NMCKE
NMCKE
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- NMCKE
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@brokedownpalace said:
While in development she was probably at 2 minutes 30 seconds so they typed up the tips, then they adjusted her before release and this went unnoticed.
I would like pig to get some buffs, it's just so disappointing that this is lie. :(
@Gcarrara Comfort me! 😭
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@Mister_xD said:
https://us.v-cdn.net/6030815/uploads/579/CTH1D3TR0LKZ.png
that was 4 minutes before the 2x BP event finished.
and one of the Survivors DCed during the loadingscreen ;-;
I would've gotten so mad. Just imagine how much BP you could've gotten! :(
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@miaasma said:
"just gen tap" lol thanks for the advice
It's something to keep in mind, and you don't have to gen-tap when she's chasing someone. Just use context clues as the game continues. :)
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@miaasma said:
https://forum.deadbydaylight.com/en/discussion/comment/556452#Comment_556452
cool but i was specifically referring to gen grabs/hits against prayer beads spirit so i dunno why you typed this to me
Well, just gen-tap when you know she's not in a chase with someone and you'll be fine! I'm not saying they are balanced or not, but just telling you that there is counter play. :)
Edit: Make sure to @ me because quotes don't notify people.
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For the people who aren't understanding why we want this, it's to encourage team play and as well as to prevent DCing. I made a thread a while ago that gave you "Killer Diversion" points when the killer is losing chaser points (Proximity Penalty). BP would be nice, but I don't think it would be necessary IMO.
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@miaasma said:
hearing a fast moving killer 3 seconds before she hits you is not helpful
if you're on a generator, her footsteps are not audible over the gen's sounds
prayer beads is not counterable through normal gameplay
Alright, I am going to speak for a lot of Spirit mains when I say this, but they have to predict your movement to get a hit. Depending on some circumstances, that can be easy or hard. Sorry to tell you the bad news, but the reason why you are getting hit is because you are being really predictable.
Imagine this scenario: You are in a chase with a Spirit, and you dropped a pallet in front of her. Uh oh, she is not moving after you dropped the pallet, so you are left with these options:
- Stay where you are.
- Vault the pallet.
- Walk away from the pallet.
- Run to the next pallet loop.
The Spirit player can do these things:
- Stay where she's at and not phase.
- Phase around the loop.
- Phase to the next loop.
- Break the pallet.
Somethings like being injured will make it harder to conceal yourself, but most survivors run Iron Will anyways. You have to adapt to her playstyle as the game continues on. For example: If she always picks option 2, then you'll know later on to pick option 2.
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@MojoTheFabulous said:
Typos are common in DbD so i'm gonna go with that.
@Tsulan said:
Probably just a typo.
Aww, I was actually hoping this would mean something! 😭
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@Spaceman94 said:
https://forum.deadbydaylight.com/en/discussion/comment/556086#Comment_556086
I never really use Enduring to be honest as I'm usually pretty good at avoiding pallet stuns. What's the most effective way of using it?
@Redd said:
Ruin, Bbq, Enduring, Spirit Fury
Boring build is boring. But it's the default M1 killer build at the moment.
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NMCKE playing Dead by Daylight: Special Edition. View more XboxOne clips at XboxClips.com
Don't know how I survived, it literally comes down to seconds on the timer.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/555350#Comment_555350
You can't mori spam for longer than 4 minutes. Before, the bleed-out timer didn't progress, but now it does.
Wait, mori spamming doesn't pause the bleed-out timer anymore? Like, when the mori progress bar is on the killer's screen, the bleed-out timer doesn't pause?
Edit: Sorry @Gcarrara, I didn't see your message until after I posted this.
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If a DC happens, everyone should at least safe pip because it effects everyone. Killers can make survivors de-pip, and survivors can make other survivors de-pip.
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@RoKrueger said:
https://forum.deadbydaylight.com/en/discussion/comment/554664#Comment_554664
@DarkGGhost I disagree with that part. Face camp and mori spam are also fair and countereable (the rest of the sirvivors should do generators)
Mori spamming is considered as holding the game as hostage. Why?
Imagine you was going to mori spam someone for 30 seconds, just for fun. The survivor who's being mori spammed might think you're going to do this for hours - they don't know how long you're going to mori spam. Therefore, they DC out of fear that you'll hold the game as hostage.
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Nah was a joke, just wanted to remind all of you in what hell we played back then. Really insane.
