivors need a totem counter. Maybe even an indicator similar to the obsession claws around your survivor icon. So survivors can see, how many totems are left and wether the killer has noed at all. If he has noed, the totemcounter gets a skull icon on top, so survivor know to do totems.
I think noed could be a cool thing, but its badly implemented.
Maybe put the totem counter in with Small Game, sure. Or a separate perk that has to do with traps/totems, sure. A counter for them to see at all times? No. Why? Because the killer doesn't have one of those, they have to run Thrill of the Hunt to see how many totems are still in play, why should survivors get a free pass of how many totems are left on the map just because they can't be bothered to search the map or counting remnants of bones they find scattered about the place..
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What the ######### no.
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Solution to that: Change your name so he doesn't recognize you.
And seeing your username on the forums, I expect you did something to deserve it and really have no room to whine about it. Be toxic, get punished accordingly.
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Yeah I always thought it was weird that it did literally nothing other than the bloodpoints bonus. It can be a bit of a waste perk slot.
@avilmask said:
What if that perk showed killers aura for 4 seconds to unhooked guy and you after an unhook if the killer is within 32m range? That would help with not running straight to the killer right after unhook and doesn't really give a big advantage.
OFC it doesn't work against undetectable.
That.
We're Gonna Live Forever could be used like Survivor's Reverse Barbecue.. unhook, see the killer's aura. Simple as that.
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Losing survivor players will only improve queue times, not make them worse. Less people waiting for a game = faster game. Killer games are nearly instant here, and survivor games have been fairly quick lately (like, between 2 and 5 minutes)
But yeah some people can't take losing and having to actually play the game to get better at it, they expect to be good from the start. And honestly, blaming this on Doctor? Sure why not.
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@SkeletalElite said:
they should just implement DC husks instead
Yeah that.. disconnect, your body stays there for others to interact with (and for the killer to kill if he so wishes)
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@themirrortwin said:
https://forum.deadbydaylight.com/en/discussion/comment/1051240#Comment_1051240
Because the killer may have found the hatch already, EONS ago. But the survivor gets it due to DC hatch tech without any skill because of their teammate's DCs. How is that so confusing? Do you EVEN play killer?
*points to profile picture*
But it's their problem if they want to disconnect and lose all points they had in the game to let someone else escape. I can understand suiciding on hook for that purpose, but not disconnecting. Then again I've seen both survivors and killers disconnect for the stupidest reasons so I wouldn't be surprised if someone did it for that reason.
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@ImmortalReaver said:
https://forum.deadbydaylight.com/en/discussion/comment/1051203#Comment_1051203
He said it would be after they have already been hooked twice. You'd have to down them again. You're thinking that he meant hook them once then down them again and mori, which isn't the case.
Oh right. Well in that case yes it takes longer than hooking for the sacrifice. But a mori is always fun and devour hope is fun to run for that. But to each their own, some people like it, some don't.
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I love how the answer to my "do bones" post is literally "but I'm too lazy to do bones, please nerf the perk!"
And I run small game on one of my survivors' builds and I never have troubles finding totems because I can recognize the tiles and where they spawn in them.. And heck even without the perk, you start knowing the spawn points. Some are well hidden, I'll admit, but still, your laziness isn't a reason to nerf a perk that has easy counter play.. You have the entire game to cleanse them, it's not as if the perk was active from the start.
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Object of Obsession is one of those annoying meme perks that mostly toxic survivors run. It's not something you see frequently, and honestly a game with all 4 survivors running it means they're just going to give you trouble or dick around. Make the best of it and move on. I can't remember the last game I played where I encountered that perk, since it's so rarely used..
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Do bones.
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@hanscardoso said:
I'm sorry, but I won't be bleeding on the floor for you to take your kill, I'll disconnect and go to the next one, and I don't care if it's for a friend or a stranger, nobody has time for that.
The only way to accept this would be the option to die on the ground on purpose. And the hatch goes to the one that finds it first.
"hatch goes to whoever finds it first"
DING-DING-DING
We have a winner!
