PigNRun
PigNRun
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I dont get what you are trying to say with those screenshots, unless Im brainfarting big time. The second image clearly shows the DS skillcheck being smaller in comparison to the first one. So, UP wasnt nerfed against DS.
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@gizmo said:
https://forum.deadbydaylight.com/en/discussion/comment/947203#Comment_947203
Look at my other comment, I just said her base kit was broken too. Watch any good killer play her, zubat, scott, tofu, literally anyone and they still dominate with her even without slow down perks. People refuse to accept they're bad or learn to play with her new cooldowns. Get over it, she needed the nerf.
So, when it comes to Killers being too powerful we balance around edge cases. But when the optimal SWF squad its only the 1%, therefore irrelevant.
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If we are considering basekit only, both are pretty terrible, but Legion's is slightly less ######### MAYBE.
But with add-ons, Doc is better by miles. Legion has only a couple of good add-ons, and even they just boost their power slightly.
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Decent idea for a new perk, but I like the current Diversion more.
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Isnt it like that already? While levelling characters, Unnerving Presence, Agitation, Empathy, etc, appeared A LOT more often for my characters than other perks. Maybe I was just lucky.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/945414#Comment_945414
That's interesting, can you link me to the source you got that from?
Said by Peanits several months ago. Thats as close to a source as I can give.
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Costumes will be available for shards and auric cells in the store. Winners will get theirs for free. The price will be equivalent to the Very Rare rarity cosmetics; 1,080 cells (full outfit) or 21,600 shards.
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@humanbeing1704 said:
https://forum.deadbydaylight.com/en/discussion/comment/945227#Comment_945227
I don't think any human on the planet has enough patience to get 9000 shards for every non licensed character
When I bought the game, I got most of the licensed ones. The only two original DLCs I bought were Curtain Call and Spark of Madness, because I felt like doing it. Otherwise, Flesh and Mud + Shattered Bloodline + Darkness Among Us + Demise of the Faithful + Cursed Legacy, 10 characters unlocked with shards over the span of 1 year (?), without considering most of the DLCs this year were licensed.
It really is doable if you do ut overtime.
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But you can blind them. Its just knowing where to aim.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/944388#Comment_944388
You think Thana is that many tiers away from Ruin even though all Ruin does is remove great skill check bonuses on gens? Hangman's trick is not more useful than insidious. STBFL potential to snowball overrides the slight RNG factor. Knock out doesn't need a buff.
But Ruin does more than that. Against good Survivors, Ruin removes extra progress and may occasionally halt generator progress. On decent and below players, it prevents them from doing generators at all. Thanathophobia does absolutely nothing because the effect is miniscule, while Ruin's effect (while inconsistent) does more. I do agree with Ruin maybe dropping to A.
And why does Knockout not need a slight buff so its not utterly useless against certain perks?
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STBFL is good, but not really S tier on characters that lack an M2 attack. Not to mention relying on being lucky on not finding the Obsession or ignoring them completely if you do doesnt make it consistently good.
Enduring is kinda overrated outside of SF. I would have agreed on B tier if it affected stun perks. But reducing pallet stuns only isnt worth a B tier.
Thanathophobia is a meme, and it has been one for a long time. Turning progress bars red isnt worth it a B tier.
PWYF is overrated. The time you spend trying to find the Obsession and/or collecting stacks, you could have probably downed them by that time or at least get some pallets down. It does probably seem strong with combos, but by itself its pretty bad.
My choice for Hangman's Trick has nothing to do with Sabo Squads actually. Not having to worry about running out of hooks in a part of the map is really convenient. Its not amazing of course, however, its definitely not bottom tier.
Nemesis. I dont get the C tier potential outside of combos. Like, get stunned/blinded and not hear TR at all? So what? I can still see you chasing me and your red stain. I have been hit by it before, and it has never had any effect.
Whispers is good on all Killers (except maybe Doc), in almost every single map and at any point during the match. Saves up time checking corners if you know how to use it, find slugged Survivors if needed, cant be blocked in any way, and carries hard during endgame. I cant think of a single downside.