I almost had a heart attack from the thread title >:(
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@Jdsgames said:
https://forum.deadbydaylight.com/en/discussion/comment/554442#Comment_554442
@NMCKE he is also visually impared with the dream world 24/7 and has to put you to sleep before you can get hit. Also Freddy is only a threat in the dream world.
Freddy is more than just a threat, he has huge mindgame potential because the dream transition can fool survivors about your position. However, I agree, he definitely needs a rework because he has nothing else to help him while in a chase.
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@LordGlint said:
@NMCKE the rework will remove the aura reveal and action speeds penalty while asleep, as well as causing awake survivors to see you as you approach.
Personally, the aura reading never bothered me as a survivor because if he does finds you, it's a M1 chase (-60 seconds from the killer). Furthermore, you can easily wake up by failing a Skill Check and avoid it altogether.
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Toxic is basically you doing unnecessary things to get a negative reaction from someone.
From reading your thread, you're doing unnecessary things, but your purpose is to NOT get a negative reaction from someone - You're just trying stuff out for fun. No, that's not toxic at all.
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@Jdsgames said:
https://forum.deadbydaylight.com/en/discussion/comment/554357#Comment_554357
It doesn't ruin stealth. It is only when you are sleeping and I hope you understand the phrase "Welcome to my world #########!" So in reality while you were in the dream world it was Freddy's advantage.
Freddy has an advantage in both realms. The regular realm he's invisible to survivors, which makes it very easy for him to catch them off guard. Once they are in the dream realm, they have to stay within his TR to remain hidden.
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@LordGlint said:
@NMCKE anyone who reads about the killers powers IN GAME would know each killers quirks. This is like taking away corrupt purge cuz someone didn't know the downside of purifying at fountains.
I know, I wasn't trying to imply that you was wrong. It's just confusing for newer players, especially me, and I didn't know that until I had around 500 hours.
However, that's not the only reason why the developers removed the aura reading:
- The aura reading encouraged tunneling.
- It ruined stealth, literally.
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@BunnyTheHutt said:
https://forum.deadbydaylight.com/en/discussion/comment/554149#Comment_554149
What would happen if they fixed the protection hits though? Instead of reducing hits they should fix protection hits. Once they do fix them MoM is gonna be a really strong perk.
It's still difficult to get 2 protection hits, even with me body blocking the killer.
Here's what I'd do as a survivor to get it to activate:
I would use Empathy to see injured survivors, and I would run really close to them - waiting for them to go down. Once they go down and the killer picks the downed survivor up, I'd run directly in front of the killer for them to get a free M1. Afterwards, I would heal with the Med-kit I brought with me then I'll wait for the next opportunity to arise. I only got 2 actual protection hits, and 1 of them I got randomly for some reason.
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About 3 weeks ago, during a Dev stream, some talk about the upcoming Freddy rework brought up the question regarding his aura reading.
I figured the aura reading out because I used Sole Survivor, and it kept telling me that my aura was being hidden to the killer. I eventually asked the killer how he was able to read my aura 24/7/365, and he told me about the aura reading part.
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@twistedmonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/554285#Comment_554285
Even at 12s it's still only 4 seconds off doing it without cleansing and the 20% size to skill checks wont make any competent player miss it just seems not worth it to cleanse once or twice for a gen imo.
I honestly can't see swf being seperated with the players numers as is as only 2 man and 4 man in theory would work so they need to be included in every idea unfortunately. Yea it breaks the game and why they want to try and close the gap which again lends to them not looking at separating them.
You also have to think about the tedium of it all, longer gens or more totems when we could have parts, tools, cables to fix etc scattered accross the map for more interactive play and more chances of bumping ino the killer prolonging the game instead of moving 8 meters to press m1 for 12s or sitting pressing it for 96s in the same spot.
Personally I would rather be moving around evading and being stealthy and not just holding m1 for a longer period.
Yeah, your right, I completely see your PoV now. I was just thinking about Death Garden Blood Harvest, and how the drones work to slow down progression.
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@Karl_Childers said:
Yeah the 40 second regeneration doesn’t make sense to me. Why would anyone cleanse a dull one especially if it just repairs in 40 seconds. That’s wasted time. Also how long does it take for the killer to light them? If it’s just instant with each having a 24m range , survivors will be operating with a 20% penalty and not being able to see quite a bit it seems, given that even active totems return to being lit even after cleansing! At the very least there’s no way a totem should repair itself after the survivor put in the time to cleanse it.
