Milo
Milo
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- Milo
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That's... very specific.
Guess, for those survivors who blind at exit gates?
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@Springey said:
https://us.v-cdn.net/6030815/uploads/AAR6RE6N4YDJ/face-with-raised-eyebrow.png
Omg yassssss bring Clayface Kate back, she was so beautiful 😍
Holy Crap, that hair looks beautifull.
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@Hunter_Main_322 said:
https://forum.deadbydaylight.com/en/discussion/comment/2613846#Comment_2613846
i want combo Borrowed time + "Deliverance"
But I don't want that combo.
Also we're getting off-topic by now.
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@Hunter_Main_322 said:
https://forum.deadbydaylight.com/en/discussion/comment/2612692#Comment_2612692
then why do we need this garbage
.... To counter snowballing. As I said.
(also, you can buy time with Delivarence+DS combo fyi)
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@Hunter_Main_322 said:
here is my old idea
Why not improve the self-jump perk Liberating "Deliverance" it is absolutely useless and it does more harm than good
1 you need to save someone to activate
2 you can only jump from 1 hanging if you did not have time to save someone, then count the minus perk (try again, use it)
3 it is not possible to heal for a minute
4 teammates again cannot heal
5 No hiding traces
6 No hiding moans
7No blood concealment
8 No hiding jump notification
WHAT DO YOU NEED SUCH PERCK IF WITH THE SAME SUCCESS I CAN SAVE TIMMEATES WITH RESISTANCE AND WITHOUT DEEP WOUNDS
It can be improved to punish campers again (normal mana will not be affected)
To jump with the effect of resilience or stun mana at 10 meters
Or, again, let the Borrowed Time clock work not only on teammates, but also the combination (Borrowed time + Release)
Delivarence is used to counter killer snowballing. Same as Unbreakable. It doesn't have to work everytime.
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The only times survivors don't get a notification is for noed and devour hope. And imo that is fine. (Before first hit)
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@Voodoo101 said:
https://forum.deadbydaylight.com/en/discussion/comment/2610240#Comment_2610240
No, thats not what I wrote. Flashlights and pallet saves are fine, they can be defended against by having control of the character. however the control is taken away while the animation plays. Lets take a survivor situation, you run through a gate and the exit animation takes over. The killer comes in and you cannot move left or right, just forward, because thats what the animation does. The killer take a swing and you fall to the ground but cannot move because it's still animation time. The killer hooks you and you die, no fault of your own, just the way the game is. How many survivors would be on here screaming to remove it. Now imagine that all through a game with a team carrying flashlights, every time you get near a pallet, having to stand back because not only do you get stunned by the pallet, but you stand there unable to stop being blinded.
With regards to your last comment. Yes, but if you run blind, where do you run?
Except, most flashlight and pallet stuns happen when the killer cannot move because of said animations. Except, again, these save need a very speficifc timing.
I can imagine that and I just dont care if I get flashlighted while breaking a pallet. Or as someone already mentioned, you run lightborn.
And you run towards the sounds - footsteps, grunts of pain.
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So, by this logic, flashlight saves should also be removed? The killer is stuck in an animation. Diffrence is, the survivor does have to time it pretty well to pull it off.
(Also, you still can hear the survivor running or grunting)
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Alternatively, just put a hard count on how many times you can bless a totem.
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@D3spair said:
https://forum.deadbydaylight.com/en/discussion/comment/2606571#Comment_2606571
The problem is, most of the time they just put it on an annoying spot that would make me waste more time than usual if I snuff it out.
Example the Totem inside the underground part of Badham School and the Totem on the 2nd Floor of the Asylum. This also applies to Midwich and the Game, multiple Floors and hard to get to.
Killers can snuff the totems on my examples but it would take too much time as 5 secs can be the difference of interrupting a Generator Pop
Also, because totems do love spawning near gens, putting a boon totem near a completed gen is also a pretty safe location.
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Pharmacy gets me a green medkit. Resurgence lets me get healed to full with half the charges.In both of these scenarios you healing yourself with the medkit WOULD most efficient way to heal (if you're planning on using said medkit anyways), BUT it wouldn't be faster.
- Instead of 2 survivors healing, you have only 1;
- Green medkits heal yourself as fast as if used on someone else.
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@BeanLag said:
Who is going to tell him? 🤭🤭
I shall.
So, in the past, event offerings that weren't used were kept for the next event so that you don't lose them. HOWEVER this halloween event they added a new offering (Cursed Seed) and completely forgot about an old offering (Pustula Petals). So.... yes. Maybe?
