MrDardon
MrDardon
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- MrDardon
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You can click to skip it, but there is no way to entirely remove it.
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I played against a speed hacking Meg yesterday, reported her and got the report feedback in the same day of me playing against her.
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I feel more agile when playing female Survivors, even though there is no difference. They can also hide better.
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Weird, I use Masquerade Medkits all the time with those 2 Add-ons and I always get my 2 heals.
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Yesterday I played random Killer with a friend and got Twins and Knight and was reminded why I never play those Killers. They just don't function properly.
With Knight, I see the green fog to summon a guard but pressing M2 does nothing.
With Twins, the game randomly doesn't allow me to switch to Charlotte sometimes.
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3549354#Comment_3549354
The Finisher Mori PTB was never intended to go live immediately after its PTB. They said it was a test feature for a *potential* update that they wanted feedback on.
I find that was an utter failure of a PTB, all they need to do is give us Cypress Mori at base. But instead they gave us that overcomplicated mechanic which had so many flaws in it and I hope it'll never come live in any shape or form like it was during that PTB.
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It's still good. It shows where the Killer is going after a hook, and if they decide to camp, you'll see them. If it's a setup Killer, you'll see them set up around the hook. It's not like you'll be able to kobe after 3 seconds of being hooked.
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This got a nice chuckle out of me.
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Well I played Doctor vs 2 streamers yesterday and they ended up selling me drinks on the Dead Dawg bar counter. And we hunted down Meg together because she stole their suitcase (Med-Kit).
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You're right.
Make his chainsaw sprint 265 % (10.6 m/s)
Reduce his bump and cancel cooldown from 3 to 2.5 seconds.
And remove the overheat cuz it's unnecessary.
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You would basically have to nerf the hell out of him, which I don't want for such an iconic character.
But keeping his potential, he'd be way to powerful.
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MacMillan is my favourite realm, I'm down for more of it.
Besides it being my favourite realm, it's also generally liked by most players as it's quite balanced.
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All around a very pleasant to read Dev update. I'm looking forward to seeing it in game myself.
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I used it with Botany yesterday and my Renewal charged faster. You still heal the normal 16 charges, you just heal them faster.
With We'll make it, instead of healing 1 c/s, you heal 2 c/s. So 2 c/s for 16 charges would be 8 seconds. It should work, if it didn't it was quite possibly a bug.
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@Peanits said:
Others have mentioned it, but turrets are crucial to playing against The Xenomorph. They are not meant to be something you can overlook or choose not to use. The tail attack is a little stronger and can be used more frequently than some other powers because it's possible to disable it with a turret. If you approach a Xenomorph chase the same was as some other Killers and solely rely on pallets and windows, you're probably going to die pretty quickly.
About pallets and windows being tools for Survivors, while that is true, they have never been foolproof. Some of the earliest Killers (e.g. Huntress, Nurse, etc.) have powers that can hit over them. Even the very first Killer, The Trapper, could trap a pallet or window to turn that helpful tool into a death trap. Yes, they can help you, but only if you use them at the right time. They are not meant to provide absolute immunity just because you reached them. If you know the Killer has a power that can attack through them, you'll need to keep that in mind. In a situation like this, prethrowing the pallet might be the best option because it'll give you a chance to gain some distance or break line of sight before the Killer gets close enough.
"They're not meant to provide absolute immunity when you reach them."
Then why do we still have many extremely safe or outright unmindgamable pallets like shack pallet? Because those do provide absolute immunity unless you are up against someone who can straight up ignore or throw over them.
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Hopefully a Pyramid Head and Blight Add-on pass along with a Freddy rework and some major Perk changes. Probably not gonna be all in one update but at least something of that would be nice.
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DS is good.. if you don't go down in a deadzone. And you as a Survivor decide where a chase is going so making sure to go down near pallets makes DS a really good second chance/anti tunnel Perk.
The only buff I'd give to the Perk would to make it work on both hook states.
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Let's finish this
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I would love to smack Survivors with a slipper.
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@supersonic853 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3527521#Comment_3527521
Mhm. The main complaint ive heard is stealth killers since you could just look at the hook. But i mean...with how stealth is in the game now. I don't think its that big of a deal. Most stealth killers should have aggression to go with their stealth. (And those that dont should probably get more)
The thing is, they'll have to introduce new hooks for some Killers which haven't come with a map. Blight, Trickster, Twins, Cannibal for example.
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I'm so good with that Killer that I got his power achievement before I even played him.
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It used to be like that where every Killer had their own hooks and they'd spawn on every map depending which Killer is played. This was removed once Myers released. But I would actually love that feature back.
