NoShinyPony
NoShinyPony
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The Archives are scheduled to be released with the next mid-chapter patch, which means in roughly 8 weeks, if that was your question.
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If you main killer, then you will also have a lot of matches where the survivor finds the hatch first or where the exit gates spawn that far away from each other that you can't patrol them.
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The only change I want to see is that the DS gets deactivated when another survivor gets downed + hooked after the DS user got unhooked. Make DS an anti-tunnel perk, not a 60-seconds-immunity perk.
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@Boosted_Dwight You could be right.
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The battle pass will be just another way to offer purchasable skins for those players who want them. How is that going to ruin the game?
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@joshuashep22 said:
Okay so this discussion has become quite the argument but mettle of man is so underwhelming I have good Intentions all I wanted was for mettle of man to buffed or reworked into something useful I understand an extra hit can be overwhelming on the killers side but decisive strike does the same thing and stuns the killer for 5 seconds so it cannot be that bad.
There is a big difference: If the killer wants to kill a survivor, he is usually forced to hit the survivor more than 3x, no matter if the killer tunnels or not. If the killer wants to avoid this scenario, he has to use insta-downs, moris or he has to camp the survivor to death.
DS only gives the survivor immunity for 60 seconds, so the killer can decide whether to go after/pick up this person or not.
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@Coriander said:
How about a minor buff to Deliverance in which, like Kindred, it somehow alerts your team to the fact you have Deliverance and will appreciate if they pull the killer elsewhere.
Agreed. SWF does have this information anyway.
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@prettyf We don't understand what you are trying to say. Are you using Google Translator? Maybe you can try to rephrase it?
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Grabbing has been bugged for ages. The most common issue is that you simply hit the survivor instead of getting the grab (you see the grabbing animation starting, then it changes to a hit). The devs said this was because of latency, but that's not the case since the killer is the host.
We'll have to wait for dedicated servers and see what happens then.
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@justarandy said:
Imo moris in general should require that every single survivor was hooked at least once before anyone can be moried. This would be a really healthy change to prevent tunneling.
The mori should require a certain number of hooks in total before being usable, but not necessarily from all 4 survivors. If you had one random Urban Claudette whom you don't see the entire match, the mori would be useless.
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When the killer was on the other side of the map when the unhook took place, I would not consider it tunneling. It's similiar to when you come across the same survivor by accident because this person did not play stealthy.
Btw, there is nothing wrong with tunneling, it's an efficient strategy and survivors can bring perks to protect themselves against it. Also, Legion is the weakest killer in the game, so you can't play as generous as if you were playing Nurse.
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Yes, we need an incentive to rank up. But as @BBQnDemogorgon said, it's not going to happen this year.
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DS, BT, Adrenaline, DH is the meta.
You can't go wrong with Unbreakable and Bond, either.
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I never paid attention to that, now I have to check. Maybe I have to main him after all. :P
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@DBDbuildsYT said:
https://forum.deadbydaylight.com/en/discussion/comment/677714#Comment_677714
The solution is to have survivors score more or less 25 k on a successful escape, the amount of BP for each trial is ridiculous.
And playing killer isn't a solution since its damn stressful to do so, we need more BP or a real reduction of the grind, such as removal of perks tiers
Removing the category cap would help. If you only increase the bp per action, you are facing the same problem we are currently having. Imagine getting twice the bp amount for totems, for example: I would probably end up with the Boldness category being maxxed out, as I already do now, while not having enough Objective points. Not much would change.
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@DBDbuildsYT said:
https://forum.deadbydaylight.com/en/discussion/comment/677647#Comment_677647
In most of my survivors games I end up with 15-17k points escaping the trial.
Considering the predatory grind, that the new changes to the bloodweb do not really address, sonething needs to be done
The solution is removing the category cap.
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@LordGlint And that's totally fine. If you end up saving & healing "too many" people, you'll also reach the cap.
I "love" these situations when I maxxed out my Altruism (and my Benevolence Emblem) and then in the end of the match, a survivor gets hooked and I have nothing to gain by saving them.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/677681#Comment_677681
Maybe if you didnt tunnel so much, you wouldnt be hitting the same survivor so many times...
Makes sense. I'll try to work on my slugging technique, then I won't have to hit survivors more than 2x.
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Why do you think that the old MoM would have only affected tunneling killers? Is it now considered tunneling if a killer wants to hit a survivor more than 3x in an entire match?
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@[Deleted User] said:
I believe they said they can tell the difference between a DC and a crash.
That said, I once had a problem where I could basically make my game crash willingly by just opening up a program. So... uh, y'know.
They might be able to tell the difference in some cases, but developers in general can't tell the difference between intentional dc's and crashes in all cases. That's not a DbD-specific issue.
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@LordGlint Yup. It's an issue for survivors as well. You maxx out Boldness super fast, for example, and then you are getting chased and miss out on bp for Objective & Altruism.
