Milo
Milo
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- Milo
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You know they can also be doing a challenge right?
So they might have a "bad mood" because they couldn't do it otherwise.
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So basically, a medkit every game.
Toolbox and broken key would be useless and there isn't a brown flashlight.
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@Boosted_Dwight said:
Wasn't it already on sale for like a month? It was the first thing I saw on the Ps Store page. :/
Oh yeah you're right!
There was one from 16th to 30th of September. Guess this person will have to wait a while
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If Freddy wasn't so strong then yeah totally. Otherwise nope.
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Probably. They do a lot of Steam sales around holidays.
Those console ones seem more rare tho.
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This is one of those builds that heavy depend on your team's ability to not be stupid.
But just - don't let him stalk you. He's way slower. Don't run in a straight line.
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@FeryGEN said:
https://forum.deadbydaylight.com/en/discussion/comment/1655990#Comment_1655990
https://forum.deadbydaylight.com/en/discussion/comment/1655941#Comment_1655941
It gives the position only after the generator has been repaired, but does not give out when the hatch is closed. Sooner or later, we must change this, I'm sure.
Noed was always tied and still tied to the completion of the last generator, it was always like this, nothing changed, you can check
No we do not.
And that is false. "When exit gates are powered" is not the same as "When completing the last generator".
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The double ramp hills are kinda useless tho. See Red Forest.
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- Except this won't fix the issue on the other side. Longer hooks means you can ignore the hooked survivor for slightly longer while doing gens.
- Hey, there's Diversion! And flashlights! I do not think there should be an item that stuns. Stuns can be powerfull... obviously.
- So I assume that's your take on genrushing? How do you get it, how effective it is?
- ... Why?
- Heck no! I don't want to hold M1 for longer.
- And this is a good idea if they want to push stealth more.
- That's just... annoying. There are already add-ons that have this "mechanic". Having perks do that too would just be annoying (thought I guess it would fix the grind.... somehow? idk)
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God no.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/1656604#Comment_1656604
In mobile, there are hatch dailies and weeklies for both sides - and even opening gate challenges as killer!
There are some things we don't want from Mobile i suppose!
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To be honest, yeah that's fair.
There isn't a hatch or key daily.
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@FeryGEN said:
Why does noed work after closing the hatch, but rancor only works after all generators have been repaired?
It seems to me that both perks should be equal in front of each other, because there is a daily task to kill a survivor, but there is always Mori, and many take Rancor, but you have to wait for the last generator to be repaired
Because Rancor gives out a location.
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Or just the entire gen!
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Because Lightbringer etc are emblems.
In-game pop ups don't reflect your emblem scores, but your bloodpoint scores (so objective etc.)
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@Axe said:
Everyone that are confused, I think OP is talking about Tphobia changes as it was never mentioned how much % that was increased
https://forum.deadbydaylight.com/en/discussion/comment/1651910#Comment_1651910
https://forum.deadbydaylight.com/en/discussion/comment/1651889#Comment_1651889
Oh if so... Then by 1%!
So the max potential now is 20% instead of 16%.
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@bubbabrotha said:
https://forum.deadbydaylight.com/en/discussion/comment/1651833#Comment_1651833
You're wrong. He is obviously from the future and sees the meta. You are nitpicking and biased, I win, bye bye
Can't Argue with that logic.
@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1651833#Comment_1651833
Yay, thanks for making fun of a mistake instead of correcting me. "since 2 years"
Not making fun of you tho? Undying hasn't been out for 2 years so it can't be meta 2 years with ruin. Ruin stopped being hard meta for a while after it's changes. And now it's back because of Undying.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1651505#Comment_1651505
I take it the first one wasn't clear: at some point, the time you need to spend in a locker will be shorter than with the perk as it is now. The second one is not my favorite, but I think being able to get a partial heal is still better than getting no heal because you need to leave the locker ASAP before the killer finds you.
Oh no, itwas totally clear.
I just don't see how a faster heal would be better than potential 2 heals.
And the other one would only help 99% injured builds... i suppose.
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1651515#Comment_1651515
And still already meta with Ruin. And I don't get the point you want to make
How can something be meta for 2 years if it didn't exist?
