OopsAllHexes
OopsAllHexes
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@onemind said:
I have a very personal vendetta against that map it's so boring every loop is relatively safe and its just jumping between classroom to class room hopeing your team hasn't used all the pallets probably the worst map in dbd
(I'm just satly) got power starved as oni I got my power 2 time the entire match because the pre dropped every pallet
The map in particular promotes a stealthy approach, which I like, but it also mandates a stealthy approach. You CANNOT afford to loop on this map... or do any kind of chases. It feels impossible to lose Killers if they're too close, which is problematic if Midwich is a "stealth" map.
I would love it if it got reworked tbh.
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@Superyoshiegg said:
It's closer to Fortnite or Mortal Kombat. It's a game telling its own narrative with original characters, but happens to have crossovers with other licenses.
Smash Bros is just an amalgamation of various Nintendo (and some others) characters. There are no Smash Bros OC characters mixed in with the crossover ones.
It does have it's own "story modes" though. And yeah, it technically has original bosses with the Master Hand and stuff like Subspace in Brawl. Don't forget the special enemies made for Smash modes.
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@OvercomeTrout40 said:
What I mean by that is for example when you repair two specific gens on the Silent Hill map it opens the tower which has a chest in it.
But take that and make it more involved. I'll share some ideas, First on the Huntress's map there could be a wolf searching for her cub that will run away when you get close. However you can find the cub in someplace and bring it to Her which may give you blood points or she may protect you from the killer once before leaving. Another could be runes scattered around the map that go into a slot somewhere, once you found all the runes and put them in the right places you could make the weather change or make the map's objects change. Now both killer and survivor could do any of these.
It might not be helpful or that good but it would still be cool and worth doing when you can.
This is interesting, but I think it should be limited to things like weather changes or something like rotating loops. Imagine being able to hold lever or push buttons and close vaults or open walls up to run through...
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2114211#Comment_2114211
Na...It would be easy. Keep the dream filter. And just have everyone start the match in dream world. Or be immediately put to sleep at the start
The issue with this is that you'd be dealing with dream pallets and snares all match then. Pallets in particular, the counterplay to them currently is a simple game of memory. Dream pallets would have to be nerfed if your idea was to be implemented. Which would make you angry, I'm sure.
Don't forget the add-ons. Mentioning "Forever Freddy" may ring a bell, those add-ons would CERTAINLY have to be nerfed. Permanent speed debuff add-ons that can't be removed and are activated just by bringing them? The forums would complain for sure.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2114122#Comment_2114122
Yes thats stupid. And why if I changed him in anyway. It would be that the entire match would be in dream world. Which would eliminate him hitting you to sleep. Then basically everything about this freddy makes sense. He would indeed be able to telelport to gens and snare you
Too complicated to code for a single killer, would require working a bunch of the maps beyond adding a simple filter like what we have now.
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I'm not particularly surprised that most people who are actually going "give us back old Freddy" are people with high post counts. They're typically responsible for some of the worst takes of these forums.
I'm sorry, but "Old Freddy was unique" might actually be one of the most poor reasons for bringing back who was considered THE WORST Killer in the game. Sure, he was "unique"... in that he was the worst killer.
"Bring back old Freddy"? Absolutely not. Everyone was happy for good reason since Freddy was no longer in the special F tier.
Sorry if this is too harsh, but this is asking to revert a change that was praised by many for what I feel is a very weak reason.
"No, what I'm TRULY mad about is the fact that they haven't given us a way to play as Old Freddy.
I've seen so many people asking to play as him again, and I completely understand why. Though Old Freddy may not have been the strongest out there, he was unique, there was no other killer like him.
Hell, why the devs thought reworking Freddy in the first place was a good idea, I simply do not understand."
@QwQw I'm not trying to be intentionally mean, but these are some of the worst takes on this board. it's a waste of resources to make this version of Freddy, the Killer who was infamous for getting genrushed and 0 kills when playing as, playable.
The people who are asking to play as him again have either forgotten what Freddy was and how frustrating he was to play as, or weren't here at the time. "He's unique" is a very, very weak reason.
And they thought it was a good idea because his entire power and concept was bad + unhealthy for the game. Literally before the rework, "so many people" would either dunk on Freddy or wish for buffs. I'm assuming you weren't here at the time.
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Can't let this topic die, sorry. :)
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@Phasmamain said:
I like killers I’m able to react to. Thatk’s why I like every other killer
And that's why you struggle with Spirit. You're not adapting to Spirit, you're approaching her like any other killer.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/2108758#Comment_2108758
If the outcome is predetermined and/or you have no real input, then it's boring. And going against Spirit often has the exact same predetermined outcome, both in the endgame screen and in a chase.
The only exception to this is when it's a spirit going against exactly the kind of players the OP is complaining about, yet in those situations it's culturally acceptable to BM and harass the spirit. For reasons.
Survivors frequently say they have "no input" because not only drinking from Jund's punch, they're approaching Spirit like any other Killer and then crying when they get downed almost immediately.
You shouldn't be using your eyes, you should be using your ears and mind. Spirit is the literal definition of "mindgames", not the "double backs" and other little tricks done at loops.
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@MadLordJack said:
No, I don't think this is an okay change. Completely removing a killers ability to track you? You basically become undownable for the first two minutes of a trial.
And imagine in an indoor map. What the #########. Who thinks that's an okay idea? Who looks at the killers ability to track survivors and goes "well, that's too strong!"
Did you forget that you can hear Survivors and see them?
And lmao, indoors maps. It's even easier to hear Survivors on those maps because of how you can be above or below them and hear them clearly.
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@Sup3rCatTree said:
As you know, today Lucky Break will be receiving a change. I think this will be a great addition to the game and can give killers a bit of a break from meta perks. If this change happens many people will run this perk and it can be a bit of change to meta perk builds, survivors will run less of the basic meta perks and change their builds to run with lucky break.
Not at all. You can still be seen and heard via footsteps and cries of pain. This isn't meta in the slightest and requires other perks to be good.
And guess what? BT and DS and other meta perks don't need other perks to be good, so they'll be staying right where they are now.
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/2103281#Comment_2103281
Because you dont injure Spirit, you only have 6 times to condition a killer into doing something before you're out of the game. In a fighting game, you can condition someone to do something a lot more than just 6 times. So lets assume that you do 1 thing 3 times in a row, that's 1 hook and 1 injure, 2 hooks if you havent been healed up. Now, the next time she chases you, you'll be able to mindgame her. That's sacrificing 2 hook states for 1 mindgame.