Seriously what's with those ideas to give the hatch or free escape to survivors whose teammates disconnected? ######### the killer over in favor of survivors? How fair is that.
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I don't really see the point of that, but also don't have any reasons to be against it either. I mean, it's a game, as someone else said they could have made the units something else than an actual real unit and no one would bat an eye. There are more urgent things to fix/change in this game, but as far as Quality of Life changes go, I guess if this is something some people think would make their experience of the game better, then sure why not.
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As a killer main, no. Those perks work as intended and the cooldown to use them again makes them fine as they are. Yes, it's annoying almost catching up to a survivor and having them sprinting away but it's all part of the game.
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While this is an interesting perk, there are add-ons to add more charges to items, and doesn't Streetwise already do pretty much that?
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I like the idea. That way you could unlock the same ammount of perks, you just had to decide which ones you wanted.
And one thing I would make sure of is that the lower level vouchers could only be used for tier 1 perks, so no one stockpiles them from levels 1 to 20 to buy 4 perks at tier 4 right away.
Or heck, when more perks start showing, make some of the perk slots be replaced by voucher x2 and x3 slots that cost more, but also help trade for higher level perks. (so basically 1 voucher for level 1 perks, 2 vouchers for level 2 perks, 3 vouchers for level 3 perks) That suggestion could also just remove the level requirements since to get a perk to level 3 you'd need 6 vouchers, so you would have to decide if you want that perk badly enough to skip other perks or if you get 4 perks at level 1 first and then level them up higher.
So basically the vouchers would act as skill points in any other level based game, and you use them to unlock whatever you want with them afterwards.
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@ImmortalReaver said:
https://forum.deadbydaylight.com/en/discussion/comment/1048912#Comment_1048912
Because the animation for a mori can be 2-3x as long as it would take to hook them. Time is not on your side as a killer, especially nowadays.
If the person is on their second hook (or heck maybe even their first if the 5 stacks came from the other survivors) then the mori animation would still be faster than the time it would have taken to chase them again for for the next hook or two. But I guess everyone evaluates their time differently. Heck, you could run Devour Hope simply for the exposed part of it at 3 stacks, and not bother with the mori at all, nothing wrong with that too.
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I wouldn't use it but it would be nice for those who have the game on more than one system, or to play at other people's places if they have a different system.
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@ImmortalReaver said:
I like the idea but using a whole perk slot to be able to waste valuable time killing someone instead of hooking them is no good.
I don't see how killing them is a waste of time over picking them, carrying them and hooking them.
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Expansions? They release new chapters every 3 months. And I prefer them keeping the work on this one than making a sequel that'll just make all the work everyone did on here pointless.
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Then make the current Hex perks stronger, not killing actual good perks by making them Hexes that'll get destroyed within 2 minutes. If they want to slow the game down then they can add new objectives, not ######### everything over by making everything a stupid Hex.
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Even with unfair matchmaking I still rather get a bad instant killer game than waiting forever for a survivor lobby that's not going to be that enjoyable in the end. (plus, I prefer playing killer, but I'll still play some survivor because it gets boring just killing)
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Oh yeah me too.
Devour Hope and Third Seal are some of my favorite perks to run, because no one expects those. I never used Ruin, even before the rework, because Ruin, people know it's there from the start and will search for it right away.. if they didn't get a Ruin skillcheck then they'd just keep working on their generators and not bother looking until it was too late.
Third Seal's just for fun but once everyone's blind, it really ######### them over, I can slug or anything without them really knowing where the downed person is (or if they're not paying attention, they won't know where the hooked person is)
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@Oicimau said:
I rather not to reveal GF so he wont detect me. I try hard not to look at him.
As GF, i love to be revealed and so I find survivors.
Its a win-win for GF. If not revealed, he can mark. When revealed, he finds the survivor that did it.
Yeah I make sure to look away not to reveal him if he's not coming towards me, or if he's in a chase with someone else.. had too many bad experiences revealing him mid-chase and he turned around and went for me instead.
