Milo
Milo
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- Milo
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Taint?
Dramatic much?
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@SelectDevotee68 said:
https://forum.deadbydaylight.com/en/discussion/comment/2736607#Comment_2736607
Ethan does have almost his entire face shown. If you look at him in Re7 when he is stuck in the mold, you can almost fully see his face(the only thing covered, are his eyes). In Village, you see what his hair looks like at the end. Also, both Dead By Daylight and RE are survival horror games. I also don't intend LDE to work with Soulguard for that very reason. I also tried making it so if its used in the rare case, its kind of on the killer. The mold is supposed to be both a hindrance and little benefit. I made Shove need to be regained like Mettle of Man or getting 3 unhooks, in order to make it balanced, but also take time to reacquire.
Sorry, when I wrote genre I just meant a game. Atleast to me it would be weird for his "grand" reveal to be in a diffrent game instead of RE.
And while LDE would get abused with Soul Guard, at the same time it would be close to worthless without it? Idk, it's just weird.
Yeah I get what mold is supposed to be, but the punishment is seriously not needed.
And, again, I get why you made it that way, but this just brings more problems imo - Can be used with exhaustion perks and can be potentially just a "3 second invincibility" window.
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I mean, just decreasing the overall cost by 1k or even 500 would be decent if they still wanted the grind.
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In short: No, except dead hard and deliverance (which I don't see that often lol)
In long: Changing numbers to certain effects won't just mean they'll fall out of the meta. Unbreakable still gives you a self get up, Ruin still auto regresses things, CoH still gives a team infinite healing.
Changing numbers could work on Deliverance if you wanted to kill the perk. Because of the effect, how you aquire it and how you can lose it. And changing the effect of Dead Hard MAYBE would change the meta, but probably just to Overcome instead.
(also that math on prove thyself doesn't make sense to me. How are you getting 32% for 3 mans but 8% for two?)
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@ShinobuSK said:
https://forum.deadbydaylight.com/en/discussion/comment/2737056#Comment_2737056
Is it in store or was it an old rift that never came back yet? I never seen that that skin
Old rift. Don't remember which one tho.
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I was at the bottom of the stairs on the left, behind library hook (idk how to better describe it) and literally couldn't see a better hook than the one in the library. Thought he was gonna wiggle out there for a second.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2736944#Comment_2736944
Don't mind the bad image quality
https://us.v-cdn.net/6030815/uploads/IBIAJCYUVAMJ/img-20220107-121941.jpg
There were 0 Hooks in the lobby, the Hook on the left is the one in the library, which I couldn't get to, due to it being too far away, aswell as the Hook on the right
Now that you mention it, last time I played on RPD I had the same situation.
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Any endgame perk - exists
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@[Deleted User] said:
Is that a lettuce on her head?
It sure is.
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If you play any horror game you will get used to the "scares".
When I started playing the game I was scared but that just went away after a while.
But jumpscares from Myers or Hag still get me.
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This needs to be the new animation when you get 25% progress if the buff somehow gets through.
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Makes sense for those scenarios where you could get saved. And it's not like Lithe is the best exhaustion perk atm.
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@GayDwight said:
For example, you are in a wounded state, but you are not in the field of view of other survivors and you do not always have a flashlight in your hands. Therefore, a third gesture is needed to attract attention with sound, farting is perfect for this.
Just make tea-bagging survivors fart. That would be hilarious.
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I feel like instead of disabling their power, the thing you mentioned as an add-on should be basekit instead - removing scrach marks.
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The Mold - sounds like... Way less useful Spine Chill. It's one positive isn't strong enough for the thing it's doing as a negative.
Shove - tbh it sounds like it would fit being an Exhauation perk more so it wouldnt stack with dead hard. But that would be a pain to balance. This seems like it could extend chases if the killer respects it too much.
LDE - could get abused pretty easily just with soul guard. I feel like instead of a cooldown it should do something else just in case of those rare instances where it could trigger twice.
EDIT: Also one problem is that Ethan, for some reason, doesnt have a face*. And I doubt the grand reveal would be in a diffent genre.
*Not revealed at all during gameplay, only via breaking the game.
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@AngyKiller said:
Does distortion really need some way to recharge tokens? I mean, I'm pretty sure it's not meant to give you infinite aura-reading-dodging, or that's what they would have done when they updated it.
It needs something so it doesnt burn itself on like undying imo.
Increasing the timer instead of tokens maybe? It's hard to tell really.
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Idk I just had an idea. It's 4 am tho so yeah.
When you complete a generator, the generator flashes more, blinding the killer within 24/28/32m for 2 seconds.
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BREAKING NEWS:
Hacking rate drops to 0%!
