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PlantCollector

PlantCollector

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PlantCollector
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  • Did they even fix the lunge bug? I haven't seen that one in the patch notes and it makes his gameplay really frustrating.

  • The only thing that is the same every killer match is at least 3 Survivors running Ds/Ub/BT.

    I don't even mind Ds and Ub most of the time, but when you try to go for the unhooker and the guy from hook runs behind you and dead hards in between you and the unhooker to take the hit with Bt, you know there has to be a point where things get a little annoying.

  • The seven "A" could probably refer to the length of the word we're looking for or could tell us which place the letter has to be placed in the word.

    Same goes for the double clowns yesterday, they could have been a hint for the double "i" or they could refer to the spot the "i" has to be placed in the word were looking for.

    Don't know how the first post fits there then though, but just as a theory.

    Also is anyone else also seeing an "U" (or "V") in the bush over the fire barrel? The leaves do look like an "U" for me.

  • I don't think it's only because its not that easy. I'd say creating a good cosplay is never easy. I think another reason why some men don't cosplay female characters, is because they will immediately be seen as weird or at least negative.

    I personally would enjoy to dress up like a woman for a day for fun and see how it feels. Gotta check if wearing a bra is really that uncomfortable as our ladies say :P

    I defninitely can understand though, why they don't want to be victims of others that will treat them bad or look down at them. I'd personally feel the same.

  • @Mister_xD said:

    https://forum.deadbydaylight.com/en/discussion/comment/2347960#Comment_2347960

    damn, your right... i apologize for such a poor research on my part!

    here, how do these sound instead?

    1)

    3)

    did i word them better this time?

    i really hope i was able to correctly add the snow factor in Ormond to the third one, i still can not believe that i missed such an obvious factor the first time!

    Yeah, much better now!

    Now that you argued that way with the first one, i think you're actually right. It has more depth to it than i originally thought.

    No worries, i also almost forgot Ormond too. Definitely makes a huge difference in the end though.

  • @Mister_xD said:

    in addition to all of your listed points:

    -

    -

    -

    -

    -

    -

    and who could forget about the infamous:

    -

    (that one really was too strong)

    Your first point literally only works against 5 solo survivors. Not a reasonable argument, because there is at least a 2 man swf in almost every game.

    Also for the third one you have to consider that Ormond has snow. That's a huge factor you can't miss out on.

    Definitely agree with the last one though, nothing to add there.

  • I had it 2 times as killer that survivors gave me a kill and i appreciated it.

    Me and my gf also gave at least 2 times a kill to a killer but they didn't even showed any reaction that they liked that so we stopped doing that. Survivors also get less points overall and if he doesn't appreciate it im not going to do that again.

    Im always happy if the killer doesn't slug for the 4k. I don't care about hatch as long as the game doesn't take 5+ mins because the killer keeps looking for that claudette in the corner. I also don't slug for the 4k unless the survivor finishes a gen or misses a skillcheck the moment i down the other survivor.

    But if the killer decides to give hatch i do appreciate it.

  • Yeah, something feels wrong. I have also waited at least 10mins on both sides wihtout getting a match atm. Survivor queues were pretty much under 2 mins in EU during this time.

  • I personally don't think mulitpile hexes are worth the perk slots. Undying and ruin is neat, but if both totems get cleansed early you're stuck with only 2 perks.

    Last time i played undying was with bubba (ruin+undying+crowd control) and i lost my undying and crowd controll after 40 seconds (also funnily enough both literally at the same time) and ruin followed 60 seconds later because the totems was in the open. So i had to play iron works with only bbq left.

    So yeah, i wouldn't recommend mulitpile hex totems unless you're playing on indoor maps.

    Ruin+Undying is still strong though. Also Undying+Devour is also kinda good if the totems stay, but hexes are strong in general if they stay.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2327751#Comment_2327751

    Nah, there's at least two other people in his topic, including myself, who absolutely agree.

    All Hex perks need to scale with the number of totems, to stop them being all-or-nothing. When there's already so much RNG involved, being screwed over by a single totem placement (survivor or killer) can be a real kick in the nuts.

    Sorry, i wasn't trying to play the victim role here.

    It's just frustrating when you try to argue or discuss with people about changes or get them to add their idea to your idea, but instead people come and say this is fine or stop whining. They literally can stop posting anything at that rate.

    Yeah, i definitely agree with you.

