Milo
Milo
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- Milo
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@Batusalen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3381337#Comment_3381337
That's a nerf to the medkit, not Pharmacy. Pharmacy would allow you to always have a free green medkit at hand even if you don't bring one from your inventory, as it always did.
So an indirect nerf to pharmacy. The same way, base healing changes are an indirect nerf to Self-Care.
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As for OP, I like the idea! But I still think they should just revert or semi-revert pharmacy to it's current state (keep the effects, if you're uninjured you can only get a guaruanteed medkit on first search, if injured you get a medkit everytime)
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@jesterkind said:
I have to ask, and I'm being genuine- how on earth does removing Lightburn help Wraith in camping scenarios?
I assume, because they cannot be burned they have a free insidious.... I guess?
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Don't throw pallets when his power is on then? (also I think you're thinking of Julie's mixtape? The one that refills their power gauge when stunned, right?)
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I agree with Teamwork perks, especially Power of Two. Like, just because you don't have the obsession "restriction" you have to wait more than 2 minutes to use it again?
They seem good together on paper, but the long cooldown and the fact you need to stay pretty close to each other (and basically it means 1 other survivor isn't doing much) is just a way too heavy of a penalty. Probably they went safe because of Circle of healing and combo potential with Blood pact... probably.
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@TigerSnake said:
How often do you even run into Hemorrhage? Sloppy Butcher’s good, but not too terribly common, and then there’s the occasional Begrimed Head or Thorny Nest. Everything else I can think of though (Gift of Pain, Blood Echo, Freddy’s addons) are just not that good. Even though it’s hard countered by Hemorrhage, Resurgence is still very good, and I’m willing to bet you won’t really run into Hemorrhage very often.
Everything else I can think of though (Gift of Pain, Blood Echo, Freddy’s addons)You're saying these aren't good... which you're right don't get me wrong, but Resurgence isn't that great either to get so heavily countered by a status effect which you cannot remove any other way than healing under the hook.
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@MoNosEmpire said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3368810#Comment_3368810
If you don't know the definition of what a god pallet is then I think you need to do some research lol.
...
How do you explain to a player what a god pallet is in the description of a perk?
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@MoNosEmpire said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3367895#Comment_3367895
What are you waffling on about?
You asked which pallets, I mentioned god tier pallets like shack pallet, then you're saying it's a toxic perk.. maybe you're just a toxic guy who doesn't like change.
He's semi right, atleast with "what pallets would be considered worthy?".
Like yeah, shack pallet is easy to plop in the description of the perk. Almost all maps have a killer shack. But, what about the others? Or would it only activate on shack pallet? How would you explain in the description what a "god pallet" is otherwise?
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I wonder if 1) and 3) exist to not overshadow Quick & Quiet.
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@OrangeBear said:
Because survivors could use it as a chase escape. They could get hit and then rush unhook and now the killer has to hold w to either the unhooked survivor or the unhooker. I think it wouldn't reduce tunnelling.
From what I understand, this version would just only give the unhooked person the Sprint Burst. The unhooker would only get exhausted.
I think it would deter tunneling a bit tbh. Or if not deter, atleast it would waste killer's time more.
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^
It goes that way for stand-alone characters as well, they cost less.
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Dead Hard is mostly hated because of "wait it out" stuff. Oh and it's similiar to old DS, you have to assume everyone has it even if they don't (if they haven't used an exhaustion perk), which is also annoying.
I haven't played against many SB recently (maybe because i havent been playing for the past week :x) so I can't really tell which I would prefer.
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@Yoshirama said:
Since this update cames out, wiggling has been worse, the bar is full and killers still have a chance to hook you. Is this normal? This shouldn't happen
That (unfortunately for you) worked like intented.
There's a bug currently that allows you to still wiggle while being hooked.
He queued the animation while you were like 99%. Just unlucky.
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I would just change the secondary effect, cause that's what Inner Focus does.
Maybe "when you escape the chase all survivors can see the killer's for x seconds".
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@dbd_ideas_guy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3361943#Comment_3361943
No most people will not think its a weird quirk. They will understand light counters dark. Just like you can counter the artists crows or hags traps.
