MrDardon
MrDardon
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- MrDardon
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Well, it looks like a lose lose no matter the scenario. Hit them normally, they heal 25 % slower, hit them with Forced Penance, they cannot heal at all.
Either that or the person didn't think to much while selecting their Perks.
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@Gardhome said:
Whats wrong with Cenobite and Trickster? If you hate Trickster zoning potential, then Deathslinger far worse to face. And Cenobite without some addons also not opressive.
I personally don't like them. Trickster can just throw multiple knives at you and it's not really interactive. Against Deathslinger, if you dodge then you're good because now he has to reload. You get rewarded for playing well against him.
Cenobite is just miserable in solo, and solo is what I play most of the time.
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Some times you have to brute force a pallet break, no point in mindgaming certain tiles. If the loop is long on both sides or has a window as well, it's best to just force a pallet drop and break it.
Doesn't mean that you can't try it, but a good Survivor will be uncatchable on strong tiles if the pallet is down and not broken.
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Well, here are my opinions:
Skull Merchant:
- Whatever. She'll remain a problem until she is reworked.
Machine Learning:
- Unneeded Nerf, but the Perk is still good. What makes the Perk way better is that it only requires one kick to activate. 45 seconds is still a decent amount.
Predator:
- Unneeded Nerf, but the Perk is still good. It probably got nerfed because of Nurse.. as always.
Zanshin Tactics:
- Unneeded Nerf, but the Perk is still good. Nothing else to say.
Distortion:
- Good buff, it still requires interaction with the Killer but is not as restrictive anymore.
Inner Focus:
- Not a nerf, but a decent change to make the Perk more consistent. And we all know why this got changed.
We're gonna live forever:
- Was busted as hell, deserved the Nerf. Still better than what it used to be because the Endurance will now always trigger. Probably also nerfed because of that one video.
Yeah, that's it.
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@ReverseVelocity said:
That sounds less Bardic Inspiration, more Wild Magic Surge to be honest.
And honestly, Bardic as it stands is actually a pretty good perk I think, it just hasn't worked properly for MONTHS and it's actually terrible how long it's been left in various states of malfunction. BHVR really dropped the ball here.
If you want to make the perk better, reduce the Cooldown (but not the effect timer) to 60 seconds. This will allow you to refresh the buff while it's still active, and make cancelling performances that roll a 1-10 (where it's generally impossible to get the time spent back) less punishing.
Maybe it's just my personal preference. I just find gen Perks to be extremely boring, and each time they release one, I'm just thinking if they couldn't have come up with something more unique and interesting.
Gen slowdown and Gen speed Perks are just sad.. most aren't even op, they're just uncreative and boring.
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@Caiman said:
Survivors drop items upon being downed, instead of by being M1'd. It makes more sense and is less of a complete item shutdown but still functions as an anti-item perk.
Does it still lose charges though?
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@Jacknalls_Paw said:
I'm looking forward to the activity HUD improvements and of course Freddy finally.
I hope it's not just slight number tweaks on Freddy. But January almost looks like a Nightmare on Elm Street update in general, planned changes for Freddy, 2 of his Perks and 2 of Quentin's Perks
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@Langweilig said:
It does already, but only in the terror radius. That’s how I would change it.
Septic touch
- Whenever a survivor perform the healing action (was within your terror radius), that survivor suffers from blindness and Exhausted.
- Those effects linger for 20-30s (was 10s) after a healing action is interrupted by any means.
So it does not trigger if I heal the Survivor to injured or full?
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Yeah, just keep it's current effect and make it map wide instead of when inside the Terror Radius.
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I'd change it to work only on basic attacks and increase the Exhaustion effect to compensate. That way it'd be stronger on M1 Killers and weaker or useless on strong anti loop Killers, but those don't need the effect anyways.
The exception would be Spirit, but you'd have to change her functionality.. because any hit on her is a basic attack.
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3824945#Comment_3824945
Nope only 2 can heal at the same time
Oh you mean with Bite the Bullet, I thought you were referring to the healing action in general. Got confused.
So basically if one has the Perk, and 2 others heal the person.. everyone is silent?
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@Langweilig said:
I had the same idea a while ago. I don’t think it needs the tokens. I would add, that you can heal with 3 people. This way the perk would be more appealing.
Bite the bullet
- When somebody is getting healed or heals another Survivor within 8 meters of your location (did only work when you healed someone for both of you or when you healed yourself), you and they benefit from the following effects: Suppresses all noises and auras (new) related to Healing and Grunts of Pain.
- Failed Healing Skill Checks do not trigger a loud noise notification. Reduces the Penalty to 3/2/1 %of the total Progression.