Surveillance is the best gen defence perk. Especially currently (not sure if its a bug or intended) that generators dont lose the white aura unless a Survivor touches it. Saves up HUGE amounts of time and really pays off with map awareness. Good on all Killers, godlike on Freddy in particular. Counters the nastiest Survivor strategy of working on a generator after you leave. Off topic, but I really want to use it with Surge.
Devour Hope is amazing, and I feel it fits A or B really well. Sure, it can be broken, but the effect is just too good when it triggers. It starts out hidden, so only Survivors stumbling upon it can screw you over. Even if you only get 3 stacks, the pressure it applies at that point is outstanding.
Knockout doesnt need any other perks, unless you mean a combo I dont know. It gets ######### by friendly aura reading (and that should be changed), but its at least okay if they arent present (or SWF, but so are a bunch of other perks).
SFTS: The 5 sec cd and the map variations prevent it from being higher, but even with those downsides, its still pretty good. Crows are hard to spot (for me at least), and if they fly off, you already gave out your location to the Killer. Its also underused a lot, so Survivors never care about not disrupting them.
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In order to agree with this, I would change the following:
- STBFL: S to A.
- If Spirit Fury didnt exist, Enduring would be C.
- PWYF: A to C.
- Thanathophobia: A to C.
- Blood Warden: A to B.
- Whispers: A to S.
- Surveillance: B to A.
- Devour Hope: C to A.
- Nemesis: C to D.
- SFTS: D to B.
- Zanshin Tactics: D to E.
- Knock Out: D to C.
- Furtive Chase: D to E.
- Hangman's Trick: E to C.
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Im really on the fence about this topic. The problem with adding a totem counter is that you dedicate an entire UI element to an activity to counter a single perk. Knowing the amount of totems left is only useful against NOED. That perk which may or may not be present at all in that match, and is rarely used in high ranks (where you could argue it would be "needed" the most).
It seems like such a waste for a perk that is not nearly as impactful in the game as a whole. Its not an exit door, its not generator, its not a health state, its not a buff/debuff. Its just a single perk. If it was part of base kit, then for sure. However, as a perk? Not really.
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I cant remember if it was PS or xBox, but one of their rules for achievements is that game devs cannot change achievement requirements unless they cant be completed anymore. Legion's case happened because it went from possible to impossible. Adepts, Left for Dead, Skilled Huntress, etc, are possible, but absurdly difficult, so they cant change those.
Almo talked about this recently.
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/942760#Comment_942760
High End Saphire Lens: Slightly increases the flashlight beam (second effect)
And about "radius" and "widens", that's what I thought (or hoped). But why not consistent descriptions?
Are you reading it in-game or on another website?
Based on the Wiki page:
"A wide lens made of unscratchable sapphire that optimises the power and range of the light beam.
- Slightly increases Flashlight Beam range.
- Moderately increases Flashlight Beam width.
- Moderately increases Flashlight Beam brightness.
- Moderately increases Blindness duration."
The only "Slightly increases Flashlight Beam" says "Range". Range means maximum distance from which you can blind the Killer.
And on that same website, it shows only "width". "Radius" was the old wording, which is not in-game anymore.
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@Apple2o said:
https://forum.deadbydaylight.com/en/discussion/comment/943377#Comment_943377
It's a go big or go home perk. I advise using it with a map offering instead of just in a random build. The game, springwood, lerys, and hawkins are all really good for it.
All the other maps? You will need to be running thrill of the hunt, because it's liable to spawn right in front of the survivors. And devour + thrill is a pretty lousy build tbh, too much invested into a perk that can still be eliminated in the first 30 seconds of the game.
I would actually advice against TotH + Devour Hope, unless you are Nurse in Blood Lodge. If someone cleanses a Dull Totem, its a dead giveaway you are running Devour Hope. You are way better off hoping they dont find it out in the first place.
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My boy Demodoggo. So many memes came out from him, best aesthetic, most original. Meh perks and decent power at most, but still best.
