NMCKE
NMCKE
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@Power_Guy said:
If someone DCs, the hatch should just not open. Tough cookies for the final survivor, but 99% of the time, a late-game DC is to give hatch.
Just prevent it from opening/appearing, and the final Survivor is hosed. They can cry on their DC buddies shoulder after they're fed to the Entity.
Here comes the "DC penalties won't make this necessary" counterpoints.
Brace yourself.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2373631#Comment_2373631
Well, as of now, DC penalties are off.
And even when they are on, I've seen these guys do it repeatedly against me, like, multiple games in a row.
Honestly, there should be a fail-safe for when someone DCs to meet the conditions of the hatch opening.
The fail-safe would be a 15 second delay before the hatch opens.
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@Pulsar said:
I mean, it is pretty clearly exploiting a game mechanic for a unintended benefit.
I don't think it's bannable, unfortunately.
Actually, it was bannable a while ago until BHVR added DC Penalties. If you DC'd enough times, which back then it was a crap ton, you would receive a lengthy ban [1 week > 2 week > 3 week > permanent] whenever they did their annual ban wave. However, now that there's DC penalties, there's no need to ban them as there's already a punishment for DCing.
My information is inaccurate, but it's a rough recall to how things was back then.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2373501#Comment_2373501
Yeah, obviously the numbers would need tweaking for balance, but I like the overall concept of it.
What's your thoughts with certain killers benefiting from this version more than others?
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I'm getting tired of getting screwed over because one of my teammates couldn't handle getting destroyed within the first 10 seconds of the game.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2373495#Comment_2373495
Wait, are Trappers Traps revealed by Aura reading?
Not naturally, but they can be with a map and red twine add-on.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2371936#Comment_2371936
I like this idea. It can help close the gap between solo and SWF while also making Blindness just overall better.
Also, it doesn't have to be 16-meters, that number is just a placeholder to help players visualize. Others have pointed out that 16-meters is a bit too powerful, so it would probably be 24 / 32-meters or maybe tied to the killer's base movement speed.
I do appreciate you not flipping out and solely focusing on the idea. 🐷
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2373451#Comment_2373451
That could be an interesting Killer Power, but given it has such a large interaction with the entire map it would be extremely hard to balance appropriately for use by all Killers.
I definitely understand that, it can be difficult to balance blindness around certain killers. A great example would be Trapper / Nurse since they don't benefit equally from blindness. However, maybe blindness can be based on the killer's original terror radius? The shorter the TR, the weaker its effect is?
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2371959#Comment_2371959
You do realize how annoying it would be for any game you play to suddenly look as if you are a Nurse right after she blinked. One of the reasons I absolutely hate Nurse challenges is because of how horribly annoying, from a game play perspective, the exhaustion status makes the screen.
Now image an average player having that happen to them for 30 seconds or so. Absolutely not, there would be a mass exodus of survivors like you have never seen before.
That's fatigue, not blindness — they do completely different things. Yes, fatigue makes it hard to see, but my version of blindness doesn't do that. Fatigue causes a VFX on your screen, blindness makes anything outside of a certain range shrouded in darkness [can't see anything].
@Carth said:
https://forum.deadbydaylight.com/en/discussion/comment/2371936#Comment_2371936
While I do think blindess is extremely underwhelming I think this change would be way too strong. Not on its own, but every killer would want to combo this(if possible) with oblivious. You can't see more than 16 meters away and you can't hear anything except lullaby based killers. Having a killer materialize out of the darkness at 16 M would be brutal. 115% Killers move at 4.6 M/S so the killer would be on you in a little over 3.4 seconds. Combine this with killers like PH/Nemesis/DeathSlinger or even Nurse/spirit and this would be extremely painful to deal with.
You do have a point with 16-meters being too powerful. I put 16-meters as a placeholder, just so players can visualize the idea and see how it would work in-game. I'm certain that either 24-meters or even 32-meters would be fine. However, it's to be expected that some killers will benefit more from blindness than others, this isn't new to any of us. This shouldn't be a problem as long as it doesn't get out of hand.