And about the serum - Killer version of the add-on last year was disabled for the whole year till now. The Survivor version however you could use whenever. And no, you couldn't have redeemed them for BP.
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*I'll just change the wording cause it is a little confusing imo*
"Once a generator has been completed this perk activates. Once activated, you leave no scratch marks while running for 6/8/10 second."
And actually, would also advocate for increasing the duration as a buff as well. 15 seconds? Maybe 20?
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@glitchboi said:
All the perk needs is a change to its sound, make the sound the same as the fast locker animation because the sound differences are way too obvious.
... The sound is diffrent?
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@Shaped said:
It would be but how many moris you even see these days?
Not saying old moris were fair but they could have done something better instead.
They said they're planning on making moris base kit.
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@snek said:
https://forum.deadbydaylight.com/en/discussion/comment/2600219#Comment_2600219
locked behind paywall (except for maps but are you seriously trying to compare them to medkits?)
noed isn't
Okay, Small Game.
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Boons exist now.
Counterforce, Detective's, maps still exist.
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Okay, I see what you mean on the left picture, but the right picture is a photo of main menu! If you're doing comparissions you need to show both before and after!
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@Labrac said:
They should rework this addon into something else and buff his charge time. I still don't get why Hillbilly has a longer charge time than Bubba, Oni and Blight when his movement is way more restricted than those two. It should at least be 2 seconds, same as Bubba.
Oni has to first earn it and Blight can't attack on activation.
Bubba.... idk tbh. I feel like Bubba is slightly overtuned for chase aspect but at the same time he doesn't have any map presence.
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@BeanLag said:
Just stop hiding for 10 minutes in a locker waiting for the guy to bleedout to try to catch hatch
@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2595382#Comment_2595382
Just stop being so insistent on getting the 4k, accept you may only get a 3k and go next.
The duality of survivor and killer.
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@eloise said:
Yes it's toxic, dead hard, perk for go fast, perk for gen is really toxic when you play in swf because you can say where is the killer so you don't need to be 100% heal whit your perk for the gen so yes it's toxic
Using perks is not toxic. Using them "annoyingly" is ... well just that. Annoying.
They're just really strong perks compared to other perks.
ALSO what about perks that are just memey? Will I have to switch out my favourite (non meta btw) build just because of this? If not, why? Where do we draw a line what is considered strong and needed a penalty?
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@YOURFRIEND said:
https://forum.deadbydaylight.com/en/discussion/comment/2595860#Comment_2595860
Imo it's healthy for a survivor to have potential to affect all of the killer's perks and actions. Nobody should feel helpless.
And they don't feel helpless. Atleast, they shouldn't. They know the location of "x" hex and can cleanse it later. This would just put a friendly timer on hexes being active for atleast 1:40. It's not like they will go out of their way to cleanse totems, ESPECIALLY with Boon Totems in the game.
In short, I just think it's unnecesery addition for this perk.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2595787#Comment_2595787
I can't say if it works for the other things or not, would need to test it or be given the scenario details, but what is typically described with the Plague's power is an example of how server validation works. First you get the indication that it's happened, then almost immediately it's apparent that it hasn't happened.
If they start their vaulting animation (even when you can't actually see it starting) and they scream, they usually will ignore it and vault anyways.
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Why do survivor need a "counterplay" for this?
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My problem with Circle of Healing is how it makes Inner Healing slightly worse (but it is a general perk now I guess).
Why would you destroy a totem for 14 seconds and go into a locker for 8 seconds, when you can just bless it for the same amount of time and have basically an infinite healing station.
That is, unless, you or your team don't get injured that often and that 8 seconds is actually game saving... somehow.
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Hex: Plaything atm already gives oblivious on being hooked. Making it so another hex totem does basically the same thing but on one totem instead of up to 4 would be weird imo.
Like the rest.
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@MrCalac123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2594318#Comment_2594318
Not only are you objectively wrong about that last part, you didn't read what I typed. I don't mind Dead Hard working as intended, what I DO mind is the Survivors screaming and bleeding as though I hit them when I didn't.
Out of curiosity, do you get a successfull attack cooldown or something when this happens?
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I would also add that blessing also counts but reduce active time to like 5-7 seconds.
It's weird that this perk has anti-synergy with rest of Mikaela's perks to me.
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@Marcavecunc said:
https://forum.deadbydaylight.com/en/discussion/289886/pustule-petals
Bit confused about this as well, considering they left the blight serums or whatever they're called in for killers to reuse last years' despite this year having nothing to do with the blight.
To be fair, these are now halloween related.
Still, they should've atleast given us seeds equal to our pustula petals.
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Cross-play is automatically turned on for most players.
