PigNRun
PigNRun
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Imagine saying Devour Hope or Blood Warden are second chance perks.
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Jokes on you. I already unlocked Adept David, and regularly use No Mither. I even used it to farm for the Wounded Healer achievement.
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This one was the best one that they have released so far (havent completed Doctor's yet). They did an amazing job with the writing (despite a few grammar errors...) conveying her emotions. The transition from her normal self to a "true Yamaoka" during the cutscene was really well done.
@Hoodied said:
Wish these options were not like this but
I dislike it because it doesn't make sense at all, if she was able to do that to alot of people bullying her then why was phase walk chosen instead of the ability to go crazy?
Spirit's ability isnt a burst of wrath. Thats Oni's. Spirit's point is holding a grudge against those who wronged her and that rancour is what fuels her. Its not anger exactly. Its a similar emotion, but not the same.
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I didnt watch the video, so basing it solely on your summary (Tanks veddy much, btw), I agree with most of these changes.
The only ones that I would like to comment on:
Plague:
- She should definitely be able to see sickness level of Survivors.
- They should give her slightly higher infection rate with Vile Purge and adjust her add-ons accordingly.
- Most of her add-ons are fine, I feel. They arent that interesting like Freddy's, but I wouldnt call them situational.
Freddy:
- I think he is perfect.
Demodoggo:
- Cant stress those points enough. Bad add-ons and gives way too many tells to Survivors.
- The portal teleportation sound, I dont have much problem with it. I would however make it so that ALL add-ons that increase the duration of the Undetectable effect also removed it, at the very least.
Clown:
- Add-ons are fine (except for maybe Tattooed Middle Finger). His basekit is what lacks. They logically would have to be adjusted if they were to rework him.
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Been bugging me the whole thread. Its Tome, not Tomb.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1067176#Comment_1067176
Getting unhooked is the survivor objective, so is escaping through the exit gates. Hooking a survivor is the killer objective, so is downing survivors and picking them up.
So?
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This is beyond cringe to read. Blood Warden a second chance perk? The perk that only triggers from doing your own objective at a certain part of the match?
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@Coder said:
I wonder why the Devs added it in the first place, there must be a reason. Maybe so hillbilly doesn't abuse it, like going from side to side sniping people and automatically "kicking" gens.
It would make a strong killer even stronger.
But then why add the "basic attack" condition that is has?
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I dont see how Remember Me is even close to a second chance perk. Hitting the Obsession isnt failing. Hell, its even succeeding your objective. And why does everyone assume "completing all gens" equals "win" for Survivors and "loss" for the Killer? Endgame is just another part of the match.
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Quentin's butt is pretty good though.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/1051108#Comment_1051108
It's definitely still open to discussion. We never actually changed the achievements themselves, they're still based on a Merciless Victory; it's just the definition of a Merciless Victory that changed. I don't think anyone is passionately against changing them.
Since the plan is to make rank useless, wouldnt it be possible to just make it so that 4 kills = guaranteed Merciless? You would solve most issues with Killer Adepts like this.
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Baby Demodoggo is so cute though.
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@Archimedes5000 said:
https://forum.deadbydaylight.com/en/discussion/comment/1046813#Comment_1046813
If one survivior didnt get hooked the entire game then he also outplayed killer fair and square
With that logic, a Blendette not contributing to the team or the Obsession of a killer using STBFL/Dying Light "outplayed the Killer". Not getting caught isnt outplaying the Killer, its buying time for your team to do the objective. You only outplay the Killer if you escape (or die, depending on your definition of winning, but you get the point).
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Its not a visual bug, its just the fact that you are buying a "Scrapped Tape" after it got changed into Iridescent Queen. The same thing happened when they changed rarities of Nurse and Wraith add-ons while still had them on your web.
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Im sorry but Im having a bit of a hard time recognising that tile. Since you are saying it appears in Ormond, is it the jungle gym in a corner of the map with a generator, the disgustingly annoying pallet and the totem, near the small cabin? Or is it the one that spawns near the shack with the really unsafe pallet?
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@Sleephartha said:
If I really need to clarify.... you can’t decimate a decent team as billy right off the bat. It takes time to figure out the steering and timing etc. Nurse should be obvious. Freddy seems to take a lot of work... placing traps, teleporting... chasing. But with doc it’s just Static blast, then chase. And he’s 4k ing a lot. I dunno... just my impression.
Freddy placing traps is basically:
- Getting looped? Place trap on either side.
- Protect specific generator? Place traps around it.
