Nos37
Nos37
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- Nos37
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I think Bond is fine as is.
If anything, have Open Handed share any of your aura reading perks with other survivors within 8m of you and persist for 15 seconds once out of range.
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I used both in an "Executioner" build for the Executioner:
- Nemesis
- Rancor
- No Way Out
- Remember Me
You have to hook everyone at least once and hit the Obsession 4x (made easier with Nemesis).
Near the end of the match, start chasing your Obsession (or make the survivor you're chasing the Obsession) and then down & kill them when the last gen pops. The others will trigger No Way Out while you're mid-mori.
Since none of the others are the Obsession, they have to wait for No Way Out and Remember Me will slow them down after.
Now you have time to look for any survivor and make them the Obsession to kill them too.
If one of the survivors doesn't know how Nemesis works and, instead of leaving, they come back to get one last cheeky blind since the exit is just a tile away, then you can get another easy mori (as seen in the clip below)
Nos37 playing Dead by Daylight. View more Xbox clips at GameClips.io -
@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2405461#Comment_2405461
All I would do is give the survivor endurance if they unhook themselves, if they’re running BT.
My Ante Up Slippery Meat build would love this!
I have to start attempting escapes ASAP if I want to get all 6 tries; however, if I escape the hook on the first or 2nd try, I'm going right back onto the hook (unless I bring Dead Hard / Breakdown, in which case I go down 5s later, or just get slugged)
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Fire Up needs to be buffed before Brutal Strength, starting with some simple % increases...
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@feruis said:
You shouldn't be immune to the killer
I hear a bunch of laughs-in-clicky-click for some reason...
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I thought the devs have said that the skill-based rating is still running in the background, but it's not affecting the matchmaking. Though I think they reset everyone's rating at some point a few days/weeks prior to the most recent test to test how the system handles new players (players with little-to-no recorded matches).
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@LordGlint said:
Mostly keys, but 6 second swapping to anything annoys the hell out of me. I dont even care WHAT you swapped in.
If I'm spending Bloodpoints and then swapping to the survivor I had originally intended to play with, what time should I make the switch to not upset killers who react this way?
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As a survivor, if I'm put into a lobby with identical neon Nea's or a lobby with keys, and if I see killer after killer leave, then I quickly book it.
A) Time wasted waiting for a killer
B) I don't want to face such a killer who feels confident enough in their skill to face them, as it usually means extra sweaty/scummy plays, and solo queue is already hard enough
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Hopefully they fix Claire's face too
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How do I get to Rank 20 then..??
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Whoever thought that putting Clown challenges in the tome was a good idea was intoxicated by a purple tonic that only makes them scream and nothing else
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I'll try the map again once SBM comes into play and I feel that my Clown isn't getting stomped every time I play him. Until then, I'm counting the pixels on the exit switch.
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This might explain the match I just had...
I looked for the hatch in one entire wing while the Trapper chased the other last survivor.
After finding nothing, I figured the hatch was in the other wing.
The Trapper killed the other survivor.
I disarmed a trap on the lower floor of my wing and went upstairs to cross over to the other wing while the killer was distracted.
I searched almost the entire wing before the Trapper closed the hatch on the wing I had left! (I know this becaue the killer had Distressing equipped and I was outside of his terror radius)
The Trapper trapped the exits and instantly won at that point.
(Why did the devs remove his ability to trap below hooks, but not directly below exit switches?? The Executioner cannot lay down trenches below hooks or exits. On top of that, trenches can be bypassed by crouching, do not require disarming and notifying the killer, and do not hold the survivor in place if stepped on!) 😠
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I hope they buff Trapper. Make him more effective throughout the match...
THEN... they can REMOVE his ability to trap directly below the exit gates without baby Trapper mains crying "but that's the Trapper's strength because he's weak throughout the match... 😥"
If I get matched with teammates who are more potato than myself, I can always fall back on the hatch or the exit gates; just not against a Trapper. If I fail to find the hatch first, even the most potato Trapper ever can win.