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@TheMadCat said:
https://forum.deadbydaylight.com/en/discussion/comment/2732735#Comment_2732735
OK, I understand better now, but I don't see the point of vaulting faster if it's a slow one. But still, it's a lot of stuff for only one perk. I think only one of the effects would be more balanced, because it seems like with one perk, you have the value of four different perks.
Basically, so you can stealth juke better.
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Two problems:
The fatigue would be reduced to 1,75 seconds on first survivor (if they hadn't vault or dropped a pallet to get your hit), and that just doesn't sound either fun or balanced.
7 stacks are basically the same thing if you have 10 stacks.
Also:
Fatigue duration on missed swings is now 3.5 secondsMissed Frenzy Swings no longer end Frenzy but instead have a longer Attack Cooldown to not gain any more distance.So if you miss you wait 3,5 seconds before you can run? Or what?
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@tesla said:
https://forum.deadbydaylight.com/en/discussion/comment/2723165#Comment_2723165
how is it a nerf?
It depends on the power of haste.
You only get 2 seconds to actually run (1 seconds is getting off the shoulder).
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Technically killer dropping or not will result in the same progression as going around or dropping with Boil over.
So technically this still does something while not doing anything.
Kind of like ds or unbreakable.
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@psionic said:
As I know everyone is addicted to DBD, including me (sane people would definitely not be wasting time here, discussing about DBD...), don't get too hyped for future changes, for your well-being.
There were a lot of promises from that first part of the DEV blogpost. Balance solo queue and then the killers, what literally seems utoppian, after almost six years.
That seems to me a way to say, "hey, keep playing my game because soon we're going to make it perfectly".
Everyone knows that things happen at a tortoise's pace and the chances of something good to come out is, well... disappointing.
This is something I'm guiding myself. Don't be frustrated, don't expect too much and have fun.
Basically.
Soon™
And don't have your hopes up.
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@Faulds said:
https://forum.deadbydaylight.com/en/discussion/comment/2726600#Comment_2726600
How is talking about the root of all things avoiding the problem? How?
I... Somehow missed the "wrong" word and thought you wanted to remove dc penalty.
I apologise.
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In theory, this will actually be more information (if they implement this).
AND IN ANOTHER THEORY this should also lead to overall more balance, as survivors will be even more on the same page with info.
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@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2728315#Comment_2728315
It already makes a Killer stagger by 75%. Much higher and you may as well change it to 'You control the Killer'.
And the hook obscuring is 14 meters (just roughly under 46 feet).
It's not a 'weak perk' in and of itself, just when compared to stronger perks. And I once again say; that's what happens when you have a laundry list of perks and a META; There has to be something on the bottom of that list.
So then let's not compare it to other perks, shall we?
On paper, this perk should at most waste a bit of killer's time by bumping into more stuff or not seeing that hook that happens to be within 14 meters... However, on most maps (so basically all open maps) you can see hooks within those 14 meters with your eyes and the stagger can be "easily" controlled. And there aren't any combos that can make the perk really shine unless you play with another player which is... not needed at that point?
And yes, there will be perks at the bottom, but it doesn't mean the bottom has to be so far.
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Sooo Unnerving Presence but on a hex?
How would that stack with Unnerving actually?
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I always thought pallet camping is actually good for the killer. They're not looping it so not using it's full potential and you can potentially hit through hit (if hit validation doesn't ruin your happiness)
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@Laluzi said:
I just bought the Spirit today, and when browsing her character catalogue, I discovered something rather annoying. On the store screen - really, her idles in general - her weapon is barely visible except for the tip poking out through her wrist. If I want to view what any of her swords look like, I have to flip through them very quickly while she's in the brief window of time that she pulls her katana out and flourishes it, and I have to wait for her to do that animation in the first place.
There's a similar issue for Oni. If you want to view what his mask will look like in Blood Fury (as there's always a unique aesthetic change), you have to wait for him to do the right idle animation, which is random; sometimes it'll happen constantly and sometimes you can go 45 seconds without seeing it.
I ran through some other killers to check if anyone else suffered from this, but I guess it's just a Yamaoka thing. It's a very minor issue, but it would be nice if these poses could be toggled for ease of viewing.
This has been an issue since they've been released.
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I just dislike how it would be literally useless while doing Adept (not like it isn't) but that isn't that important imo, the rework itself is good.
I like it.
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@Avrand said:
https://forum.deadbydaylight.com/en/discussion/comment/2725363#Comment_2725363
yea old freddy was way more fun and you could do better mind games to the survivors instead he is just a anti looper that isnt even that great at it, ill take trapper, hag, artist anyday over freddy for anti looping, he just isnt really that fun anymore either, funny how this game survivors seem to be the ones to be able to do more mind games compared to killers and you wonder why the game is so easy for survivors. the way the dev's are going with this i just don't like it anit looping and camping is what it seems they want killers to do.