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That's why I usually run away with built in Endurance. When I play Killer and I see someone trying to bodyblock with their Endurance, I'll tunnel them as they're asking for it.
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Still regularely playing since Sep 2016.
I think it was 2019 where I had a 1 month break but that's the longest break I've had. But tbf, I was already addicted during that time. Now I play for enjoyment pretty much a few hours a day or every 2nd or 3rd day when I work. It used to be entire days every day and as soon as I had freetime.
So I've found the healthy middle ground now.
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I'd make it where for every Bloodlust Tier the Killer gains, you gain 0.2 m/s Haste up to a max of 0.6 m/s.
Remove the Endurance, remove the Exhaustion part and make it work on injured and healthy.
Direct counter to Bloodlust.
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Not really that but I feel like I get way more phantom hits with him than with other Killers. You know.. when it does a quick attack even though you were holding M1 for a lunge attack.
But not related, I feel like Wesker has gotten a longer lunge than normal.
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@Xendritch said:
And then you use it with unbreakable and it's a free heal with no med-kit required.
Indeed, as it only takes 23.7 seconds to recover that way.
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You can also jump in a locker while holding a tape, that way you won't gain 2 stacks and the tape will be destroyed on hook.
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Ghostface in everyway possible. He can attack out of stealth instantly with no warning or charge time required, he moves at 3.8 m/s (95 %), with the Add-on it increases by 10 % of it's base value so you go to 104.5 %. Add Matchbook into it and you have a 14 second cooldown on your power which is basically nothing.
Pig moves at 3.6 m/s (90 %) while crouched, her Add-on increases by 6 % from its base value so you go to 95.4 % which is still slower than a running Survivor. Her crouch/uncrouch is way to slow, her dash charge has a massive warning and is also way to slow. Her only upside is that she has built in slowdown, but regarding Ambush.. Ghostface is far superior.
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Weird, haven't had it happen to me. It shows the Exposed when someone is hit, just like always.
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It's a crutch Perk for bad Survivors (DH all over again) and I came up with a nice idea at how to change MFT.
1st: Remove the Endurance part of the Perk as it makes no sense.
2nd: Make it work even while exhausted.
New effect: Every time the Killer gains 0.2 m/s Haste from Bloodlust, you now gain 0.2 m/s Haste as well for the reminder of the chase.
The Perk is now a direct Bloodlust counter and not a crutch Perk anymore.
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Deja Vu. It helps alot by letting you see potential 3-gens early. Eliminate those and the 6 % repair bonus is just sweet. I combine it with Hyperfocus, Stake Out and Fast Track for a "do gens fast by yourself" build.
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It baffles me that his Add-ons still remain in their current state.
But don't worry, they'll buff Adrenaline Vial to have more recovery speed as well as milden the rush turn rate downside. And who knows, maybe CP 33 will have a reduced stun time as well.
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@Chilli_man2400 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471313#Comment_3471313
At least spirits mother daughter ring was nerfed don’t worry blights judgment day will come
At least something, though I don't get what difference the Cherry Blossom "nerf" will make. It's more of a buff in my eyes because that means when it triggers you will be closer to the Survivor, securing a hit way easier.
But they fixed the recovery oversight on the duration Add-ons and nerfed her most broken Add-on, that's at least something.
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And Blights Add-ons still remain in their current state.
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I play a lot of Survivor during this event and never got hit even once with it.
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I love it when a Killer ignores gens when I placed a Blast Mine on it, but a few seconds after Blast Mine deactivates, they go to the gen and kick it.
I hat... love it.
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Why?
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Just played a game of Spirit after a long time and jeez, I usually don't get motion sick but that PoV made me really uncomfortable. I didn't play worse than usual but it just felt like #########.
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Literally almost no Aura Perk has a tell. BBQ doesn't tell you that you're revealed, neither does Darkness Revealed, Bitter Murmur, Awakaned Awareness, Lethal Pursuer and Add-on's like Glowing Concoction, Compound 21 or All Seeing - Blood.
Nowhere to Hide isn't the only Perk which doesn't give you a tell.
So does every Aura Perk now need a nerf?
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Wesker easily.
"Your catjam hinges upon this chase."
"Seven minutes. Seven minutes is all I can spare to entertain you."
"No more chase, I've got music to do. Have fun watching Jill dance."
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Being chased by Wesker and Nemesis as Chris..
That's gonna end... well.
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I use Self Care with Botany for 30 second heals (or 37 sec. in case of Sloppy). Definitely more usable than Self Care alone. But I'm afraid if we buffed Self Care that we'd need to nerf Botany, otherwise it'd be to fast for unlimited item-less heals.
