PigNRun
PigNRun
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@Dehitay said:
Wait, Freddy and Quinton aren't on the Nintendo Switch? How did that happen? Does Nintendo have some kind of problem with Nightmare on Elm Street? Or does DbD's license for the characters somehow cover PC and 2 consoles but not Nintendo?
Basically the Switch platform/client/intention of bring DbD to Switch didnt exist before BHVR got permission for the NoES stuff, and because of the legal issues happening with the license they are most likely having some issues updating the deal.
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It is one of my favourite perks to run. Its definitely based on RNG, but that doesnt bother me.
I do wish it increased healing skillcheck chances when you have less than max stacks.
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@Atrushan88 said:
https://forum.deadbydaylight.com/en/discussion/comment/1274754#Comment_1274754
As far as emblems are concerned, you also LOSE points for people HEALING after being injured, the same exact amount as if you had injured them. This makes it more neutral instead of "doing good" or "doing bad". You only get to keep those points once they're on the hook. I'd argue that injuring a survivor is probably the equivalent of hitting a skillcheck, or completing half of a generator, something that also gives extra progress, but that progress can also be taken away(hitting someone before the progress is complete, kicking a gen and it regressing said progress). Speaking of which, DS has a skillcheck. Does that make it not a second chance perk?
Doesnt matter if its minor progress or part of the "neutral zone". It is still progress on your objective in your favour that you spent time doing. Am I a bad Survivor for doing a gen all the way to 90%, the Killer hooking someone and PGTWing my gen? No. I was still contributing to my objective.
I get that you are saying that you only make progress in your objective if you reach "milestones" from which progress cant be erased (hook states, generators completed, etc), however thats not true. Progress is still progress even if you dont reach them. Those perks reward you for making said progress, therefore they arent second chances. They are just regular perks like other normal ones.
Following your logic, just because progress can be erased by the other side, then Devour Hope is a second chance for failing to protect hooked Survivors. Or Sloppy Butcher is a second chance because they have to heal back up but slower. Or Autodidact is a second chance because your teammate shouldnt have been hit in the first place. Maybe healing as a whole is a second chance perk but without perk slots. (/s)
As for your comparison with DS, getting downed and hitting that skillcheck isnt directly contributing to the objective, so your example isnt good.
@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1274754#Comment_1274754
No-one actually thinks injuring people is pressure, otherwise Legion would be the best killer in the game
Injuring is part of applying pressure, thats the point. Legion has tons of problems, but Legion isnt a second chance perk, its a character with a power and therefore a completely different can of worms.
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@Atrushan88 said:
https://forum.deadbydaylight.com/en/discussion/comment/1274609#Comment_1274609
I wouldn't say hitting the same survivor 4 times is "doing good", and there are ways to make it even less restrictive with Furtive Chase. If that's doing good, then Unbreakable isn't a second chance perk because you have to not be hooked by the killer and recover all the way.
By emblem definition and community standards, injuring Survivors is applying pressure AND succeeding chases, and thats part of your main objective, even though just part of it, just like hooking. Hitting a survivor or injuring several is literally doing good.
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@brokedownpalace said:
NOED, Blood Warden, Remember Me. Anything that prevents or hinders survivors escaping after they have completed gens or opened the exit gate.
Also I don't think second chance perks are inherently a bad thing. But a lot of people use the phrase as an insult.
Except that Remember Me is useless unless you do good; aka hitting the Obsession 4 times. Same with Blood Warden; getting someone down and hooking them. Thats not a second chance, thats the definition of a reward for doing good. With that in mind, we could call any single perk second chance.
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Devs are not biased/one-sided. They are just really incompetent sometimes because they fail to communicate or prioritise changes. Or make changes that affect everyone but no one asked for, for dumb reasons.
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@VolantConch1719 said:
In regards to what we learn about Kate, Back to Zero is pretty bad. We learn that she was selling out, she was mad at herself about it, and heard that melody for a while. And that's pretty much it. Even Jane's archive, for as much as I hate it, built on her character.
The biggest thing I took away from Back to Zero was this statement. "She knows she’s always sensed and felt things others couldn’t."
