Mat_Sella
Mat_Sella
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- Mat_Sella
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Lightweight. Survivors don't know how many times they get caught only because the scratchmarks persisted long enough for the killer to have a faint trail.
Lightweight also gives a false positive as to your location, as since if they see the trail has gone cold early, they'll believe you didn't run anywhere, when you very well could have run halfway across the map.
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regardless of what you believe, perks should definitively get stronger with each rank, not based on how you wish to have used it.
It's Predator 2.0. on one hand, sure, the Scratchmarks are close together, on the other hand, Scratchmarks are far less likely to be seen on trees and other surroundings
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It's just memorization really, there's also the hook spawn on the corner of the shack that'll slow down looping if you run into it.
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@CedOffMedzz said:
No just no. You guys want everything so easy for survivors. I like challenging myself and solo queue is all about mystery. If you wanna know what people are running just play SWF
you do realize that exact reasoning is why people SHOULD be able to see others perks? the gap between SWF and solo needs to close.
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We all know it doesn't look good. don't know how this got through, people complained about it day 1.
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Oblivious just sets a bad precedent and sets the game back
We dont need Leatherface 2.0, or its M1 equivalent. We also shouldn't reward killers for being near the hook.
No ones saying you cant defend your hook, but you shouldn't get a "perk immunity" card when it comes to the premier anti-camp perk.
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that was a long time ago and that's pretty much how the term Selfish-Care came to be.
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if we can have two country boys with chainsaws and 2 spooky scary men with masks, then we can have two clowns. it's not improbable.
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IS THIS REAL? OMG
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Because then killers would Nurse's the BT saved survivor, and we dont need that precedent.
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I do not believe this would be a good idea.
Giving survivors unique abilities would make everyone just run 1 or two survivors who have the better quirks than the others (similar to the limited useful perks on the survivor side).
And if your favorite survivor that you got cosmetics and perks and spent bloodpoints on gets the crappy end of the "Quirk" bargain?
Well, guess you better spend the same amount of hours on someone else that you dislike, then.
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-Sincerely,
A camping Bubba main.
We get it, bud. you want to be Rank 1 as a camper. thats just not how its supposed to be...
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mmmm...lasagna...😋
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@thedevalex said:
https://forum.deadbydaylight.com/en/discussion/comment/688818#Comment_688818
That's the new map, which I'm very happy with because the atmosphere of it (the sounds and darkness) is amazing. I'm talking about the other maps.
Just like Badham, they'll eventually get around to re-doing all the old textures and the overall ambience. It's...just gonna take a while.
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I understand why you'd want that, but for more experienced Huntress', they'd feel as though it's diluting the add-on pool with something they cant even use. it would be Maple Knight 2.0 (a Doctor Add-on), and that's not something people would be okay with.
Of course, learning in this game, especially as killer, can be particularly annoying, as survivors will taunt you or play in ways that make it hard for you to learn your killers mechanics. (as survivors will do anything to deny the use of your power)
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I feel like if no one cleanses, you should get ramping bloodpoints for hitting a survivor thats fully infected
250 for the first hit, +50 for every hit after if survivors are still not cleansing.
That or just gain bloodpoints passively for every 30 seconds survivors are still not cleansed for.
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you'll regret it in a week.
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Explain this then:
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@Kaiju said:
Calm Spirit makes the doctor powerless too (besides the 2.5 seconds of no interactions)
Doctor Illusions.
False Terror Radius.
Inability to use items or interact in tier 3.
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May i just say, that was hilarious to watch. not just because of the hit, but because of the slowdown.
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you cant balance gens as a whole while there are killers that trivialize the match as a whole regardless.
In the same vein there are killers whose game-play is like shooting themselves in the foot.
changing a mechanic that affects all killers across the spectrum will further divide their gap in power.
That being said, i can agree that generators can be done far too quickly if the killer is sub-par (both power and skill-wise) and Ruin is not in play. (Ruin is just so valuable, its undeniable)
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Unless you died right under a hooked survivor, please recover.
And if you did die right under a hooked survivor, please move as far away from the hooked survivor as possible, as it would be foolish for the killer to leave 2 incapacitated survivors alone.
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Killers once again being over-dramatic about an anti-camp perk. move along, everyone...
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if you follow DBD on twitter, you'll know the moment they come out. My guess is within the hour of your posting, usually past 11:00 AM EST
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@PeepingPeacock said:
"but in my mind that means any functional killer at that point does not have four perks. Rather, they have three perk slots and a Ruin slot. And since Ruin is supposed to get found and destroyed as soon as the survivors can manage it, that means that a killer will functionally have three active perks for the majority of his game time."
Its not in your head, this is how the game is currently balanced. Unless you're playing Nurse one of your perk slots is ruin in higher ranks, period. If you consider playing Dead by Daylight to be fun, then you run Ruin so you can play it.