- Allows 3 survivors to heal at the same time (new)
But 3 Survivors can already heal at the same time, no?
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@Feneroe said:
That's a huge nerf to an easily countered perk.
It's a sidegrade, nerfing it's strongest aspect while buffing it's weakest aspect while also simplifying the Perk.
Also, current Pentimento just assures 30 % gen slowdown everytime a Hex is cleansed, making it a huge lose lose.
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It's a sacrifice indeed, but a needed one.
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More Rekindled Totems do not exist at the moment, but they could theoratically work like Boons.
And yeah, it can be activated up to 5 times.
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@SoGo said:
This is a nerf.
That's the point. It is to strong against gens, and useless against everything else the Perk does.
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An idea.
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Currently doing a list and going through all Perks and that's literally what I also wrote for Exultation xD
I mean, this change is a no brainer and pretty obvious.
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Yeah, I'm pretty sure any duration related effect works this way. If there is a higher value, the higher value takes priority instead of stacking on top of each other.
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What's SAM?
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@GlamourousLeviathan said:
No, I also thought it would activate everytime survivors complete a gen, but it is just the first. So once it is cleansed it is gone. When I discovered this I thought "oh, this perk is actually thrash".
Well, thanks for clarifying. I'm currently working on a list of Perk buffs/nerfs/changes/reworks.. that's why I have so many Perk questions haha
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@CountOfTheFog said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3824338#Comment_3824338
I didn't know Lucky Star had a change, I'll load up the game and read its description.
It's now one of the best if not THE best solo Survivor info Perks that exist at the moment. Gives Iron Will and old Lucky Break, as well as mapwide Bond + 1 gen's Aura for 30 seconds.. it's amazing.
Also, it works excellent on locker builds.
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Windows. Since the Killer will now be able to see you more often, making you vulnerable for chases, Windows shows you resources around you, which works as a compensation.
Also, may I suggest you to test out the new Lucky Star instead of Kindred? It may seem even stronger than Kindred in it's current state and is really good for solo.
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Thanks for clarifying!
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@ReverseVelocity said:
It does! If your scratch marks are hidden then they will be invisible to you while using Fixated.
It also works for the sporadic spawning of Lightweight.
Nice, thanks. Good to know.
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I remember shortly after Myers came out (he was terrifying back then) I was casually eating peanuts while doing a gen and all of a sudden he came around a corner and almost made me choke on one…
It was funny afterwards because I was in a swf and they were laughing their asses off while I was dying, but since then I'm not touching any food anymore while in a match.. only drinks.
Edit: But as of now, I don't think any Killer terrifies me anymore.. perhaps an Unknown with a bunch of undetectable Perks but that's pretty much it.
Scratched Mirror Myers's are predictable as hell so I don't get scared by one anymore.
Edit 2.0: Actually, pretty recently I've gotten jumpscared by a Nemesis zombie spawning at the start of a match. You never really hear that sound as it sounds way different than the usual zombie sounds and for some reason, it's volume is also increased by like 500 %, adding to that.
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Also, I play a lot of Dracula.. the ultimate test once I see the last Survivor on a gate is after I switch to wolf.. if they pet me, they get the woof's and can leave, othwerwise I become and ungood boy.
One even wanted to grab my tail all the time... didn't allow it.
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I sometimes play barkeeper so I'll either send myself to Glenvale or Ormond and stay at the bar until customers arrive.
Had a good time as Wraith once on both maps.. but I remember that Nancy stealing all my money once I wasn't looking.
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So what would happen if I stopped a longe range teleport and happen to be in a wall, will I be stuck in it?
Or when inside an elevation? Will I just spawn mid air and drop down? Seems like hell to code or even fix after it caused a million bugs.
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@Roaroftime said:
Ok deal if something is done about killers taking the game hostage slugging all 4 survs till they bleed out also
One takes a maximum of 4 minutes, the other can be dragged out indefinitely until the Server shuts down... so, not the same.
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Brute Force Spirit.
Add-ons: Kensugi Teacup + Uchiwa
Perks:
- Brutal Strength
- Enduring
- Spirit Fury
- Fire up
Basically, you don't give a damn about pallets and run through all of them. Getting stunned or breaking them allows you to instantly phase again.
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@DNet89 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3822043#Comment_3822043
Killer instinct right now is only associated with a Killers power and it thinks it should remain that way.
Then change it to Auras...
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At the very most.. I would add a 60 second cooldown on each gen for the Aura read.
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My idea would be:
Pools of blood are more discernible and remain visible for an extra 5 seconds.