I greatly appreciate you being a nerd about the situation, I was also being a nerd... Calculating everything, doing the same thing as you did and noticed my placeholder number is OP. 🤓
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@Zokenay said:
https://forum.deadbydaylight.com/en/discussion/comment/2373187#Comment_2373187
And you think this isnt gonna make it worse for Solo Survivors?, if anything this is way worse.
Also just cause its a status effect doesnt mean it has to be ridiculously strong, most status effects dont hinder gameplay like this one would.
Not even Oblivious
It wouldn't because this version of blindness doesn't hide auras, just makes it difficult to see things from the distance. Even through you can't visually see your dying teammate, their aura can still be seen.
Yes, it's going to be annoying to be ambushed by [Insert Killer Here], but that's the whole point of the status. It's like complaining that Mangled makes you take too long to heal, but that's what the status is supposed to do. Negative status effects aren't there to be in your favor, and if you dislike them, avoid meeting conditions to receive them or change your playstyle.
Oblivious is just as powerful, but it only really works in claustrophobic areas. Other times you can just pay attention, look around for threats. Blindness doesn't make it to where you can't use your eyes, it just makes it to where you can't see what direction the killer is coming from until they are somewhat close to you. You can still see their aura, hear the terror radius, and loop them like normal. Other killers might be able to abuse this more than others, but this isn't new to anyone, Legion, Twins, Nurse, Spirit, and so on works flawlessly with Mangled. Yet we're not nerfing Mangled just because of them.
Anyways, that's just my stance on this whole debate. If you still disagree, then I believe it's best we call it quits here as both of us are set in stone with our stances. Through, I do appreciate you discussing this with me. If you still have questions or concerns, or even feel like I'm missing something — I'm still willing to cover them with you.
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@Zokenay said:
https://forum.deadbydaylight.com/en/discussion/comment/2373105#Comment_2373105
Its a terrible idea mate, no point defending it.
Vision is one of your main cues to know where the killer is, removing that leaves you extremely vulnerable, even without TR you can sorta know where they are based on sound and visual cues, but not when your vision is removed, cause the killer will get too close to you before you can even do anything, you dont know their location, you dont know how truly close they are, this is made worse by stealth perks/powers, like the guy above mentioned.
Like i said, visual cue is crucial to deal with killers, specially ranged ones, removing that would make those killers broken.
Hell this would be even worse on maps like Coldwind.
Blindness is fine the way it is, it does its job
I'm going to defend it because the current one only exists to make the solo queue experience worse than it already is. I'm against anything that makes playing solo queue even more miserable.
To elaborate, yes — taking away vision is pretty strong, but it's a negative status effect, it's supposed to make it harder to survive. Granted should it be 16m, 24m, or 32m? That's up to discussion, but blindness should remove your ability to see things from a distance. It would add a unique mechanic to the game, opening new strategies for the killer that doesn't solely exist to destroy solo queue.
Focus on the idea, not the numbers. It's supposed to be a strong negative status effect, comparable to exposed.
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@Zokenay said:
https://forum.deadbydaylight.com/en/discussion/comment/2371959#Comment_2371959
Yeah just image that with killers like Huntress which requires you to know where she is so you can LoS her...
Or any speed based killer like Billy and Blight
You would still hear her lullaby, so just don't put yourself out in the open and you should be fine. If you do get hit, then try to focus on how you got punished with the blindness status effect and next time, avoid getting it on you.
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@Zokenay said:
https://forum.deadbydaylight.com/en/discussion/comment/2371936#Comment_2371936
If you want people to quit matches like crazy, sure go ahead.
It wouldn't be that bad, you just can't see what direction the killer is approaching from. This is similar to the Oblivious Status Effect, but with the exception you can't hear the killer's approach.
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@Sadsnacks said:
Im guessing the upcoming boon totems will address things like this. It will probably give some benefit to balance things between solo and swf. But who knows for sure?
Third seal plus knockout is pure chaos against solos and only mildly annoying against swf.
Change it so it works like a flashlight blind but against survivors lol jk idk
I was thinking the Blindness Status Effect hindered your vision to see your surroundings since it would be more solo queue friendly.
Blindness Status Effect: Survivors become shrouded in darkness, making it impossible to see further than 24 meters.You would still be able to see auras and avoid the killer, but you wouldn't visually see anything until they are somewhat close to you.