  • The biggest problem imo is that noed has always the same power. Doesn't matter if 1 or 4 dull totems are cleansed. If they change it more into a token based perk, where it loses strength for every token cleansed, then you get at least a reward for doing totems and its more likely survivors will do totems.

    Because if the survivors know they don't have time to search and cleanse 5 totems, than they won't even do 1 or 2. There's no reason for that because noed will come with its full strength anyway.

    I made a thread about that suggestion but ppl pretty much were saying noed is fine, so you can't even argue with people about a noed change, because they utterly feel attacked or accuse you of whining. So yeah ...

  • @Emeal said:

    This suggestion suffers from a well thought out critique of the original perk and how your new suggestion would make it more desired?

    Survivors might do more bones which leads in more time overall for the killer.

    Survivors get more counter play and the perk becomes more of a snowball starter than a pure second chance game round at the end.

    Close the difference between 1 cleansed bone and 4 cleansed bones. Makes people overall hapier to have an impact on a perk with their actions.

  • @Bran said:

    https://forum.deadbydaylight.com/en/discussion/comment/2324685#Comment_2324685

    all im saying is, the change is pointless if survivors don't have changes to their end game and perk used then. that's why it's fine where it's at. it needs to force pressure simply by being active not limiting it's already limited use. if the survivors dont escape and try to be captain save a guy, they die.

    Don't get me wrong, im definitely getting your argument and what you try to say, but imo you give the perk too much impact as it is right now.

    Also there is literally no difference between cleansing 1 or 4 totems. That could easily be something more rewarding for survivors and have a psychological impact on your games, where you don't run noed, because the survivors might cleanse more totems.

    The limitation comes pretty much with the cleansing of the totems through survivors. If they don't cleanse, you still have a good amount of insta downs and a chance for the survivors to recover from that.

    Also i agree with you, that its sometimes not smart to go for rescue attempts, which might result in people dying.

  • @Milo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2324685#Comment_2324685

    Also you can still go for the unhooker and make a trade out of that, don't see why you have to go for the guy on the hook again.

    They're injured, while the unhooker isn't? The injured survivor tries to body block someone else with BT/DS (because clearly that was tunnelling, right?)? Just 2 situations.

    Would be the same if survivors say we have no chance when we are only 2 so we need a perk that lets us instantly repair gens if we tap it.

    You still have to catch survivor, fyi. It's not like noed gives you a magical insta win on the chase. It helps, ofc but it won't help that much if you're not good to begin with.

    Since the archives are in play, there is more players that cleanse totems thats correct, but you could also increase that by giving people a better reason to do more bones which equals more time.

    Oh you mean, noed isn't a good enough reason? We have 3 great totem related perks AND maps to even help with getting rid of noed

    Yeah and your suggestion is to let the survivor just die? Because if he gets unhooked he gets downed and immediately hooked again? Is that such a good feeling for the survivor? Feeling helpless is one of the reason why the game is so frustrating sometimes. If you get more people killed than the less people will bother you during the end game. Also if you just hit the survivor before the unhook or while hes unhooking you can down them before the unhooked one touches the ground.

    I don't understand why you can't take the loss there and move on. The 1 Kill won't make that match suddenly good. Also there are often times where people make bad moves and you get more downs, even though ds/bt are into play. There is a difference between me dying on hook because of the 1 hit of noed or a hole team collapsing of noed, because 1 totem was missing.

    Depending on the situation an insta down is a magical win the chase situation. Map design and dead zones do help. Reasons why having an insta down is pretty huge. Also you get a pretty noticeable speed boost. If you semi camp the survivor on the hook you also don't have to find survivors, because they usually come to you.

    Yeah noed isn't a good enough reason. If you know you can't do all totems because the match might be tight you're not going for any further totems. Theres no benefit or reason to do that unless you get all 5 totems. Equipping the perks or map doesn't mean you throw the match to search for dulls.

  • @Bran said:

    https://forum.deadbydaylight.com/en/discussion/comment/2321622#Comment_2321622

    here are some points;

    • noed is an inverse for ds and bt. instead of helping survivors to escape, noed will help the killer get kills before they escape. so if the killer get lessened effects that would stop survivors from escaping (which is it's function), why let survivors keep powerful abilities that help them escape.
    • noed is named "hex: no one escapes death". what's the point of that name if it loses power. survivors are now rewarded for staying in the trial longer since they know if the surv gets 1 or 2 downs the perk is useless, which will not force them out as it should. instead, they can come back in and rescue any straggling survivors the killer managed to catch.
    • survivors commonly cleanse totems, it isn't that they dont cleanse them.