What my current theory is this is what ties all of the other Survivors together. Perhaps this sense is what allowed the Entity to take them from their own world. Say what you will about the Entity only taking those who won't be missed. That flies in most cases, but Kate, Jane and Yui were well known, and the latter two were celebrities. No one would miss them? That makes no sense.
With that being my only big takeaway from Kate's lore and nothing else really major about KATE HERSELF, I can definitely say this was on the weaker end of the lore. Would I call it the worst, no. I cannot overlook the SJW fever dream that is All the World a Stage, but Back to Zero is only just above it.
Fully agreed.
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@BigTimeGamer said:
https://forum.deadbydaylight.com/en/discussion/comment/1270618#Comment_1270618
If you enjoy mindlessly spamming snares around a pallet instead of learning how to loop, then you must be the most boosted person i've met
The best boosted.
If you enjoy cloak/uncloak simulator, the DW guys, the chainsaw spammers, the slow ass bunny with which you get ez hits in pallets/vaults, white-masked glorified M1 killer, white-masked glorified M1 killer II that is only really about sneaking up, the Billy but with refuelling...
You arent boosted, you are self-absorbed if you fail to see how others have fun.
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@Nutty_Professor said:
https://forum.deadbydaylight.com/en/discussion/comment/1270618#Comment_1270618
Someone didn't bother reading my main thread or post, just jumping to conclusions that I'm just another survivor main asking for killer nerfs.
I think you're ignoring part where I said I actually play Freddy, he's my third strongest killer. If I didn't like playing as Freddy I would not play as him. I just don't enjoy playing as him as much I do as other killers. I feel he's too simple to play compared to how strong he is.
Killers who are at similar strength level; Nurse, Spirit, and Hillbilly are a lot harder to learn then Freddy. It's why I believe Freddy either needs to become harder to use effectively or his power to be made weaker so that his power matches his difficulty to play as. Otherwise there would no need to bother to learn how to play Spirit, Nurse or Billy, when you could just play Freddy and get the same results.
Also I must stress this is my opinion, other people consider Spirit to be a "no skill, easy to learn killer". Whilst I disagree with that opinion, I believe she does take time to learn.
Furthermore, I'm a survivor main that believes there should be a few survivor nerfs. Does that make me something that want to ruin the gaming experience of other survivor mains? No it doesn't, it just means I play both survivor and killer at high ranks, and which has gave me the opinion that the game is currently survivor sided rather then balanced.
I dont give two flying Wraiths about whether you consider yourself or if you actually are a Killer/Survivor/Main Menu main. I simply believe that your issue has a much simpler solution. You said it yourself; "I just don't enjoy playing as him as much I do as other killers". If you dont like playing, you dont play him.
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@Nutty_Professor said:
https://forum.deadbydaylight.com/en/discussion/comment/1270555#Comment_1270555
I agree with other killers such as Spirit and the Doctor rework, I had to spend time away from red ranks as killer whilst I learnt how to play those killers. Whilst my first game with current Freddy was at rank 1 and I finished the match with Merciless killer (it was on Shelter Woods mind you).
https://forum.deadbydaylight.com/en/discussion/comment/1270561#Comment_1270561
As I mentioned in my original post I play Freddy, and he's actually my third strongest killer despite him not being one of the main killers I play as. The reason I don't main him is that I don't find him as enjoyable as Doctor, Billy, and Leatherface. The reason is that I did not have to spend much time learning how to play Freddy Optimally.
This might just be me, but when I get a 4k against experienced survivors I get a lot more pride and self reward by winning with a killer I put time and effort into mastering. With Freddy I just don't get the same level of pride as I do from winning with other killers.
Also granted survivor is easier then killer, but being able to loop a rank 1 killer does take some skill. You have to be able to plan your chase routes, which takes game and map knowledge. You'll need to be good with mind games. Have good decision making, etc. There's a reason why playing at red ranks as killer is a lot harder then playing killer at rank 10.
Then... play something else. Why change a Killer because you dont like playing them when you could just focus on Killers you actually enjoy, rather than attempt to ruin other people's experience by changing a Killer they enjoy? I dont like playing Wraith because his power is beyond plain, but you dont see me going around saying "Fix Wraith so he actually takes skill to use stealth".
