Milo
Milo
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@bimegi said:
https://forum.deadbydaylight.com/en/discussion/comment/699527#Comment_699527
Survivors already have plenty of tools to aid in a chase and guarantee their escape. They don't need more and the walking speed works best as an addition to the perk's primary effect to aid survivors in stealth and promote a different playstyle.
Getting information and being able to coordinate that information with other players is one of the most powerful aspects of the game. This is why Survive with Friends is so much more powerful than solo survivors. We do not need to make solo survivor more like SWF.
Babysitter should not give the rescued survivor a "free escape", it should aid in the survivor's escape if you distract the killer to help them escape. Remember that the killer is a player too and tools that give players free escapes, free hits, free heals, etc. are extremely frustrating and not fun to go against. This is why the old Borrowed Time was so overpowered and is still a contentious topic in its current state. Perks should mix up the gameplay and allow for interesting and fun experiences, not compensate for lack of player skill.
Guarantee? Maybe not. Help yeah.
Why not? Making solos more like swf means we can buff killers more. "I see this as an absolute win!". (You think why they were thinking about adding Kindred as base)
Yeah it still does. Rescuer still has their aura revealed and with that change rescuee what have a chance to safely retreat.
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Meh, i would just remove the basic attack requirement
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@bimegi said:
Fixated - The Developers have stated that it was a deliberate decision to not apply the walking speed bonus to non-healthy survivors. I believe they intend this extra speed to be used to avoid being found by the killer, not to aid the survivor in chases while their exhaustion perk refreshes.
Better Together - Buffing the range would allow this perk to reach 2-3 other generators on most maps. The 32 meter range already notifies nearby survivors at double the range that they would normally be notified by hearing the generator be worked on, it's more than enough. Revealing the auras to all survivors working on the generator would make this perk way too powerful, essentially incentivizing one player per team to run it as the dedicated gen rusher.
Second Wind - Can only be triggered once by design. It's a free heal after being unhooked and all you have to do to activate it is heal someone else. Getting a free heal after every unhook is way too powerful. I noticed during the PTB that this perk required you to heal a survivor a complete health state, not the equivalent of one health state as the text indicates (if they had any progress towards being healed the perk would not activate, even if you healed someone else, unless you healed them for the full duration of a healing action). Either the text is misleading or the perk is not functioning properly.
Camaraderie - The first hook state is 2 minutes long. The only use this perk would have if applied to the first state is to encourage survivors to stay on gens longer and get away with last minute saves without triggering hook stage 2, leaving the survivor on the hook longer and adding an extra hook for the killer and just making the game more frustrating and less enjoyable for everyone. Pausing the struggle state is also a bad idea because it may end up taking the hooked survivor by surprise if the player with Camaraderie moves out of range and result in that player's death.
Babysitter - 8 seconds is plenty of time and sounds of pain can already be concealed by Iron Will. The killer's aura is revealed to the player using Babysitter so that they can distract them, silencing the other survivor's footsteps is an unnecessary buff.
Fixated - althought i could see how it would be good i still thinn even half of the effect should apply while injured
Better Together - how would giving aura to another player thats with you be "OP"? That would just be a buff to solos (which this perk does perfectly)
Second Wind - it can be powerfull, unless it doesnt work. Idk if its by design but having to fully heal, alone, without any speed bonuses a surv is a bad game design in my eyes. Also what if iy worked twice.
Camaraderie - this i can agree with. This can be very powerfull perk in situations its needed
Babysitter - why? This perk basically should give the rescued surv a "free escape" but you still can be tracked. I dont see an issue with completely silencing that survivor for that exact reason.
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"The perfect tier list doesnt exi-"
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Well if a hex breaks 10 seconds into a match (and especially when you were walking towards it) you bet they're gonna be angry at you
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@SaltySwag said:
https://forum.deadbydaylight.com/en/discussion/comment/698500#Comment_698500
Oh gee is like no one wants to play against four dillholes using voice chat to cheat, and share information to get an unfair advantage.
