Milo
Milo
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- Milo
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Actually, this should've hit you anyways. It looked like latency delayed the hit a bit.
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I.. don't get what this idea proposes, I'm sorry....
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Okay I can tell you outright that the 2nd version is a no-go. 12/9% For just ANYTHING being injured that can stack with Resilence and Spine Chill and can go up to 48/36% (when fully stacked)
And the first one would kinda help? But not that much. Imo they could increase it to 16%. At 2 injuries it becomes almost Botany.
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@Jb94 said:
https://forum.deadbydaylight.com/en/discussion/comment/1827661#Comment_1827661
But Bill is listed as hard right?
The guy with a third of the survivor meta perks and a third which helps with getting the hatch?
Imma guess its listed as hard because of how perks worked before changes to Borrowed Time and Left Behind.
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@Raz_ said:
https://forum.deadbydaylight.com/en/discussion/comment/1824394#Comment_1824394
ufff.... you know bond shows the aura all the time.. while this perk will show the aura when a killer is in a chase with another survivor.. see there is a difference mr.verysmart
and this suggestion isnt for me its for all the baby survivors.
With bond you have a very faint idea if they're being chased or not on how they're moving. This would have to get more range or something.
and this suggestion isnt for me its for all the baby survivors.Still, I feel like bond would still be more useful with that range.
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Or let Appraisal do it, instead of the chest searching speed, you see auras of openned chests within x radius.
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It would be a better counter to BBQ. But then it loses it "counter" to Nurse's.
BUT then again it wouldn't be used randomly. BUT THEN AGAIN you couldn't get "free" information about aura perks.
So yeah those are my thoughts.
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One thing to note, the locker gives you blindness status effect and removes your aura completely.
It would be wise to note that in the perk description that it "counters natural abilities of lockers".
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@AskingForHelp said:
https://forum.deadbydaylight.com/en/discussion/comment/1825739#Comment_1825739
Seriously though you are correct about that one. The maps are already kinda small as it is and the killers have either fast walking speed or can zip across the map with their abilities. Or they can camp the exit gates. So why should they just be able to stand in one spot and look back and forth? That’s terrible.
Because they pretty much won at that point.
I'll assume we're all talking about closed hatch 1v1 situation. In that situation the killer SHOULD have the advantage. Maybe not "just stand in one spot and 180 sometimes" but it should be 80% that you don't escape.
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Why not just run bond then if it has the same range?
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@kaijudane said:
They're doing that to try to milk points and prevent de-pip. I understand that to a degree. I think it's total horseshit if a killer is afk or just not very good and everyone escapes unscathed or maybe two hooks and you actually drop in rank. I've hated the emblems for a long time. I always thought 15k should get you moving up. I've had 20k matches where I only got one save or just healed and that's barely enough for a safety.
How does blocking the gate help that tho?
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@youngjun said:
https://forum.deadbydaylight.com/en/discussion/comment/1822375#Comment_1822375
It is because you rescue by just one person. You guys don't get together to rescue. If 2 or more survivor rescue, it is impossible to camp because killer have attack cool time. Okay? It is matter of your poor individualistic strategy not matter of games.
Except if it's Bubba.
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@HerzogRene said:
https://forum.deadbydaylight.com/en/discussion/comment/1822910#Comment_1822910
Thats why i wrote "treated like a basic attack". I was thinking it could be the same benefit as if you were hit by the killer. But of course thats adjustable. Cooldown also.
Oh, then it would be used like dead hard almost.
Try to bait out a hit, while activating the perk to get the same speed boost that would later (possibly) heal you. This would be hard to balance to make it powerfull yet not useless. Hm...
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Main thing would be for how long and how powerfull that movement speed is.
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@xcrGaming said:
Ya you guys are right and I'm up to 30 minute bans I shouldn't be allowed to use things in Canada that I paid for because I know hydro goes out sometimes in the winter 10 times a day. Your right it runs the game when everyone has bans and there is no players Quing up. Behaviour I can't wait to spend money on more dlc so you can take it away from me tomorrow.
You are allowed to use them.
But it's a team game. Most games have some sort of penalty if you repeatedly quit. Except BR games, i think.
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Game will die out in the next year if you keep these horrible decisions goingHeard that last year... Sooooo.
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It's 5 minutes...
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@DarkSonAaron said:
https://forum.deadbydaylight.com/en/discussion/comment/1817727#Comment_1817727
Wouldn't that lend to his point, a boxer trains to learn how to dodge like that. When you use dead hard that's not thought or learning process you have to go through to use it correctly you just press a button and you're invincible.
Press it too early, you maybe created some distance where the killer can still hit you a second later.
Too late and you're on the ground.