Funny that you mention that, because to this day I do not know why those things are countered by a flashlight.
Although yeah, your suggestion would make sense, kind of like Alan Wake type of thing. However, it would be weird to implement imo.
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@mr_Beast_Artist said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3360254#Comment_3360254
Unfortunately, then the killer is exactly for tunneling this poor fellow from the hook. Do not forget that the survivor is not immortal and you wrote nonsense. It is obvious that this perk is weak and will not interfere with tunneling.
You are incorrect.
You stun the killer for 5-10 seconds (depending on what would be the final version) you lose all things that can tell the killer where you went and you run at Adrenaline level, ALL while the killer is stunned. If you cannot hide in that time then it's either map's fault or your fault.
That's like pre-nerf DS on crack. This perk would do DS job better than it and also help other survivors (also like DS).
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^
But let me explain why somewhat from my point of view:
- Because the only condition to get the effect is to start a chase, the survivor can just run around for some time, while the killer is chasing the other survivor and completely and utterly destroy that chase. And with all those buffs, getting to a safe spot to do a gen till broken is out would be no issue.
- This is kind of like Grim Embrace (but better of course). However it also has the same issue as Grim Embrace: Getting everyone hooked and stealth. Also this basically promotes camping atleast the health state of the last survivor, since you know other survivors cannot do anything else productive.
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Lock & loaded:
Could you exactly explain how it works? Cause you gave an explanation that doesn't fit the current description.
Hindsight:
I feel like perhaps it should be 3 seconds at max rank? But maybe I'm being ridiculous, imo good perk.
Silent walking:
Instead of adding this weird effect of increasing killer's footsteps, just add this as a secondary effect to another existing perk? Fixated or Lightweight probably.
Trembling fear:
Perhaps it could give incapacitated instead for ... let's say 30 seconds? Getting injured randomly would feel really weird.
Malfunction:
I like it, super weak alone tho. Maybe give it "Your base kick regression is increased by 2,5%". Also it has so many conditions to activate, just to save a couple of seconds. The timer either needs to go or needs to get increased.
Keen Ingenuity:
It's cute. Would and could be used like a detection perk somewhat. Idk if that's your intention but yeah.
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Holding M1 for 120+ seconds on a single gen would feel sooooo bad. I feel with a change like that, gen repairs should be somewhat reworked.
But good effort at trying to not incentivize tunneling.
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I just don't understand why you're nerfing already weak perks.
Or are just irrevelant like longer aura reading on Territorial Imperative.
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Wouldn't this promote slugging instead?
Also it would feel really bad as killer if after getting an earned kill survivors were even closer to escape.
Yet at the same time, getting 3-gen'd by RNG would also feel bad.
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Oh, it still keeps it's exhaustion? Imma be real, I thought they removed exhaustion from it.
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@Seraphor said:
Poses a good question about the use of Haunted grounds though. Does this perk deserve a rework, now that Hex totems general efficacy has changed in the climate of Boons?
Perhaps, instead of Haunted Grounds lighting two totems, it should instead light one totem, but proc Exposed when any Hex totem is cleansed/blessed.
This would make Haunted Grounds a decent Hex defending perk. If you say have Haunted + Devour, survivors first Hex cleansed would be guaranteed to cause Exposed. If they cleansed Devour first, you'd still have one remaining Haunted totem, even if the survivors knew or suspected it to be Haunted, it would either punish or deny them a totem.
Maybe it prevents booning at all until it's alive too? So no boons and exposed when cleansing.
Perhaps it also cleanses far longer than an usual hex? (although that might be an indication of "yes, I'm Haunted Grounds/[New Perk Name]")
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@SkeletalElite said:
No
I wish they'd change both of those back even if they reduced the %
Like 17.5% for pop
8% for eruption
The only change they needed to do was a revert.
Instead they like to kill perks.
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@Chiky said:
I hate playing survivor because the game is too easy and way too simple.
Some killer's powers are extremely easy to overcome/ignore, so playing agains those killers is just boring.
Generators getting repaired in 30 seconds with 1 or 2 skill checks is too easy and not fun.