Plague follows, as second best.
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/942626#Comment_942626
and what means "increases flashlight beam"? And what is the difference between "radius" and "wider" description?
No add-on says "Increases Flashlight Beam" only. Thats just text to tell you whatever effect follows after that text affects the flashlight's light. Like "Increases Flashlight Beam's radius".
Radius and width is the same thing. Remember basic Geometry. Flashlights produce a circular light beam. Radius of a circle is the distance between the middle point to the circle's line. Width/Diameter is the line from one side to the opposite side.
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1) Deactivation time of Blood Fury: That small "stun" you get once you lose your power. That animation when you put your kanabo/club on your back and the blade materialises on your hand.
2) Increases duration of Blood Fury: Your power lasts longer.
3) Visual brightness: The blind effect the killer gets upon being blinded is brighter (basically useless)
4) Beam's radius: You can technically blind the Killer easier. When you aim your flashlight, your beam is wider. Like having a bigger cursor on your desktop.
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@Apple2o said:
I mean honestly just equipping ruin should get you to like rank 10-8, it's impossible for new players to deal with. But at high levels, everyone just works through it or it's dead in the first minute of the game, so it's really not an issue at all.
https://forum.deadbydaylight.com/en/discussion/comment/941143#Comment_941143
DS / BT have to exist or killers could get away with some really BS things. I had a game against an insidious basement bubba the other day, and even though the first person downed had kindred and everyone was rank 1-2 and just rushed the gens, it was still a 2k for him because he killed both people on their first downs.
If ever killer could get away with that, this game would be garbage. More garbage than it already is for solo Q anyways.
Survivors being idiots isnt a "really BS thing Killers can get away with". Ironically, a camping LF outskilled your team.
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@[Deleted User] said:
Yaaaay, another thread shitting all over the devs. Look, I get that putting our disappointment out there lets the devs know something up, but it’s near the end of the year and they are probably on their break now. You can’t magically expect them to fix every single issue the game has immediately. Of course, they were ambitious with their dates but it just hasn’t worked out that way. They know these issues exist and they will work on them, we have to have confidence in them rather than constantly barraging them with pointless hate.
But they didnt have a couple of days to fix everything. They had a whole year to fix at least a couple of longtime problems. They may have had not enough time to do all they intended, and thats understandable. But that doesnt excuse them from criticism.
We can disagree with the changes they have made. We can disagree with the approach they have taken. We can disagree with their mentality. All fair points to criticise and are far from "pointless hate".
For example, instead of having worried so much about the useless M1 consistency, they could have avoided so much negative replies. They could have instead focused on different and more pressing issues. They could have fixed stuff people actually complain about, rather than something no one cared about. So much to discuss, and this is a single topic. We could open several other cans of worms, such as the "fun" of certain killers and "fun" while facing them, the SWF issue, map designing and reworking, creation of perks, and so on. Plenty to criticise about stuff they did during this year.
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250 BP for the unhook action, 1250 BP for a safe unhook.
@SkeletalElite said:
I disagree it's not always possible to safe unhook, especially in the end game when you might be relying on the hooked to have DS in order to escape.
So, we should balance around edge cases?
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@Nobsyde said:
https://forum.deadbydaylight.com/en/discussion/comment/937828#Comment_937828
yes, it counters Kindered as well.
Every perk or item that should let you see the aura of the killer is trumped by Undetectable and by Oblivious, if you are the one affected by it.
Small correction, only Undetectable prevents aura reading. Oblivious only hides the TR.
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@TATAHARAMBE said:
Nasty Blade
- Attacks in Feral Frenzy apply Mangled Status effect until fully healed
No.. please no. That's why they modified frenzy, so sloppy butcher doesn't work when hitting someone while in frenzy.
On the contrary. They specifically stated Frenzy hits not counting as basic attacks was solely for consistency. If anything, this further proves they had nothing against Sloppy Butcher Legions.
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@Almo said:
https://forum.deadbydaylight.com/en/discussion/comment/935446#Comment_935446
It's a really tricky beast to manage! But worth the effort. I say that as a player, not just as a developer. :)
Why not this then?