Cleansing a dull Ethereal Totem will prevent the killer from igniting it until after it gets repaired. When a Ethereal Totem is ignited, it will take a few seconds for it to expand to 24 meters, so the survivors will have time to react to them.
@twistedmonkey said:
I am not a fan of using totems for a couple of reasons.
For less mobile killers the terror radious will be a big give away even if you don't see them and the stealth ones unless you are in the open it won't really matter as sound is more your friend at times
Billy, Spirit and Nurse get a bigger buff than the others as they can get to gens faster and activate totems.
Huntress you know she us coming but it could give her free hatchet hits.
It buffs stronger killers more than the dealers ones.
Then there is the 20% increase, you have to ask why someone would spend 14s Cleansing to save 16s? If they did cleanse it once it wouldnt be worth doing at all again for the benefit and if the gen was already 50% done before it activated it only adds 8 seconds so no point at all.
SWF would also have a major advantage over solo as once in a chase they can advise the others its safe and let them know where they are at all times.
I would much rather a second objective be one that makes survivors move around the map more as then they have more chance to be seen and chased, it naturally slows the game down without it being tedious or overly advatagous to SWF over solo players.
Yes, killers and perks that already handle Gen-rushing will have to be changed to suit balance. That's something we cannot avoid, it's a must or else those things will get out of hand.
About cleansing, it will take 12 seconds to cleanse the Ethereal Totem. After you cleanse them, you'll have 40 seconds to work on a generator without the Ethereal Totem interfering with you. If you want to power through the Ethereal Totem, you can but it will be difficult. This secondary objective gives survivors the choice to do whatever suits their comfort zone. Keep in mind that the killer has to waste time igniting them as well.
Also, about SWF, it breaks the fundamentals of DBD anyways so there is not much we can do. Separate queues would solve this problem, and I think you already seen my thread about it.
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@xmenfanatic said:
The 40 second renewal ruins this concept, but aside from that I like it
The reason why they automatically repair themselves is because survivors can deactivate them before the killer gets the chance to ignite them. Furthermore, it keeps the survivors on their toes because they don't know when the Ethereal Totem is going to come back.
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@BunnyTheHutt said:
https://forum.deadbydaylight.com/en/discussion/72521/mettle-of-man-feedback-10-survivor-games
No, 2 Protection hits are easy as hell too get. It would just be broken af again like old MoM. I agree that the aura reading is kinda useless on both sides since it doesn't help in a chase at all, and there are plentiful aura perks for killers, but it needs a downside. Its effect is just way too strong too not have a downside besides "the perk only happens once".
I said 2 or 3 protection hits, I don't care which one it is because the perk is really strong and needs a huge condition for a strong effect. The reason why I suggested 2 is because of how buggy things can be.
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@Boss said:
https://forum.deadbydaylight.com/en/discussion/comment/553640#Comment_553640
Btw, bumping your own thread like that is against the rules.
I don't really care, but thought maybe you aught to know.
Didn't think that was considered bumping, but oh well, it won't happen again 😬
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@BBQnDemogorgon said:
The devs have said they don't care about the meta and don't make content with it in mind.
Only what sounds fun to them is created.
That's the problem, they don't want to get out of their comfort zone and make a few changes to shake the meta.
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@twistedmonkey said:
Yeah the aura isn't needed now as it's not simply taking a hit from an m1 killer anymore.
As above if they fix protection hits it should not matter about the token amount.
The reason why I want MoM to change its condition description to "Protection hits while the killer is carrying a survivor" is because it's more consistent. I always get a token from hook blocking the killer, it never failed me once.
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I tried taking 3 hits while the killer is carrying a survivor as it was the most consistent method and it usually worked, but most of the times I couldn't get 3 protection hits. That's okay, because the perk is like a curve ball - Killers don't expect it due to its nerf. I was also running Empathy to synergize with MoM, it's a great perk combo! :)
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It's official. They killed ghost face with the nerf. Now he's practically legion but can't run. Why was this needed??
Ghostface is mid-tier and that's great IMO. However, he's likely not rank 1 viable because he doesn't end chases that fast.
The only problem I have with the Ghostface hotfix is the developers not giving us any reasoning on what they do. I would be more understanding if they told us why they are nerfing or buffing something because I can actually see why they're doing something - Even if it's a lame reason. That's why I didn't question the majority of GF changes because they were bugs, but what about the stalking and killer instinct add-ons? Why did you change them?