Imagine that.
Well, we don't want to play against no woosh ebony mori spirit, yet it happens.
^ also what person above me said!
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@PeenutsButt3r said:
https://forum.deadbydaylight.com/en/discussion/comment/698324#Comment_698324
I have all the right to make an assumption since 3 perks are all about gens. Like Ruin, Thana, Dying light, Corrupt Int, Pop... aren't enough to control generators.
Just because they do somethin based on generator state doesn't mean it's "anti-meta gen rushing perks"
Although i agree they are weak, they are not about stopping the generators, they don't do much to stop survivors from still doing them or weaken their progress except Surge. (i mean look Cruel Limits >.<)
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new anti-meta gen rushing DLC perksWhere did you get that assumption?
Also these perks are unique in their own way tho.
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actually need is for ds to instantly deactivate in lockers, and for Mettle to return to previous state, but with more hits required to activate, or have it's stacks given through all altruism acts (healing, safe unhooks, protection hits).Why does it need to deactive?
Also yeah no, we're not going back to previous state and we shouldn't just give ALL altruism acts (without alteast increasing the tokens required)
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- I think it has something to do with the fact Survivor side is a party system. Not sure
- Aaand no clue. Tbh they could've given them random other survivors animations that would be cool
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So basically if you get "caught" doing a gen you would always explode it?
(also pretty neat idea, it's diffrent than others :D)
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@Kabu said:
https://forum.deadbydaylight.com/en/discussion/comment/696178#Comment_696178
It would stop people working on a gen in a killers face thinking they can SPRINT BURTSO away.
Not many people use SPRINTO BURSTO anyways.
And yes, mindbreaker is useless in its current form some kind of buff would be great.
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I still think making casual and ranked modes a seperate thing would make the the ques long.
Although ranks rewards is still a yes in my book
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@WickedMilk03 said:
https://forum.deadbydaylight.com/en/discussion/comment/697602#Comment_697602
so it would stay on regardless of if you were in the terror radius?
His add-on status effects are timed.
In short: yeah they would.
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@WickedMilk03 said:
https://forum.deadbydaylight.com/en/discussion/comment/694051#Comment_694051
i knew it wasnt terror radius but i assumed if u go oblivious then all status effects would disappear? my fault.
i take back what i said but at the same time, doesnt freddy have status effect addons???
He does, he can inflict - Blindness and Hemora.... that thing.
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Atleast you werent oblivious for the whole match
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Maaaaaagic and power of positive thinking
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Just a reminder if you play demo with surge to not use your power to down
Also myers is probably the only killer that can use Furtive Chase because of that one addon that makes stalking obsession faster
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@TheUnendingNightmare said:
https://forum.deadbydaylight.com/en/discussion/comment/695410#Comment_695410
Those aren't exploiting game design flaws or oversight and aren't disruptive to perks/hexes as oppose to this.
Anyways not my point and I'm unsure why you're becoming defensive on the subject.
Take it as you will
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@TheUnendingNightmare said:
https://forum.deadbydaylight.com/en/discussion/comment/695394#Comment_695394
Oh then fake would be white instead of red.
Also, yes that's the definition of an "exploit". It's when you "exploit" a game design flaw or oversight.
Since idk if something prevent them from fixing it bc it is such a quick time event or bc it relies on the audio queue but I offer another solution instead.
Yeah okay.
It's not an exploit. The same way gen tapping is not an exploit. The same way the trick killers use on Coldwind farms is not an exploit.
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@Ihatelife said:
https://forum.deadbydaylight.com/en/discussion/comment/695338#Comment_695338
No, it's just the stupid requirment that you need to complete. You need ONLY alone heal a survivor from 0 to 100%. ALONE, no one can join etc. Good it will be changed
oh yeah, i should've made myself more clear - the requirement for it makes it weak.