And most of these players I doubt would want to opt out of faster matches. Thought a cross-progression should seriously be a thing. I'm amazed it still isn't.
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@Nayru said:
https://forum.deadbydaylight.com/en/discussion/comment/2587228#Comment_2587228
o whoops i meant overwhelming ye, guess they're interchangeable in the back of my head as 'those two tr debuffs that never get used'
at any rate i've never run into a 16 charge medkit not healing me without missing a skillcheck so ?
As I said, we don't have the whole context. Maybe they already tapped once before? Maybe they found it on the ground and it was missing that 1%?
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@Nayru said:
was it a brown or something and you're sure the killer wasn't running coulrophobia or something and you were in their tr for like a split second
@ARTRA said:
Slippery butcher may be?
Healing speed reductions, don't change the charges you aquire.
The only things that could be the case here are: The medkit already lost even 1% of the progress, Killer had either Franklin's or Overwhelming Presence.
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@Wirius said:
I believe its a perk intended to help new players. Honestly, I wish it were moved to one of the starting players. If a player wants to troll however, getting rid of this perk is not going to stop them. I would much rather have the option for people to play and not worry about failing skills checks until they're better at making them.
... So why can't this be Bite the Bullet but for gens?
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^
Any killer with some sort of sense, would just look away when you're shining a flashlight at them.
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@wewantbetterfun said:
https://forum.deadbydaylight.com/en/discussion/comment/2585485#Comment_2585485
Lethal pursuer because you have no terror radius and you can see where survivors are at the start of the match, if you are leather face with this combo you can easily get 1-2 chainsaw downs instantly if you are lucky, and BBQ so once you hook a survivor you have no terror radius for 10 seconds and you can see survivors 40 meters+ away from you, so you can get really close before they are aware of your presence.
Ah right lol I forgot Undetactable supresses the Terror Radius.
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/289536/killer-perk-idea-born-from-the-dark
That would be so fun to use with BBQ and Lethal Pursuer.
I am not sure 10 seconds is enough and 60 is a lot, what about make it like 15-20 for both? At start and after unhook.
Why would that be fun with BBQ or Lethal Pursuer?
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@selflessnea said:
https://forum.deadbydaylight.com/en/discussion/comment/2581876#Comment_2581876
https://forum.deadbydaylight.com/en/discussion/comment/2581844#Comment_2581844
I seriously think you guys are over exaggerating this. Sure there are a select few that will camp/avoid event objectives but most could care less. Maybe they have a different motive for doing what they do and you are just assuming it's because of the event.
During events, there are a suprisingly raise in players that just don't play very nice for the other side. Which, I find very funny.
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@DaddyFatSacks420 said:
This kinda makes my point; there’s no in game indication that hex perks work the same on boon totems as they do on dull totems. It should probably be made clear in perk descriptions to avoid this confusion.
Another thought that might already be the case but I have no idea is: can hex perks like no one escapes death change a boon totem to a hex totem?
I also already stated this in a different post but it all relates: they should add the time it takes to bless a dull totem and a hex totem to the boon perk descriptions. If you hadn’t watched the most recent Q n A stream there’s no indication in game that it will take much longer to bless a hex totem than it does for a dull totem
But ToTh already states that?
So, just by logic, if a perk doesn't state it works on boon totems or blessing, then it doesn't.
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@snek said:
https://forum.deadbydaylight.com/en/discussion/comment/2581750#Comment_2581750
gens' auras are shown to the killer, dull totems' aren't, and last time i checked, killers don't have detective's hunch, so how are they supposed to additionally patrol those?
Techinically they do. Hex: Undying reveals auras of survivors near dull totems.
But it is a totem. Sooooo yeah.
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Also survivor event add-ons also have vague values
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And I still disagree.
- Meta survivors... as if that wasn't the problem. From the list you made - Meg, Claudette and maybe Nancy would get an increase in playrate. IF the survivors are playing to win obviously.
- Even tho some of these perks are weak, you're still giving a free perk to every survivor ON TOP of those 4 we have now
- Some people may be feel... discouraged? to play their favourite character. Let's say, I like Laurie, but don't like using OoO because I don't want attention. Well, yes, I can disable it but now I'm playing with 4 perks out of the potential 5 if I was just a diffrent character.
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@kyinight said:
https://forum.deadbydaylight.com/en/discussion/comment/2547943#Comment_2547943
Yeah so first off, this is the feed back and suggestion forum not discussion forum. So not really asking you, thanks for replying though.