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While I appreciate the upvotes, does anyone have any feedback?
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Guys... Come on. Please. This is crucial stuff here.
This would be interesting because Dead by Daylight never had water physics before. I'd like to see this on the PTB.
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I never hit the downvote button that fast before. Like, my finger was hovering over where it would appear at then, boom!
Downvoted
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@TAG said:
Jigsaw's Annotated Plan:
A disturbing, yet brilliant, Trap design laid down on paper and annotated by Jigsaw.
- Increases available Jigsaw Boxes by 1.
- Moderately increases the Reverse Bear Trap death timer.
Tampred Timer:
A timer that has been fiddled with. A spring in the mechanism forces the gears to turn faster.
- Moderately reduces the Reverse Bear Trap death timer.
Annotated Plan increases the death timer by 15 seconds. Tampered Timer reduces the death timer by 30 seconds.
This is dumb. No good reason not to show the actual number changes instead of letting people think they change the timer by the same absolute value.
I agree, this adds more confusion than it does helping tbh.
@Peanits @not_Queen @Patricia @Janick
Can we get a developer comment?
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@BunnyTheHutt said:
https://forum.deadbydaylight.com/en/discussion/comment/552257#Comment_552257
Then no, that would be way too broken. This would be way too powerful an ability, and doesn't really even fit the Character. I mean, Why even bother with the Tantrum increase when you can put on Light Chassis and just break important vaults like killer shack?
That is okay if you disagree. I also had a backup idea in case my vault idea was OP.
Basically, LF can use his Chainsaw on weak, destructible walls to surprise survivors while in a chase. When LF destroys a wall, he immediately enters a tantrum, but it has a tremendously bigger AoE hit box. This means, if you perfectly time your wall break, you'll down the survivor. Walls destroyed by LF will be repaired by the Entity after 120 seconds (add-ons can speed this up).
Counter play? Survivors can see damaged walls if they pay attention, and prepare for him to use it against them. Through, they can see damaged walls, they won't be able to see damaged walls while in a chase because of all the chaos within the chase.
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@Jdsgames said:
https://forum.deadbydaylight.com/en/discussion/comment/551977#Comment_551977
So let's generally realize the top tier of the perk has been nerfed almost every version they touched it. It is a hex protected by survivor's laziness and nothing more.
https://us.v-cdn.net/6030815/uploads/447/3Y6H63KF00IW.png
Do you see these in your game? As I stated in other threads rub them out both are bad for survivors in most cases. Prevent it at this point if you get hit with it that is lack of your own skill. You can play stealthy early and clear totems before gens. It essentially doesn't cause damage to your match if nobody is getting downed.
Now not only is it easily countered you get rewarded points and emblems for clearing these out. So not only is there a counter it is incentivized by the game to cleanse them.
Again this perk relies on your laziness nothing more.
But Jdsgames sometimes you can't find these totems the devs hid them too good.
Here are just a few more ways to counter this 'OP' perk.
Maps:
https://us.v-cdn.net/6030815/uploads/692/I2F0P8EEPT04.png
https://us.v-cdn.net/6030815/uploads/191/X7S45BR464ZT.png
Very Nice! Rainbow Map is better though.
Perks:
https://us.v-cdn.net/6030815/uploads/278/KPOZ9BTWGC0N.png
https://us.v-cdn.net/6030815/uploads/069/775KBJH8M51B.png
Pick a counter any counter and stop complaining.
Finally someone sees the power of the Map! :)
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@Eguzky said:
That's fine; downvote without replying.
All that says is that I'm right & those of you doing it have no argument, but don't want a change precisely BECAUSE he's so easy to bully.
(Bloody forums! I can't bold or un-bold half of what I type anymore. WTH?)
Don't copy and paste stuff because for some reason, it automatically bolds stuff.
Don't copy and paste stuff because for some reason, it automatically bolds stuff.
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@BunnyTheHutt said:
https://forum.deadbydaylight.com/en/discussion/comment/549603#Comment_549603
Interesting, but what would be the downside too using it? also, if you get stunned by destroying a vault, and it's repaired when the swings end, why even bother hitting the vault?
The vault is gone, it's not coming back. This means if a survivor loops the shack, and you use Overcharge on the shack window. That just made the shack pallet into a unsafe pallet, and it saves more time for LF.