With perks like the healing boon you get a guaranteed win unless the killer focuses on shutting it off, which is just more time for us to do gens while the boon can be easily turned on...
Hex Perks are absurdly easy to find and destroy. Sure, they give a notification to the killer, but what for if they now have 1 perk less?
Flashlights blinding the killer in 1 second while lasting for an eternity is way too easy...
The only way to lose as survivor is if your teammates keep repairing the gens instead of unhooking you, or (and most likely) the killer camps and tunnels you because that way they get an easy kill...
I want a challenge. I want to be scared while playing. I want to do more stuff, not just like 8 skill checks and running around and then winning... It's so boring...
I have several ideas that could be fun to test, but I know survivor mains just want an easy game and they are always the first to complain... :/
I have several ideas that could be fun to test, but I know survivor mains just want an easy game and they are always the first to complain... :/Go for it, I would like to read them :D
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@Mooks said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3348801#Comment_3348801
me personally?
yea absolutely. Until Dawn with Sam as survivor especially.
not the biggest fan of the Quarry. And my fav character (Eliza) doesn’t have a chance into DbD anyways, but I would still like a Quarry chapter!
Sam and/or Mike probs for a double survivor chapter, with rest as legendary cosmetics. It's always a possibility.
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@philward1953 said:
I'm not trying to spam, but this is a slight repost of some of my suggestions over in the General Discussion area.
I wanna pose some ideas for the knight. I'm not saying these should all be used, at least not at the same time, but maybe, MAYBE these will help with his unfun-ness to go against, and his anti-looping power. For more info and context, see my other post.
- 1.) The Knight cannot place guards around hooks in 10 meter radius (the Patrol path will not enter a 10 meter radius around a hook). My reasoning for this nerf is that while guards can be disabled if a survivor unhooks, I find that they can be placed so close to a point where a hit is sometimes inevitable.
- 2.) Guards can only be used to break gens or pallets. I'm not super optimistic about this one, but maybe it'll totally change the knight from being an Anti-loop killer to one that is more chase-oriented. Tension could be made as a survivor would have to quickly flee an area if the Knight renders a pallet unusable. Chases would only be sped up, and not capped off (unless more regular means of ending chase are present like zoning, entering/creating a dead zone, etc.)
- 3.) Survivors can always see where the Knight's path orb is. Idk why the Devs changed this, as now the Knight can almost always sneak up on a Survivor doing a gen in the form of a Guard. Maybe this was meant to be a kind of jumpscare/surprise mechanic. If it was, I don't think it's worth it. In concept it's cool, but unlike a killer whose jumpscares actually work well (Sadako), its kinda weird or annoying in execution at best.
- 4.) The Knight has the option to place down guards for an unlimited amount of time around the map, but cannot use them in a chase or create a path with them unless they are either stunned and returned to him, or the 30-second usage timer runs out. Basically, and I know this is ironic, the Guard could be used like Twins, but only for a limited amount of time (so better...maybe...idk...). Essentially, unlike Victor, they could disappear mid-chase, and the player would revert back to the knight's original position. The main Knight would just stand or take a knee while the player controls a guard. Honestly, I feel like if the Devs combined this idea with idea 2, the Knight would be way less anti-loop, and would have to employ more strategy in regards to gaining the looping-oriented side of his power. I we go back to my situation, I could drop a pallet, the Knight could use a guard to break the pallet, I could take the window, and chase could continue, OR if the knight placed a guard somewhere they could take control of the guard, and chase could begin in another fashion. Maybe the Knight could funnel me back to the room where I dropped a pallet and down me there. Does the power still have great zoning potential? I believe so. Does it leave a survivor with some options before all are 100% exhausted? I believe so.
Personally, I think options 2 and 4 are the best, and would work well together.
If we go 2) and 4) route he just becomes a M1 killer. Even more than now. And without the ability to do anything about loops (unless you could instant-command a break action lol)
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Like the ones having to do with range from hook (Exp: Make your Choice and Devour Hope)Don't (atleast the two you mentionted) light up when out of range?