"It's even harder on killers because they have to do this against 4 different survivors instead of just 1 opponent."
If all survivors have the exact same skin, sure. But they dont. 4 different survivors mean you play slightly different against each of them. For a mindgame to be a group effort, you need to do the same strategy twice, which, is sacrificing another 1-2 hookstates for a future mindgame. At this point, only 2, maybe 3 generators have been finished, 1 survivor being dead on hook and the generator spread being smaller and smaller.
Unless you were to be removing scratchmarks from Spirit's phasing completely, then sure, maybe. As it levels out the playing field. But right now, it's survivors who cannot see the killer, cannot hear the killer(phasing is slightly directional, but whether she's 10 meters or 1 meter away from you, you dont know), you dont have any evidence on where the killer could be, yet the killer hears you, sees your scratchmarks, sees the environment around you. It's simply not a comparable situation, especially not if the Spirit player is experienced.
By this logic, doubling back during chases as Killer or Survivor, feinting vaults as Survivor, and other mindgames AKA guesses isn't really fair or is a problem, right? Yet you wouldn't say the same, surely.
Skill does not exist in a game like this, no matter what anyone else says. It's ALWAYS 50/50s, Killers have to ""mindgame"" Survivors and hope the Survivor makes a mistake. If they can't fool the Survivor, they must be "bad".
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@thefallenloser said:
https://forum.deadbydaylight.com/en/discussion/comment/2098829#Comment_2098829
Permanent statuses like Devour's or NOED's exposed effect and other things that the killer has worked for should not be able to be completely avoided, in my opinion. Perhaps a small window of time in which they don't effect you (if you fulfill a certain condition), but completely disabled is not something I'd like. I'd also rather have that as a separate perk (which means that I should update my wording in the original post to be more clear).
Maybe Any Means could be shortened to as low as 20 seconds, or be activated with a different condition (such as escaping or being in a chase for a certain amount of time).
I don't think the problem with Red Herring is the method of activation as much as it is what the perk actually does. Just a simple loud noise bait is not very effective and I would not use it over many of the perks we currently have. This actually gave me an idea, after thinking more about what a Red Herring actually is. Something such as scratch marks appearing in a different location while removing your own would be a great perk idea!
I think a perk that can potentially save your team from a losing scenario is a really fresh perk idea and one that would fit in. Yes, it only works in losing situations, but that's really the point. If a player thinks they may lose a teammate along the way, this perk could be put on to help them out.
The killer has not worked for NOED. At all. I want to state this before I continue. NOED happens if you're losing, doing bones isn't something done in solo queue because you can't keep track of totems.
I'm fine with it being temporary but keeping it in Vigil. I think the idea was that the effects would only be shielded when you're in the meter radius for Vigil. If someone steps outside of it, Exposed becomes a threat again.
Yeah, it could be shortened to 20 seconds or your idea could be used. The more I think about no cooldown because of how killers break pallets, the more fine it seems.
Loud noise baits are more effective when they're at a gen. If the Killer doesn't have BBQ active, they're reliant on that. The problem is, indeed, method of activation, since you have to run all around the map to get it to activate on a gen that isn't being worked on. Being able to create these distractions while doing the gens that you want to do is stronger. And this also matches what a Red Herring is, since a red herring is a "false lead". A noise notification at a wrong gen matches this description perfectly. My idea allows the Survivor to set off noise notifications without needing to sprint from one end of the map to the other to work on the gen they want to set off.
Problem is: People don't want to run Sole Survivor because it happens when you're losing, in addition to the mediocre effect. So even if it's "fresh", it won't shake up the meta. Red Herring is fresh and yet nobody runs it. It's like it doesn't exist.
Even as it is now, 20% for 60 seconds isn't good enough for a entire teammate dying. Losing one teammate is a tremendous setback for the Survivors and tilts the game in the Killer's favor.
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@bjorksnas said:
Most of these perks just aren't balanced
wake up makes almost every killer instantly lose a chase if a gen is completed
ace in the hole giving syptics, syringes, and brand new parts as well as 3 addon slots breaks balancing chests
appraisal giving up to 8 items from 1 perk, + ace in the hole can easily give you 5+ extra broken items toolboxes with bnps medkits with purples and reds, and keys, just no to either of these
also pharmacy giving a ton of medkits is just, not balanced
if a team really wanted to they could stack those 3 and make 64 items in the trial not counting extra chests and what they brought with them
including 36 guaranteed green medkits that only have a 5% chance not to have a syringe or syptic agent on them on top of a fast heal
They are balanced and meta changing, you're just thinking of niche cases like the devs, which is exactly why Demogorgon's perks were nerfed from PTB, because they were "scared of Doctor making them OP".
TC specifically wants to shake up the meta, we're not looking for "overly balanced" perks that nobody wants to run over BT. (Also, TC said Killer perks would be looked at as well.)
Let's get started in breaking this down:
- Have you seen how "much" 9% Haste is from Hope? 15% won't mean much.
- It doesn't break chests in the slightest because you're choosing 3 of 4 randomly generated add-ons. Those could be bad add-ons nobody runs for all you know. Focusing on single examples to avoid buffing bad or mediocre perks in favor of wanting to get BT nerfed, right?
- Another bad fringe example, you KNOW items aren't that strong. And to add in fringe examples: 8 items could easily be several brown items or freaking rainbow maps. And now you're comboing these perks together, not gonna read this because perks should be worth running solo, otherwise BT and Dead Hard takes over.
- It's perfectly balanced.
- So, your entire argument is "it can be strong in this single scenario or if someone runs a ENTIRE BUILD around it, so therefore these perks shouldn't be nerfed." People don't run specific builds in solo queue unless you're a Youtuber farming for content.
- Still not OP, did you forget that those add-ons were nerfed? lmao
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@swager21 said:
https://forum.deadbydaylight.com/en/discussion/comment/2098828#Comment_2098828
50% can have an impact too. there are certain spots where the killer cant physically take you to a hook without you wiggling off.
some good examples are the basement on springwood, 2nd floors on haddonfield, rooftop entrance on midwich...
id say it should get a max of 60% and 1:1 conversion
A compromise of 60% or preferably 70-75% is good, but 50% is too situational for this perk to be considered okay for solo queuers. "Certain spots" is not enough for Flip-Flop to be okay or good on it's own. Remember that Flip-Flop already requires that you be slugged for long enough to reach 50%. This already isn't effective unless the Killer slugs. But then you'll probably get picked up by a Survivor before the Killer picks you up.
