NoOneKnowsNova
NoOneKnowsNova
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- NoOneKnowsNova
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As mentioned by others, Huntress.
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Something similar was tried a good while back, it was abused by survivors.
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An argument could be made for any survivor except Feng for being the leader. But out of the two, I'd say Adam. He's smart and isn't nervous unlike Dwight.
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Either a range cap, or simply changing it from reducing your hatchets by 4 to your hatchets are capped at 1 and no add ons can increase this number.
I feel that if you added a range to it then the good players only get even stronger while it encourages newer players to try and take those long shots which helps them learn.
On the other hand, maxing the number of hatchets at 1 makes it a lot more important for when you use the hatchet, because if you miss it's right back to the locker for you.
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@Theninjajesus said:
https://forum.deadbydaylight.com/en/discussion/comment/1862578#Comment_1862578
That's how the Mori works now...
Plus my revised system requires the same amount of hooks to kill all 4 survivors. It just gives more flexibility in how it's used.
The difference between the two is that the current one, you tunnel and hook a single survivor twice. You are applying pressure to one survivor while the two are free to do gens and one has to get a save. With your one, you are pressuring at least two survivors, with both survivors remaining for a save each or one survivor going for two with the remaining working freely on a gen.
It may take the same amount of hooks, but it still encourages tunneling the second survivor that you hook while generating more pressure than the current if you try to get rid of a survivor as soon as possible.
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@Theninjajesus said:
https://forum.deadbydaylight.com/en/discussion/comment/1862571#Comment_1862571
It cuts off your ability to generate more tokens if you tunnel in that way.
Still a huge problem, if you can get a survivor killed only two hooks in, which more likely than not you've only lost a gen by then (or maybe even none) then you're the favourite to win the game.
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@Theninjajesus said:
https://forum.deadbydaylight.com/en/discussion/comment/1862563#Comment_1862563
Every two hooks, the killer gets a token and can kill a player who's been hooked at least once.
Which highly encourages tunneling the survivor you hooked second.
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@Theninjajesus said:
https://forum.deadbydaylight.com/en/discussion/comment/1862346#Comment_1862346
Certainly seems like they don't care about rushing some nerfs. Like, it took me two minutes to think up a better system than what they put in.
And this solution is?
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Deathslinger: One of the best chases in the game, no map pressure and is prone to being genrushed.
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I think we're gonna see a surge in NoeD as less totems will be cleansed.
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@EvanSnowWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/1862346#Comment_1862346
I want it rushed.
Then it might end up too strong or too weak.
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@Rattman said:
https://forum.deadbydaylight.com/en/discussion/comment/1862364#Comment_1862364
Keys are more complicated.. how exactly? I'm a simple man. If you nerfed mori to the ground, so they became useless now, do the same with keys for the great justice.
TL/DR at the bottom
Like I stated in the first part of my post above, there were only two real ways you could change moris while making them feel the same. An offering that allowed killers to have a cool animation to finish survivors off. These two changes were the one we have now or the option that once every survivor has been hooked once all survivors could be morid. These weren't complicated and were straightforward balance changes.
On the other hand keys, an item that can be used to escape a trial prematurely, has many changes it can have, each possibly being able to be combined, however many with flaws. Two that have been widely considered by the community are A, and opening time or B, only one survivor can escape through the hatch. Both leave us with a few problems.
With option A, the time it takes has to be heavily taken into consideration. If it takes too long than the item is useless. If it's too quick than the killer can't do anything. And most importantly, it doesn't change a possibility of three survivors escaping if the hatch doesn't spawn near any of the remaining generators.
While option B sounds great in concept, alot of flaws emerge quickly. What happens after? Does it close and leave the other survivors behind? If so this even further makes solo queue what many consider a living hell. Does it instantly activate egc? Then the killer will feel cheated out of what could have been a 3 gen, or survivors on the brink of losing. Additionally, would survivors be permitted to bring multiple keys.
These are just the two main suggestions that I've seen thrown around, and unlike moris, there are many more, hence keys are more complex to change.
TL/DR: Moris had two solutions with no major negatives. Keys had many solutions with many having a lot of problems.
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Waiting for the devs to revert the change in bottle visuals because killers like it /s
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@Rattman said:
https://forum.deadbydaylight.com/en/discussion/comment/1862346#Comment_1862346
Dude, key is 4 years in the game. I don't even mention how rushed were mori changes.
Personally I'm fine with the mori changes. There was only really two options, this or make it when you hook every survivor at least once, which just encourages the survivor yet to be hooked to hide and have a stealthy playstyle.
While moris had mostly straightforward ways of changing them, keys are much more complicated.