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@TheUnendingNightmare said:
https://forum.deadbydaylight.com/en/discussion/comment/695371#Comment_695371
1- Yes that's the exploit I'm talking about.
2- The fake hex skillchecks wouldn't be much different but wether you would succeed it or not it would explode if you even tried to hit it. The idea would be to "succeed" you have to not hit the fake skillcheck that's why there's a color difference.
This WOULD make it harder bc not only do you still need to look around for the killer but you also have to look carefully at the skillchecks before pressing it and in reversed + 5% faster which is bound to feel unfamiliar.
- That's not an exploit tho.
- That just seems like a bad game design then. (reminder: hex skillchecks look like that) And you still want to retain the old part of Ruin.
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If there is a generator in the way you won't be able to do that.
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@TheUnendingNightmare said:
https://forum.deadbydaylight.com/en/discussion/comment/695356#Comment_695356
Lower rank probably not but higher rank tbh it is nearly useless. Either someone will find it or they'll all ignore it using the exploit to not trigger skillchecks or can hit great skillchecks reliably enough to completly negate the hex.
But like:
My aim here would be to prevent the very easy exploit to prevent skillchecksThe 1st part doesn't have a diffrence in higher ranks (unless you mean stopping working on gen when hitting ruin)
but make the perk much harder to deal with.Maybe annoying. But tell me, how would the "fake skillchecks" be diffrent from "hex skillchecks"?
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@Yung_Slug said:
Nonsense. If Dark Souls 3 has taught me anything, it's that Luck is the best stat in any game. In Dead by Daylight you can use it to:
- Think you get better items from chests.
- Try to kobe and go straight into the struggle state.
- Get rid of one of those pesky perk slots.
- Add an extra icon to the HUD of you and your team.
- Escape bear traps in 2 seconds instead of 3 seconds.
And that is why Up the Ante is S-tier and Vigo's Jar of Salty Lips is the best offering in the game.
Yung_Slug - The Ultimate Memer
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@Kilmeran said:
@PolarBear @TheHoodedOne I only have tier 2 Blood Warden on Freddy (I don't play him often) and at Tier 2 it is 40. So, Tier one is probably the 30 that the wiki mentions.
I just logged in and checked it.
It sure is. I still wonder why it has it like that ._.
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Im having Urban Evasion Deja vu (even toh i wasn't playing at that time)
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Tbh, after playing with this perk i feel its actually weak.
But it's just me.
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Tbh, making it apply from all hits would be a huge buff on its own.
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@avilmask said:
https://forum.deadbydaylight.com/en/discussion/comment/694384#Comment_694384
Responding to all those guys that think the choice is just that simple:
- killer goes away by 16 meters, somebody unhooks a person, but FOV is blocked by a wall. Killer comes here and sees two tracks, leading different directions. He chooses one, but 10 seconds later he realizes that it's an unhooked guy, so it's wasted time, and he just have to let him go, right?
- killer immediately sees two guys, but they both have identical skins. They run different directions. Killer chooses one, and this guy hides in a locker. So, is it unhooked guy or not?
- killer can't immediately see anybody, and after short search finds only unhooked person. He just should let him go because he hid in a locker right in front of him, right?
Only right play here in any case is get survivor out of the locker and let him use DS, because he may use it next time closer to the end of the game. It's a lose-lose, but removing DS is better than just letting survivor go AND keep DS.
That's where subject comes in, where a simple action turns situation into a triple lose one for a killer (let him go, eat DS, wait).
And i have counter arguements to those!
- Still technically tunnels (even if by accident). Does it suck to accidently tunnel, yeah. Also if the other guy isnt injured while coming to the hook, follow the tracks without blood (also 16m is enough to see the person that was unhookee)
- Again injured/uninjured thing but other than that i can agree no real indicator who is who.
- How short are we talking, was he already in a locker, was he near a locker.
