Mazoobi
Mazoobi
About
- Username
- Mazoobi
- Joined
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Comments
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Welcome!
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@sizzlingmario4 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3529851#Comment_3529851
They removed the part from Blast Mine and Wiretap’s descriptions saying that you need to repair for 3 seconds to install the trap. So I think it’s actually an intended change.
They did also do a bugfix on them from the PTB so you are not allowed to install the traps on generators with no progress (which would’ve prevented the killer from damaging the generator to remove Wiretap). I am not sure whether you can apply the trap to a blocked generator.
I hope it's an intended change. It's a great QOL to the two perks.
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@Annso_x said:
Sounds like they're working like chemical trap, which I assume is a bug
aww I actually like this bug :p
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Safe Unhooks should count for a stack.
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@IlliterateGenocide said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3509408#Comment_3509408
Obvious choice, then again they are teenagers. Then again they already made Feng a Tsumugi
I want to play as Mikan, Kazuichi, or Mui so badly.
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Danganronpa!
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Character portraits should replace the prestige levels at the endgame screen. I never really liked the new prestige system to begin with.
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@Gandor said:
I agree fully, but I would not add aura read on injured survivor. That's excessive and it would help more outside of sabo saves. Not counting this little thing, 100% agreed
I suppose so. Just thought a little bit of aura reading would help the user identify the location of the chase so they could position themselves.
It's really hard to adjust a perk like this w/o making it too busted since Boil Over already had a phase like that once. I guess some perks will remain in the grey area due to their nature.
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@adaw0ng said:
The QoL for Head On is okay I guess.
I've always wanted the other two perks to be slightly useful. Solidarity should have been buffed since the last healing nerfs, because it actually is an incentive for people who group up to heal, which was the whole point of the medkits and self-heal nerfs.
About Poised I used to think of a token system that by working on gens makes you get tokens and once you get in the killer's TR these tokens are used, each token being a certain amount of seconds, hiding your scratch marks. This would make Poised a longer use perk that would make it attractive, without obviously being overpowered. Kind of the Distorsion treatment, but for scratch marks, and being gained by working on gens to keep the accuracy of the perk icon and description.
Thoughts? :)
I actually considered something quite similar to your poised idea but just ultimately scrapped it into a "activate ability" perk to give it more versatility especially in a chase which may help in clutch plays.
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@Nazzzak said:
It'd be nice if Solidarity at least countered haemorrhage. I have Jane on the Switch but not sure I want to buy her on the PS5 because I never used any of her perks on the Switch, and with so many killers running Sloppy I feel like there's even less incentive.
Solidarity having a 100% conversion rate would somewhat circumvent the status effect assuming the heal isn't interrupted.
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@GreyBigfoot said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3451310#Comment_3451310
Not to mention that the changed Mangled status effect really kills Solidarity. And Resurgence, which can be a fun combo to use with Solidarity.
That's true. I completely forgot about the Mangled or hemorrhage status effect.
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@GreyBigfoot said:
I've wanted Solidarity to be 100% for so long it's unreal. I would start using it with Autodidact immediately. I don't think it'd be OP because it requires 2 (injured) survivors and no use of medkits allowed.
Head On should highlight a locker in yellow for your teammates, or maybe make blindness not a thing inside the locker. That would be enough I think.
Making Solidarity 100% conversion rate would make it so much better and yes I agree, it wouldn't be OP because it requires specific conditions to be met. 50% was too safe making it barely helpful in any match so no wonder no one runs it.
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If the cage was treated like a hook so other perks can work like BT and We'll Make It then I don't mind the buff staying.
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Yes!
Friendly competition is a cute addition to the gen-perk category.
The new Teamwork perks are nice as well but I doubt anyone will run them except swf or content creators.
Cut Loose is definitely going to be used. Its perfect for looping and monstrous on certain maps.
Blood Rush is a hit or miss. It's giving me Deliverance vibes and it'll either be completely worthless or extremely useful.
I enjoy the new version of Background Player bc it'll help with flashlight saves/sabo builds and even pallet saves.
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I can still see killers tunneling. I doubt increasing the broken duration will discourage players from preventing the opportunity to happen in the first place not to mention a good amount of killers already linger around a 2nd stage and will just come back after the unhook.
With the perk's many conditions, it doesn't necessarily need a nerf. I love the perk's concept but it's giving me Deliverance curse vibes.
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I don't think I've ever ran into someone who has done this intentionally but sounds like a bad teammate UNLESS it's used to call out survivors who love to hide all game and not even try to take the slightest aggro.
Like c'mon if several of your teammates are dead on hook, wanna be cool and take a hit?
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Anything to make Technician better is welcomed. I strongly dislike how it applies an additional regression...
I thought of the idea of it being able to cleanse any "killer" effects on gens i.e like Eruption.
"After working on a generator for at least 10 seconds, all negative effects on the generator are removed and the effects are revealed to you "
But I figured that might be too much for a training wheel-designed perk.
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Save the Best for Last.
I'm surprised they didn't reduce the maximum tokens to 6 considering they made two stacks base-kit in the 6.1.0 OVERHAUL update.
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An already situational perk does not need to be nerfed because of a killer(s) you'll see once every 2 years.
But where're the Twins rework? We need it.
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Interesting, but what happens if the tinkerer triggers and you're already near the generator? Let them reach the Merciless 90% and get it blocked or force them off early before they reach the 90% but lose the tinkerer value for that gen so it won't snitch when the survivors come back.