Honestly, Flip-Flop might need extra dying recovery speed built into it if we keep it at 50 or move it to 60%. Maybe 10% to 20% extra speed.
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@swager21 said:
flipflop should be 1:1 but keep the max at 50%
Mmm, increase the max to 60 or 70%, hooks are almost always nearby and/or you won't be slugged long enough to get it to 50% without perks. Needing extra perks to make one perk good is problematic and why these perks don't get run over BT, which doesn't need other perks to be used effectively.
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@thefallenloser said:
https://forum.deadbydaylight.com/en/discussion/comment/2097398#Comment_2097398
Thx for the upvote!! :)
Entirely preventing a killer's status effect is pretty strong, especially for something like NOED. I'm not exactly sure of how to go about it, and it will need to be very fine-tuned to make sure it doesn't outright disable killers like Ghostie, Doctor, or Clown.
Initially, I wanted to just do away with the cooldown of Any Means Necessary entirely, as killers break most pallets immediately. However, perks either need to have a downside or be a reward for doing something good, I acknowledged, and so Any Means can be used as many times you want, but it also will inflict Hindered so that there is some downside and will be risky to use near the killer. Cooldown is gone! Hindered could be considered a nerf due to it being 10%, but I think that it's better than having a cooldown.
Yes, I honestly had no idea how to change Red Herring to be useful while keeping the spirit of the perk (also it was 4 AM and I was tired of stretching my brain). Ideas would be much appreciated! Definitely needs a buff.
I thought my Sole Survivor change would actually be seen as too strong, woah! That's one entire minute of a commodious toolbox and leader after your teammate dies. Gens and other actions would be super fast if you aren't being chased!
I initially wanted to do away with luck entirely, and with the Trapper update, the devs seem to want to as well. However, I think that luck shoud be more embraced in the game and be added to more mechanics. Dispersing luck throughout more perks such as Ace in the Hole, Appraisal, and others is my attempt at making luck bigger than it is and proposing that luck also be added to additional mechanics. I have some ideas, but I'll make a separate thread for them.
Post your ideas here if you want, perhaps you have a better one. This can be a collective effort!! :)))
The idea was that people, including the Vigil user, could maybe be protected from "permanent" status effects like NOED's Exposed, I think. We could just balance it so that it doesn't work with Ghosty's expose or Clown's ability or major Killer powers due to how it creates a exposed timer on the Survivor's icon. (Ghosty can also use his power without exposing others either btw)
And, yeah, I think I get what you mean, but the only problem with perks "needing" to have a downside or reward is exactly how you end up with perks with unnecessary cooldowns or perks that have a bunch of conditions. I've always wanted more perks that just give straight benefits like Streetwise and Unrelenting. I feel like there was a obsession (pun intended) for several chapters at BHVR a while back around the time of Stranger Things, with perks needing to be activated and it's quite... stale.
Personally, I feel like Any Means just needs a cooldown reduction to like... 30 or 40 seconds at tier 3, and then it's fine, since this perk clearly isn't broken despite everyone's concerns at the beginning. Breaking pallets is almost always what you're supposed to do as Killer anyways. Maybe one less second to reset a pallet too, but it's good with just the cooldown reduced or with your suggestion applying.
I also had a rework today for Red Herring:
Upon working on generators for the equivalent of 80%/60%/40% regression, Red Herring activates for 60 seconds. You see the auras of all generators in red and can see the auras of all Survivors working on generators. While looking at a aura, "select" a generator's aura while standing still with the Activate Ability button. This will cause the aura to turn green. Stepping into a locker and pressing the "Activate Ability" button will cause the selected generator to display a loud noise notification for the Killer and deactivate Red Herring.
And, well, the effect is definitely much better, but a Survivor needing to die is the problem with the perk as it is. It's a perk that only works if you're losing big time, which makes it not as effective as it sounds. If you're winning or the problems only start closer to the end, some of the effectiveness goes down. I would rather have this version than the one we have now though.
I also agree with either getting rid of luck or embracing it further. I'd love if it luck offerings were buffed too. Vigo's only gives a whopping 1%/2% luck increase despite it being a "very rare" offering.
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@thefallenloser said:
The meta in the game could use a real shake-up. Here's my idea on re-balancing most of the survivor perks, so that survivor have more viable options.
As a foreword, these are just my ideas, not actual implemented changes. No "BuT KillERS, SUrviVORS oP," I will make a post like this for killer perks as well in the near future.
Let's jump in!
- Ace In The Hole -
- After retrieving an item from a chest, select 3 of 4 randomly generated add-ons of rare quality or greater. Allows for the use of 3 add-ons. Increases luck by 3%.
- Adrenaline - (no change)
- Aftercare -
- After unhooking survivor, you will see each other's auras. When hooked, survivors who could previously see your aura gain a 10% increase to healing, sabotage, and unhooking actions until you are unhooked. Aftercare resets once you are unhooked.
- Alert -
- When the killer breaks a pallet, wall, or generator, their aura, as well as the aura of the broken object is revealed for 6 seconds.
- Any Means Necessary -
- Reset a dropped pallet. Resetting a pallet will inflict a stackable 10% Hindered penalty for 20 seconds.
- Appraisal -
- Start the trial with 3 tokens. Consume 1 token to rummage through an already opened chest for an item 80% faster. For each generator completed, regain a token. Increases luck by 3%
- Autodidact -
- Start the trial with a -25% penalty to healing skill checks. Each successful skill check grants an additional 15% progression bonus for hitting healing skill checks, up to 5 tokens. Guarantees at least 1 skill check each time you begin healing another survivor.
- Babysitter -
- After unhooking another survivor, the rescued survivor will not leave scratch marks or pools of blood until they are healed or the survivor who unhooked is downed. Reveals the killers aura to both survivors for 5 seconds. All survivors heal the unhooked survivor 50% faster for 30 seconds.
- Balanced Landing - (no change)
- Better Together -
- Survivors will see the auras the generator as well as all other survivors within 32 meters. If the killer downs a survivor, all survivors working on the same generator will see the auras of all survivor for 10 seconds.
- Blood Pact -
- While not the Obsession, see the Obsession's aura. After healing them, move 7% faster while within 16 meters of each other. While the Obsession, heal all other survivors 20% faster.
- Boil Over -
- Struggle sway is increased by 75%. Obscures the auras of all hooks while being carried.
- Bond -
- The auras of any survivors within 40 meters are revealed to you.