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1269423#Comment_1269423
I understand it has to have a drawback. When it’s active it’s one of the most powerful aura perks in the game.
Then you make it a bit harder to earn to compensate. Like, instead of getting healed or getting unhooked by them, you gain their aura reading by you fully healing them or unhooking them only. Thats what I would change about it to make it on par with other aura reading perks.
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I like Aftercare, I just wish you wouldnt lose its effect if you get hooked.
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@Huff said:
https://forum.deadbydaylight.com/en/discussion/comment/1255911#Comment_1255911
Isn't Plague a counter to Iron Will even without Stridor? I thought they puke every so often regardless of if they have Stridor. I don't know much about Plague though, because she's my newest killer I picked up.
They are saying being sick is like a Stridor you cant counter, which is true. Its not talking about the actual Stridor.
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Unnerving no longer affects DS. It got changed after DS got reworked.
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The thing is:
- It makes flashlights completely useless outside of destroying Hag traps.
- Kills, literally kills, a lot of perks.
- Removes the possibility of saves once downed (bodyblocking, pallet saves).
- Makes the game boring by simplifying the flow of the match even more.
- What if they are sent right next to a Survivor? That removes any pressure from hooking survivors.
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No cd at all for Windows of Opportunity or Zanshin Tactics. No cd for Surge either, or change it to the x nearest generators.
Pharmacy gives either green medkit with charge add-ons or purple medkit (with or without add-ons).
Autodidact should increase healing skillcheck chances when tokens are below 5.
Second Wind should could any health state healed, as long as its altruistic (not your own). So, medkits, co-op, etc.
@Entity_Hugs said:
Mettle Of Man:
For <x/x/x> seconds and within <x> range, after you unhook a Survivor, if they get hit, you take the damage state instead. You WILL cry out as if hit. This CAN incap you. The original target still takes any on-hit effects (Hemorrage, blind, deep wounds, etc).
Sounds like a solid BT rework. :thumbs up:
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I actually think Deathslinger is better than Huntress. No windup, decent potential for stealth (or more like sneak-ups) and smaller projectile size. Lets him deal with loops better than Huntress and isnt map reliant (LoS blockers and locker placement). If throwing pallets down faster is the best strategy against Deathslinger, then this last update that made tiles more separated made him even better.
Honestly, the only change for Deathslinger I would like to see is giving him a longer max range. Because 18m is pretty disappointing.
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When the first Rift came out, they said previous Rift rewards will be available from the store after 6 months had passed. Since the first Rift closed around January or February (?), we would have to wait until like July at least to see them. They will probably be for auric cells only, if I were to guess.
The demon hunter Feng (and Mr Puddles Clown) are from the second Rift, so thats an even longer wait time (towards the end of 2020 most likely). But these two outfits will most likely be available through shards at least.
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The problem is that if you die first, your rank is calculated right at that moment, even if the game is still going. What if the Killer pips or safety pips afterwards? How do you calculate emblems for a match that is still going? And I certainly wouldnt want to stick around. I would prefer to just leave the match and go to the next one.
Theres also the fact that the emblem system is just that bad. If the match is too short, the Killer can literally depip from killing everyone too fast. And, honestly, if you potato that much as Survivor (oftenly enough to make a difference), I wouldnt want you in high ranks at all.
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What if there were skillchecks for entering lockers. If you fail it, you bonk your head with the door.
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To be fair, this last midchapter was a massive Health Chapter. Sure, there are still problematic maps, and maps arent the only aspect that makes the player experience bad, and bugs... bugs everywhere. However, they have to start out with something, and maps affect everyone all the time.
Theres also DetailedDetriment's point. Its an online game and new chapters are probably their best income and its the one way to retain players and attract new ones.
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Expecting someone wondering why Spirit has a different animation while phasing (not her husk, herself), because she does have one. Found some sad same old whining.
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Lithe, No Mither, MoM, Left Behind, Tenacity and Breakout are fine as they currently are. They dont need any tweaks.