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@Aneurysm said:
Is this a response to the blight post? Neither side is particularly creative with their builds let's be honest
What do you mean? I run all kinds of builds! 😋
My current one: DS, Flip-Flop, Power Struggle, and Tenacity
Others I used:
- Plunder's Instinct, Appraisal, Left Behind, and Adrenaline
- Lucky Break, Iron Will, Quick and Quiet, and Inner Strength
- Kindred, Bond, Opened Hand, and Better Together
- Solidarity, Resurgence, Botany Knowledge, and Empathy
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@Carth said:
https://forum.deadbydaylight.com/en/discussion/comment/2371811#Comment_2371811
Making a zombie miss an attack with nothing around you is extremely easy to do, even if you fail and get infected you are actively hurting nemesis by keeping him from tiering up early(its actually a strat to get infected from zombies so that nemesis takes longer to get T2). So introduce a massive counter to them AND they can be killed by pallets and stunned by flashlights on top of garbage AI and getting stuck on air? Why don't you just say you want them deleted out of the game? I would love to hear what your "make zombies better" pitch is for this massive nerf that you're proposing.
I don't think you're being realistic, you have to be close and personal to make them miss, and survivors don't always have the perfect scenario to handle them. Trying to make them miss can easily backfire and get them infected, only requiring Nemesis two M2s to down a survivor instead of three.
Since you're interested, I'll give some compensation ideas:
- Increase the amount of default zombies by 1
- Adding more or less zombies based on the map size [Average Size Map = 3 Zombies]
- Killing or crushing a zombie has the chance of it coming back as a NA-a Parasite variant [50% first time, 100% second time]. It will be more deadly than the regular zombies with its own abilities, harder to crush as well.
- If a survivor is attacked by a zombie, it will grab them and bite them [Animation Locked like in RE2]
- Overall improved AI that should've been basekit
Would give a new atmosphere to zombies, but we can't do that without giving survivors a way to handle them without spending heavy resources. Using a pallet to stun a zombie is like asking the killer to not tunnel, camp, or slug.
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@Northener1907 said:
https://forum.deadbydaylight.com/en/discussion/comment/2371738#Comment_2371738
Are we really talking for nerf zombies? Nemesis is already weak killer, zombies are useless so many times.
That's because you don't see the pressure they cause. Zombies force survivors off of generators, cut off loops, and overall, hinder their abilities. Granted most of it is RNG, but one thing isn't so RNG — survivors who repair a generator for 80 seconds is almost guaranteed to have a zombie push them off. If not, then they are busy with another survivor on a generator. Haven't you noticed a trend that Nemesis players use Ruin for that exact reason? Zombies push survivors off, easy Ruin value for not even being there.
If you want zombies to be more involved in the game, you need to add more counterplay besides consuming valuable resources to temporarily disable them. @Trickstaaaaa gave a perfect example of adding counterplay that's risky, but rewarding if done correctly. Then in turn, we can make zombies better without fear of them being too overwhelming because survivors always have that option to destroy them. Even if skilled survivors get really good at it, they are still wasting time and can mess up, resulting in a hit.
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Nice, I love integrations, my favorite.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/2367610#Comment_2367610
Cruel Limits + Tinkerer on Leatherface sounds like fun 👀
I mean, at least the perk is good now and would help out M1 killer's greatly.
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@humanbeing1704 said:
Considering bamboozel and crowd control if you ask me are infinitely better vault blocking perks
It would be nice if it also blocked pallets as well, creating a deadzone for the killer to take advantage of if they are nearby.
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@humanbeing1704 said:
Is the perk fine? Should it be reworked? Buffed perhaps?
Should give a 7% haste effect after completing a heal on the obsession or the obsession completing a heal on you for 35/40/45 seconds.
Aura reading is permanent, not tied to an injured prerequisite.
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@DwarvenTavern said:
Get em boy
Press your activate ability button to use your iridescent whistle. While looking at survivor while you do a short channel, you mark the survivor, a Fog Hound will materialize and chase after the marked survivor. When the hound strikes at a survivor they become pinned.
Pinned survivors need pry the hound off of them to be free. The Hunter can pick up a pinned survivor. Survivors who stun the Fog Hound causes it to dematerialize and allows the Hunter to have the haste status effect for 5 seconds. The Hunter's Fog Hound ability takes 30 to recharge.