Even Clown takes far more thinking than Freddy placing snares. The only skilful Freddy ability is chasing someone and baiting the generator teleport to make them go somewhere else, and that is situational at best.
New Hillbillies can figure out steering and timing within the first match. If not, the second one. Add to this charge time decrease add-ons and you can do pretty good.
I havent seen anyone mention him, but Oni is quite powerful honestly. Granted he isnt an easy pick, but he seems to be easily left aside.
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@Aven_Fallen said:
Spirit and Freddy are some of the easiest Killers to play. You cannot compare Doc to that. Not even close.
Spirit isnt the easiest at all. Miles more difficult to get into than Billy and Freddy, but not as much as Nurse or Huntress.
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Billy and Freddy take a lot of work? Wat.
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New Borrowed Time:
After unhooking a Survivor, for 15 seconds, any damage taken by the unhooked Survivor will be received by you instead.
Benefits:
- Gets rid of the Undetectable "problem".
- Promotes trying your best to try for a safe unhook rather than an unsafe one, heavily discouraging hook rushing, making it a perk to save in extreme situations.
- DW will no longer be part of the perk, big plus for Legion potentially.
- Stays even truer to the concept of the perk.
Disadvantages:
- None.
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It should at the very least not trigger from being grabbed from generators, totems or lockers.
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I appreciate you trying to spread positivity (which is something odd to say about another company having a bad update), however someone being bad doesnt make another person being less bad. The upcoming update to DbD is pretty sad, plain and simple. We are playing DbD, not Rainbow Six Siege. Will I gladly accept an update full of shameful changes on the game that I enjoy because another game I dont care about gets a worse one?
Its like debating on which one is worse; Legion or LF. However, in the end, they are both trash tier and both need some attention.
Not to mention, based on the description you gave, other than the Battle Pass, they are all technical issues. I never judge developers for adding an update with bugs. I will judge them for how long they take to fix them. A different thing is to take an approach most of the community seems to disagree with, ignore feedback, neglecting existing content, poor resource management, and, again, bug fixing.
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I prefer the current Second Wind over the one you are suggesting honestly. I prefer the "time saver" perk rather than "chase extender" perk (which becomes utterly useless with Exposed and Insta-downs).
Your idea for Babbysitter is too powerful. Why do you think MoM takes 3 protection hits for a single hit? Sure, its only 15s before the effect deactivates, but you can easily force the hit by bodyblocking. I honestly feel we should stay away from any more "extra hit" perks.
Your idea for Camaraderie is ok. I would maybe make it follow the same rules as the emblem. The perk only triggers if a Survivor isnt nearby or no chases are started.
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I think the grind is very fine how it is right now, ever since you get 3 and 4 perks per bloodweb in later levels. Removing tiers would just make new players run out of perks to have in bloodwebs very easily.
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Whoever stuns me with a pallet.
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@Khorzad said:
https://forum.deadbydaylight.com/en/discussion/comment/1003552#Comment_1003552
Fair with Claudette,but I don’t buy the Trapper explanation at all, the description don’t talk about innocent games, but more of a hunt, like he is killing employers for fun.
https://us.v-cdn.net/6030815/uploads/270/V7JUJLE8KXMC.png
I mean, he is wielding a blade and wants to caught unsuspecting employers in traps while they are working in a very unsafe mine.
https://forum.deadbydaylight.com/en/discussion/comment/1003616#Comment_1003616
That is an interpretation, but I think is much more probable that what we saw actually happened: We know that employers were disappearing from the charms, that his father was already a serial killer by the archives (killing his wife and brother) and that the Trapper only killed his father when he was an adult and in charge of the mines (while in the cutscene, he is more of a young adult). In my opinion, what happened is that after seeing his father killing the workers, he was rescued by him after the ceiling collapsed, and Evan was surprised after realizing that his father had saved his life despite what he saw.
Then what does the bandaged fist imply other than Evan himself punching that person?
Plus, if he did survive the mine collapsing, they would have illustrated him with a lot more injuries. Knuckle bruises heal a lot faster than any possible injury from having rocks fall on top of you, therefore we know for sure the last scene is the day after (or within the following days at most).