    Ds/bt are defenses for the survivors against certain playsytles of killers. If the killer don't uses these playstyles, ds/bt will never affect him. Also what exactly benefits you from people not having the ability to use ds/bt at the endgame? So you can stand next to the hook and down the freshly unhooked survivor again without them having a chance to do anything? The player should have at least a chance to do something. Thats where ds/bt comes into play so they are not the puppet of the killer.

    Saying we need to disable ds/bt so you can get your deserved one kill at the end, even though you probably didn't play that good, is the same as saying the last survivor should get the hatch, even though they also didn't play good, because they deserve it. Also you can still go for the unhooker and make a trade out of that, don't see why you have to go for the guy on the hook again.

    Noed would still have its effects, only thing is you have to snowball now instead of waiting next to the hooked person, i.e. you have to actively do something (same as bloodwarden) to get the effect. Survivors coming back at the end is the price you pay, if you can't fulfill your objective. Would be the same if survivors say we have no chance when we are only 2 so we need a perk that lets us instantly repair gens if we tap it. If you want to force people out, then activate the egc or try to build up pressure.

    Since the archives are in play, there is more players that cleanse totems thats correct, but you could also increase that by giving people a better reason to do more bones which equals more time. I have more fun having more time when gens are not done as killer, than when all gens are done and i have to rely on a hex.

  • @Bran said:

    https://forum.deadbydaylight.com/en/discussion/comment/2321534#Comment_2321534

    Noed is fine as it is dont need a rework thank you for your concern for our safety as survivors, but really that's a very bad nerf, now it rewards the survivors for not escaping death which is kinda the point of a perk called "Hex: No One Escapes From Death". No seriously not a good idea, i dont use noed myself (cept on Freddy), but that would kill the perk, then ds and bs would really need to be deactivated after all gens are complete or the doors are open, since it's kinda an inverse, i guess. you get the point

    Thanks for answering with at least some arguments, so we can make a discussion out of that. Please don't take anything below offensive.

    The difference between a noed active because of 1/5 totem cleansed and because of 4/5 totem cleansed is immense. That shouldn't be a thing in the first place. If people know they don't have the time to do totems they won't even do a single one. You could change that and gain more time as killer by changing that so people have a reason to do at least a couple of totems.

    The idea now is to change noed more into a haunted grounds for endgame. Usually you get 1 or 2 downs of a haunted grounds and these 2 downs can be a huge game changer.

    I honestly don't understand where you draw the line between noed and ds/bt, since ds/bt are pretty much unrelated to an insta down. Also if you disable them the killer will just keep downing and hooking the one guy to get 1 kill, which at this point won't compensate a overall "bad" match.

    You talk about rewarding a player, but what exactly is rewarding about noed?

  • Yeah, i hope so aswell.

    Also, there seem to be some more latency issues aswell (at least more than the usual ones like can't grab anymore), i really hope they also adress that.

  • @Purgatorian said:

    https://forum.deadbydaylight.com/en/discussion/comment/2318280#Comment_2318280

    I know what you mean about keys lol. I had the escape with 2 ultra rare challenge and only had keys. Never been so tunnelled in all my time playing this game.

    Yeah, evertime one of my survivor mates has a key, im honestly thinking about telling them, that they should not bring the key, unless they want to get camped or tunneled. It's the same everytime.

  • I don't want to say the behaviour of the killer is okay, but if you brought the key into the round, then im not surprised in the slightest to be honest.

    You have 1000 hours so im pretty sure you know how much keys are hated in this game and some people will show you like that how much they hate it without a doubt.

    Especially if you equipped it in the last seconds before the match loaded in.

  • I always run DS on survivor, even though i pretty much never use it, because i just don't want to let others ruin my fun by tunneling me out. I just want to have this in the back just in case.

  • @Leonardo1ita said:

    https://forum.deadbydaylight.com/en/discussion/comment/2305548#Comment_2305548

    I have cross play activated, and I'm just waiting a lot of time and finding trash survivors

    Yeah, but probably your opponnents could have crossplay disabled, so the overall player pool shrinks and therefore your wait time increases.

    I also noticed a bit longer waiting queues when playing in the evening, because during that time the queues were pretty much instant but not anymore.

    You're probably just unlucky this day, because there could be not that much ppl playing on your rank atm. Also the MM decreases the ranking difference the longer you wait. That could explain the not so good playing opponents you get paired with.

