PolarBear
PolarBear
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/671105#Comment_671105
Seven I believe.
Seven, and the map consists of a 4x4 tile set with 2 floors. I know that at least one of those windows is completely useless (one by the exit gate) and one of them is at the big drop. That is 32 tiles fitted with 5(or 6 if you want to count the one at the big drop) usable windows. Not a lot of windows if you ask me.
This is also the reason why pallets get used up so quickly. Survivors don't have any windows to stall the usage of pallets.
Just a badly designed map. I like the aesthetic but that's it.
I do wish that this map is the next to receive a rework at the start of next year.
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/671095#Comment_671095
I get to vault more often to that, I just know the layout really well though.
Tell me, how many windows are there on the map in total.
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Why'd it get changed? :(
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/671085#Comment_671085
I’m fine with breaking pallets, I usually just break them anyway. The Game actually has some pretty good windows if you know where to look.
I'm not talking about the quality of the windows, just the lack of windows. Generally you won't even get to vault one windows on average during a chase on that map.
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@GrootDude @PigNRun Don't know how a map with only safe pallets and next to no windows is enjoyable.
Playing killer sucks because you have to break almost every pallet.
Playing survivor sucks because there are no windows which means pallets get used up quick and create deadzones that make it impossible to outrun the killer.
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When they made this map they wanted to be sure that balanced landing could be used anywhere.
And I do mean anywhere.
I think Game should just receive a complete rework, the map sucks for both sides and is just generally unfun to play on.
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This could be an add-on of it's own that's lower quality.
Iri hatchets should restrict you from getting any more hatchet's than 1. That's how it was balanced and that's how it should be.
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lol.
Everyone and their mom said that Legion was extremely boring to play and face on the ptb, there was no way he wasn't gonna get changed. Same with MoM except for boring, everyone knew it was op and getting a nerf.
Ghostface wasn't nerfed, it was clearly said that he was going to get some tweaks but they just didn't get it in the patch.
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They really wanted to make sure balanced landing could be used on that map. So many drops.
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Resilience doesn't need a buff like that.
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A surprise, to be sure, but a welcome one.
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@DBDbuildsYT said:
https://forum.deadbydaylight.com/en/discussion/comment/668896#Comment_668896
So no bloodhunt soon... Yay I guess I'll just do dailies until decent BP are awarded...
So disappointed
Why are you disappointed? They've not said anything about a bloodhunt.
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This perk won't affect people who go for 3 hooks each match.
People act like this is a big deal when this perk isn't even close to the power level of any meta perks which means it'll be forgotten within a week or two.
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@Dwight_Fairfield said:
https://forum.deadbydaylight.com/en/discussion/comment/664543#Comment_664543
Then don't go after the person who just got hook saved. Even if they jump into a locker. You're asking for your cake and eating it, too. You have one of two choices, don't go after the person who just got saved, even if you just accidentally come cross them again, or if you want them that badly then suck it up and wait out the DS.
End of the day its simply not picking up someone who just got unhooked for 60 seconds. Not unreasonable by any stretch of the imagination. Proof positive that the complaints against it show that even with a nerf some people can never be satisfied.
I think some people just want every half way decent perk to get the MoM treatment where they are rendered utterly worthless.
A perk still shouldn't grant someone complete immunity for 60 seconds without counterplay. Not a hard fix if you ask me and the perk would still do what it was intended for.
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@Dwight_Fairfield said:
https://forum.deadbydaylight.com/en/discussion/comment/664485#Comment_664485
If a survivor plays stupid, emphasis on stupid, and jumps in a locker then leave them in the locker. They're not doing gens. If you really want them that badly then wait them out. No different than waiting for it to wear off if you slug them.
It is different though. By slugging someone, you immobilize them and prevent them from doing anything without help from another survivor (or perk). This forces other survivors to waste time going to pick up the slug which means they're not doing generators.
With DS though, you can't immobilize them. Once you leave the vicinity they're free to go. No penalty for them or their teammates.
The easiest fix for this would be that DS doesn't trigger on locker grabs or that if you pick a survivor from a locker you have enough time to drop them on the ground before DS has a chance to take effect.
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@Acromio said:
PSA: When one of their teammates is getting camped, the other survivors have a very simple counter they more often than not refuse to utilize: focusing on the remaing generators. This counter produces a 75% win-rate for them, which in any normal game would be considered insanely overpowered and in need of a sledgehammer-nerf.
This isn't entirely true. It is how fast the first survivor goes down that decides how many survivors die. Sometimes it's a good survivor and 3 escape and other times the survivor is bad and gets caught fast without any gens being done which can result in the death of other survivors due to lack of time to complete generators.