- Borrowed Time -
- Unhooking a survivor while the killer is within 24 meters will grant the unhooked survivor the Endurance status effect for 15 seconds.
- Botany Knowledge -
- Healing speed and med-kit efficiency is increased by 40%.
- Breakdown -
- After being unhooked or unhooking another survivor, the hook is broken for 180 seconds and reveals the killer's aura for 6 seconds. Increases luck by 3%.
- Breakout - (no change)
- Buckle Up -
- Determine the progress of survivors' ground recovery by aura intensity. After healing a survivor from the dying state, they gain the Endurance status effect for 8 seconds. Reveal the killer's aura to both survivors for 6 seconds.
- Built to Last -
- Your item will have its charges replenished by 50% for each generator completed.
- Calm Spirit -
- Do not alert crows or scream. Scratch marks are visible from 10 meters less.
- Camaraderie -
- Gain a token when a survivor is hooked. For each time a survivor is hooked, you gain 5 additional seconds of hook time. If multiple survivors are on the hook at once, gain 10 additional seconds for each survivor.
- Dance With Me -
- After performing a rushed action, you leave no scratch marks for 10 seconds. 30 second cooldown.
- Dark Sense -
- When a generator is completed, see the killer's aura for 10 seconds. When the last generator is completed, see the killer's aura for 20 seconds.
- Dead Hard - (no change)
- Deception -
- Interact with a locker while running to trigger a loud noise and erase your scratch marks for 5 seconds. 25 second cooldown.
- Decisive Strike - (no change / reduce timer to 30 seconds, timer pauses while being chased and on the ground, deactivates when another survivor is downed)
- Deja Vu -
- Reveals the auras of the three generators closest to each other at all times. While on one of the highlighted generators, the auras of your teammates are revealed.
- Deliverance - (no change)
- Desperate Measures - (no change)
- Detective's Hunch -
- After a generator is completed, generators, totems, and chests within 64 meters of that location have their auras revealed for 20 seconds.
- Distortion -
- Start the trial with 3 tokens. A token is consumed each time your aura would have been revealed, it is hidden and scratch marks are erased for 10 seconds. Regain a token when a generator is completed. If your aura is revealed due to cooperative interactions, your teammate's aura is also hidden.
- Diversion -
- After being chased by a killer for 15 seconds, Diversion activates. Activating Diversion will remove your scratch marks for 3 seconds and create a loud noise notification from 20 meters which will leave behind scratch marks.
- Empathy - (no change)
- Fast Track - (no change)
- Fixated - (no change)
- Flip-Flop -
- 75% of recovery progress is converted to wiggle progress and vice-versa. After escaping the killer's grasp, gain the Endurance status effect for 10 seconds.
- Power Struggle -
- Reduced wiggle requirement to 20%.
- Poised -
- After completing a generator, you repair generators 15% faster for 30 seconds.
- Plunderer's Instinct - (no change)
- For the People - (no change)
- Head On - (no change)
- Hope -
- For each generator completed, gain a stackable 1% movement speed bonus for 30 seconds. When the last generator is completed or the exit gates are powered, gain 3%, for a maximum of 7%, until the trial ends.
- Inner Strength - (no change)
- Iron Will - (no change)
- Kindred - (no change)
- Leader -
- When survivors are within 16 meters of you, their healing, sabotage, totem cleansing, chest unlocking, and exit gate opening is increased by 25%. The effect lingers for 15 outside of Leader's range.
- Left Behind -
- When you are the last survivor, the hatch is revealed to you. You leave no scratch marks or blood trails, and your aura cannot be seen.
- Lightweight -
- Your scratch marks fade 5 seconds sooner.
- Lithe -
- After performing a rushed vault, move at 150% speed for 3 seconds. You vault 5% faster. Exhausted for 40 seconds.
- Lucky Break -
- While injured, Lucky Break will prevent you from bleeding for 120 seconds. If healed during this time, the duration of Lucky Break will reset.
- Mettle of Man -
- Your aura is no longer revealed while healed after Mettle of Man activates.
- No Mither -
- You begin the trial healthy. You leave no blood trails and breathing and grunts of pain are reduced by 100% You can recover yourself from the dying state. After recovering yourself from the dying state, you become broken for the remainder of the trial.
- No One Left Behind -
- Once the exit gates are powered, the auras of all survivors are revealed to each other. Gain a 50% action speed bonus to unhooking and healing other survivors. Open exit gates 20% faster. See the location of exit gates at all times. Grants 100% bonus bloodpoints in the Altruism category.
- Object of Obsession - (dev proposed change)
- Off the Record -
- Being unhooked or unhooking another survivor will not trigger a loud noise. The unhooked survivor and survivor who unhooked will not have their auras revealed, leave scratch marks, blood trails, or grunt from pain for 80 seconds.
- Open-Handed -
- You and your team reads auras from an additional 16 meters. Increases luck by 3%.
- Pharmacy -
- Unlock chests 80% faster. The unlocking sound is silenced. Produces 2 Emergency Med-Kits the first time you open a chest and an Emergency Med-Kit with another item for each subsequent chest opened.
- Premonition -
- After escaping a chase from a killer, see the auras of the killer and all survivors for 5 seconds. 30 second cooldown.
- Prove Thyself - (no change)
- Quick and Quiet -
- Don't make a loud noise when performing a rushed action. 15 second cooldown.
- Red Herring - (no change)
- Repressed Alliance -
- After repairing a generator for 60 seconds, Repressed Alliance activates. Activating Repressed Alliance on a generator blocks it from all interaction for 45 seconds. Reactivating Repressed Alliance will automatically remove 5 seconds from the timer and unblock the generator.
- Resilience - (no change)
- Saboteur -
- Saboteur does not deactivate until you fully sabotage a hook.
- Second Wind -
- Second Wind will work with med-kits and Autodidact. Second Wind will automatically heal you once the Broken Status ends if you would have otherwise been healed earlier. Reduce heal time to 10 seconds.
- Self-Care - (no change)
- Self-Preservation -
- Increased range to 20 meters.
- Slippery Meat - (no change)
- Small Game -
- Looking in the direction of killer traps and totems within 45 degrees and 16 meters will trigger Small Game. After looking in the direction for more 3 seconds, the totem has it's aura revealed for 10 seconds and you cleanse totems 10% faster.
- Smash Hit - (no change)
- Sole Survivor -
- When a teammate dies, gain a 20% progression bonus to generators, healing, sabotage, totem cleansing, exit gate opening, and chest unlocking for 60 seconds. You become the Obsession.