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@RainbowSuperLoki said:
https://forum.deadbydaylight.com/en/discussion/comment/1046508#Comment_1046508
Thanks for supporting my idea :D
I partly agree with your statements. Rancor is still a somewhat recent perk, whereas Devour Hope is now quite an old one. I think Rancor is more well-rounded than Devour Hope is. I like Rancor as it is, actually - but I think we need a perk that is more consistent than Devour Hope and a bit less situational than Rancor. Rancor's effect can actually be relevant for more than just flair because it can get you a cheap and easy kill. I don't necessarily want new perks to also allow cheap kills, even if those can be fun, having the option only as a finisher would already be plenty good for me. (plus Rancor does fit Spirit perfectly !)
The part where I disagree with Devour Hope being "perfect" is simply that I actually feel nervous when I run it, knowing it might get destroyed at any moment. The later it gets destroyed, the more frustated I am and it ends up stressing me out a lot even as I am killing someone, knowing it is potentially in danger :')
But in one sense, Devour Hope has always been about risk/reward so I suppose you could say it is perfect. I don't really want it to change, but I would be really happy with one (or two, let's get crazy) mori perks in the year to come.
Oh, and say, what do you think a balanced and original design for a mori perk could be like ? If you have any ideas, feel free to share !
The thing about Devour Hope is just that.. and it's what most Hex perks are.. Big reward VS the risk of your totem getting destroyed. It's so fun running Devour Hope and seeing all generator progression stop once you hit 3 stacks because everyone's looking for the totem.. Or reaching 5 stacks and starting to Mori people (or even better.. reaching 5 before they even know you have the perk because you downed them using other methods, or had more than one person on hook at the 3rd stack)
It's a great perk to run, fun to play, too, but so unrewarding in terms of points.. If you get 5 stacks too fast and start killing people that way, you'll be lucky if you get past 20,000 because the game will end too fast.
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@SurvJoe said:
https://forum.deadbydaylight.com/en/discussion/comment/1046513#Comment_1046513
you guys play as survivor sometimes right? literally played today against clown with pink finger , huntress insta hatchets and instasaw billy all in 1 day and its red ranks maybe on your brown rank noone plays those killers so you think its fine
You just got unlucky, that's all. I'm red ranked survivor and rarely encounter one hit huntress or clown.. But yeah all three in the same session would definitely annoy me too.
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@Yogerman1997 said:
https://forum.deadbydaylight.com/en/discussion/comment/1047352#Comment_1047352
i mean, if youre not exausted, and try vault a window where youre forced to do a medium vault because (freddy traps, clown bottles, not enought space to sprint, etc.)
Ahh I see. So as long as you're holding shift to sprint, it doesn't matter if you have a headstart or not, it would always be a fast vault?
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Vaulting while sprinting is already a fast vault? Not sure where you're going with that suggestion..
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Interesting idea but no thanks.
Rather not have killers tunnel the same person over and over to remove better survivors chances of survival by putting them on their last life without ever winning a chase against them.
And at the same time, when I play killer, I don't want to waste my time having to chase after someone who should be long dead but keeps being brought back while others are working on stuff. You have 3 chances, not 9, after that you're dead.
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@Plaquer said:
Clown becomes the Kool-Aid Man? Sign me up
Imagine that being his next cosmetic
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I've seen bad suggestions but this one..
I'm surprised you didn't suggest making that perk a Hex perk, too, since that seems to be the most common suggestion when it comes to survivors' suggestions about killer perks.
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Well the way things are..it's 15,000 points for regular challenges that can be completed over more than one game and 25,000 for master challenges that need to be completed in a single game. The rewards don't reflect the challenges difficulty or time it took to do it.
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@LapisInfernalis said:
The problem is, that there are many survivor players who do not play killer. And some of them never want to.
This would force them to.
But yeah, I imagine they would need to make it two separate modes, for people who want to play it that way and others who want to pick their role first (the way it is now)
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What's with everyone suggesting turning perks into hex perks (and weaker versions of the original non-hex version, too?) blood warden works just fine the way it is now.
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I like the idea. Doubt it will ever be implemented though but still, who knows.
