Nos37
Nos37
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Open Handed needs the same treatment.
It adds 8 meters to aura-reading abilities, but it was added back when the majority of aura-reading perks had a 12 meter range.
It used to increase the range by 66.6%, but now that aura reading ranges have been increased for perks like Bond, Open Handed only increases the range of Bond by 22%
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I recently watched a Hag get triple-stunned by DS and none of the survivors had healed, repaired, cleansed, or attempted to hide in lockers, so your proposed change wouldn't have stopped the broken roflstomp
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What about offerings, items, and add-ons?
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Alternatively, have DS start with 3 tokens and have it lose a token everytime The Killer is stunned by DS. Each token stuns The Killer for 1 second.
This way, The Killer builds up a tolerance to DS and cannot be effectively triple-DS'd by it.
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I finally went ahead and bought Bitter Murmur 2.
The very next level I get Bitter Murmur 3; went ahead and bought it.
The very next level I finally got Brutal Strength 1.
I'm convinced.
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Dead Hard is less punishing with Unrelenting III, unless they are using it to reach the pallet, the window, or the other survivor ready to body-block.
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Am I aware that I am playing against myself?
Or, as far as I know, I'm matched against any random killer who just happens to be me?
If I know I'm playing against myself, I would DC as Survivor and my killer would win.
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"You're playing on a balanced map like Coal Tower or Azarov's resting place."
Azarov's? Balanced? XD
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4 Urban Evasion vs Hag
4 Clam Spirit vs Doctor
4 Small Game vs Trapper
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@Archimedes5000 said:
https://forum.deadbydaylight.com/en/discussion/comment/1078731#Comment_1078731
So 4 man no mither means oni cant use his power at all...
The Oni can still build it passively, meanwhile every Survivor can be 1-shot
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If you don't leave blood trails because your blood coagulates instantly, you should also not drop blood orbs for the Oni
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/1077560#Comment_1077560
How would they know I'm running fixated though instead of adrenaline for example unless I tell them? No-mither is the only perk that tells my teammates right away what I'm using.
Point got, but...
- Open Handed
- Up The Ante
- Fixated (unless you spawn alone and stop moving while others are watching)
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@Dr_Loomis said:
It would be a bad idea.
It would allow Survivor to make perk builds to compliment one another.
Example, two people have Borrowed Time and be the rescue guys, one with OoO to wind up the killer, one with Small Game to find the totems etc.
A real battleplan would come in to place, and with the way DBD is already 4v1, this would not be a very balanced move.
So... the Survive With Friends feature should be removed?
They're using 3rd party voice chat (or the console's native voice chat) to make perk builds to compliment one another.
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This is what the cinematic chapter reveal trailers have led me to believe about the Fog, but maybe it's only thicc during abduction and not during trials
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Dumbest thing I've seen this month was a message from the killer lying about what happened.
- I completed a gen,
- Hid in a nearby locker,
- Saw Spine Chill light up ~5 seconds later,
- Heard their terror radius close in,
- Heard Leatherface search the locker behind me,
- Then they searched my locker.
- This was the first gen popped,
- No one had been hooked,
- I was not injured,
- I did not rush into the locker,
- and they did not have Bitter Murmur or Insidious (stuck around to check their loadout; only aura-reading perk was BBQ).
I messaged them about it, and their response was "I heard you climb into the locker."
"Lies. I climbed into the locker well before Spine Chill lit up."
"My headset is mad loud."
"Mad is right. You're crazy if you think I'mma believe your lies."
"I have Whispers so I can hear you better."
"That's not how Whispers works. It plays garbled SFX if near 1 or more Survivors. It's not proximity-based."
"I checked 2 other lockers before yours."
"I have good headphones. I only heard you search 1 locker before mine. Either you searched this '3rd' locker across the map, or you have a habitual lying problem."
"Idk why you can't believe me."
"Yes, you do know why. Now you're just lying to yourself."
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The last gen popped as I hooked a survivor. I went and opened the gate and they were already hook-rushing. I ignored the unhooked survivor and the unhooker and downed the injured Survivor I found behind a nearby rock instead.
I was blinded by the unhooked survivor and all 4 were teabagging at the exit
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@gamerscrybecauseofme said:
https://forum.deadbydaylight.com/en/discussion/comment/1077105#Comment_1077105
I am not sure how we jumped from one extra perk slot each to suddenly everyone getting even more perks, but I will entertain it.
As an idea, it's not too bad. If the game is sloping in favour of one side over the other, then having a "back up" perk kick in to help the losing side gain an advantage isn't too bad really. However, at what point does this kick in? Playing both sides, I have experienced lots of scenarios where it seems impossible to win (killer having 3 gens pop before a hook, and survivor when 2 ######### DC and there's still 4 gens to pop) but have still won the game (my idea of winning is purist, so I get my 4k as killer or I escape as survivor through the gate, hopefully others do too) Both ends look impossible, but are doable. It would have to be done right, as too soon really those off game balance and too late is useless. It might be something to really look into when bhvr get a better understanding of how the game goes and what the data can show them as genuine difficulty for the one side.