- Solidarity -
- Healing another survivor will also heal yourself if injured at a 100% conversion rate.
- Soul Guard - (no change)
- Spine Chill - (no change)
- Sprint Burst - (no change)
- Stake Out -
- Being within the killer's Terror Radius for 15 seconds grants a token. Hitting a good skill check will grant a 1% progression bonus on generators. Hitting a great skill check grants a 2% progression bonus. Consumes a token when succeeding a skill check.
- Streetwise -
- Start the trial with 25% item efficiency. For each survivor hooked, gain an additional 2%.
- Technician -
- Generator progress and repair noises, and the failing of generator skill checks are silenced while working on them. Failing a skill check applies an additional 5% regression penalty.
- Tenacity - (no change)
- This Is Not Happening -
- After being injured by the killer, gain an additional second of speed increase. Become Exhausted for 25 seconds.
- Up the Ante -
- For each survivor still living, all survivors gain a stackable 4% luck increase, up to a max of 12%.
- Unbreakable - (no change)
- Urban Evasion - (no change)
- Vigil -
- Recover from Exhaustion while running at 40% of the speed. Negative status effects inflicted onto you that would have otherwise been permanent will be removed from you and allies within 16 meters after 30 seconds.
- Generators within 32 meters have their auras revealed to you. Each time a generator is completed, see your teammates' auras for 16 seconds.
- Visionary -
- Wake Up! -
- Each time a generator is completed, gain a 15% movement speed increase for 15 seconds.
- We'll Make It - (no change)
- We're Gonna Live Forever - (no change)
- Windows of Opportunity - (no change)
I'm gonna get a lot of hate for this.
Went ahead and gave you a vote up. I want to see the meta changed. The reason why it doesn't change is because of the constant whining on meta perks and BHVR + the forums not caring about these things.
75% percent of these I agree with, LOVE the Lucky Break change AND the Steve perk reworks, the older perks absolutely need to be buffed to keep up with meta perks and newer perks as they come out. I had a similar idea for Vigil with being able to recover from Exhausted while running, plus I saw the bit about recover from permanent status effects. How about maybe adding the ability to "shield" from stuff like NOED's Exposed like a Reddit post suggested instead of revealing teammates auras?
However, a few I don't agree with is Any Means Necessary's nerf. I mean no offense but... this isn't really necessary, this perk is barely used as it is. It needs buffs if anything. I also noticed that you didn't propose anything for Red Herring. Did you not know of how you could improve it, or did you think it was fine? I personally feel like it needs a buff or something, it's too mediocre as it is now.
Also. Sole Survivor still seems too weak. Maybe adjust the effect to work around hooks instead, since a teammate needing to die for this perk to work is a bit... meh still.
Up the Ante should also be buffed higher or reworked, since luck is worthless and was made even more redundant by having it no longer work with Trapper's traps.
I was actually planning to make a thread that focused on buffing Survivor obsession perks to be a alternative to DS to make sure obsessions keep getting created, I suppose I won't need to for now. :P
- Ace In The Hole -
-
Hopefully they buff the other obsession perks besides DS and Object. Sole Survivor is still one of the worst Survivor perks in the game, right next to Up the Ante.
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@xtr4me said:
I wanted to know what your rework ideas would be, it doesn't have to be realistic just write down how you wanted the killer to be reworked
Ghostface: Now has the ability to throw Huntress hatchets and fly like a real ghost
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@[Deleted User] said:
TBH the only "buff" it needs, is to only create an obsession once used. (Does not create an obsession at the start of the match).
At the moment, there is zero uncertainty if a Survivor has it, if the start of the Match there are no Obsessions.
I'd love it if other obsession perks could be buffed to a much higher degree tbh. DS is the only obsession perk worth running besides For the People or Object, maybe. Solo Survivor still needs a massive rework and Blood Pact is mediocre. MoM also needs buffs.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2091250#Comment_2091250
I think fracturing the PC platform and forcing people to download a ton of launchers/stores/whatever just to be able to play the stuff they paid for is bad.
So, a indirect answer. Alright, I suppose you feel my question is simplifying the issue.
The problem that comes from this stance is that this leads to letting Steam have a monopoly on the service, which is almost always a bad thing. Steam could make bad decisions and nobody would be able to go elsewhere because the services are either obscure or not welcome. I can see your point, but surely you can see some major issues that spring from getting mad when someone tries to offer a alternative to Steam?
(Not to mention that... well... "a ton of launchers" isn't exactly happening when it would have been only 3 major things: Steam, Epic Games and (previously) Discord. I know that stuff like the Blizzard launcher exists but that's only for their specific companies. I can see your point though.)
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@Pizzaman said:
https://forum.deadbydaylight.com/en/discussion/comment/2090903#Comment_2090903
"Last Year" started with a Discord exclusive release. What could possibly go wrong?
The Devs basically did not communicate with their community.
There was almost 1 year of time between the announcement that the game would be coming to Steam and the game actually coming to steam. During that time, they went completely radio silent.
And let's not talk about the last resort release of another title called "Last Year: The Nightmare".
Last Year was doomed from the very beginning. The game looked great though. Still lot's of bad management decisions ensured a really bad start and limited it's potential growth. Covid had nothing to do with it's downfall (yes, I know, we were told that there was a potential "deal" on it's way that could have "saved" LY .... spoileralert: it's highly unlikely that such a deal would have been signed anyway, cause you don't try to catch a falling knife).
Not a bad thing, they might have thought Discord was going to be a competitor. They didn't expect the higher ups to pull the plug on the store and subsequently make it impossible to buy or learn about Last Year.
And I will give you the thing about communication, but the communication is one of the only really valid complaints besides the attempt to make money via putting The Nightmare on Steam. I don't recall why they went silent, I assume they were working on the Steam release.
And the thing about them putting The Nightmare on Steam... I think that was during the last few months leading up to them not getting the publisher deal. They were putting up the game to try and stall for time by potentially making some quick cash. I think in the same Discord announcement, they mentioned that the staff was running on fumes and were either being underpaid or not paid at all for a few months.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2091112#Comment_2091112
I was actually curious about Last Year, but then they had to launch it on Discord, of all places. They might as well have sold it at a "worldwide" exclusive event (that's only available in most of the USA and two or three cities outside of it, like pretty much all "worldwide" events).
I don't understand why publishers are trying to reinvent the wheel here. Steam works, stop trying to fracture the platform. Or, if you're going to move to a new store and be dicks to PC players, make sure it's actually as good as (or better) than Steam.