That's why CoH was a problem.
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Actually, if you use Self Care without BK, you're throwing because a heal takes 45 seconds that way.
Botany reduces that time to 30 seconds, which is way more accepable. Sloppy increases that time to ~37 seconds.
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@supersonic853 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3404287#Comment_3404287
Yeah idk which would be better air filter or yellow Engraving lowering chainsaw heat gained. (So in this case double engravings vs air filter doom engraving) but with the 2 you mentioned air filter and punctured muffler i feel you get pretty close to old base billy since no engravings to slow down your saw. And overheat has a bigger limit and quicker cool. So its probably my favorite fn.
They're both also pretty cheap so you could run those every match. I am not one to rely on Add-ons, I use them but only if I know that a base power is strong enough.
As for Billy, I don't think his base stats are good enough, but that might be from a curving perspective. For zoning, his Chainsaw became siginificantly better to use.
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@Eelanos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3403411#Comment_3403411
Movement speed would be increased for everyone so map traversal would remain largely the same.
There are some real concerns about the number of pallets and windows that a bigger map would inevitably bring, and there's a couple of levers they could pull for killers not to fall too far behind of what's their current kill rate. Breaking speed, vaulting speed, entity tolerance to window vaults and a reworked bloodlust are some changes that come to mind.
I think there is a point where kill rate would not be absolutely obliterated, while at the same time making opposite walls harder to see and camp. Defending your objective should be an active process, not a passive one.
And personally, two of my most hated matches in this game involved me as Ghostface camping two gates that spawned on the same wall (somehow?) and just... standing still until the last 2 survivors appeared, and another one with me waiting for the EGC to run out while a Ghostface camped two gates on opposite sides of the map while standing on top of a hill. I really don't think that's fun nor do I think it should be encouraged by making maps even smaller.
To be honest, If we raised base movement speed from Killer to 5.0 m/s and Survivor to 4.4 m/s, that would still have the same effect inside a chase but both would be better at map traversal.
But still, I'm not to much of a fan of large maps as even with 10 % increased movement speed, it'd still be to large to cover. Weirdly enough, Coal Tower is one of the smallest maps, but 3-gens happen so rare there because the gens are decently split still. I'd rework maps like Azarov's Resting place or Suffocation Pit to not have that tight bottle neck in the middle.
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@supersonic853 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3403839#Comment_3403839
Don't both engravings give more in the long run? Since they lower heat generation. (Edit:nvm tested if holy lol)
I didn't test it yet, but Punctured Muffler only increases the heat degeneration while not using the Chainsaw, so it doesn't do anything on revving.
But you're right, Engravings reduce heat generation. So let's try Air Filter + Doom Engravings 😅
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Now use Junkyard Air Filter + Punctured Muffler and you obliterated the overheat mechanic xD
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@Adjatha said:
Not particularly hot any more, but sure:
Pyramid Head is MASSIVELY over-hyped. He is, at best, a B+ killer. He's the tallest and loudest killer in the game, his attack gives survivors an absurd amount of wind-up warning, his torment trails are 100% in the survivors' control to avoid, and he has the single worst set of add ons of any killer.
The ONLY reason people like to pretend he's A (or even S) tier is because people massively over-rate his cages. And that is because it shuts off the most common crutch perks survivors lean on. If you're at all decent at playing survivor, you will never be tormented (and thusly never get sent to a cage) and there are zero things that PH can do to prevent that.
But, because he's so wildly over-hyped, he got significantly nerfed right after release, and his addons have never received the massive overhaul they so desperately need (and probably never will).
He isn't overhyped or overrated, otherwise everyone would talk about and play him.
His Add-ons are hot garbage, that we can agree on. I did a pass on his entire kit on my discussion page.
He is still one of the best zoners out there, often times leaving Survivors with no other options than dying if the Killer is competent.
I won't talk to much about flicks as they're probably a bug but those make his PotD far less predicable. Other than that, pallets aren't safe against him so that makes him automatically better than most. Other than that, his PotD still has potential to get even the best Survivors, alone from his threat of zoning, it'll often times leave Survivors defenseless.
His cages are overrated but still offer a tunnelling option some other Killers don't get.
Anways, I'd still say he's a decent mid A Tier Killer with a strong basekit power.
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@SMitchell8 said:
Good chance he doesn't play that killer much. If I go back to a killer ive bot played for 2/3 years, they'll still have anniversary items from back then.
I still got over 150 Gatues on Freddy and Bubba each. And like 170 cakes on Nemmy.
I should probably play those more 😅