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@Chordyceps said:
Overcome is fine, it's probably the most consistently activatable exhaustion perk in the game. Unless youre facing a plague or someone with exposed, you're guaranteed to get value of it. The same can't be said for lithe, balanced, dead hard, smash hit, and certainly not head on. The only exhaustion perk that's more consistent is Sprint Burst, but if you want to make sure you're using it when you actually need it, you have to walk everywhere.
People are really sleeping on Lithe. It's the 2nd consistent perk to get value because you'll always find a window somewhere (or a pallet).
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@Rookie1978 said:
hold on, are you guys really calling WoO overpowered, the best perk in the game, etc? I've always completely considered it a beginner-designed perk, eventually, you should play the maps enough to understand where things spawn and get a sense of the area as soon as you figure out what map your loading into. there's no way thinking WoO is one of the best perks in the game is the common thought here, just play the game, use gamesense, or even look around the map and make a mental one before you plug yourself onto a generator for engaging gameplay sit-down quiet time.
that being said, I don't agree with OP's suggestion. the perk is good as it is for people who are starting out and need their chases to be a bit handholdy. i wouldn't mind it being buffed, but being buffed just to be better against some killers in specific situations doesn't seem like the right way to balance the game.
Eh, WoO is really good rn because other perks are just... not.
+It's really really good in soloq because you know which pallets were used.
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@kDarko said:
Also, saving a survivor with a flashbang/firecracker while killer is grabbing them from the ground is a 100% chance of success since the buffed blinding mechanic.
Killer gets stuck during the animation of grabbing and, since now blinding requires no timing, they can drop a bomb below you and you can't do anything to avoid the explosion. Doesn't even matter if you look at a wall. That's truly uncounterable and unfair.
Didn't they gave a 0,4 second better window?
Unless they're bugged, because that's a possibility, then you still need to time it atleast a little bit.
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The "Balanced Landing" perk has the property of not slowing down after falling, so why should "Overcome" be garbage that does nothing.Because one has a very specific condition that (mostly) works on one place in all maps and the other requires you being hit.
But sure yeah, the perk is bad, it should work when you have endurance also.
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@EntitySpawn said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3336292#Comment_3336292
My profile is private to where they cant see my games, friends, recordings etc. so that's not an issue but they can still message etc. Which is where the issue lies as I play multiple multiplayer games so having communication on is a good thing for those other games just DBD seems to just be toxic harassment
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3336327#Comment_3336327
Had that since it came out, people can still hover over the characters name and click and it will bring up your profile. So even with that mode on where they cant see my tag and they just see "Ada wong" for example doesnt actually stop them gaining access to my profile and sending horrible messages, harassing and false reporting because they lost or something
That's really weird, because on PC it does prevent going onto their profile.
Should be fixed then.
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@Dustin said:
As much as I want to say yes - She's much taller than any of the notable enemies in the franchise.
Here's a random image
https://us.v-cdn.net/6030815/uploads/B1ML0YGTLNTH/image.png
How do you get her to fit through doors / windows? What would her power even be? Even in RE8 (Village) in the playable gamemode she's more of a brawler character. Also I would say I already know the image isn't fully accurate - But in regards to comparison it's pretty accurate demonstrating how bigger she is compared to Nemesis who is already quite big in DBD.
What would her power even be?Take the abilities from the gamemode perhaps?
She can send locusts, make one of her daughters appear or throw a vanity cabinet. (although the first two would be literally Artist and Knight copies)
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@HardhatKrugerer said:
There was a perks like that. They gave bloodpoints for each side of the barricade. Yet they removed that bloodpoint bonus so now people are not using it anymore. BBQ forced killers to chase and patrolling because more chases, more patrolling was more chases and more hits and every hook multiplied your bloodpoints so you didn´t have a feeling of being robbed by survivors when they finished gen in silly amount of time. Same with perk for survivors. It was changed and now noone is taking it. I was taking it most of the time, because it forced me to play differently. Unhooking, totems, protection hits and more. VARIETY of possible ways how to play and it was rewarded. I rememeber how many times I played with BBQ or We´re gonna live forever. People were forced to play by fun way for both sides. They removed it and made the game boring again. M+ at gen till the end. Boring as hell.
WGLF promoted rushing the hook and farming the person. It was the most "efficient" way to get stacks.