I dont get the point of Technician though. Why would you want to force a skillcheck outside of maybe Autodidact? More so, why would I want to trigger skillchecks as a new player or stealth player (who this perk is aimed at)?
Diversion could just be a cooldown really.
My only problem with Streetwise is how better it is compared to Botany Knowledge when using medkits. Sure, BK also boosts speed, but I think that BK should be better when it comes to medkits than Streetwise.
Not sure how I feel about Breakdown. You mean like no sound notification after being unhooked or literally preventing the Killer from seeing your current status?
Others are fine. I especially like Boil Over. Finally someone that doesnt say "It ShOUlD mAkE yOu WiGgLe fAsTEr".
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Ash has charisma? :confused:
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/1252681#Comment_1252681
Sounds good, look forward to your discovery. Keep in-mind that if you're trying to do it, than you shouldn't disturb other crows to confirm if the crow mass adds more than 1.
I was wrong. Crow bombs do count as multiple crows. I used Calm Spirit (crow bombs ignore Calm Spirit's effect but works normally with normal crows), used a Swamp offering, stuck to the boat area and set off the crows 3 times (just to make sure). Went from 1/50 to 50/50.
So, yeah, Swamp is the best map for that.
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Ill give it a try later today. I have that challenge available.
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The best map for this is Haddonfield. Do a few laps around the outskirts and you will be done. Lery's has a deceptively high amount of crows, but most of them are hidden. Hawking's is pretty good as well.
@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/1252469#Comment_1252469
I can't confirm if that last part is true, I don't remember seeing crows on the ship after a Generator is completed, but my memory isn't the greatest to begin with.
But now I get what you mean by "Crow Bombs", you could technically say both the swamp maps have this, but I think those are the only maps that have something like that. I could be wrong, but no other map comes to mind at the moment.
They permanently fly off if that generator is completed or if all generators are completed/blocked for EGC. Thats why I always try getting that one out of the way first to avoid alerting the Killer when someone starts working on that one later in the match.
@SunaIIanu said:
https://forum.deadbydaylight.com/en/discussion/comment/1252555#Comment_1252555
I'm pretty sure that they count. Someone mentioned it in the forums and I tried it with the 30 (or was it 20?) crow challenge in one of the old tomes and I got it easily in first try on the pale rose and so did my bf. Might be an oversight on the dev's part, because it definitly makes the challenge a lot easier but it works.
I have actually seen people say the opposite. That they only count as one crow.
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That would be nice. Alien Isolation did an excellent job with the AI of the Xenomorph that learns where the player hides, so that the player is forced to never stick to the same area. This could be applied to DbD by giving the AI the ability to learn how the Survivor/Killer runs loops and react accordingly.
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@gantes said:
https://forum.deadbydaylight.com/en/discussion/comment/1250602#Comment_1250602
I actually wrote a pretty big response but quite honestly since you're trying extremely hard to misrepresent what I say I don't think this is worth my time.
👌
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@gantes said:
https://forum.deadbydaylight.com/en/discussion/comment/1250394#Comment_1250394
Your comparison makes zero sense. This is NOT true for any killer. Sure, the game is killer sided at lower levels of play, but Freddy takes it to an absurd level. He has a ton of hidden power that you can't see playing as killer but affects survivors directly. His ratio of effort to result is disgusting.
And the rest of your comment also doesn't make sense. No one is asking for all killers to have insanely high entry barriers like Nurse or absurd aiming skills required like Huntress or Deathslinger. However, most other killers in the game have way more depth than Freddy does. Anyone can play 3 Freddy games and "master" him if they know the bare fundamentals of the game. You say simple killers should exist, and I agree. There are plenty of simple killers in the game that have a skill ceiling, unlike Freddy.
Not to mention he's Clown levels of snoozefest to face, except he actually rewards the player for picking a character with zero skill expression or gameplay depth.
Big oof. Saying something, then saying you arent saying that, but still saying the same thing. If both sides are bad, the Killer is more likely to win. Low ranks is the exact comparison of that. And, yes, this IS true for any Killer (except Nurse and 110% Killers in certain situations as I said above). All that "hidden power" is on every single other Killer and affects new Survivors as much, if not more than Freddy. See Trapper with checking every entrance, or Wraith fearing that he might be around the corner, or GF with a similar issue like Wraith, or Plague with Survivors that cleanse themselves whenever they get puked on, or Hag crouching for every unhook or running away from the trap anyway.
