Nos37
Nos37
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- Nos37
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Oh, and to be fair to survivors, decrease the repair speed of survivors by x % for each stack (additively) and for each survivor currently repairing (mulitplicatively). This way it won't be crippling against the last 2 survivors (1 in chase and the other survivor on gen severely hindered).
See? I can be fair.
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Yes. Glad you understand.
1 survivor runs the killer for 3 gens. 4 gens. 5 gens. Unaccetpable. Unbalanced.
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My problem with Borrowed Time is where are they borrowing it from? They don't have to earn it; it just works regardless of the killer camping or not. The perk should be token-based and should require the killer being close to the hook for stacks to be gained.
Until then, the killer can hook a survivor, walk halfway across the map, find a survivor, chase them all the way to the hook, and survivors can exploit the "hey, you're a camper, get punished, lul..." garbage.
That said, I would be happy with your proposed change. Better than the live version.
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What pressure?
I have to be right there when the chased survivor goes down, meaning that only 2 survivors, at most, are working on gens.
Sabotage a hook? Sure, but there are too many hooks = another hook is just nearby anyway, and which one do I sabotage? The killer has 2 or 3 equidistant choices (I can see the hook auras with Saboteur)
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BBQ counter: Distortion (once you lose a stack when a surv is hooked far away, you know the killer has BBQ and you can preserve stacks by hiding in lockers everytime a survivor is about to be hooked)
Pop counter: Repressed Alliance
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I'd like Open Handed to let me share my aura reading abilities with others, not just enhance other survivors' aura-reading ranges (especially if they don't have aura reading abilities equipped).
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Open Handed: Strengthens the potential of you and your team's aura reading abilities.
- For every other survivor within an 8 meter range, increase your aura reading range by 8 meters.
- Survivors within 8 meters of you can see any aura visible to you. Once out of range, this effect persists for 15 seconds.
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This would be great for my detective journalist/reporter build for Zarina.
Open Handed, plus Visionary, Bond, and Windows of Opportunity
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I don't mind surivors who play smart. I don't mind the survivors intentionally countering Devour Hope by making rescues with the killer close by.
I simply don't like when survivors make dumb choices and get rewarded for it. My problem is when the survivors don't know I have Devour Hope (and they're just being clueless survivors who rush the unhook despite being chased, hope the killer targets the person they unhook, and hope that person has Decisive Strike), and I either have to forego stacks of Devour Hope or tip them off early that I have it.
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SWF can simply say "I'm being chased!" and everyone else knows they can safely work on gens instead of hiding in grass or lockers at the start.
This is not the case in solo matches
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Oh, but make sure that you don't disconnect from the match! The devs don't want you ruining the hacker's "fun," and will penalize you for dodging them
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Seriously.
Just had a survivor disable player collision and was running right through me, as well other survivors who were taking protection hits. Thought it was lag or Dead Hard at first
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THE HEX CAN BE CLEANSED!!
THAT IS THE HIGH-RISK HIGH-REWARD!
THAT IS THE COUNTERPLAY!
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Option 3 / C: NOED rewards the killer whether they failed to protect gens or not, so long as survivors fail their SECONDARY objective.
NOED needs to activate when the last generator is repaired, not when the exits are powered.
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Option 6 / F None of the above. Your poll ony has biased options
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Okay, if you really think so, then quote me saying that I give up on first hook. Go on, my post in this thread was not edited.
Maybe you can't handle being called a hypocrite and then just assume that I play a certain way because I don't "yes, and" you. Smh
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"Just a PSA that if you are somebody who does this, you should consider not playing the game if you can't handle a core mechanic of it." - @JordanMalicious
Survivors are by all means allowed to attempt to escape the hook and are allowed to not bother struggling in the second phase. This is a core mechanic. Sounds like you should take your own advice and stop playing...
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The Solidarity change won't help.
With the proposed change, you are either healing and the killer hears the sounds of tape and stitching or you're not healing and the killer hears the grunts of pain (which can already be mitigated with other perks anyway).
Solidarity's big downside is robbing your team of healing points every time you get value from this perk. You're both injured; you have to play the "no, you" mini-game of trying to interrupt their heals so that you can heal them first; you get less health conversion if someone helps you heal; then they get less points for healing you for the remainder of your injury. All to save, what, 8 seconds of healing?
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Given that Meg is one of the loudest survivors, whether injured or healthy, and given that your profile pic is the Spirit...
This is jebait so that this Spirit player can have an easier time finding loud Megs
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That's nice and all, but I wouldn't put it beyond the game to then just match me against a killer with Franklin's Demise who rids me of said flashlight before I get the blind.