When the Hound chases an injured survivor blood stains become highlighted and last longer, but the Hound cannot down an injured survivor.
Marking multi survivors allows will remove five seconds from the recharge ability when the hound dematerializes. When you pick up a marked survivor, the hound will immediately begin chasing after someone else.
Would love this for trapper since he desperately needs a rework or something to make him the star of DBD.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2367430#Comment_2367430
Meh.
I personally still don’t find this much of a problem.
I don’t need to be everywhere on the map to pressure.
Mane they wanna help me clear tonnes of pallets early? Sure go ahead.
That's basically what happens, clown usually destroys all of the pallets, but usually that comes at the cost of losing the majority or all of your generators. I dunno, I feel like clown could be more interactive because right now, it's just about how fast can either side can achieve their goals. Will clown finish eating all of the pallets? Or will survivors finish doing their generators?
I'd like to see clown have his tonic clouds made into something both sides can enjoy. I was thinking his afterpiece tonic would expand at the impact area, than begin to create some sort of fog that makes it difficult for survivors to see. This fog would cover a 24 meter radius, greatly hindering the survivors vision. Could make survivors oblivious since they are intoxicated, so survivors would always have the threat of you ambushing them. Whenever a survivor enters and exits that fog, they are slowed down with blurry for 8 seconds because their bodies are adapting to the new conditions. Clown would still keep the antidote tonic for speed, but it would activate immediately.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/266841/clowns-rework
He’s really good. Much, MUCH more depth to the various ways you can strategise mid chase, and attempt to control the direction survivors take.
It makes Clown a little bit more difficult getting the most out of combining Tonics & Antidote play, but very rewarding when pulled off, making it impossible for a survivor to avoid getting hit.
He still lacks map pressure and his counterplay is to just pre-drop pallets. Doesn't sound that interactive and clown just boils down to if survivors can take advantage of his poor map mobility.
I was thinking his tonic clouds should stay on the map longer, maybe as long as plague infecting objects. Giving him some way of controlling the map, since survivors will be blinded while they work on objectives.
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@Ghouled_Mojo said:
I don’t think she needs a nerf. If she was that powerful everyone would play her. I don’t see her very often and when I do it’s usually a really good game. I think I get sacrificed about half the time so that’s good odds for me.
I'd just remove the boring standing still mind game. I believe a killer should have to do more than just standing still to win.
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@Alternate_Eye said:
We should be able to turn the heartbeat indicator off and instead listen to the music. More experienced players would have no problem knowing how close the killer is due to the terror-radius sounding different anyway. The music is overshadowed by the loud thumping of it, and would give a different enjoyable (and more immersive experience.)
What do you think?🤡
Essentially, we're removing the heartbeat, but keeping the terror radius music [which intensifies based on proximity to the killer]?
Sure, I wouldn't care, or the very least make this a togglable option for us players.
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@TruffleTurtle said:
Imo I feel like legion needs one badly. Half of their add ons are either useless due to changes over time or are not that great
Please... give Oinkers some love. BHVR, I'll boop your snoot if our favorite pig got some love. 👉🐖
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@Gcarrara said:
I still need to start experimenting with this perk and the various combos... I reakky need to get on that. 🙂
Hiya, Eruption works really well with PGTW since if a survivor was working on a generator you kicked — they will become incapacitated soon after you down a survivor. This gives you enough time to reach the generator to and make it lose 25% of its progress, plus the progress lost from Eruption. Pretty good perk duo if you tell me, and definitely a good alternative to Ruin. 😁
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@WaveyTrey said:
So I played a couple of matches last night with various killers. The other night was Trickster night, and playing with him can be REALLY Annoying. Handicapped Huntress. My last match was on the The Game (Pallet Town), ideally the worst map. Fortunately I managed to run Agitation/IG to carry and deal with the team that round. As always one complained due to being tunneled despite having DS, Unbreakable, and Prove Thyself. Along with the rest of his whole team having DS, Unbreakable. Attempting to pull miracle stunts even after being slugged, hooked, and everything else. I let the last one escape through hatch, wherever it was. Not worth hooking if you’re that sweaty. “Don’t want their sweat on me” is my new motto.
