NoOneKnowsNova
NoOneKnowsNova
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- NoOneKnowsNova
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I'm in between for this right now, and my opinion on Noed often goes back and forth, but here's what I think for the most part.
In games where the gens fly by, the killer only had one or two hooks and they couldn't stop the survivors, that is when the survivors get punished for not doing bones. It does its job by providing the killer a much needed boost when they couldn't do anything.
In long games, where a survivor dcd/suicided, the killer has a slowdown build or the killer has just put on a lot of pressure, but the survivors managed to make it to the end game by playing well, then I think it's a crutch and overpowered perk as the survivors didn't have time to do bones or they'd risk losing.
Additionally, in games where the killer just plays bad, such as committing way too long for chases, camping/tunneling when there was no need, or overall just making alot of mistakes, while I can blame the survivors for not doing the totems, it does reward the killer for playing poor
But that's just my opinion on it, I'm in favour of it being nerfed somewhat, but not to the extent that it becomes useless.
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If I had to take a guess, the anniversary. Iirc alot of the dlcs go on sale around that point.
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After Legion, the best perks are probably Corrupt (Plague, Amazing Perk), Infectious Fright (Plague, Amazing Perk), I'm all ears (Ghostface, Good Perk), Thrilling Tremors (Ghostface, Good Perk), Mindbreaker (Demogorgon, Good Perk) and Undying (Blight, Great Perk).
As for survivors, I'd say the best perks are Head On (Jane, Good Perk), Fixated (Nancy, Good Perk), Inner Strength (Nancy, Great Perk), Soul Guard (Cheryl, Great Perk) and any of Elodies perks.
Amazing perks are ones I'd prioritise, Great perks are perks that have uses on most killers and fit into most builds for survivor/killer, Good perks are perks that sometimes come in handy depending on the killer you're playing/facing and work well in certain builds.
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I don't think it'll have a huge impact, however, I feel like 5.0.0 and the mid chapter patch after such may have a huge impact on the games future.
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@JPA said:
Thanks for sharing these, Adam's jacket looks great
Its gotta be one of my favourite cosmetics for him.
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This is more likely than not something they've been working on the past while, while contributing to other things.
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No problem :)
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@halfmanhalfape said:
Thanks for this! Those are some really nice cosmetics! May I know where these codes are advertised? Is it on their discord or something?
They tend to be shown on their Twitter page. They don't release one every day, and usually it's around 7pm UK time if they do.
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Also I should mention these must be redeemed before the 25th of February otherwise they won't be redeemable.
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Bump!
Enter LuckyCharm for a new charm, the Lunar Ox charm.
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As a Clown and Legion (Joey) main, you got me spot on.
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@Terro said:
https://forum.deadbydaylight.com/en/discussion/comment/1957599#Comment_1957599
I'm still surprised it's so low... 56% kill rate for all ranks, which is even more surprising. That includes the red rank stats. Although, I kinda would like to see how many killers are actually in red rank. I assume not too many based on Steam achievements being the upperbound.
It defies a lot of community assumptions. The general logic is that noob killers have an easier time compared to noob survivors and if survivor skill is equal to killer skill the killer should win.
I wouldn't reccomend looking at Steam achievements for overall red ranks, as many people would've played on a free weekend, played a few matches and didn't like the game or are survivor mains.
An example of how achievements can mean nothing, a game I play called Celeste (I play it on Xbox) has 41% of players complete the first level which only takes about 10 minutes.
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I believe in red ranks the average kills per game is about 68% (These were released before the release of Twins).
Take this number with a grain of salt however, as these stats state Nurse is the weakest while Pig is one of the strongest. I wouldn't look at these stats as a sign of balance at all.
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The best use of Clowns bottles usually are when you are trying to get to a survivor but your slowdown bottles won't hit them, not for map mobility like many do.
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Survivors: "Don't slug"
Killers: "Don't run any meta perks."