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@NMCKE Very nice! 🤭
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In most cases, I don't bring items. Survivors don't need them anyway.
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The 8k cap per category should get removed. (It's annoying if you don't get bloodpoints for doing what the game requires you to do, simply because you maxxed out one category 2 minutes into the game.)
But let's keep 32k as an overall cap so that we don't get endless farming games.
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Only in a fun build.
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@GrootDude said:
I guess using my chainsaw makes me bad, darn.
Leatherface op.
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Unfortunately, while it would be nice, the world doesn't work this way. A lot of people enjoy insulting others over the internet where they can be anonymous. The devs are the ones who set the limits and decide what is allowed in their game + on their forums.
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He is not a true rank 16 (with tier 3 perks from all different survivors), he should know how these add-ons work.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/676946#Comment_676946
Can the Hook Stages be longer too?
Why should you be punished for playing good? Also there dont need to be any motivations for deranking.
If the objective for survivors would take longer, then the hook phase time would also have to get increased. That's only logical since otherwise camping would become a valid strategy.
And I agree, we don't need any encouragements for deranking.
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I love Bond.
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@Sairek I've made similar experiences. If I can open all 3 chests with Plunderer's, I get a pink or purple key in roughly half of my matches.
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I usually get Rotten Fields & Cowshed when I play Michael. The entity doesn't like us. :(
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If you play an average loopable killer, it's normal that 2-3 gens are done when you get your first hook (if you face a good team).
That's not because you failed at "applying gen pressure" but because the maps usually allow the survivor to run a safe route for that long.
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@Mochan That's wrong. Pink insta-heals are the equivalent to moris, not the key:
Usually, a killer needs to down a survivor 3x to kill him. (I'm not counting flashlight saves etc.) With a mori, a killer needs to down a survivor only 2x to kill him. With a pink insta-heal and without a mori, a killer needs to down a survivor 4x to kill him. With the insta-heal and the mori, the killer needs to down 3x.
Also, insta-down attacks take skill. Using an insta-heal is completely skill-free. I suggest you start playing killer on a regular basis. It would really broaden your horizon and change your view on things.
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Thana is nice on Legion or Plague, but not so great on Michael. Instead, you could use PGTW or Ruin or Sloppy Butcher to slow the game down.
M&A + Nurse's are great on Michael.
BBQ is great for the bloodpoints, otherwise another perk would be more useful. You could run Bamboozle to help you with chases or Infectious Fright to start the snowball effect when you have Evil Within 3.
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Freddy is one of the better mid-tier killers. Not great, but better than Doc or Trapper, for example. You won't have fun against good teams but you can win with him against average players.
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I think some people especially in the high ranks are a bit tired of doing gens, simply because this task is not exciting. So it can happen that you run the killer for quite some time while nobody is doing gens.
That being said, I also have good matches with random teammates. It really depends. If you want to make sure that everybody works properly, then yes, you have to play SWF.
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Agreed.
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You can look for friends here:
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@SadonicShadow We'll probably never know.
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@SadonicShadow I'm not sure if the op was being serious or if this was a joke. (Therefore I kept my reply short.)
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You are not supposed to wiggle free without the help of perks and/or your teammates. The wiggle mechanic only exists so that you are not carried to the basement all the time.
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Keys, moris and insta-heals should be adjusted. Don't change moris without changing insta-heals.
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I wish "my" survivors were that lazy!
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I'm on PS4. If you change the language in the settings of your console, DbD will also change to that language.
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@Blackowt_9120 said:
To everyone that said bbq isn’t strong, practically everyone runs it for a reason. The bps are irrelevant, but the aura means a LOT. After you hook someone knowing which direction to go is pretty strong and it’s useful at every part of the game
It's really the opposite. Since everybody hides their aura, there are way better tracking perks. Killers run BBQ for the bonus bp. If you don't believe us, start playing killer on a regular basis.
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I only use BBQ for the bonus bp (and only on some killers where I can "afford" to waste a perk slot). The aura reading is so often worthless. You should play killer more often, then you can see that nowadays most people are hiding their auras from BBQ. If you need a tracking perk, Whispers or Discordance are better choices.
The last thing BBQ needs is a nerf.
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A mindgame is a mindgame because both sides don't know what the other one is doing.
Spirit's non-existing window vault is not a mindgame because the Spirit can see what you are doing but you don't know what she is doing.
If the window vault was a mindgame, following that logic, you could also allow her to see the survivors during her phase walk.
My theory is that giving the Spirit "mindgame" potential was not the main reason for the non-existing vault, but that the devs were under time pressure and they simply didn't really have enough time to make a new vault animation (giving her Trapper's/Hag's animation wouldn't have fit her).
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@MongByeolBuddies One-time-use is better.
This perk would also have to work on the moris you get from Rancor, Devour Hope and Tombstone, for continuity reasons. This doesn't sit well with me.
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I would be pleasantly surprised if the range for Surge would get increased after the PTB.