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If you asked me in 2016 and 2017 (when everyone was on PC and could share with others what waving arms meant before the match started), I would have said:
"I can see the killer and they're camping my hook. Stay away and do gens!"
Now, in 2021 (when most of the team is off-platform, and informing other console players of what waving arms means requires a long, drawn out process of messaging (because Xbox players don't get a pre-game chat bar, despite having USB keyboard and Chat Pad capabilities)), I'm going to say it could mean anything:
- "The killer's camping"
- "The killer's busy chasing someone else"
- "I don't want to die! Unhook me!"
- "I have Deliverance; leave me be..."
- "I have Up the Ante Slippery Meat; leave me be..."
Why do I wave my arms on the hook? I don't do it everytime, but when I do, I wave them to the rythm of the killer's terror radius; the closer they are, the faster I wave my arms (no TR, no waving, unless I can still see the killer watching my hook while stealthed, then I wave them fast again).
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Once they have the Skill Based Matchmaking running, they could have a rank incentive in the form of a Blood Hunt. At the end of each month, ranks reset and players get a Bloodpoint bonus multiplier based on the highest rank they reached. The better the rank, the bigger the multiplier or the longer it lasts. With this, they could also remove the rank caps, have everyone start at Rank 1 (the bottom), and work their way up (to 20 and beyond).
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Okay.
See you Aug 11th for Tome Level II, or in two years when they do the next Blood Hunt ✌️
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@Luciferr_2nd said:
I can't see dead hard getting a nerf, only a full rework.
How would you nerf dead hard?
My idea is that they remove the distance factor but keeps the invincibility frame.
This keeps a dynamic between the survivor and killer of "when are they going to use it" but removes the ability of the survivor to gain distance with nothing the killer can do about it.
I posted an idea to make Dead Hard less powerful by adding a fatigue mechanic.
Currently, survivors can run endlessly without being winded (they only become exhausted after using an exhaustion perk).
The fatigue mechanic still lets survivors run around endlessly, but it puts a time limit on their exhaustion perks; they cannot use exhaustion perks while winded, and they become winded when their stamina runs out. Stamina can be regained by walking, crouching, hiding in a locker, and standing still.
The point of fatigue is to prevent the survivor from running the killer for a marathon, using Dead Hard to get to that next pallet/window, and then extending the chase for another marathon afterwards.
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@Seraphor said:
This seems like a good compromise. Maybe something like a red skull that fades in and out over their portrait while being carried?
Yes, and maybe play a short sound too
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@KajdanKi said:
https://forum.deadbydaylight.com/en/discussion/270303/how-do-you-justify-gen-touching-while
wow, you dont have to kick it. get that ass who touches the gen smartass
and survivors don't have to tap it as they run by; they could just leave it and run away.
and the rich can suddenly give away their wealth overnight to all the poor.
Your point?
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@Mooks said:
Yeah the healing process always reset after Deep Wounds were applied, that’s nothing new.
it makes the perk Resurgence less valuable against camping/tunneling killers even when those switch targets.
maybe an additional effect of this perk could be to transfer healing process towards the Mending process so it at least isnt completely worthless in this situation and can also be applied outside of getting unhooked?
Or have Resurgence trigger from being unhooked and after fully mending.
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The survivors are getting the speed boost from the virus, not the tentacle, if they're still getting it from zombie infection.
Does the T in T-Virus stand for Turbo? Thrusters? Takeoff?
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@papichulo said:
It isnt inconsistent. There are only four syringes and this scenario your providing is very detailed and might be less likely to happen. Yes, you get a speed boost but your tentacle strike hits across multiple meters so it really wouldnt matter. You also are faster than survivors so at some point you may catch up to them. Make sure you entirely see the facts.
Yes, the tentacle strike has range, but it does not pull the survivor to you. This means the survivor gets a few meters head start on top of the 3s speed boost since they're likely being hit at range. Meanwhile, The Nemesis is slowed to a halt.
