NoOneKnowsNova
NoOneKnowsNova
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- NoOneKnowsNova
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Personally it's fair, usually if the killer is going for the infinite Myers variant it takes forever, and if they're not then you can just hide in a locker or drop a pallet early and always vaulting it up until they destroy it.
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@Shizon said:
https://forum.deadbydaylight.com/en/discussion/comment/1910919#Comment_1910919
I don't believe buying a couple characters should be considered pay to win.
Depends on how major the abilities for each survivor were.
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I believe it was once mentioned by the devs in which they said that they wouldn't do it to both reduce the grind and make to not make the game feel pay to win on the survivor side.
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From a Strength perspective, Freddy. He is, by a good bit, the strongest of the Licensed killers in my opinion.
From a fun perspective, Pyramid Head or Pig. Both have fun and unique playstyle and perks that you'll find have much more synergy with them than any other killer.
From a blood points AND perk perspective, Bubba. BBQ & Chili alone makes him have the best perks out of all of them, and Franklin's can be a great perk when facing keys and toolboxes.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/1909668#Comment_1909668
The community suggested several times things like Gas cans or fixing cables as additional objectives. But so far, there seems to be no sign of the devs implementing something like that.
Hopefully they'll add a second objective soon, and one that's fun at that rather than holding M1 and hitting the occasional skill check.
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Sometimes. I often use Balanced Landing over it, although Dead Hard is still a perk I'll use as much, if not more.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/1909570#Comment_1909570
The secondary objective would have to be something obligatory and not something optional. Otherwise, survivors will just ignore it, like they do with totems.
Although maybe not required, definitely something that if they didn't do it would always cause harm and for a long period of time rather than just the end of the match (such as slower gen times and/or a decreased movement speed) however something that is required for the survivors to do is an alternative that is as good, or possibly even better.
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@ChurchofPig said:
https://forum.deadbydaylight.com/en/discussion/comment/1909594#Comment_1909594
I'm gonna say this now, I don't pay attention to the game again until it's already loading the match. I didn't see the toolboxes until I got in game and by then it was too late. Obviously it was a very specific example and most game are not like that.
That's understandable, waiting for the game to start isn't the most enjoyable thing I'll admit. The only reason I really ever check is to see if they bring flashlights so I can bring Lightborn.
I do hope the ability for survivors to gen rush like that is changed soon as it is extremely unfun to face especially if you're unprepared for it.
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@ChurchofPig said:
https://forum.deadbydaylight.com/en/discussion/comment/1909503#Comment_1909503
If a killer is up against a swf squad with 4 commodious toolboxes all equipped with bnp and extra charges while also seperating on gens (I know that's oddly specific but I'm just using an example from a match I had today that was extremely annoying) then how is that just "Oh the killer played poorly" when 3 gens popped before 1 survivor was hit once. Just saying that the need for NOED isn't always "the killer played poorly", a good survivor team with the right items can get things done faster than a killer can patrol the gens.
I think this is a different situation entirely to your average game, and swf is a topic that needs to be addressed much more than Noed does. This would be a situation in which Noed would help, and I'd understand in situations like such, but these happen every 6 or 7 games and even when they do it's not always to this extent.
If you see four toolboxes than go ahead and use Noed. If I see four toolboxes I usually use Tinkerer or Corrupt instead of one of my perks. Noed however is a good replacement for either.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/1909535#Comment_1909535
I don´t like using NOED myself. Because the devs only look at the deaths and not at the hooks and NOED gives more kills, when there should be less.
But, i fully understand every single killer who uses NOED. Because, lets be honest. With all the second chance perks, survivors have become lazy af. No need to heal, got Adrenaline. No need to go for the unhook, he just entered struggling, so we can finish the gen and then go for the unhook, no need to do bones, etc.
I too understand why some killers use Noed. With all the survivors who do use second chance perks, the gen speeds that can often be too quick and the bad matchmaking, Noed can help those who struggle. I'd love if there was a second objective, and some survivors make totems their second, but right now, they don't serve enough purpose to do so
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/1909503#Comment_1909503
https://forum.deadbydaylight.com/en/discussion/comment/1909504#Comment_1909504
Survivors rush gens like there is no tomorrow. Ignoring totems and even avoiding to heal, because they are protected by DS and have Adrenaline.
Yet they look down on killers for using NOED. Calling it a failure, when the killer has a couple of endgame perks, that are specifically designed to not let anyone escape.
As someone who plays a lot of killer (as mentioned in a previous comment, about 50/50) survivors sometimes rush gens like there's no tomorrow. Not always. I'd say 1 in 6 or 7 games. Adrenaline isn't even an overpowered perk and it rarely comes in huge use.