What I noticed with not just him but all the killers… Is that if you don’t punish survivors for unsafe hooks, or simply eliminate them right off the bat because you’re being “sporting”… You will likely lose. Here is the thing…
1.) Survivors job is to do gens, and do them as fast as possible to escape. When killers complain about how fast the gens are all done it’s because “You suck at the game”. When killers run Ruin/Undying to mitigate their speed survivors also complain. None of what survivors complain about is entirely true. Because the moment a killer targets anyone as killer you assume that the other 3 are doing objectives. Which lowers your chances of winning.
2.) A killers job is to ELIMINATE all 4 survivors as before they finish the gens to begin with. Often times as quick as possible so that they can’t double up on the gens, getting them done in less than a minute. When a killer “Tunnels” it’s to quickly eliminate a person so that there’s 1 less person on a gen rushing to get them all done. It may come off as VERY unsporting to be singled out, but it’s a legitimate strategy when done correctly. If the killer FAILS they wasted all their time and lost anyway. Killers are not always successful with tunneling/camping. If killers had the same mentality they would tell survivors “Your team should’ve saved better, they should’ve body blocked, blah blah”.
Why am I saying this? Because of 1 crucial fact (I play both killer and survivor). Survivors WILL NOT, and I will repeat WILL NOT step off of a gen under any normal circumstance!! I typically won’t… Unless a teammate is about to die..! Survivors hate tunneling SOOOO much that they’ll literally stop doing all their objectives. They’ll dive bomb the killer to stop the tunneling. In which a killer can start whacking everyone upside the head, and gaining an advantage. This has worked like a charm, and it has ****ed a lot of players off. The catch is… Killer is supposed to play dirty! 😏😏😏
So I learned to do what I do to win as killer just like what to do to win as survivor. Hate me all you want (LOL). The moment you as an individual stop caring/catering to the opposite side you’ll see more victories, pips, and less mistakes. Along with the many tears of people that take this game WAAAY too seriously. After all, it’s a staggering mess as of now.
Tunneling does not counter genrushing, it does the complete opposite because you're just asking to be genrushed.
What happens is while you're tunneling the other survivor, you're giving the other three survivors time to do three generators. Three generators doesn't sound like much, but you had to waste time searching and chasing the survivor before you can begin tunneling them — that's enough time for the other survivors to do generators before hand. They aren't being pressured to leave their generators because they have no threat to push them off — you're at the hooked survivor making sure they are being sacrificed.
Let's say you just you proxy tunnel. If so then you risk the hooked survivor getting free and would then need to worry about about DS and BT hindering you from tunneling them. Unfortunately, this would take up so much time that you would pretty much be throwing the game to just get one survivor sacrificed. And... you'll depip, hope the 1K was worth the satisfaction.
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@Sup3rCatTree said:
As you may know, playing DBD on old consoles is like playing on a toaster oven. From the clips, I have taken and all the games I played it's bad, like really bad.
Now you might be saying "But it's an old console and might not be able to handle big games like DBD." Well, that's not true, my Xbox can run GTA 5 and Destiny 2, both huge games with an open world and AI with ZERO freezes or FPS drops. But it cant run a game with 5 players on a small map. 1 year ago about when I first started playing, DBD ran fine. But with the recent updates coming in, it has been getting worse.
Hopefully, in the next mid-chapter update they will fix this.
Here is a short video I made. There aren't many clips but it was way worse than this
(sorry for small screen thing)
That's some thicc gameplay right there.
But yeah, console players are pretty much suffering until we get optimization patches rolling in.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2361804#Comment_2361804
Remember Me could only be buffed if they changed the “when the gates are powered” requirement to “when the 5th gen repairs”. Even in its current state Remember Me makes escape for the last survivor impossible after the hatch is closed, no matter how far apart the gates are.
Even the most survivor favored maps, which includes all indoor maps except for Midwich Elementary School, the last survivor cannot open the gates in time.
Remember Me should be changed to this in my honest opinion. It should be more interactive too, while keeping its strength.
Remember Me
Become Obsessed with a survivor.
Each time you damage the obsession by any means, gain a token, up to a maximum of 4 tokens.
Once all generators have been completed, increases the time to open the exit gates by 10 seconds, and an additional 3/4/5 seconds for every token in your possession.
