Mat_Sella
Mat_Sella
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- Mat_Sella
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Comments
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Nea, Laurie, Ash (althought not really Ash anymore). Laurie and Ash represent two hates perks, D-strike and MoM. Nea is...i dont know honestly. Rude people just love Nea for some reason.
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I don't get why my one friend DC's and assumes he one up'd the killer.
Honestly when people DC against me i laugh boisterously, especially during mori's (not that i desire using them unless i know I'm up for a fight)
the mentality that you pulled one over on the killer, denying their 1k points when you lost who knows how many thousands of points is just like...ok?
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not to be part of the echo chamber, but it really has always been useless since it's inception. Why was this an oversight for years? we dunno.
There have been multiple potential reworks that the community have thought of, but im unsure of whether BHVR have announced that they are working on the perk or if its on their radar.
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Ace, because he smiles...that's pretty much it.
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well if its hook struggle thats an issue, you can always switch to Mouse Wheel Down. Never liked A D for shoulder wiggle tho...
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I actually think this is a pretty unique and subtle idea. People who actually care about totem cleansing get useful information, and the people who die by NOED all the time still die. perfect!
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is that the perk that removes Red Stain after Bloodlust I? Could just buff it to remove the Red Stain in chase. Would help a lot with mindgames and 50/50 areas.
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@se05239 said:
Why though?
why not? thats why i said atmospheric
on a more serious note, a practical use would be: A stealth killer can down someone near you, with you being unable to tell that the killer is actually near you. obviously works better on indoor maps, or when there are LoS blockers.
just meant to add a little more spoop is all.
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i think it would be fair to do an average, after all 4 parts of a team make a whole.
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better to be on the hook than on the ground, i can get behind it
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"I think we ALL sing!"
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and the same bug that doesn't let you wiggle, makes it so that you can't leave the gate. so the stars wouldve aligned 3 times
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Crouching does nothing if someone has OoO
having 0 TR helps the person with OoO see you even more
Red Stain, one again, doesn't mean anything while a person can see your exact position at all times.
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let someone bleed out on the floor for 4 minutes, what are you expecting?
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Have we learned nothing from Legion? Mechanics based on being chased ALWAYS get abused, no matter how little the benefit. Killers will gladly moonwalk if that means D-strike gets disabled.
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@Raptorrotas said:
Well then it would be YOU whoch tells everything to your buddies on discord. Not much a difference in terms of swf-communication.
except it's only when they're 16 meters near the hook. it's still not OoO, just Mini-Kindred specifically for you
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As a totem hunter, if i see corrupt intervention, im just gonna walk along the edges of the map and pop in in totem locations. The perks major flaw is that you immediately know what it is and immediately know how to counter it, since it has a limited duration.
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The game was darker so the lighting looked better. Since everyone was complaining about Claudette being able to blend into literally everywhere, they slowly and consistently brightened up all the maps until it literally looks like its daytime now.
We'll have to wait for all the texture updates in the older maps to see some improvement
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Thanataphobia definitely helps forcing corruption, if it doesnt, then they're sticking through Vile Purge and Thanatophobia at the same time.
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Wow, have you ever thought of becoming a dev? your ideas are both well thought out and fit reasonably well within the game.
Your ideas for Open-Handed, Slippery Meat and others are genius!
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Campers come with their pitchforks in 3, 2...
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/613881#Comment_613881
if the survival rating is the problem, why pick the SECOND lowest survival rating map? The game map isnt even mentioned, lol.
because the thread IS NOT about power here, its about annoyance.
Keys are annoying to a killer who played well.
Mori's are annoying to survivor's who just got off the hook to suddenly be dead.
Insidious is literally fun for no one.
NOED grants power for basically doing nothing, while i don't feel its necessarily the most evil thing out there (certainly not Insidious level), i under stand why people feel that way
Lery's makes it extremely difficult to find gens, where as in every other map, there is an obvious indicator as to where a generator is located, whether it be the house lights or the gen lamps . For killers, all the walls and windows feel like such an obstruction of mobility (but by the kill rate, it obviously does not matter)
Swamp feels sucky for any killer that doesnt have either extreme mobility or extreme pressure. a group of good survivor's will make it hell for you to attempt to 4K.
Spirits map is a toss-up. On one hand, its a very tiny box of a map. on the other, there are many places to hide, and many places to loop. A killer can easily 3 gen strat if it gets to that point, as the width of the map is rather small. A survivor can easily choose a location to loop at, since there is almost always a location that contains a window pallet combination.
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The true issue with that is Trapper would just place all their traps by the basement at no mechanical cost. Once someone gets caught, everyone else is basically going to have to ignore the save or spend an exorbitant amount of time untrapping their way to the basement, then playing minesweeper on your way back out, as the same trapper that would play like this would be waiting for you to come out.
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I'm all for jumpscares, but making every killer Ghostface level stealthy for only one perk is not the ideal change we need for Insidious. I can see where you're coming from though. Although it is as radical as saying Ghostface should be able to phase or blink or throw knives
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I would prefer to not go back to the days where i spawned in with only two teammates and actually try to escape a rather futile match.
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All these campers are coming out with full force tonight.
You are why the hook now swivels based on where you pull the survivor from
You are why they added an immunity window when getting off the hook.
You are why they prevented basement body blocks
When they add more mechanics so your completely fun for absolutely no one ever strategy gets reasonable counter-mechanics, will you honestly be shocked?
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Reverting the healing nerfs and sloppy butcher changes, as thats the reason Adrenaline started being used in the first place, but no one cares to talk about that, right?
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@Mister_Holdout said:
Yeah man, getting immediately removed from the game sounds fun.
dude, we should totally be able to find the hatch as soon as the game starts, doesn't that sound fun?