As for your rest of the comment, first off, if your problem is "playing 3 games as Freddy and have him mastered", then your problem is that you dont enjoy playing him. Because, as Survivor, if a Freddy has counterplay (and he does, but thats not what the thread is about), why should you care how much time the player on the other side invested to figure out their own strategy? Imagine if Myers required less time to get into (which is pretty minimal as well, btw), would you be complaining about how much time he took to learn that "he he M2 goes *Halloween cue*" even if you survived? If you dont like Freddy's "blandness", "simplicity" or "accessibility", then choose any of the other "high skill ceiling" Killers.
Edit: "Besides, I never even said he had to be nerfed or balanced around lower ranks. All I said is that he's a pubstomp character, and that's not good in any game, and it's most definitely reason for adjustments/power shifts without nerfing the character."
Pick one. Because you cant do both. You cant not balance him around low ranks and than expect them to make him easier to face as low ranks. Because, in this case, your beef isnt against the character itself, but the low skilled players, which entails a problem with ranks, which has nothing to do with Freddy. See Doctor. He was a noobstomper, and weak against experienced Survivors. He was reworked; he is still a noobstomper but considerably more powerful against experienced Survivors.
(The rest of the post isnt aimed at you)
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PSA: Skill ceiling != Skill floor.
- Skill ceiling: The max you can do with a character.
- Skill floor: The least you can do with a character to do good.
Just so people dont confuse what the topic is about.
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Not gonna happen for a very simple reason. Devs have stated skillchecks are a Survivor mechanic only. Survivors can do skillchecks while repairing and healing, which can be done multiple times in every single match. Killers never deal with skillchecks. If you were to add this, you would be forcing them to go through them not more than 4 times on rare matches from time to time. Someone who only plays Killer will be locked out of the interaction with no way of practicing or getting the timing for it.
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Things to note:
- Survivors already get a bubble notification when others step on snares. Pallets, they dont. But considering how situational they are... do they need changes? After all, the whole point is to catch them off guard on what pallets are real and which are not. No SWF will waste breath saying "I dropped that one pallet in between the two hay bales!".
- He doesnt have Undetectable. Survivors get Oblivious. Theres no aura reading immunity anymore.
As for the main topic, whats wrong about having Killers with more accessible powers? Not everyone wants to play all the time a Killer like Huntress/Deathslinger that require aiming, or Plague who relies on the Survivors' decisions, or Nurse who has a(n) (unnecessary) cooldown on top of fatigue, or Legion and their plethora of penalties for using their power. Remember DbD is a game. There has to be options to fit with a player's playstyle and preference on subjective engagement.
About Freddy not having a slowdown, maybe we should see it the other way round. Is the slowdown on certain Killers actually worth it? Clown has a slowdown, and, between other stuff, has been a feature that has been the most requested to be removed. Old Doc had a slowdown while charging his shock, they didnt remove it, but fixed it by giving him more range. Did Legion 2.0 need that decrease in vault and Frenzy speed? There are several cases in the game where a slowdown isnt needed, so "Its there for others, why not for him?" isnt really an argument. Sure, some others are 100% needed, however not all slowdowns do.
As for the Freddy-Demodoggo comparison, why should Freddy need such a massive downgrade? Demodoggo is punished for placing his portals. He doesnt get them back unless Survivors break them. They become useless as the matches progresses. With these two in mind, they are also too easy to seal. This thread is about Freddy, so Ill stop here. However, same logic applies here that I used on my previous paragraph. Instead of asking "Why can Freddy teleport so easily?", maybe we should be asking "Why do other Killers have such a hard time teleporting?" (or Demodoggo, more precisely, because Hag, for example, is fine).
@gantes said:
https://forum.deadbydaylight.com/en/discussion/comment/1250039#Comment_1250039
That's the problem though. He's a pubstomper. Meaning that a mediocre Freddy will almost always beat a mediocre survivor team. A bad Freddy will also almost always destroy a bad survivor team. He's unbalanced at lower brackets because of how simple his kit is.