When standing on a pool of blood, gain Killer Instinct for 3 seconds on the associated Survivor.
The Killer Instinct effect can trigger once every 40/35/30 seconds.
The first part is basically the same as it is now, just same across all Perk Tiers.
Second part will allow for more precise tracking when standing on pools of blood but with a cooldown, otherwise you would have permanent info of the Survivors whereabouts.
This will still be countered completely by Perks such as No Mither or Lucky Break for example.
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The Perk is poorly designed but not even that good of a Perk.. it should just be reworked into something else which is strong and healthy.
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@Hex_Ignored said:
They could have simply moved that gen somewhere else instead of trying to change the house around it.
Maps:
- We've noticed that the single generator in the 2-story building causes alot of issues, so we have decided to move the house somewhere else. The generator will now float in the air, making it more risky to repair.
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@Autharia said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3821993#Comment_3821993
I've yet to have someone that Slugged for 4k and Mori close hatch.
If I don't slug and kill the 3rd, the 4th can get hatch. Don't act dumb.
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@SoGo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3821929#Comment_3821929
That doesn't help with the "slugging for the 4k" situation.
That's because of the hatch, not because of the Mori.
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I think the finisher Mori should work on the last man standing, similar to low profile.
If everyone is hooked, then the last Survivor on the floor can me moried.. that way the waiting out for the hooked person to die wouldn't be a thing.
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@Eelanos said:
I've been using this, only switching Quick & Quiet with Inner Strength, and while it's not 100% guaranteed you'll escape (Open maps are a nightmare for this build) it definitely messes with killers a lot.
I'm a bit worried, though. This feels like the kind of build a youtuber would make a video about, it would become popular and then the forums will be flooded with "Why this BUILD is the most TOXIC and UNBALANCED thing to EVER happen in the HISTORY of THIS GAME" and then the devs will just obliterate the build out of existence with some nonsense nerf like "Lucky break now reveals your aura to the killer for the entire duration" or "Lucky Star now makes you scream and exposed after leaving the locker".
I don't believe this build in particular will be attacked. It exists for quite a while now, just with different Perks such as Inner Strength or Iron Will. Lucky Star just enhanced this build since Iron Will doesn't work with Overcome.
I personally prefer Overcome and QnQ because it gives you that bit more of distance, and allowing your to rush into a locker quickly.
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@100PercentBPMain said:
A cue would be cool, at least. Machine Learning has a tell at the very least so you know you are mega boned.
I could live with Hope if I could spot it immediately and just give that chase up
Survivors run with high knees during endgame.
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The most frustrating thing is playing solo Survivor and getting the usual teammates, then switching to Killer and get stomped by a 4 man swf or at the very least 4 good Survivors. This scenario happens way to often and it demotivates me to play this game more and more.
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I use it quite frequently together with Fogwise and Alert. Object lights up for 3 seconds, then goes dark.. and you still see the Killer for 2 seconds after the Perk went dark. So yeah, it works.
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@OnryosTapeRentals said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3816566#Comment_3816566
Unfortunately I think this is true.
Honestly, I'm kind of tired of Nurse bottlenecking perk balance. I wish they'd address her. Maybe just give her the Blindness status effect or something.
That's actually a decent ides. Give her Aura blindness while charging and actively blinking.
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Leon didn't get his updated RE4 look so I doubt they'll give it to a legendary skin.
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It's been a while since then, but calling him obviously overpowered while Nurse was even stronger during that time is just completely non sensual.
Sometimes you can't even question certain balance decisions unless you want a headache.
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@Alionis said:
12 meters, the wiki added that info today.
Thanks. So the Add-on makes it 24 metres.
The Add-on is quite underrated. It helps you track Survivors quite a lot.
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Great, now we can have Nurse and Blight in one single game. That's gonna be fun.
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Nurse isn't op, there are many things you can do against her. Dracula is weaker than her so he's nowhere near op.
He is a very fun Killer to play, has alot things to learn and feels rewarding when played well, as a Killer should be.
Playing against him, for me at least.. I find him fun as well except his ability to punish unhooks like he can do with Hellfire. The unhooked Survivor should have at least 1 second more on i-frames so he cannot be put in Deep Wound immediately and be downed on the spot again. That's like the only unfair thing about him really.
While at it, the same thing should be applied to Pyramid as well.
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I just wish they'll add random Items/Add-ons and Offerings as an option. Turning off the option will not use any Items/Add-ons or Offerings if you chose so and turning it on will randomize them all.
So for hoarders, they could still keep their stuff if they wanted.
Because at the moment you can still use the strongest Items and Add-ons with XY sided map offerings which kinda reduces the fun of that mode.