Performing actions other than Snapping Out speed up the DW timer.
Or better yet, nerf BT for once.
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I have been saying it for a long time now. Missed Frenzy hits should have no penalty whatsoever. This penalty would gave made sense with old Legion, where their power would down you. But now? Frenzy doesnt down you at all. Survivors can mend extremely fast. There should be no such hard penalty for such a non-lethal attack.
And the issue with those hits granting you extra distance? Just remove the lunge and make it a T1 Myers lunge.
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@laurelstroodle said:
https://forum.deadbydaylight.com/en/discussion/comment/935691#Comment_935691
Well, the thing is we dont balance around fun, cause if this were the case the game would be a unbalanced mess.
She's still S tier, but I wouldn't mind if they reduced the cooldown, but the cooldown is needed cause she has just a slightly fatigue for failing.
Her power is supossed to be High risk/High Reward
Without the cooldown it would be Medium-Low risk/High reward.
Still as I mentioned I wouldn't mind them reducing the cooldown, somehow nurse is fun to play against for me (If she's not doing scummy plays, slugging or using overpowered perks)
We arent balancing around fun now? Can you really say that after Legion changes and the upcoming Doctor changes?
Or you mean "we are only balancing around fun when its the Survivors' fun".
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I assume you are talking about the video unlocked in level 3 of the Tome, not 4. Basically, the cutscene shows Evan dreaming of seeing his father beating an old guy and the mine collapsing afterwards. He then wakes up to show his bandaged fist. Its implying Evan was beating up his father outside the mine entrance and the mine collapsed afterwards with everyone inside (intentionally).
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Then lets quiet Ash. Much better solution.
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There are no perks that prevent Survivors from seeing auras of killer power related props. This goes for Jigsaw Boxes, Fountains and Alarm Clocks. Blindness never blocks these auras. The only one whose aura can be hidden is Jigsaw Box through the Rules Set add-on.
As for maps, it really depends from case to case. The Game is extremely short lengthwise because its two stories. Therefore, the total size of the map is bigger than what it seems. As long as they dont make another Mother's Dwelling, Temple of Purgation or old Swamp, I find map sizes to be fine. Now, tiles and generator distribution, thats a whole different story.
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@Izo_Quartz said:
Make safe unhooks counts too but increase the amount of stacks to 4 and change the penalty to where instead of your aura being revealed for the remainder of the match, your aura is revealed after the exit gates are powered or hatch is opened if you have successfully used it.
Or better yet. The penalty should be that your aura is permanently revealed after you exit the match. Amazing ideas, right?
</s>
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/919771#Comment_919771
Thank you!
Yes, I agree, Distortion should get some love as well. It was not that useful to begin with (e.g. Nurses Calling might be blocked by Distortion, but only if you are healing yourself, otherwise the Killer will see the other person) and with BBQ getting countered by Lockers, it got even weaker.
https://forum.deadbydaylight.com/en/discussion/comment/920808#Comment_920808
Not sure if a permanent, map-wide Aura Read would be too much to be honest. Even with Setup, you would be able to see everything that your teammates are doing all of the time (which would be a great Perk to close the Gap between Solo and SWF to be honest).
I dont think its bad. All permanent aura reading perks have a limitation; someone being on the hook, gates being powered, being injured. Aftercare's condition, to gain its full effect, you would still need to interact with every single other person on the match.
Not to mention, losing your perk's effect for something you dont have full control of isnt a good feeling. Not saying you should not be hooked, but all the buildup required for Aftercare is lost and you have to start over.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/925118#Comment_925118
I don't see how saving your mate from a camper is braindead.
And I see how a perk that removes any kind of strategic thinking when saving in any situation and that encourages farming is braindead.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/925107#Comment_925107
Deep Wounds stop survs from doing gens or healing, what more do you want dude
A bigger downside for a braindead perk like BT.