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You will be facing a seemingly random direction after teleporting, so even if you see survivors' aura with BBQ it takes skill to learn which direction you'll be facing when you arrive to shave off a couple seconds of disorientation.
Other than that... no skill.
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I'm not good with flashlights. I saw them as cheese and put off learning to use them for a while. Just as I was getting the hang of them they went and changed how flashlights work, so I stopped using them once again.
I can stun Bubba. The problem was the killers I kept getting matched up against.
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This is how they should have implemented dull/hex totems!
No glancing at a tile from a great distance to check for totems.
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They put in the Endgame Countdown to stop survivors from taking the game hostage after completing the last gen. They now have 2 minutes to wrap up and get out. This just made survivors take the game hostage at 1 gen left instead. For that reason, having a concede option once there is only 1 remaining gen will just make bully squads take the game hostage at 2 gens. The condition/trigger for conceding needs to be out of the survivors' control. Period.
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Delete 1 killer? Freddy.
Delete all of 1 killer's add-ons? Myers.
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I just go to the Recent Discussion section and click the red button on the right that says "New Discussion." Then I select the General Discussions section from the Category drop-down. (This is on PC Firefox).
This is the link that the red button takes you to: https://forum.deadbydaylight.com/en/post/discussion/en
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Fun fact: Equipping Decisive Strike drastically reduces your chances of self-unhooking.
I used Ante-Up and Slippery Meat for 30 matches in-a-row and only failed to escape the hook in maybe 3 or 4 matches.
I threw Decisive Strike into the build and haven't escaped the hook since (3 matches in-a-row now)
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The most "slippery meat" aspect of this game, currently, is when I (as Killer) go to hit an injured target thinking I have an easy down and they slip right out of my hands because of the Hardened status (whether from Borrowed Time or Soul Guard).
This is why I think it should be added to Slippery Meat
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@Tactless_Ninja said:
Could be an anti-tunnel perk.
If the killer tries rehooking the same person on the same hook they slip right off.
...and then go right back on the hook after. This would be great if the perk were indeed called Easy Meat on a Silver Platter
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Then rename the perk from Slippery Meat to Easy Meat on a Silver Platter !!! 😡
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Spot the Nancy
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@CheyeneKL said:
https://forum.deadbydaylight.com/en/discussion/comment/1635868#Comment_1635868
I'm not saying you can't hit great skill checks, I just meant that it didn't seem TOO incredibly useful to a player who can consistently hit greats- what kind of bonus does it give to you if you do hit a great when you have tokens? I struggle to hit great skill checks on Switch (for obvious reasons) but have no trouble at all with them on PC unless I'm not paying much attention.
Free great skills checks are nice but I don't think that even buffing that perk will make it anything a lot of players look and think, wow, let me replace Spine Chill/Alert/Bond/etc., with this tbh
What if it revealed the killer on all Greats?
This would give the perk value, and the Tokens (while useless to players who always land Greats) would still give those who cannot hit Greats chances to get value from the skill too.
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If revealing the aura to all Survivors is too much, then have it reveal the Killer's aura to yourself and Survivors within 8m of you (on the same gen).
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/1635848#Comment_1635848
Just can't get the hang of her. Survivors, even at my crappy rank seem to know exactly how to avoid her goop and I find bigger or indoor maps to be absolutely miserable with her.
Leveling her to get teachables, then I'm done. I much prefer sneaky or high mobility killers. With Plague, it feels like I'm playing a slow water sprinkler rather than a killer :).
You do realize that you don't actually have to play her to level her up, right? Play a killer you're good at / get a lot of points with, and then spend those points on the Plague for her teachables
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@Jyn_Mojito said:
https://forum.deadbydaylight.com/en/discussion/comment/1616989#Comment_1616989
Thank you for your help, I will give it a try. I'd given up on the Rift challenge after wasting so many flashlights -_-
I'm running Plunderer's, Ace in the Hole, Streetwise (and soon Built to Last) to get flashlights on the fly.
That said, I've had 10 matches in a row where I was lucky enough to hit all 3 chests, yet got no flashlights at all (2 iridescent keys in one match, but no flashlights)
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@ShErMaDeRmA said:
https://forum.deadbydaylight.com/en/discussion/comment/1616729#Comment_1616729
Then here is a better comparison. You pay a dude to mow your lawn. He misses multiple spots and mulched the flowers. Just because you don't have that job doesn't excuse a shoddy product.
If I paid a dude $16 four years ago to mow my lawn and he's been doing it ever since, I wouldn't mind the shoddy work
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I finally got a blind!
It took a pallet and 2 health states, but I barely got it.