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@Aikanaro said:
https://forum.deadbydaylight.com/en/discussion/comment/613049#Comment_613049
They are randomly placed, even if you put them far from gens they will still be found no matter what, killers shouldnt rely on ruin or those totem based perks.
Most times lit totems are hidden in the cornfields and outside shacks, those little hills, between trash cans, experimented players will found them as I said before.
you haven't played very many matches in The Game, then. The amount of time to find the hex totem in a map like this in comparison to other maps makes a huge difference.
In case you were unaware, if the totem location isn't in plain sight, you have to go out of your way to search it, instead of just coming across it. that takes time, while the killer is out killing.
your response is the equivalent of saying it doesn't matter whether or not survivor's make scratchmarks or not, as the killer is going to find them anyways.
Hex's are supposed to be risk-reward. If there is no risk, then the totems powers have to be nerfed.
Besides, they're lit for gameplay clarity. same as how killers can see the health of every survivor, for gameplay clarity. I'm sure you would not be happy at all if you no longer could keep tabs of a survivor's condition, right?
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Pick Freddy, until OoO is changed for stealth killers, Ghostface just gets abused.
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C. Take a picture in-game, not of your screen.
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While it does have strong loops, there is no place to hide if you are moving between areas. the corners have T&L walls and all that good stuff, but there are completely open chunks of the map (as you can see by the totem) that leave you completely vulnerable.
I don't care if the windows get weaker, its not my jam, i just want to be able to stealthily traverse a map knowing there's something for me to hide with.
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They really just need better hiding spots is all, there quite a lot of crappy ones that could easily be made better.
The ones inside crevices, or ones that hide in holes in walls that only the hex can fit in are the strongest ones, as you can't find it just by walking past it and not paying attention.
A base rule should be it shouldn't be able to be spotted from a generator position. Most people move their camera around to be wary of the killer. If i turn my camera and suddenly, oh look, a hex, its a pretty bad spot.
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I use Kindred in the case of campers, so anything that hurts a campers ability to camp, whether its me or an ally, will be great for the perk.
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I like it for survivor's, but why do killers need that info as well? knowing when a survivor heals is a like a minor Nurse's, and knowing when a survivor is on a gen is a minor Discordance. would be broken for me to know exactly what every survivor is doing at all times.
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i don't follow a meta, but a great way for a killer to get annoyed tunneling you is a combination of Kindred, Breakdown, D-strike, and flavor perk of your choice. If you end every chase running into a corner, especially the same corner every time, there's a good chance they're forced to leave you for the next 3 mins while the hook repairs. Kindred is just to be nice to your fellow survivors, and also a camping preventative measure.
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Why is no one talking about Brand New Part. What part is it? Where does it fit in? How are we installing it?! i thought we were just generator ticklers, we don't have the license for this!
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BHVR were trying to make everyone join up together at the same time so the killer would never know whether a group was SWF or not. i think this would go against the ideals they are striving for.
And seriously, there's enough issues with queue times.
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Pink Ace. (I'm not toxic, merely homosexual.)
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@Milo said:
Im still all about giving rewards instead of punishments.
(also how would insta-saves work? You're not staying away for 15 seconds)
you would get full points as killer, as you can't camp if they're on the hook for all of 2 milliseconds.
I think i just personally wanna see a bigger point discrepancy between searching for kills and standing still.
If they were to put something like this live, they totally should increase bloodpoint gains for playing more actively. Maybe say, giving extra bloodpoints for finding someone else while a survivor is on the hook, staying away from the hook for x time, and probably the best one, giving increasing bloodpoints for hooking different people every time.
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the Hook Phase progression would just make a meta of killers standing .01 meters outside of the radius and rushing to the hook when they see a save coming. I've seen Nurse's stand further away just to activate MYC, so i bet there would be killers that would abuse such a mechanic.
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Who?
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Don't see why not, not like skill checks ever bothered me. Would increase the viability of Doctor / Unnerving Presence
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Behaviour would have to heavily optimize the game before the graphics could be touched. We've had minor lighting updates and fog updates, and we could potentially get more if they could squeeze more frames to get it.
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Um, hallucinations aren't useless at all? they basically point directly to where the survivors are located, you just aren't using them properly.
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Why do people automatically assume getting rid of mechanics that encourage camping is a nerf to the killer? If you weren't camping you wouldn't ever experience the change. This mechanic IS the equivalent of what hatch standoff used to be, except now its hook standoff.
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Try to get as many people sick as quickly as possible early on. If you find a survivor, but they're attempting to loop you at a very strong loop location, just tag them with sickness and move on to other gens/ survivors. If they're caught with nowhere to go, attempt to fully infect them.
Remember that you can infect uninfected survivors when they are on the ground, but not once you hook them.
Tagging gens with sickness after you damage them is a great way to tell if they are going back on them early on.
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i will never agree with Voice Comms, but i will say that Deathgarden also has pings, which can be rather effective. Especially the "Hunter is nearby!" ping, as solo's in DBD don't have access to alert teammates as to where the killer is.
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@NMCKE said:
I think the easy solution is to do one of two things:
- Reward Killers
- Punish Killers
Number 1 is my personal favorite, just give killers a reward for leaving the hook. Maybe they get a 5% speed bonus when further than 32 meters from the hook? It could be anything, and killers would love to go after multiple survivors! :)
Number 2 is quite simple, we could just increase the total hook time by 60 seconds. This means 1:30 in both the Summoning and Struggle phase, which can allow survivors more time to gen-blitzkrieg the killer.
maybe an alternate to your second idea, in which the timer slows down (similar to endgame timer) if the killer maintains within 16 meters of the hook for x seconds, amplifying if the killer is within 8 meters.
your inaction bores The Entity, and will assist you more RELUCTANTLY.
