NuclearBurrito
NuclearBurrito
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- NuclearBurrito
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Comments
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You're not wrong but that isn't what I had in mind.
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Still no. Pig does the opposite of the collapses purpose
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No
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Deliverance + DS + Borrowed time
Unhook them in front of the Killers face, body block and then use Deliverance to get off in his face when he goes for you instead. Use DS to get away when he immediately downs you
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Sweet! <3
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I achieved half of the collapses goal without the collapse existing. I look far too strong but am actually quite fair
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I'll probably get back into the game after the collapse update if they fix the Spirit bug
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Can't wait for this to be fixed
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@Incirion really? Guess it was added after I last checked.
I retract my claim. Carry on.
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@Aven_Fallen ok then... not everyone is ON THE FORUMS. No they shouldn't be expected to, the game itself straight up doesn't say anything about any of this. Until it does the average person would have no idea about the perk combo being bannable.
Ignorance of the law IS an excuse in the event of substandard distribution of a law change. Same deal here, someone who wouldn't be on the forums would have no way to know about this and there IS logical reason for such a person to pick up the addon combo at this moment in particular.
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You aren't wrong per say. But all the M1 Killers not taking much skill to play is an important problem. All the M1 Killers having it means all of the M1 Killers need fixing.
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to give upgrading it an actual effect
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@Mata he can. That's why he can open the exit gate
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Personally I use Spine chill, Q&Q, Sprint burst and adrenaline. I'd use the dance with me lithe combo but I don't have them teched yet
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@Orion and?
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You are both right and I hate it. That's why I want scratchmarks nerfed to allow for more effective LoS jukes
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That's fair
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@F5arTheB5ard said:
Haven't seen anyone mention this, but with the red/orange fire lava on the ground during the end game collapse. This may make tracking scratch marks very difficult. Especially against good survivors who are tricky with movement.
@F5arTheB5ard lots of people have mentioned it
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Any of those changes has the potential for overcompensation. I'd say what we have now is fine for initial implementation
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Can we have the first one back please?
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Based off the footage I'd estimate it goes at half speed.
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@Alther_Primus said:
Legion's a 115% movement speed killer who can score an easy first hit. Who else fits in this category?
Wraith, Freddy, and Pig, all of which are widely regarded as being low to lower-mid tier killers. The difference between them and Legion? Those 3 can disengage and try to get their second hit in a similar way to the first hit while if Legion tries the same thing they get punished for it.
They also lack a way to slow the game down because Deep Wounds went from being a laughable excuse for a time sink to being a shallow paper cut that Survivors can outright ignore while within 32 meters of Legion. They have literally become a straight downgrade to the Pig.
I'll try it in the PTB, but honestly they're looking like another dead killer slot.
This.
That is why I think Frenzy should down injured survivors who don't have DW
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That too
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@thrawn3054 said:
So killers have a 70% kill rate and still ######### survivors are over powered?
I literally just explained that. The 30% is not evenly distributed because the players that don't know how to exploit Killer weaknesses will almost always lose while the Survivors that CAN exploit Killer weaknesses will almost always win.
The 30/70 split is the result of most Survivors not being good.
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@AlexAnarchy in the event of the gates being powered by the hatch closing mechanic the game likely wouldn't have been going on for as long. That means that if you quickly Kill the first 3 survivors then the 4th simply won't have had enough time to cleanse the totems. When survivors have the chance to gen rush this isn't an issue but this one case is a bit different.
Not necessarily enough to cause serious nerfs mind you. But that's the argument. It would be easy to just reword it to only not activate in that one situation and be identical otherwise.
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@Ihatelife as what before asking why. We can't understand a change we are unaware of even WITH justification
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@Boss said:
You can do more with Wraith than what you listed, but it's not enough obviously.
@Boss it's an abbreviated list. I'm not a Wraith main and this isn't a Wraith guide, I'm sure there are some advanced tactics for all the Killers I listed. It's just not even close to the level of the top tiers.
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@Incirion they used the dev console. That situation can't happen in the real game
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Not a lot of complaining to begin with. I'm happy with this change.
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Also the Survivor finding the hatch is an instant win. The Killer finding the hatch is not.
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Has some stretch case interactions.
For example if the survivors are stealing around the map not doing anything I can open a gate to force them to move. You would only do this if you have a plan of course, such as using NOED + Blood warden.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/427905#Comment_427905
There's a very simple solution for that: leave.
@Orion nope. Still would lose lightbringer. Leaving only gives you unbroken (My god this emblem system is stupid)
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As for survivors pushing the Killer around. It just something I realized would be absurdly versatile in a lot of strange ways.