Went to suicide on hook to secure my blind for the challenge (5 blinds), but no... I managed to escape the hook and got a Disconnection from Host soon after!
Hope the devs remove blind challenges from future Archives until they fix blinding
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If what happens??
I cannot watch the video (network error because I do not allow Twitch scripts)
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@TragicSolitude said:
I have an easier time aiming the flashlight and getting blinds, now. Before when I had those Tome challenges, it took me sooooo many tries to actually get a blind off. But after the latest update, when I did the newest Tome blind challenge, it was like no effort at all. Aiming seems so much easier. I do wish the survivor's head wouldn't block the perspective, but even still the middle of the screen is a lot more intuitive than the weird arbitrary to-the-right aim it had before.
Are you aiming at their eyes or their chest? Did they change where we're supposed to aim?
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This Hammer could also speed up cleansing totems
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I agree with "it just sucks," but if they increase the skill check frequency it would become too powerful.
The skillcheck RNG is what makes the perk pretty bad. If it guaranteed a skillcheck as soon you started healing (with a cooldown to prevent abuse), it would be in a better spot.
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Is it just me, or was the flashlight beam distance nerfed too??
Maybe it's just because I'm seeing the beam from this new angle, but I feel like the killer has to be breathing on me before I'm close enough for the beam to reach them and start shrinking
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Between the new flashlight aiming and the decreased chances of finding a flashlight from chests, it's making the Blind or Lightburn the Killer 5 times challenge that much harder. 😒
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@PrettyFaceKate said:
No. It's like saying killers who hooked survivors who were stuck in the hill bug were abusing an exploit. They weren't. Not bannable.
When I saw survivors stuck there, I downed them, picked them up (sometimes getting stuck myself, which required attacking while carrying to free myself), and then let them wiggle free. I'd then walk away and patrol gens as if it hadn't happened.
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@humanbeing1704 said:
I saw it via twitter I've been dropping and picking the person up again and it allows me to hook
I wonder if that only works because after you drop and pick up, you don't need to move to Hang, and that's why you can (by standing still when Hanging)
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@Flyguy115 said:
I've found that backing up from the hook then retrying seems to work(but it may have just been only one match)
Someone else had stated that dropping the survivor, picking them back up, and then hooking them usually fixes it, but that comes with the risk of letting them wiggle freee and wastes more time than simply standing still
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"I don't really see how that's 'exploiting.' It's not like they know 100% that you cant hook them."
Oh, right because every killer just stands in front of a hook, spazzing out, almost every match, and it just-so-happens to become a "trend" after the new Chapter release. Okay 👍️
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@CrazyShot said:
This bug is game breaking, it needs to be fixed or ppl are going to stop playing killer, it’s infuriating
Given how much time it takes to injure, chase, down, avoid flashlights saves and pallet saves, only to be robbed of a hook. Yeah. It's bad
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Here's a clip of it happening with a locker
Nos37 playing Dead by Daylight: Special Edition. View more Xbox clips at GameClips.io -
Had this bug on Xbox while playing Clown.
It seems to affect all interactions that require moving/centering/vacuuming the killer into place (breaking a pallet, searching a locker, hooking a survivor, and ocassionally when vaulting a window).
The effect is most noticeable when attempting to hook a survivor (probably because it has the biggest vacuum range/movement).
That said, I did have a match where I could hook all survivors fine, except Adam. I tried hooking him on 3 different hooks and was forced to drop him each time because I could not hook him at all.
I have found that moving to the center of the hook and approaching the hook/prompt from the front seems to work better.
Nos37 playing Dead by Daylight: Special Edition. View more Xbox clips at GameClips.io -
I know how to work around the Hag's traps, but knowing how to doesn't magically mean that my teammates do.
De-rank back to yellow/brown and play against a Hag...
8 traps around the hook. Every survivor sets them off when unhooking
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@MadLordJack said:
That's actually a pretty significant nerf, even though trapping hooks isn't a big part of her kit. It's just a thing you do to weed out the good survivors from the bad ones, which isn't that significant when you realise what it actually means. If she cannot place traps there, no-one would need to slow themselves down or play carefully to avoid one going off.
Besides, the strongest way to trap a hook is to trap the loop/path beside the hook, so it's not like adding a no-trap radius would be even feasible. You can't remove her power in such a large and random portion of the map.
I'm not saying that traps cannot be placed around the hook. I'm saying that if a survivor is unhooked, any traps within 12m of that one specific hook are removed
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@EuphoricBliss35 said:
Yay, another “I don’t know how to play around DS, so please nerf it so the game is on EZ mode for me” thread
"Dont nerf DS, so I can keep MY EZ mode! Whaaa!"