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It depends. If you're a swf, no, it doesn't really have an amazing use other than checking the map layout early game. In solo, it's a really good perk for checking which pallets have and haven't been used. I think you can make a case for both the current cooldown we have and no cooldown at all.
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These look really good!
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I've definitely noticed an increase in toxicity on the survivor side, if it be something as small as tbagging after the killer had a bad game or body blocking teammates/teaming with the killer. However there have been many nicer players too, although this could be because there's now a clearer distinction between throwing players and nice players just not on their A game.
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I'm not a fan of this suggestion, you can play a great game and still die, on the contrary you can play a rubbish game and still escape. I think for the most part the piping system (once the bugs are fixed) is mostly fine.
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Look, if you hate it that much, use Blood Echo or Mindbreaker, but personally its fine in the state it is and this change would be way too much.
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I'd be up for the first point, as for the second one however, while you can make that point with Nurse, you can also make the point with a killer like Legion, who can't do anything to catch up.
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I'm by no means a Nurse main, infact I'm not even great with her, but I find I consistently play great on the new Game map.
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Grievous Mistake with Enduring sounds painful to face.
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Pyramid Head would more likely win. If he was invited to the realm instead of captured by the entity, then I think that signifies just how strong he is.
Oni would however put up a good fight.
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Although it definitely is on the stronger side of perks, I tend to run Mindbreaker on a lot of killers, hence its alot weaker as they can only really use it if they give me a free first hit or spend less time on the gen they're working on.
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This would lead to people messaging others on console once they die so they know the killers perks, and possibly to people dodging lobbies just to join their friends (similar to how it was done before swf was in the game) to give them an even further competitive advantage
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@Dennis_van_eijk said:
https://forum.deadbydaylight.com/en/discussion/comment/1954351#Comment_1954351
It goes faster then you might realise.
I sometimes watch back my gameplay and start the stopwatch as soon as I'm able to move.
I can tell you for certain there were many matches where 4 gens were done in 3 minutes.
Those were the most fun matches I've had.
In lower ranks it might not be going this fast, but in red ranks it is most definitely a issue atm.
Been like this for a few weeks now
Can I just ask what killer do you play, and what perks do you use with them? Because I haven't had these issues as of much recently, and it may be due to the killer you're playing as...? It would definitely help me understand the situation more.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1954279#Comment_1954279
To be fair, with the 32 charge toolboxes they are getting for the event, it's been fairly brutal lately. Gens are going by a bit faster than usual.
Definitely a bit faster, but not 3-4 minutes fast.
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You're acting as if every game you play as killer is 3-4 minutes, and not once every few days.
Despite this, tunnel and camp all you want, just don't be suprised when survivors return the favour.
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Currently the first idle crow appears after 60 seconds, not 30, and even then, the killer won't be alerted with a notification until you have three crows, which is after 90 seconds of being "idle". If the killer is spending 60 seconds in an area you were better off leaving it rather than staying.
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Faced a 3 man once, all 3 of them brough flashlights and a white ward (the solo brought a med kit). They decided to do the locker strategy. Two players hide in lockers that are right beside each other, killer grabs one, surv hops out to blind the other. Whenever I see more than one flashlight, I run Lightborn. It was the quickest suicides I've ever seen, with them all running up to me once they realised.
I let last guy who wasn't involved in the swf get hatch, can't imagine how boring of a match it was for him with the long queues.
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Nah I'm mostly fine with how it is now, usually I just run infront of the survivor or chase them in the direction I've already checked.
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If I'm facing a Spirit or Nurse, and they know what they're doing, then I'll find it difficult, however survivor in general? No not really.
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@GodLikeTerror said:
https://forum.deadbydaylight.com/en/discussion/comment/1953031#Comment_1953031
It is clown's best addon. 90% of my bottle throws are direct hits if I'm purposely aiming for a survivor. It's a extremely busted addon, and can end games quicker on the same level as an iri head huntress if the clown player knows how to direct impact. Combine it with flask of bleach and the game is done before it even starts.