Want to body block? Swap with the injured survivor. Want to leave the basement? Push the Killer out of the way. Want to Juke? Basically 360 on steroids. But all of those are things that require timing to do well and game sense to know to do making it fair. Also prevents Survivors from holding each other hostage, but that's just a side effect.
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@Raptorrotas So long as you have LoS of the spot you want to place the wall you can do it (or the ground rather). The Wall will "extend" from there (it pops in all at once but won't go through the maps walls).
I thought making it a solid wall would allow for mind game opportunity's
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Anyways. What I would do is if the Killer is camping the hatch is complete again and then
Case A: He stays at the hatch when the gen pops, do more gens until the gate opens
Case B: He closes the hatch when the gen pops, go into hiding immediately and then go for the gates ASAP
Case B: He goes to the gen without closing the hatch, hop in the hatch
BTW it basically is:
Step 1: Find the hatch, if the Killer isn't there I leave otherwise:
Step 2: Do a generator
Step 3: If the collapse hasn't started yet check on the hatch location and repeat step 1, otherwise:
Step 4: Go into hiding, make my way to a gate, open it and leave.
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*Survivor camps the exit gate
Remember me: I'm going to end this mans whole career
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Ez: Just open the gates immediately so they can't even TRY to work on the gens
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Just have it put a solid wall surrounding all 3 other survivors for 60 seconds
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@darktrix said:
https://forum.deadbydaylight.com/en/discussion/comment/426882#Comment_426882
I'd rather not play - not solo anymore anyway. It's too common for solo to find themselves stuck in this situation.
@darktrix good news! Now you don't have to! Instead the entity can Kill you so you can play a round where that doesn't happen
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Also hatch standoffs
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Try deceit
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If the collapse starts before all of the generators are finished what happens to Fire Up?
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This. Looks. AWESOME!
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First killer was Huntress. They way the menu was set up I honestly didn't even realize there were other Killer's available for the first day. Either way I did terrible with her, and then started doing meh with her, and then I got spirit and never looked back.
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Anyways as for something specific I'd want. How about something like:
Survivors no longer leave scratchmarks, like at all, but:
Survivors now have a stamina bar, when it is full they run at 4.4 meters per second (that's 110% btw) however it gradually goes down to 3.6 over 30 seconds of running.
Lithe and balanced landing now cost stamina to use, Sprint burst is only used at max stamina and Dead hard goes on cooldown when used and stays on cooldown until your stamina goes back to full.
It could recharge at the same rate it drains (1 second of walking gives you 1 second of stamina out of 30) and exhaustion would instead reduce the recharge time (with exhaustion perks no longer actually giving the status) depending on the addon causing it.
This means looping isn't viable as you only get slower over time, however it means that initially you can maintain your distance better than now in order to break LoS at which point no scratchmarks.
Thoughts?
Btw that's 15 seconds of running faster than now.
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@FengMinEqualsWin r/woosh (I hope)
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I've always held that mind games are the ultimate form of PVP. They are the only type of gameplay that inherently requires another player (besides roleplay somewhat) and it is self balancing to a point.
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Exactly! Imagine if the other Killers chases were more about mindgames than raw time management. THAT is what I want. Not a free down, not you standing still, certainly not being ran around through a set optimal path. I want a clash of wits.
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@FengMinEqualsWin said:
https://forum.deadbydaylight.com/en/discussion/comment/425583#Comment_425583
Not trying to to sound rude here but i don’t be get when killers loop for a long period why don’t they just leave that specific survivor. I’ve played killer here and there and if i’m getting terribly looped i leaves that survivor
@FengMinEqualsWin I always operate on the assumption that everyone else is going to be attempting to play optimally. In this meta that means looping, thus if I drop a survivor because I'm being looped then that just means not only do I loose the time from that chase but it also means I haven't solved the problem as the next survivor I find will loop me instead.
Without a Killer who can bypass the issue you will inevitably get looped.
For the record I play Spirit, which is both a Killer who bypasses the issue AND a Killer who can be juked making her one of the most fun Killers to play as or against.
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Basically there is an alternative to looping which is juking back into stealth. It doesn't work well enough compared to looping which is why people don't do it. I consider this a problem that should be fixed.
It comes down to:
Scratchmarks OP.
No really. That Killer ability is the root cause of a really annoying SURVIVOR strategy, simply because Scratchmarks make it almost impossible to shake a Killer who wants you downed, thus the only viable alternative is to make downing you take too long to be worth it (or make it literally take forever).
However ideally your goal in a chase is to go back into hiding. In order for this to be an expected goal it also MUST be viable to achieve in most situations (that means perkless). Once this is the case we can nerf the ######### out of looping, safe in the idea that survivor have a more interesting and intuitive alternative. And the way to do that is to nerf scratchmarks in general.