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Two Pig games, two massacres. I love playing her, but I think Third Seal is a bit too powerful.. then again, it's fun when it doesn't get destroyed right away but people die even faster.. it's a bit like Devour Hope.. it's so fun when it pays off and you get to 5 stacks and Mori people left and right, but you get less points that way
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@YourFather said:
https://forum.deadbydaylight.com/en/discussion/comment/1044748#Comment_1044748
Well i didnt know that,i thought is shows itself always.Thanks for the info.
Also @Doragodx , what everyone is trying to tell u is that DBD is not an PVP Arena where u blacklist characters.
When u play a survivor, u have to survive a match.
Also the game isnt about winning,u will rank up and get BP based on your performance in the game.
Well, unless your game's bugged, but yeah it's only supposed to give you the tooltip against that killer the first time
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@YourFather said:
https://forum.deadbydaylight.com/en/discussion/comment/1042233#Comment_1042233
Thats not a fact,
The loading screen will expose the killer almost always,which is bullshet.
Only the first time you play against them, afterwards you won't see the clue on how to play against that killer again.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1044424#Comment_1044424
I try to keep a balance. Don't try and push for it unless I think there is chance that I can make it happen.
True. I mean, if I'm patrolling and I hear a jigsaq box laughing nearby I'll go check, or if the generators are all complete and someone has an active trap I'll go check the boxes.
Pig's pretty fun to play, she's the first killer I played when I got the game.. Been playing Huntress a lot lately, might play some Pig tonight,. though I wanted to play Nurse again.. I'll see when I log on ;)
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@TAG said:
The best character will have stupid long queue times. Players maining said character will be unfairly punished.
That, too.
Everyone will blacklist the same killers, no one will want to play against Hag, Hillbilly, Leatherface, Ghostface, and whoever else survivors hate most.. basically it'll make matchmaking take even longer to get games going if they implement this.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1044369#Comment_1044369
If I play majority Pig in one session (which I usually do), I can score at least a few.
I probably could if I bothered to patrol the boxes and chase survivors off of them, but if I do that, then I'm not chasing survivors off generators.. Rather prevent generators than force someone's head to blow up.
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No.
But I would approve a "bleed out faster" button if the killer's just slugging you. Like, after 30-60 seconds on the ground, if you're the last one alive, you can make yourself bleed out faster to be done with it.
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"I'm not saying somebody should be stopped from playing that. That's not what a Blacklisting is. I don't want to play against Spirit so don't queue me into one. Would invovle making killers pre-determined before lobby."
That's the problem. I want to spend my points on any character I want while in the lobby, on either side. So if they prevent the killer from changing characters in the lobby, they also need to prevent survivors from doing to as well. What's good for one side is good for the other. I mean I usually know what character I'll play before starting it up but I like having the possibility to change characters once I joined the lobby. Either for bloodpoint spending reasons or just checking perks and whatnot.
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@emptyCups said:
I want a mini game
Something to do while my freinds laugh at my screaming corpse.
QTE of pressing X or O or square or triangle randomly every 3-7 seconds and staying up for at least 2 seconds
or just a regular skillcheck every 5 seconds
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1043639#Comment_1043639
I'm scared of when the game might eventually go "you got too many RBT kills; we're changing them so they'll never kill."
I hardly ever get trap kills honestly.. and when I do it always comes as a surprise "wait what, someone died? oookay"
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@Oicimau said:
I prefer the consoles network chat. I think some toxicity can be avoided cause they need to open a message group. And, besides, its way easier to report offenses and get a more wide punishment to the offender, like losing their hole account (if too heavy or racist offense) and all the games it has, not only dbd.
Mhmm good point.
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there's no after game chat on console? too bad, they should add that feature to make it more like the PC version, wouldn't require you to add or message them outside the game.
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Never had troubles, but you might have just gotten unlucky and circled the wrong way around the map to check the boxes on a large map :/ if every box is in a far corner, I would assume it would take longer to reach them all (or in some maps, having them nearby but having to go up and down some stairs is time consuming)
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I heard of alternate methods on PC (macros, mousewheel), but it won't be any use to you on console :/