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I think we can all agree that victor being on a survivor is not that threatening in fact in a chase you don't want to even bother taking him off since it will stun youActually, I decided to not take him off mostly because he recovers so fast that he will just get back to you and down you.
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Do you mean on a specific map? Or just in general?
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@Freki said:
https://forum.deadbydaylight.com/en/discussion/213458/lobby-wait-times-survior
it goes in cycles. right now less people are playing killer so that is one reason your waits are longer than normal. another is as said more survivors and same amount of killers = longer wait times. it's just a law of numbers, as well as your rank AND your region.
I usually have this:
During the day survivor ques are lighting fast.
From like 7 pm it switches to killer ques being fast.
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@gibblywibblywoo said:
https://forum.deadbydaylight.com/en/discussion/comment/1816251#Comment_1816251
I feel like the aura reading aspect is also kind of unnecessary.
It is, however that's the only thing they thought they can "perk tier". And making hits go down with tier would make tiers 1-2 useless/close to useless even more.
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So, aside from making Sloppy the base perk instead of Stridor, we would heavily nerf her first hit to half-nerf her 2nd one.
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MoM should just get 2 protection hits instead of 3.
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Tombstone Myers depends heavily on your teammates.
If you're playing solo just hope your teammates don't give him free stalk.
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@BastardKing said:
https://forum.deadbydaylight.com/en/discussion/213245/hook-bubble-notification
Even if they shortened the duration and make it less obscuring.
Funny thing is they already did that once! I think they halved the time the bubble stayed.
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blind the killer x times challenges not as painful.Blind killers at pallets. +With firecrackers you actually have less chances to get the blinds.
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So we "fix" a SWF key situation.
Yet nerf solos.... again.
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You can still use the add-on. +it being an event item makes it on 1st page.
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@Zaytex said:
You already have Borrowed Time as a anti-camping measure. As for this request, you already have it in the form of Camaraderie.
You... have to be joking right?
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@koopazepam said:
https://forum.deadbydaylight.com/en/discussion/comment/1809320#Comment_1809320
No it isn't. Why lie like this?
Hey, it could be common for them. You don't know that.
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And again, this is one of those "sets" that don't really fit a "set" category imo.
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Try playing a diffrent side, your wait times should decrease.
Unless you don't want to, then browse the internet :p
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@zoozoom6 said:
https://forum.deadbydaylight.com/en/discussion/comment/1807825#Comment_1807825
i was thinking of making it somewhat similar to the tablet addons on plague (very rare and common) also i must admit it is kinda hard to think of things to do with traps. i am open to suggestions
Not change the add-on, buff haemorrhage itself. It being weak is the only reason that the add-ons related to it are weak themselfes.
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@AhoyWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/1807825#Comment_1807825
Could be cool if they stacked.
That wasn't entirely my point.
It's just weird there's a iridescent add-on... and then there's a weaker uncommon one. With the same effect yet longer "cd"
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@Toybasher said:
https://forum.deadbydaylight.com/en/discussion/comment/1805829#Comment_1805829
I actually think Judith's Full Tombstone should allow locker and ground moris at the cost of requiring more stalking (All survivors stalked fully when combo'd with tuft of hair), disabling Myers lunge, and consuming a PYWF stack upon each Mori.
Tombstone Piece is the problematic one since you can hit EW3 pretty easily with J Myers memorial and there's no speed penalty. Myers will often get his first EW3 99'd off of other survivors and then pop EW3 and Tombstone piece you upon the first encounter. Full Tombstone + Tuft requires almost all survivors stalked completely so I'm ok with him being literal evil incarnate if survivors managed to be stalked completely.
1st Encounter.... So then he wasted all evil that he could potentially get from you, right?
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serrated jaws is replaced by mossy stone :every 200 seconds a random trap resets itselfWhy would a yellow add-on be a weaker version of an iridescent one?
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@SquirrelKnight said:
https://forum.deadbydaylight.com/en/discussion/comment/1807385#Comment_1807385
Yes but heres the thing, usually the devs (for instance, survivors with instaheals) (using it as the example most commonly seen on forums) give a direct notice like "We are changing/nerfing item x in 4 weeks so if you want to use it nows your best chance!". With the mori change the community got less than 24 hours. Many people have hundred of these things that are now, basically junk that costs hundreds of thousands of bloodpoints that now get to sit there being utterly worthless.
This is also the only time bhvr has made a major change without proper warning time. Im sorry but saying "We are changing moris amd keys sometime in the future" is different than gling
"Screw you killer players, we nerfed moris to only work on third hook and the change goes in immediately lolololololol oh but dont worry we will get to keys but you have to wait because you dont need keys changed, you all just need to git gud, you arent important enough for us to consider how moris and keys interacted."