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@Khorzad said:
With the release of the “Switch” Trapper outfit, I am starting to think that that descriptions is not exactly canon and those similar to it that are taking about past of the character are more what if, because they tend to be contradictory from what we know, like in the Trapper, the description said that he was basically already dressing up and putting traps in the mines against employers as a teen, which doesn’t fit at all with not only what we found about him in the Archives, but also contradicts the video in which the father is the one secretly killing his employers:
https://us.v-cdn.net/6030815/uploads/568/1C3QLQLOJBP0.png
And really, even some survivor outfits are dubious, like the one where Claudette wins a prize, except in canon she was still in college when she was taken:
https://us.v-cdn.net/6030815/uploads/371/A98GMIGR7B25.png
Same with the New Year outfit of the Hillbilly, because those burns are never to be seen in his normal outfit, so he should have them if that did happen given that I doubt Billy has the means to treat himself. So, with that info, it is safe to think that this info is not exactly canon, more of a what if.
The video of Evan's father punching that man didnt actually happen. It was a dream of Evan killing his father from the point of view of one of the miners.
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My kingdom for that Quentin outfit.
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@Endstille said:
Iceborne dude so much better
Oh, fellow MHW player~
Been having too much fun with Iceborne as well.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/997962#Comment_997962
It's definitely a factor. Any time you make something that affects generator speeds, you need to think "But what about Ruin?" Being able to balance around a single constant speed is much easier to do, and that way you don't have to worry about leaving the people who don't use it behind while making it excessive for those who do. It's the same philosophy we apply to the solo vs. SWF gap, where we're gradually bringing the two closer together so we can better balance around everyone without leaving people behind.
Thats why you change BOTH in a single update. Not the "troublesome" perk before the update, which will take a year for it to arrive at the very least.
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About Tome II, why Jane, David, Spirit and Doc and not, for instance, Wraith, Hillbilly, Meg or Dwight? Doc is most likely because of the rework, and Spirit maybe for the pick rate. Is this correct? And the others?
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Its a good perk, its rather underrated. But it still has its downsides. For instance, having to hook a Survivor next to a crow, the perk will constantly go off without giving you any actual information. This is both annoying and misleading. Theres also the fact that its very map dependant.
Despite all that, a solid choice that needs a couple of QoL changes.
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Me here loving it on the other hand.
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I only ever used it for the "Hook the Obsession 10 times" challenge. Almost did it in a single match.
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Maybe Im missing something, so correct me if Im wrong. If you never chased Survivors in Treatment mode, and only changed to it while you were in shock-range, the fact that you were moving at 110% speed didnt matter, because you instantly changed to Punishment mode.
Which ends up being pretty much exactly the same as the current PTB Doc, if not still better than current PTB Doc because you moved faster while charging the shock and you could attack nearly instantly afterwards with very little difference from stance changing.
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Alien. Not Predator, just Alien, a Xenomorph with (optionally) a Survivor. Extremely unlikely, but it has been my one wish since Demodoggo came out. The futuristic spaceship setting would definitely be out of place, so they could settle with either the city from AvP(2 or 3?) or the underground temple from AvP.
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Grabs have been broken for well over a year. Dedicated servers just made them more obvious.
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Its funny. The first time I bought auric cells was around 1 year ago for a Legion cosmetic. Then the whole Legion-Plague-MoM fiasco happened and made me not want to spend money ever again.
Recently decided to get some more for the Rift and a couple more cosmetics. I liked the latest releases (with the exception of Nurse's "rework"), so I thought, why not? And then this happens.
Its almost like they wait for me to purchase to make these awful updates.
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@premiumRICE said:
https://forum.deadbydaylight.com/en/discussion/comment/971353#Comment_971353
facts before words
Then where are the facts? Bending data in favour of your opinion isnt a fact. Its an opinion at most.
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You forgot to include how Clown's bottles would disappear while reloading, or when they fixed GF's devil mask clipping through his cloak. Gosh, these Killer mains wanting more.
</s> in case it wasnt clear
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Why run this new Slippery Meat if Sprint Burst exists then? Can be used even while not hooked, in way more occasions, and you accomplish the exact same effect.
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It means it increases the range from which a trap can be triggered.
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I can see where the complain is coming from however. Im not peeved at all by the fact that DLC characters are the next ones to get a Tome dedicated to them. But Im rather annoyed by the order the chose to release them. If Tome themes follow the release dates, meaning Tome II would have been dedicated to one or two of the original characters left, then it would allow people to prepare for the following Tome.
For instance, imagine we get a Tome for Hag. From that I can infer the following one will be for Doc. And if I didnt have Doc, I could easy spend the Tome's three months building up shards to get Doc (its actually really easy with that time window). That method is friendly towards those who dont have all characters unlocked.
The way I see this, choosing Jane, David, Spirit and Doc for Tome II, there are two possibilities:
- Doc is there because rework. Spirit there because the most played original Killer other than Trapper. Jane there because she is played a lot due to the amount fo cosmetics she gets (though even then Meg has more play rate than her). David, no idea.