I wish to ask you a honest question: Do you think competition is a bad thing? Not trying to be mean or snarky, just a question.
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@CustomerService said:
https://forum.deadbydaylight.com/en/discussion/comment/2089009#Comment_2089009
... Because what he stated is just facts. I never saw or heard this guy before. Literally the first time I see him, and I don't watch or care for streamers or youtubers or whatever he is. But he's definitely on point about this.
Even if someone is stating a fact, that doesn't mean it can't seem "out of nowhere".
Someone stating "the sky is blue" may be a fact, but they said it randomly during a conversation unrelated to the sky.
Sorry if I read this wrong, I didn't know what part you were saying "because what he stated..." to.
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@Kebek said:
No, it's just that all the other new games aren't interesting/good enough. Last game I was a bit hyped for was Last year but since it didn't release on steam besides many other issues, in the end, I didn't bother.
When DBD was comming out in 2016, I was extremely hyped for it, trying to find any gameplay info/footage and it was just really exciting. No other game managed to peek my interest as much as DBD did back then.
It did release on Steam. I suppose you weren't on the Discord server when they did announcements and everything.
It was the balancing issues plus the lack of funding and Covid ruining their publisher deal that ended it for good.
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@LazyPayday said:
I'm pretty sure most experienced players will agree that dbd needs competition in order to start actually improving quickly, and there's been a fair few numbers of games that tried. Friday the 13th, Last Year, Predator: Hunting Grounds, Monstrum's trying to get its foot in the door, and Home Sweet Home is the newest contender. Yet with the exception of Monstrum (as the game hasn't even fully released) and Home Sweet Home (which hasn't been alive long enough to die) none of these games still really exist.
Friday got killed by the lawsuit and the other two sorta just died off. I think the reason these games die is because new players to this genre will likely come to dbd since it's the most popular among them but the majority of the old timers won't switch over since we're already so invested into dbd. Causing an endless cycle of wanting competition but those competition never being given the chance to rise.
Maybe I'm just thinking too far into this.
It partly is, I know people left angry reviews on the reworked Hide or Die's Steam release, saying how it was a "DBD ripoff" (The game did things very differently though compared to DBD) or "wasn't DBD" or something, even though Hide or Die didn't sell originally because it wasn't like DBD iirc.
Last Year also had the Steam release, and what actually ended their project for good was Covid ruining their publisher deal. I know because I was in the server, paying attention to updates and that explanation on the future of Last Year made me so sad.
Friday is also surprisingly active last I checked, at least on PS4. Even when updates stopped releasing, people kept playing it.
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Another Jund video being quoted and more praising on how "right" he is.
He is correct in that these forums have a lot of "nerf x" topics. However, some of these threads are because of his influence, which I don't know if he realizes in this video or not.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2084080#Comment_2084080
Why should gen tapping be punished? I would argue the killer should be punished for kicking gens at the wrong times.
Because kicking gens is a absolute waste of time and regression can be regained in a matter of seconds.
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@Baby_Victor said:
I don’t understand why Babysitter can not be viewed both ways and have separate builds to compliment both ideas...
be it a tool you use near the killer or not.
I mean, your perspective is great, just don’t see how it is Marginal to use it as a discount BT or work it with BT.
Not every killer leaves hook, and not every killer will have a terror radius at the time of unhook, so...it can still be beneficial, or sometimes stronger to use Babysitter just like you would BT.
Just suggesting maybe you misunderstood Babysitter potential in both scenarios. I still think it can be useful even if Killers don’t leave hook and it still works fine.
The problem with this viewpoint is that, Survivors can only run 4 perks. Even if Babysitter is "okay", nobody will run this over BT because of how it's better to give a health state than to run a perk that isn't very good at its job anyways. Not to mention that this becomes useless in the instance of a hook rescue out in the open with no LOS blockers, plus the amount of time marks and blood are concealed isn't that much to get away. Perks with very specific circumstances with the addition of not being very good at it tend to be trash. All of Steve's perks are like this, sadly, Second Wind is the best out of the three teachables and it's too infrequent to spend a perk slot on. Only triggers 3 times per game and requires someone be healed before use. Sloppy Butcher and tunneling someone prevents this from being activated.
The other perks like BT and Dead Hard are very meta and they aren't focusing on buffing other Survivor perks to more considerable levels of power. Steve's perks need massive buffs for the mediocre circumstances they are used, they are easily some of the worst teachables in the game next to Ace with the "luck" mechanic. ("Sole Survivor" from Laurie is the worst of the teachables though. A VERY situational effect in exchange for basically losing the game. Not good at all.)
And it makes me quite sad, seeing all of these mediocre or straight up bad perks in this game. I really wish that they buff all of these perks someday, I'm sick of seeing the same 5 to 6 meta perks every game. I'd love to see insane builds or true perk diversity.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2063017#Comment_2063017
It's a private platform, not a governmental (or similar) organization. Don't make a bigger deal out of this than it needs to be.
Orion running defense for a company to justify bad decisions.
When you KNOW you have to resort to this, you know you are in the wrong.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2075289#Comment_2075289
Do you seriously think the people who worked on a list of words to censor are the same ones who would otherwise be working on the game's balance?
The balance team involves coders, coders who could have been focused on implementing balance changes than this.
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@JimbusCrimbus said:
https://forum.deadbydaylight.com/en/discussion/comment/2073511#Comment_2073511
I'd also recommend not backseat moderating. Which I am now guilty of as well.
Backseat moderating doesn't seem to be against the forum rules but maybe I didn't see it.
I'm not trying to act like a mod either, I just don't want to see more people getting banned. It's a simple word of warning...
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@JimbusCrimbus said:
https://forum.deadbydaylight.com/en/discussion/comment/2073494#Comment_2073494
You have to be hooked and hit. Doesn't sound like earning to me. Sounds like a reward for failure.
If you insist...
Bitter murmur - it procs. You then have to earn any value from it. By chasing and downing survivors. Pressuring gens etc.
Whispers - Doesn't tell you exactly where someone is. It's just a general area. You have to actively find them.
Spies - See Bitter murmur.
Iron Grasp - You have to chase, down and pick up a survivor to get any value from it.
Ruin - You need to pressure gens to get any value from it.
NOED is the one exception, but it's also the most counterable perk in the game.
"Come on man. Just no."
I said sit down. You're so hilariously out of your depth it's not even funny.
Just as a word of warning from a passing observer: Two people who were very rude just went from normal to banned these past few days. I'd recommend you watch your tone.