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Would you rather they rush it or take time to come up with what they find a balanced solution?
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@Dwight_Fairfield said:
I guess I need to see it in action to get a proper grasp of it, because on paper I can't understand why giving survivors a sprint burst would be a plus to the Clown.
You're not supposed to throw it at survivors but rather yourself.
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Move Spirit and Nurse up to mostly fun, move Freddy down into Makes me want to uninstall the game, move Plague into mixed bag and it seems mostly fine depending on the map.
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I'll start of with Self Care. Spending 32 seconds self healing gives the killer a ton of time where instead of worrying about four survivors they're worrying about three. Usually it's better to stay injured, be healed by a team mate or to bring a med kit.
Left Behind promotes hiding till all survivors are dead to get use out of the perk, and even then you don't get a huge use from it as you can just randomly find the hatch mid way through the match.
Finally, Urban Evasion promotes a poor play style in which you spend longer if you're going from gen to gen. It's fine if you only use it when the killer is nearby, but otherwise you're wasting valuable time.
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@Steel_Eyed said:
https://forum.deadbydaylight.com/en/discussion/comment/1843061#Comment_1843061
BBQ, Brutal Strength, Save The Best For Last, Whispers.
I have found Whispers makes up for my gen regression perk because it gives me information to start chases back to back.
I saw some Clowns like all action speed. Bamboozle. Fired Up. I like my set up though.
Sounds like a good build, Whispers is a need for me on all killers, including Clown just because you don't have to spend as much time checking gens.
Personally I use Devour Hope, Haunted Grounds, Monitor and Abuse and either Whispers or Lightborn depending if there are multiple flashlights in the lobby.
Often survivors won't cleanse Hex Totems when they don't see Ruin, which leads to me getting 3 stacks of Devour and ending chases extremely quick. Haunted works great Protecting it and occasionally being activated early game providing a lot of momentum. M&A means I get closer to survivors before they start running shortening chases even more.
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On topic, I think every killer should go into the game with a chance of winning, however shouldn't go into a game with the ability to win the game with ease. For example, Huntress and Freddy. For Huntress? both sides have good ping it's an extremely balanced match up where both sides can come out on top and usually the better sides win. With Freddy, mindless tactics such as Snare spam aswell as the ability to have great gen protection and to hide his terror radius in a way makes him a bit too easy to come out on top with.
In conclusion, all killers should, in my opinion, should not be too easy to win with but not too hard to win with in which the better side will come out on top.
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@Steel_Eyed said:
https://forum.deadbydaylight.com/en/discussion/comment/1842388#Comment_1842388
Agree about Wraith but hard pass on buffing trapper. He’s just fine right where he is.
To OP - I love tier lists! I like reading peoples thoughts on the strength of each killer and we sometimes learn something from them. And even though the tiers go from S to D-tier, no killer is reasonably lower than a B in viability.
Fwiw, I’ve been playing red rank Clown with no gen regression perks and 4k’ing. The state of killer has been quite good since the map adjustments.
Finally another person who can play Clown without slowdown perks and agrees he isn't actually bad.
Out of curiosity what's your build with him?
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It's a perk that in my opinion, is the strongest in the game and needs a nerf of some sorts, I use it in my build all the time just because of how much value it provides.
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Might be why I get to stage two all the time on first hook.....
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@Mandy said:
I definitely think if there is one on this map, it's been the one that's taken the longest to find
Did Hawkins take longer? I recall that took a long time but not sure how long.
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@Hoodied said:
I think it is inside the clocktower
Ah ok, thank you 😁
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Console or PC?
If Console, Clown or Legion. If PC, Twins, Plague or Blight.
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@Francesco044 said:
https://forum.deadbydaylight.com/en/discussion/comment/1824403#Comment_1824403
I seriously thought to put it lmao but nah because a lot of people wouldn't vote the real option
Fair enough.
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No both option...?
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@[Deleted User] said:
Eyeroll. I'm sorry your DbD experience is so rough. Typing a 5-9 character redemption code is so cumbersome. What's next - having to click "Ready" twice to enter a match - oh wait... oops. I think they should just get rid of all these free things and just make everything cost money - that would make things so much easier.
Not everyone has time to come on every few days.
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That's odd, it worked for me in both the matches I completed it in.
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@jaltonTT said:
https://forum.deadbydaylight.com/en/discussion/comment/1820454#Comment_1820454
tbh they didnt take the nerf too far honestly its still a lil op but now killers actually have to use skill btw buff decisive and legion
It's not even a lil Op, infact, unless there are no hooks nearby at all, it wastes more time than it saves, making it literally useless to run. There was multiple better ways to take this, one of which was highly reccomended by majority of the community yet the devs took this action instead.