And while I don't think playing Freddy doesn't involve skill, the skills it does involve are general killer skills, while his kit itself has little to no skill expression when compared to the majority of the killers in the game. Every killer has to be on point in chases. Every killer needs to know how to apply pressure. You can just spam snares with little decision making and consequences, and his teleport takes him where he needs to be with no previous planning or effort. He's an uninspired design, and this becomes very obvious when you compare him to the other killers who got released this year and the last.
Then welcome to low ranks, buddy, where balance is subjective beyond any kind of comprehension. This is true for ANY Killer (the only exception being Nurse and maybe 110% Killers), because low rank Survivors are so mediocre that Killers dont need a power to kill them. You are saying Freddy should be balanced around low tier players, which is exactly what nobody wants.
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@bilaueta said:
https://forum.deadbydaylight.com/en/discussion/comment/1248982#Comment_1248982
It would be if you actually got to gain something as well. If you just randomly see him for half a milisecond just because you were looking around and paying attention to your surroundings you are at a disadvantage even though the killer is the one who misplayed
Shall we remember the Ghostface from the PTB?
Getting seen isnt a misplay. Not with a Survivor's 3rd person camera and the random nature of map generation (both in terms of getting a certain map and generator/tile placement). If there is no "revealing buildup", then GF becomes literally its PTB version, which everyone agreed sucked ass. Add any kind of penalty or benefit to spinning around your camera and we go back to that GF again.
You are supposed to be spotted. The actual misplay is getting spotted and failing to conceal yourself properly. The benefit of spotting him beforehand is already there. Its knowing where he is.
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@KingFrost said:
What happens if you have 1,900,000 BP on the day before rank reset, then forget to use 900,000 BP?
It would work the same way as when save files would get corrupted and Devs would compensate you by giving you millions of BP. You keep whatever BP you have, but you cant earn more until you spend them down to less than 1m.
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Urban Evasion and Bamboozle meta? The hell did I read?
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1) Prove Thyself: It cancels out the penalty debuff for the equivalent of two people. If more than two people are on the same gen with PT, you still gain an advantage, but you still have the 3rd (and 4th) person's penalty. And, before you ask, no, Prove Thyself doesnt stack, only one active at a time on the same gen.
2) Before the last update, Great bonus was 2%, now its 1%. Stake Out gives an extra 1% on top of the base. So, Stake Out gives 2% on Greats.
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Can you not see these?
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1225451#Comment_1225451
Not quite. If the survivor is using a lower tier of the perk, you are downed no matter what. Tier 2 may be a close call, but tier 1 results in a down no matter what happens.
Tier 1: 10 second Deep Wound timer.
Tier 2: 15 second Deep Wound timer.
And T1 Autodidact is a net loss, and T1 Diversion makes the notification appear right in front of you, and Iron Will is useless outside of T3. The better option would be for that person to use a better perk, but... ¯\_(ツ)_/¯ ######### happens.
And, in the end, its just an edge case. Like people who say "Deliverance should let you escape the hook as the last one alive!".
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I love the Kate one. That hair alone makes me want to purchase the whole thing (which I probably will honestly). And the Julie one (except for the mask, which is hideous).
All others are really meh, especially the Huntress outfit.
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Im 90% sure Min is a surname, and therefore Feng her name. Same with Kimura and Yui. They were probably westernised to fit with how the majority of the playerbase reads names.
As for pronunciation, no idea.
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"Players should be able to check a perks effects at the endgame screen to allow players to learn new perks easier."
They... can do this already. Unless Im really missing something, hovering your cursor over anything in the scoreboard brings up its description.
Unless you mean on console, but I think they have a cursor for that as well?
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@BastardKing said:
Kinda like how a 16 second channel can remove a killer's perk for an entire game? How is that for comparable?
There are only 3 killers who can render you exhausted. Huntress is probably the most dangerous/overpowered, and her brown add on should be a green, her yellow add on should be a purple, and the green should just not exist. Even with that, her durations should be shorted a lot.