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@Deadeye said:
Ruin + Undying is the most boring (killer) meta for the last 2 years imo. No need for Ruin buff
Undying isn't out for 2 years tho
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@arcnkd said:
https://forum.deadbydaylight.com/en/discussion/194989/what-happened
Adrenaline is the perk you're talking about and it does need to be changed to not work on downed survivors, but I don't know about being fully removed (making it not able to trigger if you have Exhaustion active would also go a long way to help tone it down).
Other than that, no it's just how strong toolboxes still are when stacked with the right add-ons and stacking two Survivors on a generator shaving off 30 seconds of repair time immediately.
Tbh, it just shouldn't do a heal and sprint burst at the same time.
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Still less efficient than working on diffrent gens in the meantime.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1650610#Comment_1650610
I didn't say it needed one, I just felt like suggesting one because I think the perk could be better. I've also suggested a rework to DS in the past, as well as a whole new killer.
But those are straight nerfs.
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Just send a ticket, that might help!
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SoonTM
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- Take a break (make some tea, do homework, take a walk, play a diffrent game that you also enjoy)
- Play the other side
- Stop playing for today/more days.
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@arcnkd said:
Unfortunately, that is BHVR's design path - designing all game-slowing perks to not synergize with one another because they're "too strong" that way.
Because they can be.
The same way stacking second chance perks on survivor is too strong.
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There are more gens than you have to repait to avoid the killer just camping those.
Ofc it can still happen (3 gen'd) but at that point its survivors fault.
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I want them to be more unique.
Let's hope they do it!
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The same way the "default" sets aren't.
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don’t want to play right.What is a right way tho...
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Check your inventory to be 100% sure you lost those add-ons and offerings.
If the game cancelled like you said the game will auto un-equip any offering. Idk if this counts for add-ons but it should.
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- Matchmaking is screwed.
- The game cannot somehow find rank 16 survivors so it puts you into 8... dont ask why
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league of legends gives all of their "legendary"Not really? It gives them custom quotes, effects, sound effects tho.
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Tbh they need to be a little quieter. (you can't hear Spirit phasing)
Otherwise it's a little need addition.
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She's supposed to be a high skill, high reward type of killer that you can't pick up and play perfectly in your 1st game. It takes practice.
Her CD thingy kinda broke that, but she should stay as this sort of killer. (also reee add-ons)
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It would be especially hilarious if a healthy survivor has 2 shells and attempts and fails both shots while the killer is carrying someone to a hook.That would be annoying (as a survivor).
This shouldn't exist at all. Flipping a coin on reducing killer's snowball to increasing it shouldn't be in hands of a survivor decided by a flip of the coin.
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You see, They DID try that... sometime ago. The idea was it that the killer would be chosen by the highest ranked survivor (so with a party or 2, 7, 12 ,13 survivors it would queue a 2 rank killer)
SOMEHOW it didn't do anything. Idk how exactly but yeah.
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@Kisagi1990 said:
https://forum.deadbydaylight.com/en/discussion/comment/1619616#Comment_1619616
Lol are you really going to troll with that? The devs didnt have to say it. There were countless complaints about the flashlights and then suddenly they changed it. And I know personally about the trolling. And people still do it though it's harder for them now. They blind when breaking pallets, vaulting, and the most common one being as you pick up the survivor. Not during the hooking process but the second you bend over, you are blinded. People really really trolled hardcore with them and lots of killer mains complained. So BHVR did what the do best. Nerf the ######### of something.
Not trolling.
Flashlight clicking is trolling.
Using the item is not. That's like saying, missing with Huntress's hatchet is trolling.
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The Tomes (and their stories) are the "Campaign".
And i really really REALLY doubt they will add this type of mode.
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Perfection
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@CheeseAnton said:
https://forum.deadbydaylight.com/en/discussion/comment/1618555#Comment_1618555
Me likey your reply
https://forum.deadbydaylight.com/en/discussion/comment/1618592#Comment_1618592
Thank you. In all fairness almost everything can be abused by SWF, and I don't really know how to fix it against them.
https://forum.deadbydaylight.com/en/discussion/comment/1618597#Comment_1618597
There are 2 reasons I used a stick instead of a knife.