I look down at Noed as like mentioned, it rewards killers who haven't been able to apply enough pressure even normal games, something I'm able to do as Clown without Noed. If its paired with other endgame perks then I'm mostly fine with it as they are using a build that isn't focused on killing, but rather just messing with survivors at the end, but if they're using Noed, especially in a meta build, then yes, I will consider them a bad killer for using Noed with it getting them usually a kill they wouldn't have had otherwise.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/1909486#Comment_1909486
Actually no. The killers objective is to kill. Not protect gens. Doesn´t matter if 0 gens get done or all.
And if they leave it that late after the survivors succeeding at their objectives and the killer failing their objective so far they don't deserve that boost with Noed.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/1909451#Comment_1909451
Adrenaline is the same as NOED. With the difference, that the killer can´t prevent it by doing bones.
Adrenaline rewards survivors for succeeding at their primary objective. Noed rewards killers for failing their primary objective.
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@Mikeasaurus said:
It's the oppisite for me. Mornings and afternoons are super calm. It's actually enjoyable in my matches. Nobody is really going mega tryhard mode, and it's generally a fun time. Nights are when the real nightmares come out to play for me.
I feel like the exact same occurs. Up until the evening majority of my games are calm and fun for both sides, however later in the day the matches get more frustrating, in which I usually face the same killers (Freddy and Spirit) or I usually face survivors that are clearly swf and play as toxic as possible.
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Although I do think it needs a change to reward the killer for playing well, I don’t think this is the right way to go.
Personally I’d prefer if it was each time you hook a survivor you’d gain a token. And maybe at 4 or 5 tokens you gain the Exposed Status effect when all generators are completed. Maybe even the ability to kill survivors with your hands (aka mori) at a 8 or 9 tokens. A 1% speed boost could be granted for every 2 tokens, however that might be a bit steep.
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@VicThor said:
https://forum.deadbydaylight.com/en/discussion/comment/1909437#Comment_1909437
Just like good survivors don't need 2nd chance perks
Usually, yes. There are situations where I think some are fine, like DS if the killer is genuinely tunnelling, Unbreakable when used alone or BT when the killer is face camping. Although usually, if the killer is playing without camping or tunnelling, then yes. Good survivors don’t need second chance perks.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/1909437#Comment_1909437
You mean, like a good survivor doesn´t need DS? Or Adrenaline?
A good survivor doesn’t need DS, I do completely fine without the perk and it rewards playing poorly (Unless you get tunnelled which is a situation I’m fine with the perk). Some good survivors do run it and abuse it, and it does need to be changed in that sense.
Adrenaline is much more debatable as it rewards survivors for playing well and completing the generators, however I’m not a fan of the perk and I prefer using other perks that help me multiple times throughout the trial.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/1909316#Comment_1909316
How does NOED reward survivors for playing poorly? I mean, they failed to do bones.
It rewards killers for playing poorly with cheap kills. A good killer doesn’t need it.
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NoeD. As a 50/50 player I'd much rather this perk be a rewarding perk (Like getting rewarded for a certain amount of hooks) than be a perk that rewards you for playing poorly.
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@Crowman said:
Since the rework of Dying Light. Actually getting to the point where you have a sizeable slowdown effect going is already at the point where many survivors are on death hook.
The only killer that gets any good use out of Dying Light is plague due to the fact her power prevents survivors from healing, but even then you get better mileage from Thana since it's effects work on everyone.
Legion also gets a good bit of value out of it imo (although that's more so due to its synergy with Thanataphobia)
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I'll use DS if I'm running a stun Build (Head On, Q&Q, Windows and DS) or Unbreakable when using a slugging build (Flip Flop, Tenacity, Unbreakable, Soul Guard).
Neither really fit my playstyle, with DS rewarding an aggressive playstyle and Unbreakable I simply find too situational.
If I'm playing properly and not messing around, my build is Spinechill, Ironwill, DH/Balanced and Windows/Q&Q/Wglf
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If it's late into the match than yes, I will. Otherwise I'll just leave and hop into the next.
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When I play well and the game was fun. I could die to an extremely good Huntress and I'd be satisfied with the match.
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Although I haven't played against much Blights, they are personally extremely fun to play against, the chase feels unique making him a favourite of mine to face.
The only downside I have is that the perks they use are almost always the same (Ruindying, BBQ and Tinkerer) but the killer itself seems fun and balanced.
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I'd much rather face fake pallets than face snares. Personally they're much more fun to face. The main counter is simply staying alert when you're awake to see what pallets have been thrown down and where pallets haven't spawned.
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I prefer Thanataphobia + Dying Light + Hex Ruin + BBQ but this is also a great alternative.
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I'd like to mention that the time of day does effect the queue times. Mid day the reverse seems to occur (almost instant survivor queues and long killer queues).
Despite this, I can imagine the frustration with waiting this long in the evenings for a single game.
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I've faced one in the last week, she got a 0k and gen rushed... and she wasn't bad either, her chases were relatively short but she simply couldn't keep up.