I'll never understand this.
Didn't old Freddy had one thing for himself that was the transition which was mind-able? And then he was a 110% killer with an action penalty for everything until woken up. What am I missing.
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@lifenotfound582 said:
https://forum.deadbydaylight.com/en/discussion/comment/2726146#Comment_2726146
First off, camping is just a way to tell the survivors that you have no skill and are just plain bad at the game
Second, camping is definitely NOT good for survivors. You only have enough time to do like 1 and a half generators and lets just take a second to think about the person BEING camped, its boring and frustrating and ruins games for survivors.
Third, Camaraderie/Kinship is a help if your being camped but who honestly wants to waste a perk slot when BHVR can just fix the camping problem for us.
That is false. You have technically time to do 4* gens, not counting running up to a gen.
*3 and half and half progress of two other gens
Also if you haven't noticed, BHVR likes to fix bad game design with perks.
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@Faulds said:
https://forum.deadbydaylight.com/en/discussion/comment/2725850#Comment_2725850
Everyone in the forum complains about killers or survivors playing too efficiently (gen rush or tunneling/ facecamping), because it is boring to go against. And, apparently, it is true to a lot of players that it is boring. The only wrong thing about this post is to ask to remove dc penalty... the game is already plagued with survivors who dcs and suicide on hook too much. Was it that hard to conceive?
That is avoiding the problem.
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He's 115% so the usual. It is reduced when crouching tho.
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@IWFreak said:
I would even go as far as reduce the cooldown of those perks to as low as 40 seconds.
https://forum.deadbydaylight.com/en/discussion/comment/2723156#Comment_2723156
Every single survivor has a 40s exhaustion cooldown. I don't see why the killer should have twice the cooldown...
The fact that I (as survivor) only see the oppression proc once in a match, if the killer even has the perk in the first place, says a lot...
technically the 40s exhaustion is actually a 40+x or 40-x because of how it behaves with running or getting hooked.
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@Hippie said:
Head On isn't meant to be a team perk, it's meant as an on-demand pallet stun minus the pallet. Just because SWF use it a certain way doesn't mean it should be brought to that level for solos! And I say that as one who is a purely solo Survivor and uses Head On frequently.
The Deliverance and Unbreakable ideas aren't too bad, though--however, I believe that all Solo needs is Kindred base-kit with some tweaks, i.e. minus the Killer reveal near hook. It won't solve idiot teammates, but it'll help out a bit.
I disagree.
Head On can and should be used as both. Extending a chase for a survivor is great.
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So you want "Hold W" to be even more revelant?
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@PleassBuiltInNoed said:
https://forum.deadbydaylight.com/en/discussion/comment/2640484#Comment_2640484
it's garbage, not realiable slowdown perk, if you wanna run slowdown there are bunch of other much better options
it became bad since the duration nerf, 45 seconds i just not enough to comfortably get to a gen that is progressed well enough for the perk to do something, without loosing the insane amout of time you spend by walking to that generator, most of the times that 25% regression is just offset by the time it takes to get to the place
also I'd love survivors to know how it feels when you played well and suddenly all your progress gets denies by one click of a button (hold in killers case)
all your progress gets denies by one click of a button (hold in killers case)Which click.
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@Hunter_Main_322 said:
Any other form of inappropriate or offensive behavior in the game.
You might think you don't see the posts people are discussing.
At the moment, camping has increased in the game and you need to do something with it
Variations
1) Redesign the hook mechanics and make it like the Pyramid Head (so that the killer hanging on the hook of the survivor himself does not know where he is) This is the most pleasant killer, even if he wins, it will be done without this dirty camping
2) Make the hook mechanic so that the killer cannot use the ability 20 meters from the hook
3) Immediately embed an aura into the hook showing the killer within a radius of 32 meters
4) Apply basic acceleration to the survivor even without a perk
5) Apply resistance to 1 impact additionally
Punishment like less blood points or downgrading DOES NOT WORK so rework the grappling hook
The topic of Tunneling has become very acute
1) Make sure that after removing the survivor from the hook, his traces and blood stains are not displayed for some time
2) Accelerated treatment is imposed
3) The aura of the injured survivor is not displayed for the killer for a while
4) The nearest windows and pallets are illuminated after removing from the hook
5) Remove altogether notifications that the survivor was removed from the hook
I hope dear B.H.V.R you will open your eyes and start doing something about this game and not think about which skin to release and how much to get for it
1) Pyramid Head's (from my experience) play the most "dirty" because - his secondary power completely removes the ability to use DS or BT. So while they may not camp and tunnel you first hook, they might go for you straight after 2nd to get you out of the game for free.