The game's current state is far worse than what I proposed.
The devs have said that they aim for 2 survivors escaping and two survivors being sacrificed. If the gens go too fast, all 4 escape. If the gens go too slow, no one escapes.
Their method is hit or miss instead of anti-snowball
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If more perk slots are implemented they should only activate depending on the number of generators/Survivors remaining.
For example, you have your 4 standard perk slots on the loadout screen, but now there are now 5 Bonus Perk Slots for the Killer and 3 Bonus Perk Slots for the Survivors. Where you assign perks to these new slots is key because they will always activate in order.
The Killer will start the trial with all 4 perks activated, and 1 Bonus Perk Slot is activated with every generator completed (starting with the left-most / first Bonus Perk Slot).
The Survivors start the trial with only 4 perks activated, and 1 Bonus Perk Slot is activated with every Survivor sacrificed (starting with the left-most / first Bonus Perk Slot).
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@joker7997 said:
https://forum.deadbydaylight.com/en/discussion/comment/1076900#Comment_1076900
Gate would already be open from the survivor opening it...
Oh. I always blinked out to try for an interrupt, and NOED was just in case I was too slow
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Just be sure to open the gate yourself before picking up the Survivor to guarantee Blood Warden proc
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I just want a top for Jane that doesn't look like it's from a thrift store in the 90's
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I've stopped trying to rank up. Now I'm just playing for memes and for practice. Why rank up to red when I'm already facing them anyway?
Just play for any reason besides rank
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On Xbox, I would have to move the cursor over the first Survivor who joins, press (A), bring up their profile, navigate to Send Message, type out "what perks?" (slower without a chatpad attached to the controller, or keyboard to the console), and then back out of the Xbox menu to the lobby screen and press (A) on the next Survivor while I wait for a response from the first Survivor. If the first Survivor responded right away, and accounting for the time it took for them to type out their repsonse, I would not have time to read their message AND adjust my loadout accordingly.
And that's just 1 of the 3 other Survivors.
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@McLightning said:
https://forum.deadbydaylight.com/en/discussion/comment/1076489#Comment_1076489
I didn't say I would dodge. i said I'd be less inclined. There's a difference. 🙄
Solo Survivors should be kept at a disadvantage (compared to groups of Survivors communicating) because there's an edge case where Survivors may or may not dodge eachother?
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@McLightning said:
https://forum.deadbydaylight.com/en/discussion/comment/1076458#Comment_1076458
They shouldn't have to change perks; and yes, I'd rather just go into a game not knowing; because I actually know how to play the game, and enjoy adapting to a different experience from the last one.
Then why would you dodge this OoO / No Mither player if you enjoy adapting?
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@McLightning said:
https://forum.deadbydaylight.com/en/discussion/comment/1076383#Comment_1076383
This.
I would be less inclined to want to be in that lobby if I know someone is running Object, or No Mither.
Okay. Say you dodge that lobby. Say that every lobby this OoO or No Mither player joins dodges them. Wouldn't they get tired and change perks?
You're saying you would rather be surprised by the No Mither or OoO?
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@Kai6864 said:
It also once again buffs survivors and that’s not what we need right now. If one guy is bringing Prove Thyself it’ll give the incentive to bring a toolbox and get everything done faster. Could be a nightmare with head on too. It’s already a pain to see someone in game have No Mither let alone in a lobby. Dodge-central right there.
However, I really do agree with the Camaraderie point- I think it needs to be known when a hooked survivor has Camaraderie ready to be activated, it would make the perk so much better.
It only buffs Survivors who don't chea-- er, I mean work together, with voice chat.
The SWF's are already coordinating their perks and items. Solo Survivors can't? And you wonder why the game cannot be balanced... There are three entities on the balancing board (Killers, Survivors, and Groups with voice chat) instead of just two (Killers and Survivors).
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I use Ruin + Surveilance on my Freddy, along with Hex: The Third Seal and Knockout.
Works great against solos. Really wish voice chat was considered an unauthorized exploit because voice chat destroys all of those perks.
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Nea
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@Brucecastro81 said:
I think the perk should be called: "Franklin's demise"
Ah, so you have to look at the D in demise to tell the two apart... Genius
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@Yung_Slug said:
Sounds like a perfect perk for Chest Defender Bubba.
Good point. If this perk were used often enough, Survivors would prioritize searching the basement Chest during the game when it's safe.
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I think that trap disarming should be changed. Instead of setting off the trap and making an unavoidable loud noise, what if the survivor lodges something into the hinge to prevent it from closing?
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Boil Over does feel useless, but it's just a small % away from being OP. So many times I had the wiggle bar above 95% when hooked, but that was before they put a hook on every tile.