Also, in any "normal" game, something like this wouldn't be nerfed because by camping the killer is basically throwing the match.
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@Dwight_Fairfield said:
https://forum.deadbydaylight.com/en/discussion/comment/664403#Comment_664403
If you've gone after the person who just got unhooked then stand in front of the locker and either wait a minute, or wait for them to jump out and slug them if you want to tunnel them that badly. If you just happen to accidentally run into the same person who just got saved within 60 seconds, again slug them and wait out the timer.
You have options for those 60 seconds.
Ah yes, the good ol' count 60 seconds each time someone gets unhooked.
If a survivor plays stupid with DS and goes into a locker it should still be possible to pull them out without having DS activate. It isn't a counter to wait 60 seconds for the timer to run out and grab them.
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@Dwight_Fairfield said:
Ds is perfectly fine. Its in a good spot and is no longer a get out of jail free card for simply getting caught.
If any killer tunnels someone within a minute of them being unhooked then no sympathy for them. Or if you really like to tunnel and fear DS that much then leave them slugged til DS wears off.
You wanted a DS nerf. You got it. You can't have your cake and eat it, too.
What about those times you know they're in a locker but can't take them out due to ds? Why should I be punished for that when they went in the locker? What about those times where you just happen to run into that survivor after hooking someone else and forget that they might even have DS active because you didn't tunnel?
For an "anti-tunnel" perk, DS gives a lot of leeway for what it considers tunneling.
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@WickedMilk03 said:
https://forum.deadbydaylight.com/en/discussion/comment/663165#Comment_663165
but it costs to increase it
But it still means that players will have more than 1 million bloodpoints to spend which is what the devs don't want.
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@WickedMilk03 said:
https://forum.deadbydaylight.com/en/discussion/comment/662466#Comment_662466
this isnt raising it
It is indirectly raising it, allowing survivors to have more than 1 million bloodpoints available to spend.
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@Dr_Trauts said:
Considering the amount of things survivors have, i think the ebony mori is in a good spot right now, its been previously nerfed to not be too OP, and yet to actually have an affect on the game unlike what some ppl are suggesting.
Doesn't matter what the other side has. Both need to be nerfed. Ebony mori is also the one most powerful thing in the entire game.
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@Sackboy123 said:
To be honest, I like the Ebony where it is now, it's fun for both sides (Well for me anyway) and a killer risks a depip or a safety anyway and doesn't get a lot of points by using it. Makes games different then the usual hooking repeatedly too. Don't get why red ranks hate it too much though to the point of Dcing, I love the animations and have a massive screenshot library of moris
I personally don't find it fun when I get tunneled off hook and moried at the beginning of the game without getting any bloodpoints or emblem score causing me to depip. Not a great gaming experience if you ask me.
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@RakimSockem said:
https://forum.deadbydaylight.com/en/discussion/comment/662850#Comment_662850
At MOST, I would say a key is almost a good as an Ivory Mori. But it's nowhere close to an Ebony. In order for a key to be used, you have to most likely be already winning, or losing really badly. What I mean by that is:
For 4 people to use the key, all 5 gens have to be done (at which point the killer is probably losing anyway)
For 3 people to use it, there has to be 1 gen left and they have to locate it
For 2 people, 2 gens left
For one person to use it, the killer has to find hatch first, close it, and then the survivor has to find the closed hatch before the EGC timer runs out.
So basically, you have to put in the work before you can even USE the key.
Ebony Mori in many cases is just, hook once, proxy camp, tunnel, delete. On to the next person. I've seen people removed from a match in less than a minute. Keys don't hold that level of power. Not even close
I should have been clearer. What I meant was that the closest thing to a mori on the survivor side is a key. (because both end games prematurely)
Both sides have a lot of bullshit that needs to be dealt with. Number 1 on my list is moris and keys.
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@RakimSockem said:
https://forum.deadbydaylight.com/en/discussion/comment/662837#Comment_662837
lol that was NOT the entire point of my post, but sure. Let's run with that. -_-
I'm a survivor main and I don't think Mori's should be removed. Ebony Mori's maybe. Those are trash and there is nothing even close to being that powerful on the survivor side. But Mori's definitely have a place in DBD. Always have and always will
I play both sides and I agree, moris have a place, as long as the player earns it. Devour Hope is a good example. Just because you played an offering in advance doesn't mean you earned the mori.
And survivor do have something that is almost equal to moris, keys.
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@RakimSockem said:
Oof. F's in chat for the new guy running into his first Mori.
