Pukenplag
Pukenplag
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Huntress:
Iridescent head:
•No longer inflicts dying state on healthy survivors.
•Removes wind-up time.
•Termendously increases cooldown between hatchet throws or between hatchet throw and normal hit.
•Reduces max. number of hatchets by 3.
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The amount of people here giving actual advice makes me realize how many fall for Sluzzy level posts. Wow. Just wow.
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This would be nice. But you will get some Sluzzy level people telling you how unfun it would be.
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Trickster.
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@AChaoticKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2036820#Comment_2036820
you already won why should the last guy who has literally no chance against a half decent killer to finish any gens not have a chance to escape?
The fact is it's a free kill without hatch, it was introduced so the last survivor has a chance to escape when hatch stand offs became a thing they eventually made it so hatch could be closed so games could end. Even if they listened to you they won't do anything when it comes to last survivor hatch escapes because it's fair and ends games faster then 15 minutes of doing nothing but looking for a hiding survivor which is how games used to go.
By the way you're not entitled to a 4k just because you won regardless of how bad the survivors did.
"You're not entitled to get a win because you were very good and did everything perfectly". I'm sorry, I will never agree with this kind of thinking. As the last, stomped survivor, you also aren't entitled to the free escape. Just tell me, how is it fair that I lose a kill because I did everything correctly and the survivors did bad?
As I said, a good way to get rid of the unfairness is so: as the last survivor, you must repair a generator for a total of 50% in order for the hatch to appear. After not interacting with a generator for 30 seconds while not in a radius of 24 meters to the killer, they get a killer instinct for you for the remainder of the trial. After the 50% was completed, you see the aura of the hatch, and the killer does as well.
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IMO, all hex perks should have a non hex part to them. Weak, but still there. Hex perks can bring huge advantages, but you can drop from 4 to 3 perks in the first minute of the game.
This, or maybe they should work very much on improving hex totems spawn. There are some maps, speciffically Coldwind, where totems can spawn in plain sight in the midle of nothing.
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@AChaoticKiller said:
The only unfair aspect of hatch is how it is opened with keys.
The last survivor escaping or not is fair, if they found hatch they escape if not they have a slim chance to escape by the exit gates.
Regardless the killer already won at that point they don't need an extra kill for free.
I love how you people call it a free kill, free kill because I actually did everything I should have done correctly? If that is a free kill, then how is the fact that the last guy made it out without doing anything he was supposed to?
@chadbeastofprey said:
https://forum.deadbydaylight.com/en/discussion/comment/2034583#Comment_2034583
if you're killing 3 people before even a single gen pops why are you even complaining????? curb stomping baby survivors isn't impressive.
literally just stop caring so much about a 4k. it's weird.
It is also weird to care so much about a single escape you can get by the most stupid mechanic I've ever seen in a video game.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2034789#Comment_2034789
That's the problem. You may have destroyed the other three, but you never went up against number 4. An individual survivor can't go toe to toe with a killer, and shouldn't be expected to. The hatch exists to give the last survivor at least a chance.
Does the one survivor deserve to lose just because his three teammates are potatoes?
Mind you, even with the hatch in play, the killer scours the map faster, some killers are way faster, so the likelihood of the killer beating the last survivor to the hatch is actually pretty high. If the survivor beats you to the hatch, just accept it. You got three kills.
And as an inversion of 'why should he get the free win?', ask yourself: Why do you get the free kill?
So if I also 2 hooked the last guy? Does he also deserve to win? No dude, I destroyed them, there is no reason to give him a chance. Just return the 2 gen mechanic. At least then I will be ok, they actually tried to do something. Why do I get a free kill? Because I did my job entirely and I deserve it. You, as the survivor, might be good. But, in that match, you didn't do your objective which means you don't deserve to win. Simple.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2034583#Comment_2034583
Except there's nothing that states the one survivor didn't do their job. What if they were looking for your Hex Ruin, or they spent most of their time rescuing their potato teammates? What if two people D/Cd and you kill the third before the one good survivor finishes their second gen?