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Okay i know boring answer but, no.
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That will happen after the hotfix but cool they're listening to some stuff ;)
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No
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You shouldnt lose them
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Post that in bugs section (or mod move jt there, please (
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My only concern is the cd reduction on each surv hit (cause even 2 would be too strong)
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Unless this perk worked for longer and had one more activation method - its just SB
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I think just hitting them gives you progress.
(althought MAYBE only hits that pull survivors from awake to dream)
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@NullSp3c said:
https://forum.deadbydaylight.com/en/discussion/comment/690120#Comment_690120
No. If Legion has the entire power bar you can make him lose 2 hits or 1 if he is far away from you , then he fatigues.
If below 50%, he misses and he loses the power. This is skill based and Legion needs to time it well and make sure he doesn't miss. Little power gauge, little time to hit someone.
Old Legion could spam and miss almost every time that you would go down, not with this one.
But i am right. This is going back to previous Legion BUT he has to be a little more patient, correct?
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Wait, so we are going back to previous version BUT he cannot just moonwalk to down you?
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He doesnt necessery need it but it would be nice
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/688424#Comment_688424
DS is pretty good at low ranks, and sometimes at higher ranks. You can use it to bait killers, or do game winning chases against them.
Save The Best For Last is very underrated for M1 killers because you would get hits that you normally wouldn't get as the killer.
Spirit Fury is decent by itself, but combined with Enduring you will be able to either waste the survivors' pallets faster or down survivors from dropping pallets on you.
Deliverance is not bad because you can unhook yourself when someone else doesn't want to go for the unhook. This is really powerful because this takes the killer's pressure away even when you're hooked.
We're Going to Live Forever is not as good as BBQ, but it's something to cut down the grind if you main survivor (you even see recommend leveling David King for that reason). I have the special edition of Dead by Daylight so I get him for free, but this is mainly considering PC players.
Hex: Ruin is pretty decent at high ranks because it slows the game down for killers who can't do map pressure as well as other killers. This is another luxury of having the special edition of Dead by Daylight because this is free for console players.
I could go on and on, but these perks are somewhat pay to win if you don't have the money to buy the characters.
All in all, I prefer the bonus 100% BP is baseline for everyone. :)
WGLF (along side David and Huntress) are free on all platforms pretty sure.
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We only need more ways to ge stacks, nothing more tbh
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@Kaiju said:
Calm Spirit makes the doctor powerless too (besides the 2.5 seconds of no interactions)
It also kills you faster! (While hooked)
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@Atrushan88 said:
https://forum.deadbydaylight.com/en/discussion/comment/687781#Comment_687781
It was more about the fact that we were all David I think that set the killer into "Nope!" mode, lol. But yeah, dodgers suck. I still don't understand though, so many people say "If everyone loads in together I know it's a SWF" but I load in together with people all the time, generally all four of us at the same time even, and yet I am solo.
Just out of curiosity, did any of you have items?
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I have every and tha hardest of all was David King because i despise No Mither.
Oh also Huntress and Nurse but i used Rank Reset to my advantage :p
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I feel like just because its a indoor maze (and i think it randomizes each room dont quote me on that) it's not necesery needed.
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@Mookywolf said:
I really hope its the case, but i doubt it. battle passes are usually to make devs money, not as a fair way to give players stuff. like i said, usually. maybe possibly this will be different.
Me still hoping they would make it like Fortnite (you buy it once and you CAN get enough currency to buy another one) but i doubt that will happen .-.
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@Frosty said:
https://forum.deadbydaylight.com/en/discussion/comment/686751#Comment_686751
What if the gates were open and you were hooked on the closest hook to the gate?
I quite often have this happen as a killer, catching someone on there way to the gate, or even with blood warden in the exit area quite often.
Even having a key isn't such a rarity to say that someone couldn't make a build around this senario.
Then by that time they should've been hooked before hand. Or other survivors would still be in the game.