Once an exit gate is opened, the other exit gate is blocked by the entity.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2361791#Comment_2361791
I agree with that, it's why dying light got changed.
Dying Light is a completely different monster. 😅
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@TheClownIsKing said:
It’s very frustrating having spent the time accumulating tokens, only for THEM to be the one at a gate switch first.
Plus it rewards tunneling the Obsession out before the endgame. And... Increase the amount for each token to 5 seconds, up to a maximum of 20 seconds.
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@Ruma said:
https://forum.deadbydaylight.com/en/discussion/comment/2361249#Comment_2361249
I dont really have any problems with flashlights tho, only thing that need to go is blinding outside you POV because thats just bs.
Otherwise its a fun mechanic even if i am alway was too paranoid.
But thats probably because i got jumpscared too many times by survivor already.
Did you ever just casually walked past a locker without any intention to check it just so a survivor jumps right into your face out of all sudden.
Thats ######### scary and after that you always check everything. :(
I definitely understand that, it shouldn't be a thing, but it is what it is. Best you can do is use the counterplay options that's most available to you and hope it works. For the most part, it does for me, yet I still get cheesed every now and then.
I believe the most scariest thing is when you see a survivor about to blind you when you just went for the pick up.
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@Starr43 said:
I would work there for free. Being a part of something I love might ease my crippling depression and make me feel like I’m not just a waste of space.
Little dark but true..
I plan on getting a Bachelor's degree in Game Design, hopefully one day I could work for a game that makes millions of players happy! 😁
If it's BHVR, cool, but any game is worth it because I know it helps bring joy to people.
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@Ruma said:
https://forum.deadbydaylight.com/en/discussion/comment/2357862#Comment_2357862
It always depends where the downed survivor is.
As a killer you dont have time to always check every corner before picking someone up.
You don't always have to check, sometimes it's pretty obvious on when to check. If not, just try your best to find a wall in case someone is waiting for the pick up. Most of the times, you can tell how flashlight aggressive a team will be based on how many flashlights are brought into the game. Baiting pick ups will definitely flush them out and allow you to prevent the save.
However, if you're just struggling against flashlights, then Lightborn is for your choosing if you believe it's worth a perk slot.
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@Zokenay said:
So just had a match where 2 of out teammates DC after finding our who the killer was and that he had Third Seal...
It shows Myers is more loved i supposed.
I just dislike him in general, regardless if I'm playing as or against him — his reveal mechanic is just so inconsistent that I'd rather face Spirits all day.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2358207#Comment_2358207
They ARE comparable in terms of strength, if not mathematically then statistically.
"Strength" in what regard, though? Lethal Pursuer is much stronger if your goal is to find survivors when the trial starts.
Getting the first hit within the first minute of the game is pretty good, and you gain information on the other survivors whereabouts. Making it possible to ambush them later after finishing the first survivor, stealth killers rejoice!
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@entilted_but_balance said:
https://forum.deadbydaylight.com/en/discussion/comment/2356855#Comment_2356855
I loved RE2-3 remake, loved RE7-village, this maps still sucks for dbd
It's just too big... it's like the maze from The Maze Runner. Once you find something, you're probably not going to see it again.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2358207#Comment_2358207
So your point of comparison is basically that they are both Killer-Perks?..
I believe he's staying which one is more worthy of a perk slot.
In this case, I'd just pick Lethal Pursuer since I don't have to limit myself to quick attacks until I wanna use tokens.
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@Liruliniel said:
https://forum.deadbydaylight.com/en/discussion/comment/2356773#Comment_2356773
Much like Iron Will negating sounds? Or spine chill negating stealth?
Most things that completely counter something is because it's not that significant. Like technican countering explosions, it's not that impactful to prevent an explosion compared to the things that could be really impactful.
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@Volcz said:
Shouldn't feel bad. If 4 survivors can't do even 1 gen, they all deserve to lose.
This is why I love playing killer more than survivor, you have control on how the game plays. You can either be dirty, and make the survivor's experience miserable, or you can be nice and let them have some fun.