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BT should have Deep Wounds removed and return to the old "black and white screen, heal yourself or go down" style. That way it becomes less of an extra health state for doing bad and more about an extra few seconds to reposition yourself and get healed by yourself safely or by someone else.
DS should just deactivate if you enter a locker.
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I mean, I would be fine if they added them to the store for shards or auric cells only. The former being consistent with what they have been doing with Moonrise and Blight ones. And we all know how much they care about consistency.
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Why not just remove the "upon being hooked" penalty altogether?
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God tier: Quentin (if it existed).
Remarkable tier: Kate (horsies!), Susie/Joey (Legion gang on its back), Jake, Feng.
Okay tier: Ash, Tapp, Adam, Bill, Ace, David, Yui, Nea, Jane.
Trash tier: Steve, Nancy, Meg, Claudette, Dwight.
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@BunnyTheHutt said:
MoM is fine right now, it's effect is way too strong for it too be anything else. The problem is that they need too fix protection hits and make it more consistent.
They already fixed them. They are fine now.
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@Deadeye I mean.. I literally said I pulled off MoM several times, and escaped. Not all the time, but 4~5 games per day, activating MoM in 3~4 of those matches, escaping in 2~3 of those matches. So, my veredict is... Pretty easy to pull off if you adjust your gameplay.
If you dont like the perk, then I guess you shouldnt run it. My MoM + Inner Strength + IW/Empathy + WGLF combo yields good results.
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@Almo said:
https://forum.deadbydaylight.com/en/discussion/comment/599814#Comment_599814
I haven't read the entire thread, but I'd just like to point out that now Deep Wound does not go down if you are mending or running. It's not related to TR anymore.
Psst, check the date, Almo.
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If such option exists, then prevent the hatch from spawning for 3 minutes.
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I think its in a good spot right now. I have used it a couple of times, and I can honestly say its rather easy to pull off. Bring in something like Inner Strength or a medkit and heals will not be a problem. Just run to the Killer when they pick someone up. The effect is strong. It should be a hefty price to pull off.
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I disagree though. The new BL is really good on the new map, but mainly in the middle. Run up the stairs, stop running/fake direction, drop off and hide in the bushes. I have lost Killers so many times this way. Its difficult to pull off in the generic Yamaoka Estate hills, since BL serves as extra distance and not lose the Killer.
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Does stagger reduction matter at all? I never notice the difference. The haste only triggers after it, so nothing of it is wasted. And even at 75% it doesnt really matter while chased.
I think the 25% stagger left is solely for the animation, and nothing else.
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@trapped_by_daylight said:
https://forum.deadbydaylight.com/en/discussion/comment/913267#Comment_913267
What do you got against Ash?
- Perks revolving around rewarding you for having failed (same deal with Bill).
- Annoying voiceovers in lobby/menu that you cant disable.
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I am glad his perks are crap. Him, or his perks at least, should have never been created in the first place.
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/910347#Comment_910347
People always say this but in in my experience this is simply not true
As long as you're not relying on a pink addon the bloodpoints you earn in a match usually are enough to fuel your addon expenses
Especially if you play survivor as wel and earn bloodpoints that way
So, in order to have a tiny bit of fun in a game I need to dump all my resources on a specific character, when I have other characters that I wish to play and need perks and/or add-ons on. K.
@RepliCant said:
https://forum.deadbydaylight.com/en/discussion/comment/910087#Comment_910087
I come across this a lot, can I ask you to go more in-depth as to why you think if a Killer needs add-ons to be good, they're in a bad spot?
Sometimes I think this too, but other times.. I think the devs want add-ons to be used every game. I think they want Killers to be slightly weaker at base power because of some of the extreme impact some add-ons can have. Hell, even speed add-ons like Hag's "Reduce setting times of traps moderately" are really impactful.
Hag is a bad example towards your point because she is good without them.
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Still working on it. Currently tier 61, so 9 tiers left. May end up finishing it before level 4 is released. And if I dont I will complete it once I get back from my trip on the 28th (I leave the exact same day the new level is supposed to be released, sadness).
I will still complete level 4 for the entries, BP and being a completionist.