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What if the killer had a new tonic that had a charge up time and/or cooldown time, could only be used when not in a chase, and when thrown and walked through would breifly boost the Clown's move speed?
An addon could let the Clown see the progression of gens based on their aura intensity when walking through this new tonic.
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I just looked at their pictures and the resemblence is there...
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Survivors With Friends and Voice Chat don't have this problem...
Please, show a being-chased status icon on the HUD and make it fair for solo survivors too. Why should SWFVC have all the perks (sorry, I mean half of the perks) while we're stuck with just 4?
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- The Doctor's Static Blast is not map-wide
- The Doctor's Static Blast will make a survivor scream if they tier up in Madness, revealing their location, not their aura
- The Doctor's Static Blast does not exhaust, blind, slow, et cetra
You're asking for way too much
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Am I voting on this poll as a Survivor or as a Killer?
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@thesuicidefox said:
You'd have to give some indication to other survivors you have it. Not a bad idea though.
However at this point I think it's better to leave it as is. It makes more sense for the rescuer to have it because they are the ones that want the safe rescue ensured.
The ONLY change I'd like to see for BT is that the icon flashes when you give someone BT, just because sometimes you might think you did when you didn't, and vice versa.
If other survivors are aware that I have Borrowed Time while I'm on the hook, it turns into a hook-rush race to get the free and safe rescue points, leading me to be unhooked sooner than I would like. Keep that info private.
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The Trapper can still place 1 trap at each Exit Gate and laugh at the last remaining survivor.
The Hag,The Nightmare, and the Demogorgon have counters when "trapping" the Exit Gates.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1071576#Comment_1071576
It wouldn't make it more benefiting for the killer because whether it's on the rescuer or the person being rescued he has no idea and will being playing no different. Effects nothing on his end.
This change could affect the killer if only 1 survivor has Borrowed Time equipped. If the killer wants to camp, but this 1 survivor keeps countering the killer's camping then the killer can tunnel them out of the game to continue their camping.
After the change, only 1 survivor would have the camping counter and the killer would avoid hooking that survivor if they wanted to camp.
The Borrowed Time user changes from a high priority target to a low priority one.
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As a survivor who mains stealth, I would like this idea (even if my addendum of increased Cleanse, Search, and Sabotage speeds was not included) because I would hate to know that other sniveling cowards like myself are wetting themselves in a corner of the map while I'm desparately running from the killer and they are completely unaware because I'm not the Obsession.
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If it takes 0.5 seconds for a survivor to fast vault a window with 0 tokens (default speed), and if the survivor has the expected potential of 10 tokens by the end of the match, and if each token grants a 3% speed boost to vaulting for a total of 30% with 10 tokens, then they could fast vault the window in 0.35 seconds.
If the game is being played at 60fps then it would reduce the fast vault animation from 30 frames to 21.
I wouldn't sweat over 9 frames. Survivors can easily lose 9 frames running from one obstacle to the next at the wrong angle of attack. If two robots with perfect capability were playing Dead by Daylight against eachother, however...
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The killers have to have counters!
This is a 1v1 game, so if I make a mistake I need room to recover. It wouldn't be fair if I were punished for it.
Why do you even have to ask? The nerve of some people...
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Then show both of our health bars to both survivors when I heal with Solidarity. I can see how much I heal myself, and they can see that I also heal myself while healing them and that they're effectively getting less Altruism points because I'm healing myself and they'll only get half of a heal and they interrupt me to try to heal me--
NVM. Keep Solidarity hidden so that Survivors I heal don't try to stop me for the benefit of their own Altruism point pool.
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@geishroy said:
maybe they should add a perk that makes doing skillchecks harder, and if you can't hit a great skillcheck then the gen regresses a bit. You could even make a hex perk out of this so the survivors could cleanse it during the match and get normal gen progression.
Sounds great! What should the perk be called though? Ooh! How about Hex: Ruin?
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Regarding stealthy survivors being hindered at the start of the match, what if Survivors received a buff to interaction speed that was equivelant to the gen repair debuff speed?
Until the first survivor is found, survivors can Cleanse, Search, and Sabotage faster.
As a stealth main myself, I tend to avoid touching gens at the start anyway. I look for totems and chest near me, and keep an eye on a nearby gen waiting for the killer to see it at 0% and move on before I start repairing it.
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The better solution to gen-tapping is to have the regression stay until a gen has been worked on by survivor(s) for t seconds, where t equals the amount of time it takes the killer to complete a gen-kick animation (without Brutal Strength).
If the survivors don't work on the gen for 2 (e.g.) seconds straight then the regression stays
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If cross-progression is added, I won't switch from Xbox back to PC, BUT I would hope to bring my Legacy skins for Jake from PC to Xbox
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I no longer have two working monitors, so after readying up I switch the input from Xbox to PC to watch a bit of YouTube before the trial starts.
This means I miss the offering screen, and often times miss the name of the map if I don't switch back fast enough (no audio warning before the trial starts)