Clown can apply it the easiest, and in mass, but he is also the worst killer whose power does almost nothing. Being able to take away exhaustion with a yellow add on isn't ridiculous for a power that is otherwise so weak.
And Pig has to down you first, so the exhaustion doesn't matter too much unless you waste a lot of time before you remove the traps.
And Demodoggo, despite only being 5s.
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There is no limit. Certain perks have certain maximum rarities (some go up to Very Rare, others go only up to Rare). Regardless of that, you can get any perks on any characters without any limit (as long as you have its associated Teachable unlocked in the case of other characters' perks).
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In all seriousness, they simply worded the question wrong. From the options, you can infer they meant "How much do these activities negatively affect your experience?". I mean, in that sense, its perfectly fair for someone to select "Greatly". Might be a way for the developers to measure what actions actually encourage bad behaviour. In the case of teabagging, you cant do much about that.
But, for instance, mori spamming and flashlight clicking, if seen as toxic enough by a good chunk of the community might lead to them adjusting it. Like, making moris instantly start/mori only starts after the charge bar is full (latter the case for the latest update, right?), or preventing players from binding "Use Item" to the scroll wheel, or flashlights having an internal cooldown between uses.
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@Trwth said:
https://forum.deadbydaylight.com/en/discussion/comment/1234181#Comment_1234181
Calm Spirit: I guess that’s fair.
Distortion: Only three tokens per match? Really? There’s gotta be a way to earn more.
Second Wind: That’s exactly the point of the perk, and it is still is a time saver.
This Is Not Happening: With the upcoming repair changes, yes, it would definitely make a difference.
Urban Evasion: This perk is supposed to better your stealth abilities. It can go without the invisible blood, but the vaulting and hiding speed should stay because it’s still helpful and makes room for mindgames.
Flip-Flop: Have you ever even used this perk? Better yet, how often are you slugged long enough to even recover that much? The perk is supposed to punish slugging to an extent. Current Flip-Flop just doesn’t work.
Slippery Meat: I was trying something different with this one, and I don’t think it would be that impactful unless testing says otherwise. With hook spawns becoming closer together due to the sabotage update, I doubt you’ll be hit with this “non-obsession DS” often without the help of teammates.
Technician: Why?
WGLF: You move slightly faster for 30 seconds. Why would that equal Exhaustion? Just look at Hope and Breakout. They do the same exact thing.
Agitation: It’s supposed to make the hooking process quicker to save time. At least, that was the vision. It’s just an idea. I’d be fine keeping it the same.
Bitter Murmur: Similar to Agitation.
Coulrophobia: Why?
Remember Me: That’s pretty much exactly what I did.
Beast of Prey: It’s written weirdly but that’s pretty much what’s there. There’s a cooldown because I thought people could exploit it by breaking chase and going back to do it again. Then again, it’s hard to know without testing, so maybe.
- Second Wind: First off, you need to heal two health states. Thats even more situational than the current one (it makes sense why, but making a situational perk even more situational is eh...). Second, you start healing when you are injured. Basically, you arent saving time, you are just extending the chase (unless you stepped on a trap) by healing passively after getting hit once during said chase. The extra healing speed is nice, but why get healed by someone else if you are passively healing? Dont get me wrong, its a valid perk idea (other than a few points). But Second Wind doesnt need this because I personally like using it more like it is now.
- Flip Flop: I have used it and went against it. 50% is enough. But the Survivor can easily crawl to places which really makes a difference. See certain Badham buildings, Haddonfield in general, Lery's after it got stupidly reworked. By itself, its situational. But combo it with a few other perks and certain maps and you make it too reliable for its effect.
- Slippery Meat: The worst part of old DS wasnt the Obsession having DS, it was a non-Obsession having DS, because it wasted a lot more of the Killer's time than the DS of the Obsession (pick-up time + carry time). 70% despite "hooks being too close hur hur" still happens, especially on some maps, the same way that you sometimes could counter old non-Obsession DS and sometimes could not. Just because you make an unfun and awfully designed perk trigger less often, doesnt mean that its suddenly balanced.
- Technician: Simple. For aura immunity, on top of the generator bonus, its too much for a single perk. Give that effect to something else and Id agree.