People were forced to play by fun way for both sides.No, they weren't. As killer you didn't have to change your playstyle at all. As survivor you needed to rescue more and fight with other survivors for stacks or alternatively throw the game with protection hits.
Also, There is a protection hit oriented perk atm. It's called Mettle of Man. It isn't good but hey, it's there.
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@sanees said:
it's funny how people cry about what a 3 gen is OP and the fact that it can not be defeated while the potential energy even with a simple rush destroys 3 gen, 3 gen strategy means that the killer does not move away from 3 generators, accumulate energy in another place run up and the whole team in a second you will get 80%
after that, run away, let's say the killer has cob and over, you need to spend 40 seconds to return to the safe generator to charge the energy and just destroy this generator with a crowd (in these 40 seconds, the generator regresses by 30%, that is, the generator will have 50% if 1 person is tank in your rush, or distract the killer for a couple of seconds, or you just get the timing right, then you completely fix the generator
and now it was the most direct tactic, if you are a little smarter you can do more,
so yes, potential energy is good for what it was created for, destroy 3 gen tactics
So everyone is playing SWF and every player in SWF must run Potential Energy for it to be good....
You don't see how this perk, while cool in practice, is weak?
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D-did you post the same post again? It barely was a day.
remove the hatch again. This prevents survivors from being slugged on the ground for four minutes if a killer actually wants a 4KWhy wouldn't they slug? Also "again"?
remove end game collapse again this benefits survivors and killers survivors have time to rescue killers have more times to killEGC exists to make games end. EGC still kills survivors so I don't get "killer have more time to kill"
nerf gen speed if you’re chasing one decent survivor and the other three survivors are on gens depending on what they have they can pop 3 gens before you get a single hook this will make killers not feel the need to bring all gen defense if they want to win which will allow for different perk buildsJust because you're nerfing gen speed, which technically happened already mind you, doesn't mean killer won't run gen regression perks (unless they get nerfed in the process).
have the game play around hooks not kills there needs to be an incentive to not getting hooked it’s more like a slap on the wrist than anything killers get no benefit from a hook they get benefit from a killAgreed.
the game was more fun pre perk nerfs back when everything was broken and stupid when noed wasn’t see through corrupt didn’t end after one down you could play normally with and still have decisive strike and dead hard gave you distance not enduranceDisagreed.
give an incentive for killers to not slug face camp or tunnel instead of nerfing those play styles sometimes you gotta do it if you want a kill dudeAgreed.
let us see the other peoples ranks again so we can tell when your matchmaking is bad instead of hiding itWhy not.
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@FMG15 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3334414#Comment_3334414
That typically means that they are doing it wrong. You get stacks for protection hits and safe unhooks so it's in their best interest to ensure your safety.
- Farm someone off hook.
- Get hit in the process so Protection hit stack,
- Rescued person now has 10 second BT that basically guarantees a safe unhook unless they run into a wall. (from my past experience the killer would just follow the rescued person),
- Profit of two stacks.
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@DBDVulture said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3332166#Comment_3332166
WoO is taking the place of Iron Will pre-patch. For one Perk slot it allows you to be very strong in chase and still be able to use an exhaustion perk.
If we added a "pallet exhaustion" system where you only get 2 pallets that you can throw instantly before being hooked then WoO would see almost no use. Am I suggesting we add pallet exhaustion? No.
Either way you look at it - Windows allows a survivor to be able to spam pallets in an unhealthy way.
WoO doesn't make you amazing at looping you still need to know what you're doing.
You can drop every pallet in the game, but if you don't finish gens by that point, then you're most likely gonna lose anyways.
I could agree with nerfing it's range. But giving it any sort of cooldown will just make it a bad perk again.
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@DBDVulture said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3331200#Comment_3331200
If you always lose at survivor and always win at killer it possibly means :
- You are likely at low MMR
- You are extremely skilled at killer
- You don't understand how to loop efficiently/pressure the right gens OR you are playing with people who don't know how to loop/pressure gens
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3331345#Comment_3331345
ZT doesn't have the same effect for a killer. You don't need to find a pallet to get a hit but survivors need to find them to avoid a hit.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3331289#Comment_3331289
Do you think it's good for the game that a survivor can run from pallet to pallet to pallet and throw pallets to the point where the killer has to break 6-8 pallets?