Real talk though, as broken as Mori's are, they are really cool animations and sometimes fun to watch. I promise you it isn't going anywhere.
Even if something is cool, doesn't mean it's fine.
Wouldn't it be cool if the survivor could mori the killer with an offering? The animation would look totally cool and thus also fair.
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@LastShoe said:
Rip all 110% speed killers in EGC
(Survivors will have 112% speed with both hope and No one left behind…)
This could be a slight problem in organized groups of at least 2. It could become a bigger problem if the perk became meta.
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Took me a while to figure out "Exposed" doesn't mean the killer can see my aura.
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The bloodpoint cap is never going to be raised.
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@prayer_survivor said:
And moris, and campers, and tunnelers
Yes, go make a thread about those and stay on topic here.
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It's just a very dated mechanic. I can understand spamming a button for a few seconds in game but for a whole minute?
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@Rydog said:
https://forum.deadbydaylight.com/en/discussion/comment/660152#Comment_660152
That's such an arbitrary "fake grind" reason. Just let players do what they are going to do. They're going to get that stuff leveled up anyway.
The grind does have a sort of charm to it. If you would just always have all perks instantly on a dlc character it wouldn't feel the same.
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The only problem I have with ruin is that because the perk exists, the devs won't do anything to fix games going fast. "Just use ruin if you want to slow down the game".
Ruin also relies on rng and the survivors. Even if the survivors don't find the totem, if they can still hit skillchecks, ruin becomes useless and when survivors can't hit skillchecks they can still find the totem.
Not a fan of the perk at all, from either side.
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The devs don't want dlc characters to be maxed out on day one. Without the cap this would happen with every dlc that comes out.
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It's just latency. Nothing that can really be done by the devs.
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I agree. I thought the exact same thing. Vulnerable seems better.
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@Raptorrotas said:
It doesnt matter if killer are being stupid and kick the gen in the chase or if the gen was regressing beforehand. (Not to mentionthe chased surcivors' stupidity to turn around would a killer kick the gen in chase)
We are talking about survivors touching a generator to stop regression instantly, without changing animations, losing speed nor halting in "repair position".
The balance of time usage between applying regression and denying it is even not that important in this topic.
The "repair for 1 second" or "repair 0.72" charges fix wouldnt even hurt people NOT tapping in a chase
Any input besides mockery or do you really do not understand this issue? Also totens are working as intended.
Still don't see the issue. Like I said, just use overcharge if it's an issue for you.
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People do all sorts of stuff. I'm currently just using all of my offerings on one survivor and I've only got map offerings left.
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@Raptorrotas said:
https://forum.deadbydaylight.com/en/discussion/comment/658351#Comment_658351
This is a problem because durrvivors can do it when in chase, in a moment, without even breaking running animation nor stopping to "actually work on that gen for a moment".
No one here is even complaining about durrvivors doing it behind a killers back.
So don't kick the gen while in a chase? This really is a non-issue in my opinion. You can always use overcharge if it annoys you.
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This sounds good on paper but I personally wouldn't use this. Haunted grounds is much more effective at least to me.
Also double ruin doesn't sound that interesting tbh.
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@DarkGGhost said:
https://forum.deadbydaylight.com/en/discussion/comment/658351#Comment_658351
And how you know that every time ?
You don't. But what would it achieve to change it where regression only goes away after X second of repairs? If there was a person near the generator then they would go on it regardless whether or not it took 0 seconds or 5 seconds to stop regressing.
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No. This would only be used for trolling.
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Why is this even a problem? Don't kick the gen unless you know it's not gonna see activity soon or use overcharge.
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How did this get here? Necromancy!
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@Alice_pbg said:
https://forum.deadbydaylight.com/en/discussion/comment/658036#Comment_658036
Considering that each time you activate it you would have the 3 second boost + the stun time to gain distance... I dont think it needs anything else
Could be. Still might be overshadowed by other perks as a stun isn't always achievable either from a lack of pallets or because of the killer avoiding stuns.
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I I could see this as an exhaustion perk and it would be a nice counter to spirit fury. Of course you would eventually run out of pallets and be unable to activate it so the perk might need something else to compensate.
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This is a sad truth. In those games you can't even pip which makes it even more sad.
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Afaik summer is not over so what are you complaining about?
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So I'm just going to assume your idea of banning experienced players is a joke.
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This sounds good but this will just mean survivors will rush unhooks before the killer even has time to walk away from the hook. There needs to be some kind of timer when you get hooked before you can receive a token.
This concept in general can be pretty easily abused to get the tokens, even if the killer isn't camping.