The downside to using Overcharge is that it's on a short cool-down timer 30 seconds, and it slightly increases your tantrum duration per use (by 5%).
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/552197#Comment_552197
Still, in its current state its highly situational.
Now with a time increase, combine it with Furtive Chase and give it to Ghost Face who can turn his Terror Radius from 32 to 0 at the drop of a hat... Scary stuff man.
Here's what I want for DD:
- Gives the Obsession your TR while making your TR 0 meters for 30 seconds.
This means if you have a different TR, it can be beneficial. Imagine having a 48 meter TR as the Doctor with the help of Distressing + M&A. Then you pass it on to the Obsession causing a huge panic on the survivor team. The only killers who have a low TR will only suffer from this, but it can also be helpful since it could make the TR believable.
- You also lose your Red Stain for 30 seconds.
Just more power to the killer, so they can double back easier.
- Add a secondary effect to the perk: Survivors within the Obsession's TR will have a Killer Instinct effect.
Why not? It makes sense with the perk name because the Obsession is working for the Killer (Hince: Dark Devotion).
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breakdown This post doesn't need 50 paragraphs explaining this, so i'll make it short and sweet so people don't need a TL;DR for it.
I like the idea of the Obsession hearing the TR because they don't know how close the killer is when the TR isn't working properly in their favor. It should stay to confuse the Obsession, but more ultimately, to trick the Obsession into thinking you doubled back when they figure it out.
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@NoShinyPony said:
https://forum.deadbydaylight.com/en/discussion/comment/550903#Comment_550903
I see the reasoning behind this and it looks good at first glance, but I have one problem with it: Imagine a not-so good gen spawn for the survivors and a high-mobility killer. It would be the same as a 3-gen-strategy, but at the beginning of the game, and not being the survivors' fault for doing the "wrong" gens.
Sure, such a scenario would not happen in the majority of matches, but in some cases, it would.
It wouldn't be a 3 generator strategy because you're taking 3 generators away from the 7 available in the trial. This leaves the killer with 4 generators to patrol, which is not easy for most killers. Yeah, some might be able to hold it, but eventually, a survivor will get one to pop.
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I agree with @KillermainBTWm8
Have the perk require 3 safe unhooks to activate because 3 protection hits don't benefit your team most of the times. Even if you was able to trigger MoM, you probably done so much damage to your team trying to force 3 protection hits that the free health state won't even matter.
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I heard the sounds are really borked up currently 😭 Are you planning on fixing that soon?
If you don't say "Yes", I will get Ghostface to stalk you >:( -
I think you posted this in the wrong category, so I'll just tag a WHOLESOME moderator to check it out.
Anyways, back to the topic, I wouldn't mind a splinter for Ghostface! :)
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@GrootDude said:
@NMCKE that is a pretty good idea.
Before, survivors could wait out the 2 minutes and do other things to pass time. This led to the killer wasting a perk slot and perhaps more perk slots if you had a Hex because survivors weren't doing generators and were likely looking for totems.
This change forces survivors to do something instead of waiting for 2 minutes. It's really silly how you can do nothing for 2 minutes, and you automatically render a killer's perk useless.
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While keeping its current effect, what if it would also block of the three farthest gens from the killer whenever a gen goes off, it would only be blocked off for half of the initial time.
Me and @Blueberry was thinking about an alternative. Basically, 1/2/3 generators located the furthest from you will be permanently blocked until a generator is completed.
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Hello all, Anyone who has played dead by daylight knows how important sounds are.
Saying "Remove this, remove that" isn't always the correct answer to everything btw. Instead, ask the developers for vertical sounds changes, so you can tell where someone is above you.
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@Zagrid said:
Anything to make it better than it currently is. Maybe a few number tweaks but idk.
I was thinking about how slow killers are after they attack a survivor with their main weapon. Then I was thinking, wouldn't Unrelenting be the perfect perk to alleviate that speed penalty?
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https://us.v-cdn.net/6030815/uploads/694/DN7CT1M9X9RZ.png Edit:
That's really cool, can't wait to get Ghostface soon! :)
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@Mister_xD said:
i think you can.. but wouldnt that just reveal your location to him and allowing him to grab you out of it?
(killerinstinct =/= aura reading, so it reveals you when inside a locker)
It also tells him who's revealing him by a white marker on his screen.
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A God pallet is a pallet that you have to break because there's no way to mind game them.