First part to explain that i play 60% survivor 40% killer. And almost every post dealing with survivor vs killer turned into a hatefest. Not the kind of community that should be fostered for this awesome game. Alot of the forum talk about only playing survivor or only playing killers. There is struggles on both side and have to play both sides to see them. And first thing killer always ask is what perks are you running. that why that included. Yeah i run deliverance because i also run we're going to live forever which literally reward unhooking people and protecting them. Which i do , but guess what, that doesn''t mean im always going to get hooked. I just have to buy enough time for other teammates to escape then duck and dogde and hide.
Auto death is a relative new feature, and some killers did try to compensate for that, but not all and not all were successful. Thats the point. And the autodeath doesn't have to go away completely just adjust it so it doesn't start to the person starts struggling. This keeps it fair for both sides
As long as other people can reply, this can be considered a feedback with discussion,
I, honestly, don't care what perks you were running. "It just sounds funny to me" Because - you mentioned playing with friends, then playing killer and then randomly survivor perks. That's all.
And no, autodeath IS NOT a new feature. Autodeath IF ALL PLAYERS ARE ON STRUGGLE PHASE is relatively new.
and some killers did try to compensate for that, but not all and not all were successful.I don't get this part.
And the autodeath doesn't have to go away completely just adjust it so it doesn't start to the person starts strugglingI still disagree.
some people get good at it. Especially if you time it right. Like right after the killer swings at you hooked body ( this happens almost every time im hooked)And this is not you being good. This is the killer being bad. Like, there's nothing skillfull in killer hitting your i-frames. Killer misstimed it.
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Just out of curiosity, does blessing a totem count for this? (Haven't seen much ptb gameplay)
If not it totally should.
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@fogdonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/2548159#Comment_2548159
Yeah, I agree, that the perks you mentioned are quite important. And probably the game should be put in a state when you could play the game perkless and still have fun (e.g. not have to worry about constant tunnel).
On the other hand my suggestion could lead to the emergence of multiple META and maybe you wouldn't even miss the current META perks. But yes, each change has to be double checked because many things could go wrong if this process would be automated.
Or alternatively. the meta wouldn't change. Current meta perks are used because of their effects. Making it a lower number wouldn't... change that much in theory. Unless you want to go on the route of "nerfing it and buffing other things till it's super dead"
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Okay first off
Often when I'm waiting for them to hop on, or during lunch at work i play the killer. I generally do pretty well at both. Now I generally run the perks deliverance, we're going to live forever, empathy, and prove thyself.This just sounds funny to me idk why.Now on to the Delivarence/unhook thing. Short answer: No.
Long answer: The reply above me+
^ unhook myself, dodge behind a tree just in time to block the death blow and run off to escape through the open gate or the hatchWho are you playing against? Because IF Auto Death wasn't a feature, killers would just sit there AND be careful with that. And unless you have DS or Dead Hard you will fall down. What I do recommend is doing the third main goal of the game - occupying killer's time and taking hooks for your other survivors. ESPECIALLY since you're running Delivarence. -
@TheresAGameInYourBug said:
https://forum.deadbydaylight.com/en/discussion/comment/2547740#Comment_2547740
Did either of you two bother to actually, you know, READ the post or did you just read the title and immediately decide to comment on it? 🤔
It obviously wouldn't be openable from the very start, I didn't think I had to explain that bit 🙄
What the hell have the perks got to do with it? It doesn't matter who opens the gate, the perks are still gonna be active 🙄 if some idiots decide to UE around the map the whole match rather than do gens then they deserve everything they get anyway!
Because this would lead to super fast matches, that would end in 2 minutes if it was that they're "allowed to open the gate at anytime"
IF you could force an EGC after 10-15 minutes of total match time then I think it would be fine.
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@H3artcrush said:
Ngl this looks good! Don’t listen to that dick lol.
He's just realistic.
All characters are fictional (even tho they might be similiar to actors). Some are their original work and rest are licensed by other companies.
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@SabunoHakia said:
https://forum.deadbydaylight.com/en/discussion/comment/2546907#Comment_2546907
Yeah but if its not and I am a killer it doesn't matter to me it's a benefit. But the point is made for the colorblind and the random que to assist a little bit with clarity of the ability to not force a death because of abilities clashing color wise.
I am a killer main this wouldn't do anything other than make it easier for both sides anyway as they will come if they know its not blastmine and if it is they won't saving a survivor its a win win for both.
It doesn't change anything to colorblind does it?
And do we need it to be easier? When you see a yellow gen, it basically means "go and interact with it" as I stated above. You just need to be more cautions if you don't hear a TR.
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Unless they do a specific menu for this charm that is. I don't want lots of flags flooding my damn charm menu. It's big enough already!