Usually, I atleast, find it better to throw it ahead of them rather than directly at them, and once survivors know you have this add on, predropping pallets occurs even more.
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@Frontdoor6 said:
https://forum.deadbydaylight.com/en/discussion/comment/1953057#Comment_1953057
But Pyramid Head got loads of clues. Licensed, Iconic, meaningful to the Devs
That was different, they hinted at a ton of licenses that time, and it was the anniversary.
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@Frontdoor6 said:
https://forum.deadbydaylight.com/en/discussion/comment/1953006#Comment_1953006
Yeah, but don't you think we should've heard something by now?
If it's licensed then we definitely wouldn't have heard something yet, as they like to keep it secret if it's a licensed chapter.
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Personally as a Clown main, it's not even his best add on, let alone the best in the game.
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There is the possibility it's a licensed chapter and they're not giving us a teaser.
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I know its possible on Dead Dawg Salloon, although I'm not sure on other maps.
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I agree, I played her a but recently, and I can only recall one game that didn't end in a 3k or 4k
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Topless Jeff when?
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@Hopesfall said:
https://forum.deadbydaylight.com/en/discussion/comment/1949990#Comment_1949990
yeah I get it, it's ok when every other killer relies on the survivor to mess up, but it's unacceptable when one killer has the power and the survivor "relies" on the killer to mess up
Usually a good killer doesn't need the survivor to mess up, I for sure don't with Clown or Pyramid Head. If the killer knows what they're doing, then it doesn't matter if the survivor makes a mistake or not, the killer has got them, however if it's too easy for the killer to get them, or it takes little skill, then you have to start questioning the killers balance.
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Both sides are OP, weak and balanced at the same time.
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@Hopesfall said:
https://forum.deadbydaylight.com/en/discussion/comment/1947666#Comment_1947666
Sort of how almost every basic M1 killer solely relies on the survivor making a mistake in order to succeed? wheird
Thing is we're not talking about M1 killers, we're talking about Spirit.
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I'm up for free shards in some way, although not a lot, and it's a no for cells, regardless of how many people wanted it.
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@IsJustMe said:
https://forum.deadbydaylight.com/en/discussion/comment/1948944#Comment_1948944
Yes sure i know its sometimes hard to find a the issues, what i will say with this is, fix problems step by step and dont tell your community "eat or die" we have to wait now until 4.5.2 and iam sure a big part of problems we will still have then. And then? right 4.6.$ because its a new Chapter .... this is not the right way
Well technically speaking, there won't be a 4.6
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@IsJustMe said:
Wait a sec hmmm what was the word ... ahh yes, i mean other Publisher call it "HOTFIX" 😡
This x.0, x.1, x.2 politics are ... good no word what will not be censored ...
If you have so many heavy bugs in your software, you have to do some even its all 3 days a mini fix
It's not as easy as just giving it 3 days to fix it. You have to find out what's causing the bug, which often is completely unrelated to the bug. Then you have to work out how to fix the bug while breaking as little as possible while you do. Some things are harder to fix than others.
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Atleast they're giving us an ETA. We have had many times in the past where there has been a bug and we didn't know when it would be fixed.
Additionally, I believe that's only 2 or 3 weeks away, which is better than what has often been 3 or 6 months with other bugs.
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Hag for me, the traps scare the ######### out of me if I'm not expecting it.
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@Huge_Bush said:
https://forum.deadbydaylight.com/en/discussion/comment/1948019#Comment_1948019
Yes, your whole team is responsible for finding totems. There is a reason why the broken bones remain after a totem is cleansed, so you can keep track of them.
If that is too much, your team can always ignore totems until the fifth gen pops and then you can hunt for the lit totem.
In solo queue, the latter is definitely better than the former option, although I do think it would be possible to remove it if there was some sort of totem counter (even if it was attached to small game)