- I feel like Sticks are more improve-ish than a knife. With a knife, you know what to do. With a stick, you really don't so using it like this gives more improve like nature to the survivors, and gives more insight on what they'll do in order to survive.
- I feel like sticks are easier to make add-ons for. Like, I honestly don't know what to do with add-ons for a knife.
However, I can see the DS idea only working with stick. I know the perk icon is of a glass shard, but that technically isn't a knife so a stick is just a possible as a knife. Besides, they changed the perk icon of Saboteur, why not DS?
I honestly don't know what to do with add-ons for a knife.ADD ANOTHER KNIFE!
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- Does Sloppy really need a buff
- Wouldn't this better fit hemorrhage as a whole?
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Cool they haven't fixed this yet.
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@DaddyFatSacks420 said:
How do they expect 4 ppl to use the same map offering to cancel out the new offering added with the update if survivors don’t know what offerings there teammates are gonna play
I think that new offering was made exactly against SWF, so they HAVE to use 4 offerings to get a map or risk getting cancelled.
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@Aspharr said:
If you turn kate around in her new Lady Volksfest outfit, switch to another outfit and switch back, you notice that she gains like 50 pounds and reaches Jane levels of thiccness. Now I'm not mad about it but I'd like to know if it's intentional or not, because it's very noticeable and kind of off-putting, especially on a locked set, which in my opinion are some of the best skins we got lately. I still think the skin looks fantastic I just dont think she should look like she has gigantic hip pads under her skirt.
https://us.v-cdn.net/6030815/uploads/CP99VOWDP6B0/20200912131841-1.jpg
https://us.v-cdn.net/6030815/uploads/YFH54L6AAP8P/20200912131834-1.jpg
(I know kinda off-topic but) That yellow note charm... Was it a +60 level reward during Kate's rift?
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An item or a perk. Either works ^^
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@arcnkd said:
https://forum.deadbydaylight.com/en/discussion/comment/1616933#Comment_1616933
Good feature in my opinion would be to cause generators to auto-explode and regress from any 'tap' that lasts lest than like... say 2 seconds. Long enough to not really be able to do it in a chase; short ennough that stopping regression would put you constantly in the killer's sights unless they're lounging around that generator.
Then I could possibly get on board with skill checks staying on the screen when you release (though buff Overcharged to cause explosion if you cancel out to 'dodge' it; because that's just cheesy)
That's what many are suggesting - Unregression being a channel that lasts 2 seconds.
And with the 2nd thing I agree.
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Charms (in general) - Hexes for survivors. Alrighty. Just couple questions: How obvious are they? Why they have negative effects?
Charm: Calming Voice - For a "hex" perk, yeah pretty decent. Has the autodidact problem but yeah decent. Although i think it should also increase the great skill check zone.
Charm: Undying Will - So this reminds of me of MoM. Just the killer has a potential to avoid getting "affected" by it. So let's go with OG MoM response... Too stronk.
Collector's Greed - Does this remove an option to drop items? (R is the usual drop items button iirc) Also i would change the consumption rate to chest open speed. Also also do you mean add-ons? Because you would keep your items if you escaped anyways.
Swift Evasion - Aside from making it 60 seconds (because muh consistency) seems good.
Charm: Fortified - And this, for a "hex", seems a bit too strong. Especially if only one survivor has to run this.
Seeker's Intuition - I like it! Although cleansing speed/killer's aura read might be just a bit overloading. Idk.
Infernal Aura - Ruin is back. Okay. Just gonna say it's just gonna be annoying on TR builds. That's all.
Armageddon - This makes EGC really scary. Is that stopping for 15 seconds a consistent effect that happens everytime or just once. My balance depends on that. (oh also reducing egc timer will need dinks adjusting)
Fighting Spirit - Overloaded. Most chases happen while injured. I would cut it by like half. (so 25% and 1 sec always)
Hazardous Wiring - Seems pretty useless to me? I just don't see any use for it.
Hex: Vile Touch - Neatorino
Voodoo - I.. dunno tbh. Can be deactivated before it even happens, but can be devastating if it does happen early.
Devil's Deal - Too strong of a 2nd chance perk. You will ALWAYS use this on your last hook/carry. Imo getting 60 seconds and 1 safe unhook isn't thaaat hard.