Think about the opposite position: You're matched with three potatoes that get themselves killed before the third or fourth gen is done. Is that just supposed to be a 'guess I'll lose' moment for the one survivor that managed to do well?
You didn't do well if you never repaired in a game in which no one did. 5 or 4 gens left, that to me means you didn't do your job. Ok, you gave an example of how a good survivor can lose without it. What about a good killer that was 2 times better than any of the survivors, does he deserve just a 3k for doing his job perfectly? No dude, I destroyed your team without even letting a chance, not really, because you get rewarded for bad play.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2034528#Comment_2034528
Maybe you should stop caring about the single individual who managed to slip from your grasp, and you should start caring more about the fact that you killed THREE of four players.
The game needs to do a better job of pushing the idea that it's not just a 4K that's a killer win. Getting a 2K is practically a draw, and getting a 3K is a pretty solid win for the killer. I think that'd help soothe killer frustrations tremendously.
Except if I get to the point where no gens were made and I dominated them, why should the last guy get a free win? I care about the 4k, it is my job. I don't have a problem with people escaping, I have one when they didn't fufill their objective. You didn't manage to do your job, you don't deserve a free win for being bad.
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@Pulsar said:
You are not supposed to escape if the Killer closes Hatch.
It is supposed to be very rare and difficult to escape at that point, nigh impossible.
I'd say it's working just fine.
Meh, let's say it's ok for survivor. But what for killer? It is a punishment for doing my job correctly. Same with NOED, except I don't really have an easy counter to the hatch. Honestly, the 2 gens were really a good thing. You did bad, you don't deserve a win. And the easiest way to fix the fact that the last guy would just hide is the following: if the last survivor doesn't touch any generator for 30 seconds, killer instinct activates and remains active for the rest of the trial.
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Well, legion was actually supposed to become a survivor. That's why his teaser is how it is. However, they thought that SWF wouldn't work with legion so they just scrapped him.
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@Shaped said:
I just want more shards per level.
On this I agree 100%. You need around 8 matches for a level, that is 240 matches for 9000 shards. If you add the waiting times to the match, those are 3600 minutes which means 60 hours. If you don't add them, you are still at 2400 minutes, 40 hours. When they first announced the shop, they said a new character should be acquired by 20 hours of gameplay. 20, not 40 or 60.
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@Shaped said:
I just want more shards per level.
On this I agree 100%. With around 525 xp per match you complete a level in 8 matches. You need 30 levels for a new character. That is 240 matches. Give a match 15 mins because of waiting times. You get 3600 minutes. That is 60 hours. When they first announced the iridescent shards rework and the shop they said getting a new character should be around 20 hours. 20, not 60. And if you would be to calculate with 10 minutes by not including waiting, it is still 2400 minutes wich means 40 hours.
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/2028550#Comment_2028550
Theres 81 (so 170 together) perks for survivor and killers alone times those by 3 for each tier in a bloodweb. Then you have to do that for all survivors and all killers. And don't forget to p3 them all! Gl! (Someone did the math and its like 2 billion bp)
You're not meant to reach P3 on all characters so quickly. Don't expect such things in games, the P3 level 50 on many characters you get with time. It's exactly how you would expect to get all the characters in a game where only a few are free in 2 weeks. Progression is never made fast. Also, as I said, it isn't that much of a grind. Took me 2-3 hours to get my Feng from 30 to 50 and 4-5 hours to get my Blight from 1 to 30. I don't get what you want more. Also, prestiging isn't mandatory, you could aswell keep someone on level 50 and get all the stuff there. Buy a skin from the shop and you're ok.
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After more than a year not playing, I came back and oh God, is it easy to get bloodpoints. Back when I joined I played around 2-3 matches for a level, now I can even go to as far as 2 levels per game. No, at this point it is fast enough. During my times, seeing someone with a prestige meant they really really spent a lot of time leveling that character. I unlocked Blight Monday and Wednesday I have level 30 on him. Remember I have school and homework to do, so about 2 hours a day. 4 hours for level 30, seriously? It is fine as it is now.