2) Isn't than an overkill?
3) ^ That's like doubled up Kindred.
4) So small versions of already
5) existing perks added. But again, you already have 1), so the rest of these solutions seem like an overkill to me. Especially after you praised it.
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This isn't new.
This happenned any time one of those two survivors didn't have a key.
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@Dumpstick said:
Ruin is one of the stongest and most used perks in the game. It does not need a buff.
But hex totems overall being cleansed way too early could.
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@Dumpstick said:
https://forum.deadbydaylight.com/en/discussion/comment/2638443#Comment_2638443
Snuffing takes 1 second. Blessing takes 20 seconds or longer.
By all means blessing should be giving 10,000 BP.
However, it should give less points than actually cleansing totems (because you can re-apply them infinitely) atleast imo.
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@Nos37 said:
https://forum.deadbydaylight.com/en/discussion/comment/2636737#Comment_2636737
Yippee! If someone manages to solve the box WITHOUT Pinecone teleporting to them, then everyone gets a whole whopping MINUTE to look for and cleanse totems (which takes 16 seconds WITHOUT Thanatophobia or Thrill of the Hunt), assuming that no one gets caught with the box before the next chain hunt and spawns a new chain hunt.
Stupid busted. Needs a change. JUST for totem cleansing. Everything else can stay. Selfish killers crying and won't even give that up, lol
The passive is deactivated even when Pinhead teleports to them.
It is not busted.
Do you even know how his passive works actually?
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Pinhead is only really opressive in soloq. Cause either no one wants to do the box or everyone wants to do the box.
Otherwise it's just "solve the box" and now he doesn't have a passive for... what is it almost a minute?
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What if we made it a Scourge Hook perk instead? Slightly increased, or not idk.
(also, comparing bad and not used perks to a bad and not used perk is like... terrible imo)
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I feel like if they could manipulate somehow where they spawn ( guaranteed one somewhere in the middle and other near the "edges" ) it wouldn't be that bad.
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@Nos37 said:
https://forum.deadbydaylight.com/en/discussion/comment/2627767#Comment_2627767
Yes. They have wronged me, moreso than a survivor who blinds or stuns me during a chase, because at least they are simply trying to fend off the killer, not get a cheeky blind that serves no other purpose than to antagonize.
Not all the times. Remember, blinding still gives points (and quite a lot in fact). They might just be trying to do just that.
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@Voodoo101 said:
https://forum.deadbydaylight.com/en/discussion/comment/2628127#Comment_2628127
I do understand. The person camping will not let them unhook, or at least will try because a person with BT can save them, but will then be hit twice and hooked, once on the run up and once during the unhook. The killer will get two hooks for the price of one, until somebody else tries.
By having a perk that stops the killer being able to hit on the save, even just once would help the situation. If both survivors escape, they then have to chase another one, or the same one, but it would not be a case of hook one and stand there till they die.
Proxy campers do not stand by the hook, they know there is a good chance of a save because survivors can normally come in pairs. Chase one, then another one saves. Face-campers stand close to the hook, to hit people in groups. One goes in, gets hit and then goes out because they know they will be down under the hook, so another comes in and gets in to try, but knows that same thing.
So, you don't want Borrowed Time for rescuers. You want complete invincibility while unhooking instead if I understand correctly?
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@Voodoo101 said:
https://forum.deadbydaylight.com/en/discussion/comment/2627775#Comment_2627775
No because this would make the rescuer and the survivor invincible for a certain amount of time. Yes somebody who really want to tunnel may eventually get that person down, the same as with Borrowed Time, but it would give the survivor time to at least try and escape.
The best thing about this idea is that it is like Borrowed Time, being a perk, not everybody would run it. And if they did for a while, killers may give up camping all together. Proxy camping would still happen, because the rescuer could still be downed before the unhook.
Something needs to be done, because I hear a lot of survivors getting so fed up with camping, that they are thinking of leaving DBD all together.
No, you don't understand. Someone face-camping (the literal term) won't even allow the person to unhook. So again, this only hurts proxy camping.
Yes somebody who really want to tunnel may eventually get that person down, the same as with Borrowed Time, but it would give the survivor time to at least try and escape.So, nothing would change? Don't really get this point.
And wdym Borrowed Time isn't used every time? You see atlest one borrowed time every game!
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If a killer is camping with noed or insta-downs you won't unhook anyways.
So this would only punish patrolling killers. This does nothing to face-campers.