  • Wild guess: Probably the optimisation issues from this chapter that led to people disabling crossplay or simply not playing at all.

  • You could try using the perk bloodwarden if you want to have a bigger effectt of the egc.

  • @Mooks said:

    Oh this is a refreshing thread, gonna grab some popcorn, hopefully it’s not over

    https://forum.deadbydaylight.com/en/discussion/comment/2301385#Comment_2301385

    pretty sure it was an SWF squad that broke the keyboard

    That one got me really good, ngl

  • Legends say he broke his keyboard in anger and can't post anymore, beause we all know swf is everywhere.

  • Depends on the team. If i have a team that pressures gens really hard then ruin is a must have, because if they also don't go down that easily i can't use any other regression perk as effective as ruin.

    As Survivor it's frustrating if your gen is almost completed and the killer pressures you away from it and when you come back its almost back to 0. With pop it loses a bunch of progression but wont regress after that as fast as with ruin up.

    But since it's a hex overall it's sometimes gone in the first 30 seconds of the game, so you have to choose for yourself if you want to risk playing it or not. Overall really strong perk if it stays up.

  • @Nathan13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2253045#Comment_2253045

    but even franklins doesn't work well because survivors can put keys down then retrieve them when hatch spawns.

    They could change fanklins in a way, that items on the ground automatically start the same timer as items that got hit out of the hand (i.e. get consumed by the entity after the timer runs out). That would probably at least fix the scenario, where people drop it on the ground.

  • I usually dodge keys. They overall create a bad experience, doesn't matter which side im playing.

    Especially when playing survivor because they always stop doing gens and waste time searching for hatch to get their escape, even though we all 3 would have probably survived if the guy just did a gen. Happens so often that im dodging unless que times are horrbile.

  • Yes please. I do like the teleport but i don't want to play clown or order doc when i play freddy.

    I hope they rework his power again into something more interactive in the future, like beeing able to put people into the dream manually (like old freddy) and give freddy some sort of benefit for that.

  • You guys keep misspelling Midwich

  • I mean these are just the 60 second cooldown ones you listed. There are other perks like dragons grip and oppression which have 80 seconds cooldown.

    Starstruck only has a 60 seconds cooldown, meanwhile dragons grip has 80. Gotta love to see it.

  • Yeah, this happened to me the day before yesterday.

    test.png

    (If you wonder about the quality, this was made with my phone cause i wanted to show it to my gf)

    As you can see, im standing right above her and can't pick her up. Probably as @TumbleElf said because of the locker, because when she moved a tiny bit it was enough to pick her up.

    Not a clip but pretty much a screen shot, if thats enough for you @ShinobuSK .

  • @SkeletalElite said:

    https://forum.deadbydaylight.com/en/discussion/comment/2186923#Comment_2186923

    The clip in the OP shows but a fraction of the turning you can do with this, you literally can spin like a helicopter blade

    Really? That must look hilarious from the survivors pov.

  • @MasterGrit said:

    No it's Helicopter Blight tech

    Not enough rotations to call it a helicopter if you ask me. Looks more like the drunken stumbling tech.

  • Survivor solo standart build: DS, Iron Will, Kindred, Resilience

    Survivor swf standart build: I use every perk and switch them every game

    Killer standart build (For Trapper, Demo, Deathslinger, Clown, Pig, etc. ...): Corrupt, Pop, BBQ, Stbfl

  • The one i bought first and also right away with the core game was (Old) Nightmare on Elm Street. Old Freddy was the reason i started playig this game. I haven't watched any of the freddy films, but his appearance, the way his power works with the dream world, the cool animation when you put people into the dream with the freddy laugh and the skulls appearing in his hand was so much fun back then.

    Now he has been changed for a good amount of time and i still play freddy from time to time but don't enjoy another killer anywere near as i enjoyed playing old freddy back then. I don't regret buying the chapter but it is not the same as before.

  • I know this won't happen but im on board.

    #GiveUsBackOldFreddy

  • There are certain scenarios where it makes sence to hold shift while beeing in the dying state. For example when you play the flip flop/power struggle/tenacity build and the killer is near by. In that case you want to crawl under the pallet and then possibly get healed up, because if the survivor can't heal you in time and you didn't get to the pallet because can't hold shift while getting healed your situation would get even worse.

    I can definitely understand your frustration because that happens actually pretty often that people already want to start running even though they're not fully healed yet and that may lead to another down or a lost ooportunity.