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@fr0sty1223 said:
https://forum.deadbydaylight.com/en/discussion/259714/i-am-sick-of-press-e-to-outplay
Sure we can adress this perk, if camping and tunneling are also addressed. Survivors run perks like this because killer want to only tunnel and camp.
No camping or tunneling at red ranks: 3 hooks, barely. Survivors just want free escapes.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2300547#Comment_2300547
It’s bad enough the team 3 gens us despite my best efforts to stop that occurring. But when chases are kept around those gens?!?!?! Drives me mental.
One of my survivors has an anti 3-gen build:
- Deja Vu (Visionary could also work)
- Stakeout (since the middle gens are often critical, you'll likely be in or near the killer's TR as they chase/patrol)
- Technician (to reduce the odds of the killer dropping chase to push me off the gen; could be swapped for Better Together to either draw in other survivors for aid or (hopefully) deter survivors from leading the killer to the gen)
- Repressed Alliance (to help with Pop and gen-regression, while letting the others know that the gen is there and needs attention while you're chased off)
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I use Open Handed + Visionary + Bond + Kindred on one of my survivor builds; I like it.
It'd be nice if Open Handed also let you share your aura-reading abilities with other nearby survivors and would last 15s after separating. It would fit the name of the perk well, too.
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@fr0sty1223 said:
https://forum.deadbydaylight.com/en/discussion/259714/i-am-sick-of-press-e-to-outplay
Sure we can adress this perk, if camping and tunneling are also addressed. Survivors run perks like this because killer want to only tunnel and camp.
I have a different build on each of my survivors. Of the 27 builds, only two of them use Dead Hard:
Basement Rescue Specialist with Borrowed, Deliverance, Dead Hard, and Decisive (specialized for basement rescues while mitigating the loss of hook-trading);
It's Not Deliverance, It's Digiorno with Up the Ante, Slippery Meat, Dead Hard, and Second Wind (tricks the killer into thinking I'm broken for 90s from Deliverance and then need to heal up after, when I'll actually be healthy in 30s; most convincing on Adam, and if the killer isn't paying attention to how many tries it takes to unhook myself)
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While I am against Dead Hard (mostly because it's "Press E to freeze console killers in place for 2 seconds), I find it funny that Sprint Burst has been brought up so many times and people say just counter it with Mindbreaker, yet no one's saying just counter Dead Hard with Unrelenting.
With Tentacle Strike locking my game up when I pull it out, I have been playing an M1 Nemesis using Save the Best for Last and Unrelenting, and found Unrelenting to make short work of Dead Hard (and juking).
Plus, you can use Unrelenting for distance while dropping since the recovery is quick.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2254622#Comment_2254622
Yeah pretty much. It’s why Hoarder only really work with Twins, because Victor is the only one with the speed AND stealth to ambush a survivor.
Maybe Wraith too with his recent buffs.
Any other killer gets nothing out it.
I use Hoarder on my Santa clown 🎅🤡🎁
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2294454#Comment_2294454
Unrelated but I really wish Bite The Bullet also hid your aura just while performing the healing action.
I HATE Nurses Calling so much.
If you really hate Nurse's Calling, try this build:
- Off the Record
- Pharmacy / Self Care
- Bite the Bullet
- Any perk (Resurgence pairs well with Pharmacy since the green medkit will work for both times you get unhooked)
Just don't let the rescuer heal you or lead the killer to you
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It's the same with Self Preservation: "Your Scratch Marks, Pools of Blood, and Grunts of Pain are hidden for 10 seconds." Yet, Stridor still makes your grunts of pain audible.