- WGLF: My bad. Read the values wrong while scrolling up and down so much. Its fine, I guess.
- Bitter Murmur: The problem is that it punishes a certain Survivor for another Survivor doing something they couldnt have predicted. For instance, imagine if someone is hiding near the Killer and a gen goes off in the distance? The guy hiding gets screwed over by teammates. Its fine if you get screwed over by teammates out of their own behaviour, but a perk that does that... Not so sure.
- Coulrophobia: While niche, it still has its place on anti-healing builds. If you decrease the values this much (which is understandable), you make it less effective on its original purpose, where it already has a place.
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- Calm Spirit: Way too much #########. Either give it the Killer's position notification or the grunts while doing actions. Both is too much.
- Distortion is fine as it is.
- I dont like this version of Second Wind. Maybe as a separate perk, but I like the current one more as a time saver, rather than an extra health state thats not very easy to pull off.
- This Is Not Happening: Meh. Extra action speed? Does it really need that? Would that 2% make it worth it?
- Urban Evasion: Same deal as Calm Spirit. Way too much together. But honestly, Urban Evasion is fine as it is. If you want to make blood invisible while crouching, then use any of the other perks that reduce that.
- Flip Flop: No. 50% is fine.
- Slippery Meat: Do we really need another old non-Obsession DS? No.
- Technician: Remove the aura-reading immunity and its fine.
- WGLF: The problem with this one is that if you give a free haste, then you need Exhaustion. And if you give both of them Exhaustion, then the unhooked will be denied their preferred Exhaustion perk by a teammate. Another idea would be better.
- Agitation: The perk is fine as it is.
- Bitter Murmur: Eh, no. You kill other Survivors' stealth because another Survivor chose to pop a gen.
- Coulrophobia: Leave it at only affect healing (with its current numbers) but apply a lingering effect like other AoE Survivor perks.
- Remember Me: Simply revert the changes made to it during the EGC update and make the Obsession change automatically to the last Survivor alive.
- Beast of Prey: I honestly think they should just make it hide the red stain as soon as chase starts, with no cd. Like M&A bit for red stain only.
All others, I believe are fine.
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WoO and Zanshin Tactics do not need a cooldown at all. Period.
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Perks: The usual Basement Build; Agitation, Iron Grasp, Mad Grit. 4th up to you.
Killers: Any you are good with and can down Survivors by demand (good chasers or instadown) and/or have strong defence powers (Trapper, Hag).
Maps: Basements easily accessible. Lery's, Haddonfield, Wrecker's Yard, Rotten Fields. Those are the best ones. Others are 50-50 depending on what basement spawns (Temple of Wrath).
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@StardustSpeedway said:
A basic attack is an attack that doesn't insta down people. Doesn't matter whether it's a fast or lunge swing.
For example: Billy has the chainsaw that you can down people with. Sloppy butcher won't be applied if you down a healthy survivor with it. If you smack them once with his regular melee, it will apply it.
Hope that helps!
Some things to keep in mind. Just because its not an insta-down it doesnt mean its a basic attack.
I would stick to Waffleyumboy's definition.
- If M2 -> Not a basic attack.
- If M2/Ctrl is a power that lets you enter a state and you M1 -> Not a basic attack.
- If the attack is a vanilla M1 with no power involvement -> Basic attack.
Odd ones:
- Oni: Only attacks with his sword are basic attacks. Any attacks with his kanabo (whether the instadown lunge or the simple M1 attack), during Demon Mode, arent basic attacks.
- Deathslinger: His power pulls you, and then follows it with a normal M1. Basic attack.
- Nurse: Her power is teleporting, following it with a normal M1. Basic attack.
- GF: Despite him entering Shroud (state), all his attacks are basic attacks.
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Other than being held hostage (and I mean ACTUALLY being held hostage indefinitely), real life emergencies or facing a hacker, there is no ever a reason to DC.
DCing because RNG was against you, because you felt cheated despite not actually being cheated, because some player isnt playing the way you want, for exploiting the hatch, to deny challenges/dailies. Any of those reasons, you deserve the timeout you get and more.