"...say that Ruin doesn't really work how it's supposed to against the best survivors, because they're so used to it by now that they can hit the harder skillchecks easily/know every possible totem spawn by heart."
You run Ruin to prevent survivors from getting bonus repairs on great skill checks at higher levels, and checking every possible totem spawn takes time. There are no 4 perks good enough at high ranks for you to not include Ruin.
That's something a lot of people don't think about, even if survivor's run through a skill check, that's 2% of a gen that didn't get done because of ruin.
2% adds up every single time a survivor succeeds. when you combine both the success and failures over time, the perk alone has bought you more time than any other perk in the game could possibly ever hope to do on its own.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/663626#Comment_663626
Or, or, or, get this...
They can just have hexes not spawn near survivors, next to generators, hooks, or out in the open.
An entire map rework shouldn't be needed for totem spawns. Besides, the above BS still happens even in springwood. Found two hexes literally 20 feet from each other in the Springwood school basement once; which both by the way were within 30 feet of the generator.
And I must emphasize on feet, not meters.
well then survivors would know exactly where not to search if they were guaranteed to not spawn in those specific conditions. I think it doesnt matter if it spawns close to a survivor or a gen or a POI, it just has to be well hidden, which older maps lack.
They'll get there...eventually.
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You can't have both the timer reduction and the aura reading, that would have to be two separate Ultra-Rare add-ons. far too much power for a single Very-Rare
(Prayer Beads intensifies)
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PTB when? PTB then: https://forum.deadbydaylight.com/en/discussion/84219/
but yeah, its usually somewhere around 24 hours from when you wrote the post
you can follow the DBD twitter for instant news on when it releases
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your team all has to be on the same page, you either all cleanse together, or you all dont cleanse at all. If one cleanses and 3 people dont, those 3 people are screwed and are prone to Plague steamrolling through the match.
The worst thing you can do to plague is either deny her the ability to gain corruption, or corrupt so fast, all fountain's are re-cleansed before she can grab one
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I'll agree with everything but Shadowborn, Aura perks are already oppressive enough, no matter which side you're on.
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The meaning of Exposed, what totems do exactly
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When I purposely let go, its for strategic reasons. I wont let you take that away from me.
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yeah, they include balance changes with the PTB Notes.
If they change things after the PTB when the chapter releases, you'll see a "Changes From PTB" or something similar at the bottom of the patch notes. Considering the wording of the 3.2.0 post "design changes and dedicated servers", you'll likely see some balance changes this upcoming week.
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@Kumakx said:
new game mode = even LONGER queues. Please don't :)
^
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they're changing the bloodweb to ease the grind, so this idea is never going to happen. Apologies.
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i mean at least a decent crouched movement speed.
It's not about realism, it never will be about that, its about how useless of an endevour it is to crouch around at such slow speeds when you consider how fast games can go when you aren't constantly applying pressure.
Plus, seeing Ghostface quickly creeping close to you would be pretty scary to me
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Jonathan looks like a wet rat looking for a food.
(this is an extreme exaggeration, I'm just preferring Steve to that other one)
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Dedicated Servers and the new party system, those have been issues for too long.
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we need healing perks to heal others quicker, not yourselves
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Brackish Waters
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@artist said:
I'd like to propose a change to the struggle phase music. completely replace it with this.
thank you.
truly the music of nightmares
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- There are not too many perks
- there aren't enough powerful perks
- they are fixing the grind, read the Bloodweb changes Dev Update
- Every game has a grind, it gives a sense of accomplishment, not everyone gets tired of grinding after 2 matches. And i Oop-
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Hex: totems are meant to be a risk, not a foolproof plan. this unnecessarily buffs Haunted Ground builds tremendously at no drawback.
Yes, i understand that totems can get broken quickly, but that is at the fault of the way they are generated on the map and are alloted crappy locations in the older maps. That does not mean that killers are warranted omniscience towards their Hex: perks, that'll lead to extremely unhealthy gameplay down the road.
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None
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no, the real reason there shouldnt be voice comms is because people you dont know/like will tell you what the hell you should do...which is not something you want every single game considering every match is like a pressure cooker.
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When they find out how to have different lighting conditions for killers and survivors without breaking the game, they'll probably make it dark again.
Cause seriously, this is turning into Dead by LITERAL DAYLIGHT
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#DedicatedServersSummer(???)2019
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No, in every situation refusing a save is worse than being pulled off dangerously, cause then the survivor that tried to save you is going to die right on top of you and now you're both screwed
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then people would use their nicknames to troll and be anonymous, not a good idea.
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it's usually a mess, like this! : https://www.twitch.tv/sqw1dd/clip/DeterminedCrowdedCurryBCouch?filter=clips&range=all&sort=time
no I'm not the streamer, just one of their close friends
yes, it literally always sounds something along the lines of this, even when things are going well.