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@JimbusCrimbus said:
https://forum.deadbydaylight.com/en/discussion/comment/2073441#Comment_2073441
DS still doesn't prevent that. The ONLY thing that changed about it is that you're now unable to do anything to help your team and still be invincible. It's anti-tunnel functionality is till 100% intact.
I suppose that's true. But my point still stands about Survivor obsession perks being either mediocre or useless and in need of major buffs. DS is one of the only useable ones. The only thing you could replace DS with to make sure a obsession is still created per match is For the People tbh.
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@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/2073441#Comment_2073441
19/20 times, when I told the game to lunge, it still grabbed the survivor, even when I'd try to angle myself so I wasn't right behind them. It was maddening. I can't tell you how many times a gen was popped in my face for that nonsense.
No offense, I'm sure you were trying, but are you making sure to actually start holding the attack button before you get that close to them? If you're close enough to get a grab, I think you're waiting too long to actually start the lunge.
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@Northener1907 said:
Silent Hill was last good chapter for survivors. Cheryl was good survivors and her perks was really good. But after her 3 chapters released. But there is not good any perk. Maybe only Deception for sneak builds. That's all.
Last survivor Jun-Jin Lee has worst perks.
Fast Track is meh. Not bad perk but also not good perk, if i wanna gen rush i have better options.
Smash Hit worst exhausted perk. I will still keep Spirint Burst or Dead Hard.
Self-Preservation is also useless. Killer is not blind. If you are in 12 metres teror area killer possibly will see you. And for effects one of your teammates has to take hit.
I dont know but when we will get useful perks for survivors?
I feel like they need to spend a mid-chapter patch just focusing on heavily buffing Survivor and Killer perks. There are so many bad perks in this game that never see use, it's not even funny.
Perks with obscure or "meh" effects need to be buffed much higher so they're extremely good in that category. All of Steve's perks (Second Wind is his best perk but even then, still difficult to get any use out of) and Ace's perks (luck is the most useless mechanic in DBD and in dire need of a complete rework) are great examples.
Survivor obsession perks in particular need major buffs or reworks, DS is no longer meta which means that the average Survivor won't use it, which results in multiple games without obsessions, leading to the Killer tunneling. I suppose DS still isn't bad, but everything else that creates obsessions is mediocre (For the People or Blood Pact) or worthless (Sole Survivor) and needs to be looked at.
Honestly, if I were on the balance team, mid-chapter patches would involve major perk buffs for both sides in addition to either a rework or something else. New perks would also be "balanced", then I'd overbuff them to actually make them balanced.
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@JimbusCrimbus said:
https://forum.deadbydaylight.com/en/discussion/comment/2073399#Comment_2073399
No. Because it allowed you to be invincible, and continue to do your objective and other things useful for your team, leaving the killer helpless, which is just plain busted.
Think twice before you try to strawman me again, okay pumpkin?
Sit.
To be fair, DS didn't prevent you from getting hit by lunges and slugged to leave you unable to do anything. If you knew someone had DS and was trying this, you could lunge to down them instead of grabbing them.
DS is in a better state now, but DS no longer being meta, and no longer run in solo queue, has unfortunately opened a new can of worms.
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@Orion said:
People have been saying this for almost 5 years about every asymmetrical horror game. Spoiler warning: DbD is still here.
DbD has had plenty of competition, it just sucked.
Thing is, games like Friday and Last Year had suffered due to outside circumstances, like the licensing conflict and the Discord store issue + failing to get a publisher.
Friday the 13th is very alive on PS4 (not sure about other platforms), it's been alive for years despite the lack of planned content. If Miller had maybe kept his mouth shut, maybe Friday would still be focused on. (No offense to him, I feel that the artist should keep the rights to their work unless they're officially signed away, but him deciding to step out now is what ended this game, and him winning is what basically ruined the series forever, since now Miller holds one big right while Seth holds the rest)
And the Discord store deciding to pull the plug is one thing that ruined things for the Last Year devs, plus the balance problems on the Steam release, and Covid ending their attempts for good by sabotaging the deal just before they could sign the contract.
It's not like all of the games died solely because "they were bad".
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@Laro said:
How does it feel to be so marvelously detached from reality that you think you're relevant?
To be fair, as people make these topics over time, some of those who leave and either say something or say nothing may not come back.
Sure, it's one person NOW, but how many have actually followed through on their threats? How many have left and haven't said anything?
I myself actually said I was leaving, and left successfully for several months. I only returned because DBD was a constant in my life and I really liked and missed quite a few things, like the music and stuff. I was able to fight off the instinct to return with small effort, I'm sure others could do the same without ever returning.
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@_HN_ said:
https://forum.deadbydaylight.com/en/discussion/comment/2066914#Comment_2066914
Tunneling doesn't have to happen when the killer is at the hook. Even if the killer has left the area, coming back to the hook immediately after a save leaves no real opportunity to escape the area, between blood spots, scratch marks, and so on
https://us.v-cdn.net/6030815/uploads/WMKVIYMLIYNR/tenor.gif
You serious?
Damn you are way further gone that I initially thought.
So yeah, to answer your (frankly strange and empty) first question : Yes, I got all that from your first post, and your second proved that I was right, hell, it even proved I didn't realized how much worst you actually were.
But its pretty clear that you aren't really worth wasting much time trying to reason with, since you seem clearly incapable of such a thing, so let's just quote the very brief and elegant Crowman
https://forum.deadbydaylight.com/en/discussion/comment/2066844#Comment_2066844
You need to be careful with what you say. Don't get banned for no reason, please.
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Nope, there's other reasons. And you mean me, I'm the only one who is "mad". I've already explained the actual problem.
But yes, there is a problem with his stans. Tru3 and Otz have their own but Jund stans seems to be the most... vocal.
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@Lochnload_exe said:
https://forum.deadbydaylight.com/en/discussion/comment/2068088#Comment_2068088
His video was making fun of people who used stretched RES, not people who complained about it.
And where was this stated? Because the obvious, first impression is that he is mocking the people who complained by showing a res that doesn't help at all.
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@Critical_Fish said:
https://forum.deadbydaylight.com/en/discussion/comment/2066221#Comment_2066221
Well she doesn't..? Spirit's only counterplay is Iron Will and you can just run Stridor to counter it? Also, Scott without Stridor, can consistently get downs with Spirit against people with Iron Will. It's not a counter.
Even if it is a connection, whataboutism was practiced by Trump, and it's not an incorrect opinion to say that you don't like Trump, that's a personal opinion. What does his political views have to do with his takes on DBD btw?