That seems unreasonable to me.
They can do that without a perk. This perk just helps them do that.
We should figure out why WoO is now so popular when it wasn't even after it's buff. Did 6.1.0 changes really shake up the chase meta that much to warrant WoO? Or do people just not have anything else to run? Did they figure out that planning your escape ahead of time was so good?
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It's really interesting how something can receive small changes that were mostly just QOL at the time and still not be used that often. Yet when other perks got nerfed now it's a good perk.
I might be biased, but no, WoO shouldn't get nerfed. Unless a range nerf. Reverting it to a cooldown or giving it a deactivation condition would just make the perk feel awful again.
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@Blinckx said:
Some ideas
Corrupt intervention or Deadlock as basekit for Killers
Rework BNP
Only ONE repair speed at time work on gen so PT or BNP or Hyperfocus but not all togheter
For every hook the killer make, survivors receive a 2% repair slowdown penality ( and this is also a "buff" for survivor because incourage killer to don't tunnel )
For every hook the killer make, survivors receive a 2% repair slowdown penality ( and this is also a "buff" for survivor because incourage killer to don't tunnel )That should be unique then, if you really want to discourage tunneling.
(rest are good imo)
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@not_requested49 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3326729#Comment_3326729
That second makes a lot of difference tho
It'd be nice if something like flip flop gave the skillcheck bonus back to it
That shouldn't have been introduced when the beta first got released anyways.
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@DBDVulture said:
https://forums.bhvr.com/dead-by-daylight/discussion/362171/boil-over-needs-another-nerf
The release version of Iron Grasp made it 60% longer for someone to wiggle free. The current version is 12% because survivors hated it so much.
Boil Over should be no stronger than Iron Grasp. It should increase wiggle movements by 12%.
If boil over affected the time that you will wiggle free then yes.
However it just affects the swaying. (and aura reading).
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@jacobrenegarcia said:
The new wiggles completely nerfed any chance of a wiggle off build is done .you shortened the only map that gives a survivor a chance and I’m about to uninstall if bubba isn’t nerfed or removed this is ridiculous I’ve put time and money into a game that doesn’t care to actually fix its problem
... They "nerfed" great skillchecks. It saved you a second if you hit all of them.
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@TeabaggingGhostface said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323931#Comment_3323931
It used to work like that, now it pops both on the gen
Oh. That sounds like a bug (go figure, bugs in a game) then.
If you don't mind me asking, if you know of course, do you know for long it's been bugged like that?
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You sure?
If I recall correctly (unless something broke) you could use both, because Blast Mine has a 3 second wind-up.
So, if you don't press the button in the 3 seconds then the input changes to Blast Mine. Otherwise it's Repressed Alliance.
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It's 30 seconds.
I understand with Nurse (but that's getting changed already) but it literally screams "Don't body-block me! Oh and maybe wait a bit with an unhook which you probably should do"
When paired with perks like No Way Out, Remember Me, Blood Warden, Crowd Control, Bamboozle, and/or Blood Favor. It makes it easy to hold survivors hostage with no way to escapeThose are endgame and chase perks, how do these exactly help starstruck? (one of which activates on being hit lol)
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Because it says so on the perk.
Maybe what @sizzlingmario4 is correct, maybe because it would waste the other effect. I don't know, but I feel like the current distortion doesn't need this change.
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@kingcarl2012 said:
https://forums.bhvr.com/dead-by-daylight/discussion/361729/taking-one-for-the-team-should-be-changed
There are plenty of situations (camping and tunneling) when an unsafe unhook is the only option, and even with basekit BT its often not a terrible idea to still take a protection hit and try to take aggro for the person you unhook.
Its unlikely to get changed because even if they do try to change it, the change wont be allowed on Playstation so it would have different requirements accross the different platforms, and the requirements arent that bad to begin with.
This basically.
If you don't focus on doing this achievement it should pop eventually. It is an annoying challenge from the past but what can you do.