- They are just placeholders, like level 4 in Tome I. The most random placeholders they could have thought of nonetheless.
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@toxic_clown said:
if i wanna farm, its: bbq, thrill, distressing, and some random perk.
if i wanna ruin some peoples day, its: ruin, BS, pop, and sloppy or dying light
15% vol, and bleach or makeup kit
or if i really wanna be a douche, pinky finger and gin bottles
BoP is better than TotH for farming.
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Swimsuit Quentin.
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@Maelstrom10 said:
https://forum.deadbydaylight.com/en/discussion/comment/954919#Comment_954919
When I was talking about using on self, I was in reference to my own rework of it above. I assumed you meant in addition to it. That being said granting extra skillchecks just seems like the more boring option to me personally and I still feel giving it greater synergy with perks and items would be the more healthy method for the game.
https://forum.deadbydaylight.com/en/discussion/comment/954935#Comment_954935
Yeah I don't know why it can't be used whilst injured either. Though I'd like one good reason why fixated shouldn't be given whilst crouched - besides the fact that urban evasion does a similar effect. Sure you'd be able to stack them together but that would just lead to greater stealth builds which are heavily underused and not at all powerful atm.
The perk is already very fun to use (I can fur sure tell you that). A "boring"/simple solution to a fun perk wont make the perk boring. As for "game health", on the contrary, simple solutions are usually the best ones.
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@Maelstrom10 said:
https://forum.deadbydaylight.com/en/discussion/comment/954692#Comment_954692
BK is actually really good on its own and combos well with other healing perks (ie self care etc)
Thing is as i brought up before ^ Making higher skillchecks basekit will make it more inline with unbreakable and a hell of a lot more broken. Imagine bringing a purple toolbox, speed addons, unbreakable a reworked autodidact (expecially if it could self heal), bond/empathy and DS or adrenaline.... being able to heal nigh instantly after early game and pick yourself up if slugged. heal in a chase even, or heal in next to no time at all before the killer even comes. we've already seen how good we'll make it is but imagine that, paired with the autodidact as your saying. basically garunteed insta heals after early game whidh mind you had to be nerfed but you wouldn't have to even bring in an item for them to work.
skillcheck odds at the moment are at about under or just at 10%/S i think off the top of my head. so raising that by 15%/20% to 25%/30% would be very broken.
My suggestion would't make it reliable on an item. it would just give it huge synergy with items, and other healing perks allowing for more dedicated healing builds. yours would give it a potential 1/4 / 1/3 chance of triggering every second, which when at high stacks basically acts as a permanent instant heal.
First off, Autodidact doesnt work on yourself, and only on healing skillchecks. You cant heal during chase. And if two Survivors are doing this, this means two Survivors not on their main objective and most likely failing the chase and giving free pressure to the Killer.
Secondly, if it worked with medkits, you wouldnt be changing this situation at all. That situation (which I disagree it would happen at all), those "mid-chase insta-heals", would still happen. You arent preventing them by attaching it to an item.
I am a frequent user of Autodidact, sometimes with Spine Chill, sometimes without it. In its current state, it rarely ever makes a difference, if not being a hindrance. I can assure slightly increased chances of triggering skillchecks as part of the perk itself wouldnt be game breaking. Usually I end up with 3 stacks, and if I get 5 stacks, the match is usually over by then. Giving up a perk slot for at most a single quick altruism health state with massive build time isnt OP at all.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/953792#Comment_953792
BK exists though. Streetwise too. Saboteur as well.
What does that have to do with what I was saying? Those are perks which enhance items. This suggestion makes Autodidact actually reliable requiring an item, something that should be BASEKIT.
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@Maelstrom10 said:
https://forum.deadbydaylight.com/en/discussion/comment/953203#Comment_953203
Medkits can increase skillcheck odds. plus if made this way, it pushes you into a certain build, making you very good at healing, but unable to flashlight blind, or have increased gen speeds etc... you dig?
https://forum.deadbydaylight.com/en/discussion/comment/953204#Comment_953204
^
Simply increaseing skillcheck odds at base, whilst it would make it more useful, would also allow it to be at base used with other powerful perks and make it akin to unbreakable - useable in any build as a powerful game changer.
But I dont want to use an item to use a perk effectively.
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I think Autodidact would be perfect if it simply increased skilcheck odds, and thats it. It doesnt really need to work with medkits.
As for Fixated, it shouldnt work while crouched. You would be making Urban Evasion completely useless. Im fine with it working while injured.