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@GodDamn_Angela said:
I can just imagine how frustrating the Twins would be on Controller. I don't play Killer anymore but I play on PS5.
Since Oni/Slinger/Pyramid Head (Depending on how harsh you are, I believe at Slinger) the killers have simply been much smoother on PC than they have on console. Last killer I played for a while on console without it feeling too bad was Oni, and his Demon strike can feel kinda awkward.
For the rest of them, Slinger should be obvious, PH has a massive sensitivity boost just before using his punishment of the damned, Blights turning feels extremely clunky, and now The Twins.
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@Mandy said:
No afaik the terms to Devour Hope haven't changed so DH shouldn't have changed...the change to Ebony Mori's shouldn't have affected DH in the slightest - I've also not seen any evidence of this either, I have been DH'd mori'd in the last couple of days without being hooked twice though, so not sure if there's a random bug that happened to someone or if we just have an unfounded rumour spreading around.
To add onto this, I haven't had this bug occur to me and I use Devour Hope every match on Clown who I've played a ton of in recent weeks.
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Most killers don't deny it needed a nerf. The problem was they took it too far.
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Not really no, although I have been getting alot of nice Bubbas and Wraiths recently, dunno if that's just me.
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From what I've read (I'm still a novice lore wise so apologies if this is incorrect) every time the survivors die in a trial, they lose their memory of being in the entities realm completely meaning they have more strong emotions that the entity can feed on, meaning that they believe that they've just arrived and can escape and not that they're in an endless loop.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1817965#Comment_1817965
Forward as there will be better tech and medicine and things though seeing past events would be heckin' cool if not scary (brutal executions? Nah thanks.)
Would you rather be buried under hot sand or stuck inside a freezing snowman?
Both sound like a nightmare as I'm a bit claustrophobic, but I'd rather be in a freezing snowman than buried under hot sand.
Would you rather relive the worst day of your life, or have the worst day of your life occur tomorrow?
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Too controversial to be added. If everyone wanted it, sure, but the community is completely split.
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@[Deleted User] said:
Would you rather have the best "romantic" experience of your life, knowing there's a chance it could end badly (kill you)
Or never have any "romantic" experiences at all?
The latter sounds like my life, rather choose that however.
Would you rather know how you would die or when you would die?
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@Saltjar34 said:
Remember, there are survivors in this forum. Think about them, they also want to win too. But if you really hate having exit gates spawning far away and not having time to patrol, Demo, Iridescent Stone Trapper, Mint Rag Hag, and Remember Me are all pretty decent at dealing with it.
I'd like it if your idea was an offering. I mean, we already have a hook distance offering so it wouldn't be too surprising to also have an exit gate distance offering
To add onto this, Whispers is an amazing gate protection perk in a situation like this, as you can know which gate the survivor is trying to go for while you can just wait there.
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@HellDescent said:
https://forum.deadbydaylight.com/en/discussion/comment/1814048#Comment_1814048
How are you blinded while using lightborn?
What I meant, and I couldve phrased it better although it was after midnight for me and I was tired, was that if it wasn't for light born, I would've been blinded 4 times while carrying a survivor.
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@HellDescent said:
https://forum.deadbydaylight.com/en/discussion/comment/1813717#Comment_1813717
######### are you talking about? What does it have to do with broken key? And yes, I'll take a broken key with blood amber over a flashlight any day. And fyi I'm a killer main.
I've been blinded 4 times while carrying survivors in the past day (Using Lightborn tho) ... what survivors are you facing?
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*proceeds to read the whole thing in an angry tone*
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Eh, I'd prefer if kicking gave a base 3% or something similar over this.
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An completely original realm .
If I had to choose then Glenvale.
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@Elena said:
https://forum.deadbydaylight.com/en/discussion/comment/1811911#Comment_1811911
lol in about 5 years
If we're lucky.
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It's a bug and they're working on it.
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Well I believe @MandyTalk can help you with it if you comment on their wall and the name change you'd like.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1810704#Comment_1810704
But how would you nerf it though? Seems like an impossible task to me, like a perk you'd either have or not have. I don't see how the devs could really lessen it. Really, it's not much different to premonition imo.
I agree with both @Zayn and @DragonPhoenixRage in some ways though.
On one hand, it doesn't seem fair that one killers detected by spine chill yet anothers not, though Victor is quite loud for those of able hearing. The prob comes when you're not able to hear.
That's the problem, and the same problem with many other perks when balancing them. How do you change it without making it too weak/strong?
For me, the best idea I can think of is that it doesn't activate if the killer has the undetectable status effect or you have the oblivious status effect.
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If anything spine chill needs a nerf, coming from someone who uses it in my build.