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Lack of braincells if you ask me. Even if you don't like the killer, or you have to go to the bathroom, just let yourself killed or afk in a locker, peeing shouldn't take longer than a minute. If you dc, you reward the killer like 2K points, leave your team in a huge disadvantage for the rest of the game, posibly even ruin the game of a killer who was trying an achiement and also reward yourself with a ban. If you don't like the match, just suicide in it.
Edir: apparently ######### is a bad word, suicide isn't.
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@SMitchell8 said:
Oni could take Myers head off, wouldn't work on PH though.
Execpt Myers already made it out with a cut off head (well not in the true sense I guess).
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Yesterday I played on Larry. I got a Dwight, hooked him, he got saved while I found another guy that I downed, hooked him. Then after a bit of time I also find someone else and also hook him. Then Dwight teabags me and flashlight ticks. I downed him, he was the last guy not downed or hooked. Remember, after I already hooked 2 other people, he still could ds me. How was that tunneling from my side?
How I think ds should work, instead of deactivating when a survivor makes progress, is to deactivate when the killer either has no interaction with you for let's say 20-30 seconds (this includes chases, hits, abilities) or when the killer picks up another survivor without hitting you after that. If the killer does any of this then it is clear he has NO intent to tunnel. I'm just sick of hooking 2376 other people and still getting countered by an "anti-tunneling perk".
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@DemoHarrington said:
https://forum.deadbydaylight.com/en/discussion/comment/2023343#Comment_2023343
Yeah that perk is meant to be when you ARE off hook and it works one time . Slugging and this idea together might become op and toxic asf for survivors when the killer is in a hard situation . If the survivors abuse their perks too much they can abuse this too lol like imagine dealing with the toxic team and finally got them down only to see a person has a run fast type of perk and holding his survivor running lol
its not a bad idea but tbf i don’t think it fit in my opinion
Search how ds was at first.
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So, afterall, people are ok with it, but always complain. I also don't care, I just had an idea and was curious to see what others think.
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@StibbityStabbity said:
I would say:
"For every different Survivor you put on a hook before the gates are powered, you get 1 token. Once the exit gates are powered, all Survivors are Exposed. Every normal hit on an Exposed Survivor removes a token. When all tokens are used, the Survivors are no longer Exposed."
This would make the max Exposed hits 4, require the Killer to work for it, and give them time and leniency at the end to use those hits as they wish.
Generaly, ideas based on this hook to get token mechanic would really remove that unfairness factor. I like your idea pretty much too.
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@KingFrost said:
Nah, it should be a hex since the counter play there would just be to hide in the end game.
I think it should instead only expose those who've been hooked at least once. That way it doesn't reward bad play, but rewards good play instead.
Except you won't know the killer has it untill someone is downed. If you just hide during end game, then the guy he caught is probably at least in 2nd hook state. So, afterall, you would still have to do stuff.
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@TheOwl said:
It depends on what you are looking for in a killer. If you are seeking a powerful but still accessible killer, I would select Oni. He is a fun killer that you can jump right into for some pretty good results in the game. On the other hand, if you do not mind learning a killer, I would choose the Blight. He requires some learning but is incredibly fun to play and is one of the best killers in the game with his map pressure. I feel that his perks are also more useful than the Oni's.
Regarding the Deathslinger, he is a great killer, but like Blight, he has a learning period, and I think even after learning everything there is about him, the Blight is still the better choice. The Twins aren't a bad killer, and I have fun with them, but their power really encourages a specific playstyle, and I feel that you do not really have the freedom to try different builds and tactics with them if you want to be successful.
I don't mind having a learning curve, the first killers I played were Nurse and Billly and Nurse is still my favourite. So afterall you suggest Blight. I actually really find his perks interesting, I see people complaining about how Undying was destroyed, but yet it still can help me a lot as I use Ruin. If you ask why, it is because I find it a timesaver during chases as I no longer have to worry about breaking the gens over and over again.