I dont even object to the mori nerf itself, i hate the fact that, like always, the devs make a massive change for killers, trash popular items, proceed to NOT address the killers issue with the survivor equivalent, and then everyone gets all mad and derogatory when killer players get ticked because they feel ignored....... Again
Let me ask you this, which is harder:
Changing a value on a thing or (probably) making new complete animations while still making the thing work with ALL current achievements/challenges in tomes.
I still think they should've released both of those changes at the same time. But they didn't. We just have to hope that it will be done in the next mid-chapter/chapter patch.
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Wasn't it announced WAY ealier that both would get nerfed eventually?
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I don't think he should be able to shut the hatch, mostly because he's so goddamn fast. If you didn't close the hatch as him it would be a miracle.
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This code was just for those 25k that could get it for free, the sweater itself was availible for a long time.
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I would like this suggestion... if lobbies already didnt take a long time at some times.
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/211854/legion-qol-fix
I agree, but make it 2 seconds if you hit 4 people. You should be heavily rewarded.
Add-ons for it exist.
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Can I just say that Blight looks cute "looking" at that star?
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@lazerlight said:
https://forum.deadbydaylight.com/en/discussion/comment/1800218#Comment_1800218
the wiggle timer only increases when dribbling WHILE the survivor is wiggling. if the survivor stays still they wont auto drop
No, that's false.
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So what some shits broke sometimes, it doesn't stop you from playing does it?... Unless that something is something that prevents you from playing?
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@lazerlight said:
https://forum.deadbydaylight.com/en/discussion/comment/1798765#Comment_1798765
Not if you don't wiggle. If you are dropped the timer will continue. If the killer carries you without letting go then that will count as holding you hostage (if they don't close hatch) but this can already happen on the live game, but doesn't. No one wants to sit there doing nothing, not even killers. It wont be like hatch stand offs.
Dying after 80 seconds (96 if you recover or however long recovering without unbreakable takes) cuz of slug will suck, but not as much as having to wait all 4 minutes. Which already happens in most slugging games where the slugs keep getting picked up by other survivors just to be downed and left there again.
Also, if anything, the 80 seconds could just be taken from a "bank" of 4 minutes. Meaning that even if you have been downed multiple times, the timer's total will not exceed 4 minutes. So at one point the timer will start taking less than 80 seconds. So if the survivors wiggle and are downed repeatedly then the survivor will have the potential of making a lot of points in survival category.
Even if slugging increases, the killer wont get sacrificial points if they leave the slugs to die. Each hook state takes 60 seconds, dying state timer will take 20 seconds more (if you don't recover or are healed), and 36 seconds more if you do recover.
Survivors wont lose hook stages if slugged, and if they're slugged 3 times, and fully recover those three times they'll make more survival points than they make struggling on hook. So...
even if Killers begin to slug over hooking, they still had to spend time chasing and downing the survivor. The only time they'll be saving is the time they take picking up and walking to the hook, which isnt a lot.
Not if you don't wiggle. If you are dropped the timer will continue. If the killer carries you without letting go then that will count as holding you hostagePerson above already answered this so...
No one wants to sit there doing nothingThen why were the hatch standoffs? Or when 2 survivors hide to make killer dc?
Also, if anything, the 80 seconds could just be taken from a "bank" of 4 minutes. Meaning that even if you have been downed multiple times, the timer's total will not exceed 4 minutesSo basically what we have now. Just it doesn't take a cut from it at the start of being slugged.
Even if slugging increases, the killer wont get sacrificial points if they leave the slugs to die. Each hook state takes 60 seconds, dying state timer will take 20 seconds more (if you don't recover or are healed), and 36 seconds more if you do recover.But dying from being hooked takes 120 seconds. So camping and slugging would be the "good" strategy. Then ofc Soul Guard would get used more which would lead into more one hit killers being used. (to down the "rescuer" instead if they are suicidal)
There's too many "what ifs" to this idea that it either would change the meta repeatedly (as in when one thing is being used the other won't) or won't change anything at all.
even if Killers begin to slug over hooking, they still had to spend time chasing and downing the survivor. The only time they'll be saving is the time they take picking up and walking to the hook, which isnt a lot.Then why do people slug now?
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I don't get how this fixes stuff? Except adding season rewards.
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@Amazinggoose said:
https://forum.deadbydaylight.com/en/discussion/comment/1797154#Comment_1797154
yes it does have loops but the middle is where a killer can see you and you have no defenses
It's like Asylum's dead zones except in the middle!
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Aside, this could also harm solo queue. COULD as people d/c less nowadays but it still happens. And there can be spiteful rando survivors.