If he has a platform and popularity, obviously his "personal, unwanted thoughts" are wanted. The videos he's made have nothing to do with politics though, and at least most of his discussion videos are mostly unbiased, and if they're not, they're STILL not politics based. What does his political views have to do with his takes on DBD btw?
That's about what I expected from someone who is trying to defend Jund. "She doesn't".
This has already been responded to effectively in past topics, and I just woke up after playing Civ 5 until midnight last night.... so I will remedy this as best as I can... but you are supposed to be using your ears and mind against Spirit. The entire community struggles because they keep using their eyes and nothing else and then get mad when they get hit and downed. The only valid complaint is standing still, however that has it's own issues. Stridor Spirit is another complex issue that I doubt the DBD devs will be able to fix reliably.
You are supposed to be predicting what the Spirit will do based off of things that are happening. This is easier than you think if you know how a Killer operates and you can predict where she's going to phase. Whether she's phasing to a gen, to a Survivor, this can be predicted by guessing what the most likely "immediate problem" a Killer will want to address first.
I also don't want to be thinking about American politics when searching for DBD videos, and I don't care about a DBD Youtuber's thoughts on things. His views have nothing to do with DBD takes, I find his actions annoying, and I am free to express my disapproval. I can dislike Jund for these reasons. This is basically a outlier anyways and irrelevant to DBD. Stop before this topic gets modded.
"If he has a platform and popularity etc" no, his platform was started by his DBD videos and he made a Twitter while using his name to get people to follow it, then he uses that attention to make political takes.
I was again listing why I didn't like Jund.
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@Nazeef13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2066221#Comment_2066221
If you search whataboutism on google images, the first few things that pop up is trump's face. Lots of politicians use it, especially, and most recently popular being trump. It's not a political statement. Responding negatively that gives me snowflake vibes
Still a political connection, and I don't want to think about Trump when looking up DBD videos.
I can have my own personal reasons for disliking Jund.
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@ScottJund said:
ngl when i opened this thread i didn't expect half the posts to somehow be about my political views
I didn't expect Jund of all people to notice this thread. Perhaps you were told about it.
And that's because it isn't, it's my personal reasons and your fans keep zeroing in on this.
Some of your arguments are also demonstrably false, the Spirit one in particular. A reason your opinions are so wide-spread is because you said what the community wanted to hear: "Spirit and Sling have no counterplay, just give up and suicide on the hook." It's much easier to give up and say "it's impossible" since it takes the burden of trying off of a person.
Not to mention that you apparently made a short 10 second Youtube video mocking people who complained about stretched res?
Apparently, this is what they mean. They're referring to modifying the game files IIRC. Do you still think it doesn't exist?
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@Critical_Fish said:
https://forum.deadbydaylight.com/en/discussion/comment/2065955#Comment_2065955
Who in their right mind thinks "Spirit needs a nerf or a change to be more fair to Survivors" is a Survivor biased statement lmao.
Also, politics isnt something to hate someone over if they points about the game are accurate or at least understandable. I've disagreed
with him on more than a few occasions, but at no point has he sounded Survivor or Killer sided, and he doesn't even go into politics that much.
https://forum.deadbydaylight.com/en/discussion/comment/2066039#Comment_2066039
How are they bad? Do you disagree on a 50/50 statement or did I miss something? I'm curious.
https://forum.deadbydaylight.com/en/discussion/comment/2066038#Comment_2066038
The picture was a joke and the video was "Whataboutism in DBD", because of the problem DBD has where sometimes people just say "well what about ____" when someone makes a point about something else. It wasn't a political stance in any sense IMO, it was just a joke and at most a light jab, boo hoo.
And Twitter should be treated entirely separately from Youtube, Twitter is a dumpster fire and Youtube is only trying to make itself a dumpster fire.
Oh, he's said more than that in his Retroactive Counterplay video, I think. His "Spirit has no counterplay at all whatsoever" opinions are what indirectly shaped the Otzdarva community video. Otz's chat is echoing similar opinions to Jund because that's where they got it from.
I also mentioned more than politics...
And the picture was a political joke with a obvious implied connection. He picked Trump specifically, it's not hard to imagine why. "It's just a joke" doesn't excuse the connection.
And I get what you mean, but even if we separate his Twitter from his Youtube, he's still made this video. Plus his Twitter's opinions are connected to him. He has a platform to voice his personal, unwanted thoughts because of his Youtube channel's popularity.
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@Nazeef13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2065997#Comment_2065997
How can people both be sheep and regurgitate his opinions and then also "he says what they want to hear".
Is he bandwagoning survivors complaining or are survivors bandwagoning him because he complained? Check your cognitive dissonance here
To me it just sounds like you're hating on him because of his political views and cause he actually provided counter evidence to the dismissive attitude from particular bias killer mains who just say "git gud" "analyze shard pixels," "I have no trouble playing against spirit"
That's not contradictory in the slightest. One can be both at the same time. I'm not sure what point you were making.
And he's where most of the typical popular opinions came from. He got popular because he said what they always wanted to hear: "Spirit has no counterplay, just give up and throw yourself onto the ground." It's easier to give up and say "it's impossible" than try. People have had these discussions and it's when the smart people come out with how you're supposed to approach Spirit that people who want Spirit nerfed.
His evidence... or rather, his logic, is bad. I suffered through the Retroactive Counterplay video and wrote a long comment that debunked the entire thing (that I deleted a few weeks later because nobody acknowledged it (for obvious reasons).). His examples are poor and the "you can't dodge slinger's shot when you're close enough" reeks of entitlement. Like, yes, of course you can't dodge a gun when you're at basically point blank range.
I am allowed to dislike someone because they used their platform to voice what they think on American current issues. Even if I gave Jund the benefit of the doubt and separated Twitter from Youtube, he still uploaded that "Whataboutism" video with a Trump thumbnail. The implied connection he's trying to make is obvious.
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@VESSEL said:
https://forum.deadbydaylight.com/en/discussion/comment/2065955#Comment_2065955
You legit couldn't type in 'Scott Jund Trump?'
Come on guy
I did that on his channel as you suggested, I got a bunch of different videos Jund has made, but not this one. He did some... interesting videos a decade ago.
But yes, that is the video I was talking about.
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@oxygen said:
https://forum.deadbydaylight.com/en/discussion/comment/2066050#Comment_2066050
It's the "Whataboutism" video, at least the thumbnail is right there with a Trapper with a Trump face for me anyway.
Yeah, thanks, I didn't remember the video name.