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Since BHVR is incosistent with wording on perks, this oversight has slid by for the past 5 years. It's supposed to "acivate when the last generator is completed," as punishment for rushing gens and ignoring totems, not "when the exits are powered," allowing the killer to get a free NOED proc
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2294169#Comment_2294169
It's still an objective. If you ignore it. You face the consequences
NOED makes the secondary objective the primary one; that's stupid.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2294092#Comment_2294092
Why should survivors be rewarded for not doing their objectives of destroying totems ? You skip it. You deal with NOED
Totems are a secondary objective.
You're saying that Ryan489x deserved NOED because they finished 1 gen instead of 5 totems while his team was playing the way they did??
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No.
NOED is to punish survivor for rushing gens. Why should the survivors still be punished if all 7 gens are still unpowered?
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In the meantime, I'm using Unrelenting and Save the Best for Last on Nemesis, and it's very satisfying for a killer who punches with his fists.
The survivors get away everytime I think Tentacle Strike is worth using. The survivor is running toward a pallet and will be animation-locked? Let me charge my tentacle-- *game locks up while I'm adjusting my aim and keeps applying my user inputs while it fixes itself* By the time it unlocks, I'm facing the wrong direction and the survivor got away.
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I hate being the first survivor found match after match, but an offering that gives a bonus or advantage to the survivor if they are the first one found can be abused since survivors can make themselves found first.
Maybe a secret offering that makes the survivor invisible, but incapacitated, for the first 30 seconds. They could scout a bit, but could not progress the game while invisible, and won't likely be the first one found.
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The othe day, I had a match on Mother's Dwelling (no map offering) against two Kates as Pyramid Head. The very next match was on Mother's Dwelling (again, no map offering) against two (different) Kates as Pyramid Head.
The next day I had 2 matches against 2 different Spirits on The Game map (no offerings) back-to-back with similar builds.
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@Edgars_Raven said:
https://forum.deadbydaylight.com/en/discussion/comment/2290746#Comment_2290746
Yeah but they dont know its blocked so when they loop around to jump it you can smack them.
Windows being blocked by the Entity has a distinct sound the survivors can easily hear. Bamboozle should remove that sound and the perk would be in a better spot
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@Edgars_Raven said:
https://forum.deadbydaylight.com/en/discussion/comment/2290564#Comment_2290564
If you really find it that bad get bamboozle. Its an overlooked perk that can really mess with even good survivors
There are two windows and the unblocked window can be looped long enough to outlast Bamboozle's duration
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@Jarol said:
I like Nemesis, I enjoy playing with it, it is somewhat balanced so to speak, but I would like it to have an ability that makes it more lethal in Tier-3, or that there are 4 Zombies as a base kit.
What if Tier 3 added another zombie?
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@OopsAllHexes said:
https://forum.deadbydaylight.com/en/discussion/comment/2289405#Comment_2289405
With all of the weaknesses Legion's power has, when does a Survivor just admit they don't want to deal with any problems, ever, don't care about the Killer being a human and not a boss or AI, or don't want to adapt?
When does it become the Survivor's responsibility to adapt, instead of the game having to change?
I just said how I have adapted
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What lag? 😆
Nos37 playing Dead by Daylight. View more Xbox clips at Clips.Games -
For me, a win is completing the match without freezing and crashing
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Currently, the only way to counter killer instinct is to be in the deep wound state. However, you cannot stay in this state for long unless you keep running. Legion will see scratch marks if you run in the open. Just run loops in the basement until the hatch spawns.
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Likewise, I had a survivor DC as soon as they realized I was playing Freddy. I played nice and didn't try to mind game during chases, only to get looped hard, gen-rushed, and teabagged at the exits.
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I never got to play it. It was disabled by the time the DLC was available for purchase in the Xbox Store
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Just play on console then. You cannot ever see chat
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I generally run without a plan, but I do try to run towards the bright lights of gens that have already been completed and loop there.
Let's just say that I'm not buying my team much time because I will go down shortly, but at least it won't be pushing them off gens.
@Northener1907 Have you tried using Better Together perk to show that you are working on a gen to the others before they get to you?
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Not currently. It just means they are "Off-Platform"