I'm gonna be honest, to me she is the worst killer in the game at the moment.
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@Mysterynovus said:
Jeff, and if you think otherwise, you're lying to yourself.
This is the only right awnser.
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Iirc, yes, they won't be able to see you if they're running I'm All Ears or that one Wraith add on. Despite this, the perk isn't great, as both I'm All Ears and the All Seing Wraith add on are rarely used, and most other aura perks and add ons are either also very rarely used or have easy counters (such as running one way and then turning around or getting in a locker with BBQ).
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Their power itself doesn't hurt people, so technically they're M1 killers.
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A 3k and I play well. I'd rather get a 0k or 1k and play well than to get a 3k or 4k and play bad.
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Swamp by far, although I once spend 10 minutes looking for a hatch on Haddonfield (It ended up spawning on the back porch of a blocked house).
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When I upgraded from the Xbox One to the Xbox Series X it had all my progression and everything saved, so I'd presume the same would occur when transferring from a PS4 to a PS5.
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Yes this is bannable and you should contact support, however, if you didn't report them in game they can't ban the player.
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All 4 survivors can't be wearing the exact same cosmetic.
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Clown
He has two amazing perks and is extremely fun to play especially after a bit of practice.
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The devs have said a while back that they had no plans to give survivors any abilities (outside of perks and items) as they didn't want survivor to feel pay to win and people to feel dissapointed that they P3 50d a character only for their ability to be disappointing.
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Although I think year is a bit much, I think they should only make 2 chapters this year instead of 4.
Additionally, I agree with everything that you listed as changes except slugging, aswell as camping to an extent, as camping can make sense in certain situations (endgame collapse and when you know all survivors are going for the save).
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@Lyonic said:
I could maybe switch out enduring for coup de grace?
https://forum.deadbydaylight.com/en/discussion/comment/1882214#Comment_1882214
Coup de grace is a decent perk at best if you have 3 stacks of Devour, if not it's a waste of a perk slot.
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Personally, while Devour and Undying are great perks on Clown, Enduring and Brutal Strength aren't.
The reason I don't find these perks great is because Clown is already strong in the chase and Devour does more work than Brutal and Enduring.
Personally, I'd replace them with a tracking perk and a slowdown perk.
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I understand the frustration, and it's happened to me plenty of times, however the two main things I would like to mention is that hatch spawns before the match even starts, meaning that your suggestion in the second last paragraph wouldn't work, and that hatch has a better chance of spawning at certain places even without offerings (Side of shack mainly).
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Surviving for a period of time would lead to most survivors becoming immersive rather than doing gens. They'd hide for the the whole time and then escape when that time is up. Any vehicle probably wouldn't make sense lore wise as the entity would have to create it, or someone very skilled in creation such as Vigo, and I don't think another escape method would be fun gameplay wise either.
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@BlooperReel said:
I asked this same question and the response I got was:
"They can't tell the difference between intentional and unintentional DCs. Honestly if someone with bad internet is playing, it's on them for not knowing better"
So, I guess either they don't know how to make a proper DC system or they just don't care
No game can tell the difference, or if one could people would abuse it by pulling the plug on their wifi.
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Check nearby gens, if not patrol the rest of the gens to see if anyone was hiding in a locker.
Everyone in the area is usually a great scenario because that's no one progressing to generators for a short amount of time.
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Two things that partially explain it is that the Nancy was already injured, which means they characters are leaning a bit more forward causing their height to decrease slightly (in visuals not hitboxes) and the survivor is female, who appear smaller especially when compared to their hitboxes.
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@GodLikeTerror said:
https://forum.deadbydaylight.com/en/discussion/comment/1873137#Comment_1873137
Clowns exhaustion addon is completely gone when the next update hits which sucks, because that was a really good addon on him, and it helped immensely. Sadly huntress is going to be the next one to go, and that will be it for the exhaustion addons.
They were arguably some of the most over powered add ons in the game. The ability to negate a survivors perk that easily shouldn't be possible.
Additionally I found Clown more then fine without them, and Clowns my main killer.
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As someone who currently uses Devour Hope with Haunted Grounds, it has a chance but, but not exactly a major one. Most games both of the totems are cleansed even in games where Devour goes down first, I think the same will happen here, both totems will get cleansed even if survivors don't know what it is.
On the alternative, this tactic will work great against gen rushers, the times where I find Devour Hope most useful as neither hexes go down.
There's hope for this working, but I'd stick to Haunted Grounds.
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@WeenieDog said:
Unfortunately, it makes Adam more likely to become the obsession, but not guarantee him to be the obsession. I don't know why it's like that, but it is.
If I had to take a guess, it works like that so the killer can't instantly see that the Adam would have DS and avoid tunneling him making DS useless.
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Pig, the best ones know how to deny most loops with their ambush and can often get gen grabs when you're not prepared.