Whenever it's just pure destruction, I'll start taking it easy on them because I know that they are getting use to the game and I actually care about their experience. I care because I was once in their position and it sucks to get destroyed, it's just no fun and often you don't learn anything because you died to quickly. Until they grow up and become toxic flashlight gamers! 😝
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@Bluebird said:
https://forum.deadbydaylight.com/en/discussion/265850/i-have-an-idea-for-a-nemesis-tier-4
Just add his Rocket Launcher as a Tier 4 in the same vain of Trickster's Main Event or Myers' Tier 3, something you have to build up but can be very strong.
Tier lll
Once reaching maximum mutation, press the active ability button to transition to the next tier.
Tier lV
Removes the ability to perform a basic attack and tentacle strike. Gain a 15% haste effect and 40% action speed.
Unlocks special attack: Rocket Launcher — Press the active ability button to start aiming, then after a moderate cool-down, press again to confirm the target location. Survivors within 2 meters of the blast radius will be put into the dying status and survivors within 2-8 meters of the blast radius will stumble.
After being in tier lV for 30 seconds, automatically regress back to tier lll.
Overall, increased the amount of mutation required to reach tiers ll and lll.
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@Razorbeam said:
https://forum.deadbydaylight.com/en/discussion/comment/2357862#Comment_2357862
Depends, if it's on the survivor pick up it's incredibly easy because we are locked in place and can't look away so its actually a free save, that's what is highly annoying about it. Making a save while a survivor is being transported though is a lot more skillful and risky and that doesn't bother me in the slightest because we'll played.
Usually you can bait the survivor out of position by pretending to pick up, the survivor runs out and you catch them. You chase them then quickly run back for the pick up because they won't have enough time to get in front of you to time the blind.
That's how I handle flashlights, they usually only ever get a save off the shoulder if the killer was either oblivious to their surroundings, or the survivor was very lucky to be at the right place at the right time without making the killer suspicious of their presence [which is extremely difficult to pull off].
If I see a team of flashlights, I'd use Lightborn to save time. It's pretty good for shutting down flashy teams.
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@JHondo said:
https://forum.deadbydaylight.com/en/discussion/comment/2357056#Comment_2357056
I don't have a problem with flashlights or their counters, what annoys me most is pallet blinds. Because of my eye problems that sudden bright light is physically painful so I bring Lightborn to not have to deal with it. I like to think of it like a perk to prevent/deter annoying things survivors do, like Starstruck, Mad Grit, Iron Grasp, Agitation, and STBFL against body blocking hooks.
Like I said, I'm fine with the perk prevent Flashlight saves and blinds in general, but I disagreed with someone saying that flashlights are easy tools for making saves. Players don't understand how most setup it takes just to save a teammate from the shoulder with a flashlight. It's not just something you can do consistently, especially against a skilled killer.
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2357056#Comment_2357056
How does baiting help? They can still just blind you when you actually go for the pick up, no?
When you bait out the flashlight survivor, you just chase them instead. Once they are far enough away, you can pick up the survivor without them being able to reach you in time for the save.
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@Huge_Bush said:
https://forum.deadbydaylight.com/en/discussion/comment/2356773#Comment_2356773
It's no different from having an item completely nullify a killers effort, such as, finding, chasing, hitting, downing and carrying a survivor, all to have it undone because someone brought in or found an item in a chest.
Nothing against Lightborn, but it's takes positioning and timing to get the save. Upon that, the killer can easily bait out the flashlight user by pretending to pick up or just use a wall to make the save impossible.
Again, I'm fine with Lightborn, but flashlights are fine.
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@GannTM said:
And I’m really enjoying him. He’s a solid above average killer that has a skill cap and an interesting mechanic in the AI zombies.
I would like to see some buffs to him though. Firstly I think survivors shouldn’t get the speed boost after getting infected (don’t get rid of the speed boost when they take actual damage), and I think the rate it takes to level up tiers needs a small buff while nerfing Marvin’s Blood in the process, because that is undoubtedly his best add on imo. Other than that, I really like playing as him. I currently have him at P1 but am working my way towards getting him at P3.
Upon that, improve the Zombie AI.
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Buff — Clown. Purple gas lingers for 45 seconds, Yellow gas activates immediately and gives a bigger speed boost. Survivors only get 50% of the bonus.
Nerf — Ghostface. Survivors pointing at him within 24 meters automatically breaks his stealth. Entering chase breaks his stealth after 3 seconds.