    But as said above removing the ability to hold shift to interrupt healing isn't the best idea imo.

  • I thought they said the next one is demo and freddy comes later as far as i understood it. So freddy will probably come the mid chapter after the next one, unless they do multipile killers in one mid chapter (which i honestly find hard to believe).

    Huntress was said ages ago and hasn't really been picked up with any words since, so huntress will probably take a lot longer.

    At least thats what i think or remind to have heard.

  • I personally also feel like a lot of the tricksters animations are copy and paste.

    • Gen damage = oni with blood fury
    • main event end = legion
    • vaulting = legion but slower
    • way he holds the weapon = huntress (if im not misstaken)
    • etc.

    The power looks interesting, even though it is probably most of the time more efficient to just m1 than spamm a total of 8 blades into someone for 1 health state. Not to forget they lose the blades over time which makes it all even worse.

    Yeah, i don't know. I feel like theres not much effort put into this one besides probably the music, lore and appearance.

    Just my opinion.

  • I'd say its just bad luck. Usually my rounds as survivor are 50% okay or decent teammates and 50% useless teammates, but the last week i only played with real potatoes and i can understand your frustration 100%.

    My only tipp for you here is to play killer, since youre on your own and not depending on any teammates, but if you feel like you also get good survivors when playing killer then you maybe should take a break from the game.

    Taking a break can really help you getting less frustrated and you'll probably also have more enjoyable matches when you come back. At least it was often the case for me.

  • @CanWeGetANewMap said:

    has no counter play? Every projective killer in the game including (pyramid head) laughs.

    Yeah dude, if you say so ...

    https://youtu.be/A1_NcBnzX3I?t=360

    Literally no chance for the survivor to use dead hard against range killers damn.

  • BBQ allows you to see all survivors (given that they don't hide in lockers, are near, etc. ...). You can cut survivors off on their way to the unhook and force another person to come for the rescue or see people healing and interrupt them if you have the time.

    Thrilling has a cooldown and only shows you the gens. Usually you see the survivors on gens with bbq.

    BBQ is just way better imo. Gives you a lot more info.

    Edit: You can also easily counter thrilling by just letting go of the gen before the killer picks up and now the killer has 0 info of anything.

  • @TheArbiter said:

    You are phrasing this as if this only happens on Ormond, three survivors can spawn together on any map

    Yeah, i got this on haddonfield yesterday and i can tell you that game wasn't fun at all.

  • Yeah, the bouncing blades as base kit would make him kinda unique between the ranged killers. It's really sad that you need an addon for that.

    Also, in my opinion, the blade meter shouldn't go down when you leave a survivor. GF can also stack people 99% and use that to snowball later so why shouldn't he be able to do that aswell.

    These 2 changes are the ones i really would love to see.

  • @DemoHarrington said:

    https://forum.deadbydaylight.com/en/discussion/comment/2022906#Comment_2022906

    Still i dont think they should be gone . Most survivor sided maps like red forest killers can dominate despite alot of pallets and so on , and survivors can outrun the killer on their fav maps also . Its not that big of a deal , map offerings should stay .

    if it takes that much bloodwebs then grind bp and purchase some cheapstuff until u find it lol I personally rarely use map offerings and even if i did i sometimes put killer sided ones like hawkins just to have fun tbf

    Yeah, tbf i think removing them is a bit exaggerated, because it can be fun sometimes, with certain builds that can only be used on specific maps as you said, but im not a fan of forcing people onto specific maps, doesn't matter which role you play.

    Also i personally only use map offerings for challenges and if i do i don't pick the ones that will upset my opponents.

  • I can't stand selfish people.

  • @DemoHarrington said:

    https://forum.deadbydaylight.com/en/discussion/234903/map-offerings-shouldnt-exist

    Yeah . The majority of red rank / purp rank (basically strong survivors) gonna pick a map that would benefit them example if you played michael myers and they picked cold wind farm or really huge map for myers then its over lol and there are certain maps that would benefit killer the most and the survivors are screwed .

    but there is an offering for that and its called sacrificial ward that blocks all map offering

    i don’t think they should be gone tbh if there is an offering that can stop that.

    From 4 Survivors you only need 1 to throw the offering, which means, they can keep doing that for a good amount of time until they run out of it.

    Also there is more than 1 map offering they can choose from (Red Forest, Farm and Haddonfield)

    As Killer you need to get the sacrificial ward which takes like 3 bloodwebs to get one to only block it for 1 round.

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