Not sure I'd sacrifice that many perk slots for a specific gimmick when Eruption + CoB is so much more efficient but boring as hell to play against... looking at Eruption.
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I agree with a quick text option as inconveniences like what you presented are possible. I doubt it would be difficult to implement as they just need to be direct and clear i.e
"I'm committing"
"Someone else go"
"Killer's near me"
But the new action icons are definitely a step in the right direction and I'm glad they're finally coming to help soloQ.
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Let me guess, you got steamrolled by a comp swf running meta bc they were tired of seeing the same killers running Eruption/CoB while tunneling and facecamping? Welcome to the dbd cycle my guy.
Also I wouldn't call the game survivor-sided when soloQ still exists
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It's quite deadly if the killer isn't careful.
If the survivors know that the killer is trying to defend a specific gen or guarding the 3-gen with their life, a simple 20% can make A LOT of difference albeit the user(s) don't get injured of course.
People are complaining bc they're seeing it used in soloQ but what's new? SoloQ sucks ass. A swf using this is good af.
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Try fighting against a slugging Sadako with her iri add-on that turns on TV's after hitting someone...
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@TeabaggingGhostface said:
Map offerings need to do the opposite of what they currently do, they need to deny that realm from appearing, and before anyone says "hurr durr but swfs will just use it to get favourable maps" remember that swfs currently do that anyway, so nothing much will change, aside from people can make a realm they hate go away from the pool
That'd be interesting. It would actually give them a much healthier purpose.
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Played 6 games in a row earlier, 1 or 2 would either hook suicide or dc at 5 gens...
Luckily I found myself with slightly better games afterward but yeah... welcome to soloQ hell.
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He's just another "great for camping ######### at everything else" type of killer.
Maybe good at zoning too but I usually find myself letting HIM hit me instead of the guards when I'm being chased by both.
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Not a big fan.
The collision on the debris and loops are just... pain
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I can see where you're coming from.
Adding on to your second point, there really isn't much variety in what either role will do... Genrush? Just camp and tunnel. Camping and tunneling? Just genrush. Its a cycle and since the game is mechanically simple, either role can only do so much until the devs expand the core mechanics outside of hooks, pallets, windows, etc.
Essentially like tug of war.
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Finally. I was tired of seeing the same charm but just in a different rarity. They just took up space in the previous rifts.
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won't ever be comfortable with the decision of his power... knives? On a kpop killer?
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@ProfessorDunwich said:
https://forum.deadbydaylight.com/en/discussion/comment/3223450#Comment_3223450
Of course they do! BHVR really cares about their community and it shows.
I wouldn't disagree that BHVR cares about their community but the way they approach or handle things in the game makes it hard sometimes to think they do.
I'm not saying I'm a BHVR "hater" but I'm definitely NOT a BHVR white knight either.
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@MikaelaWantsYourBoon said:
Midwich, Haddonfield, RPD, Yamaoka (both maps), Saloon.
Autohaven and MacMillan depends on RNG.
I'd say Saloon can be either depending on how either side plays.
The main building can be monstrous until the walls get taken down but even then, it's still a reliable resource to waste the killer's time and Boon: Dark Theory does WONDERS on that building.
The "town" area of the map can be really good to loop too.
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This should be common knowledge.
If I'm with my 3-man squad and our random Leon quits or kills himself on the hook, we'll all be mad at him, not the game or the killer.
Pretty sure casual players are the ones complaining about this since experienced/veteran players should know this by now. Although I must say, my 3-man squad made a good Huntress and Pig struggle not too long ago and boy did it feel satisfying af.
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Am I the only one who doesn't like the map?
Idk anymore man, but the map just feels so... hollow?
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True- but then again I find the concept of anti-loop powers very stale since the game offers very little variety in chase mechanics (for survivors).
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@dspaceman20 said:
I feel like this would be too strong. I say just increase wiggle speed by 100%
I dig it.
Could find itself some use in certain builds i.g Boil Over + Flip Flop
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@Huge_Bush said:
I need a shirtless Hag plz.
I-
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I had the same thought about it too.
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Another reason why solo Q sucks.
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As hopeful as I want to be, it's safe to say that the Devs REALLY don't give a flying F about Twins at this point.
I'll probably be the only Twins player you'll see from XBOX.
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Camping? Not really, Tunneling, yes.
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Particular community members.
It's really easy to differentiate the casual players from the experienced/veteran ones and it's somewhat annoying to hear from the casual/new ones (from my experience).
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I remember when this was still a thing but I don't know why it was removed. It was a cute feature when it was around.
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His ant-loop is already oppressive. This is not needed.
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@Grigerbest said:
https://forum.deadbydaylight.com/en/discussion/comment/3183539#Comment_3183539
I didn't mean it.=)
When survivors saying stuff like:
- Nurse is only blinking and hitting I can't loop her, she's so boring.
- Artist is only using her power to prevent the loop, she's so boring.
- Hag traps everywhere it's so boring, or irritating.
It's the same stuff, as the killer will say:
- Survivors always using windows, they're so boring.
- Survivors only using pallets, they're so boring.
- Survivors only using DH or etc perk, they're so boring.
It's actually, saying that "Playing the game is boring"
https://forum.deadbydaylight.com/en/discussion/comment/3183541#Comment_3183541
Oh, gotcha! Makes sense.
I agree with that sentitment.
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I think Botany w/ Self-care is a lot more consistant.
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Creative in how?
The game mechanics haven't drastically changed for survivors so I'm not surprised that gameplays are rinse and repeat.
Don't get me wrong I'm not saying you're wrong but BHVR should try to shake the game up tbh.