Raptorrotas
Raptorrotas
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- Raptorrotas
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Hillbilly with the concept of having no double damage would turn into the legion, just better
Without the doube damage, he wouldnt need th forced movement forward nor the modified steering to "counterbalance it".
A killer who can move faster and then deal 1 damage? Sounds like legion. Damn i miss the times when killers could have strong abilities.
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Survivor getting instant free hatch win, "thats acceptable"
Killer closing the hatch still making it possible for the to escape "not cool".
Pre2.7.0: wasting time at open gates and hatchstandoff for hours is fine and balanced. Post2.7.0 4min for my failure is too long"
Dear survivors annoyed by killers enjoying a game mechanic thats been implemented FOR YOU, AND BECAUSE OF YOU, just be happy that the devs didnt make the hatch an I-win-button for killers too.
Honestly, if EGC triggers with morr than 1 sirvivor alive, thats on them
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Before even considering this, the firecrackers would first need to become "normal" items, having its base power significantly gutted and then put into (rare+)addons.
Yoi're probably right about waiting with this until the rework. Honestly your idea entirely depends on him not being weak after it.
Compensation: freddy can now use dream demon on world objects (pallets, barrels, windows) so that they hinder or attack survivors lol.
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I just gave 2 valid strategies, the second will work like a charm, unless the killer waits at the hatch...
And its the forum about survivors.
Btw dont have enough hours to consider myself a main
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How about closing the hatch instantly kills the last survivor? Maybe moving killer camera to pan around the last survivor as he gets impaled?
Be happy you even get those 2-4minutes after the hatch closes, the other way around its a (mostly undeserved and free) instantaneous win for the survivor.
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Oh no, you and your potatoes failed the objectives and you're last? What to do?
- Rush to the hatch and jump in when last potato dies, ez win noob killer, right?
- Camp an exit gate while the killer is paranoidily looking for your free win button (hatch). Once he closes it you will be instantly be able to open it. If he checks the other door first, you got out ez, no stress.
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How about doing 5 gens, opening a door and escaping via the exit instead of crying that the game skips all the generators and powers the gates for you when the killer closes your undeserved free escape.
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Well its the same people who rejoice the pig nerfs and basement change.
Notice the basement "problem" auddenly became more relevant because of the EGC.
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Killers triggering endgame shouldnt open the door. Its yet another shortcut for survivors skipping an objective.
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The cooldown after a normal attack is so that you dont just frenzy sprint behind the injured survivor.... not that it'd be useful because of the fatigue, nut devs gotta make sure survivors are safe and cuddled.
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How the hell ist the EGC killer sided? It's whole presentation is geared towards survivor exitement.
In normal rounds it triggers ehen the game is theoretically over for survivors.... as a win.
The idea that the killer has to open a door to trigger the EGC himself is bullshit, "here have an open exit, another shortcut to winning akin the hatch"
As the last survivor its is a third chance to escape normally after THE NOW ACTUALLY FREE HATCH is closed. I feel the need to point out that'd the game be over if the survivor junped the hatch, but survivors have to get another slightly harder but nicely presented chance instead of dying instantly.
Not even gonna bother explaining unneeded pig nerfs. Enjoy the bait/bribe cosmetics.
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Survivors mindless altruism shouldnt be punishable, the "mains" got their way yet again.
Ugh.
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- Bitter murmur does NOT activated when the hatch is closed.
- Your Team failed at doing 1-5 generators. First chance failed.
- You failed at getting a (free) hatch escape. Second chance failed.
- Third chance: EGC, you failed that too.
Do you see the problem or do you want a fourth chance within the trial rules?
If you failed the main objectives AND the absurdely easy to trigger hatch situation, then yes, your third chance should start being somewhat stressfull.
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Hardnerf a killer, release some cosmetics....
Atleast you have a fancy jacket when they tbag you at the gates.
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@RakimSockem said:
"wah wah wah. I can't block survivors in for guaranteed unskilled kills. Wah, I can't chase someone while looking at the ground or moonwalking while their deep wounds meter runs down for a guaranteed kill with no skill. waaaah"
^ Summary of this post
I DO think they should have left the Pig Traps alone
Wah wah wah i got killed because i did something stupid and got punished by it.
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As some survivors tend to forget: the game is not over when the generators are done.
- Do dull totems before activation
- Do lit totems after activation.
- Hide better
- Dont get hit in the chase
Boom, 3 obvious things to counter Noed with normal common sense playstyle.
Noed even allows survs to deactivate it AFTER its' activation, even reducing the number of totems needed from upto5 to just 1.
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@Heroiq There is no such thing as a feee kill unless survivors run to you and give up.
Yeah noed is somewhat balanced. You still have to find, chase and hit survivors before they cleanse your totem.
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You selfcaring and your "healer" on a gen is still more efficient than you both stuck healing you.
Even if swfs can communicate healing better than randoms, this fact will not stop.
Dont blame killer perks if survivors are too dumb to change their healing strats when facing thana plus sloppy, both perks' healing penalties are lower than selfcare's. Equipping selfcare doesnt stop you from getting healed by others. Maybe dont let thana stack to 4? Killer uses 2 perks to "counter" selfcare, which can be negated by simply grtting healed normally.
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The hatch gives the last remaining survivor 7000bloodpoints and a free escape.
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While hre OP is right about dead by daylight losing it's "scary atmosphere", the problem somehow lies more in the gameplay than the presentation.
You arent " scared", "thrilled" or "tense up" when you're 100% safe. Im not saying this percentage is true for dbd but good survivors get close to it.
I've seen many suggestions for darker lighting, but thelast few of those the OPs only wanted to hide easier as killers would NEED some build in tracking tools, a "flashlight effect" (brighter area in the middle of the screen) or "killer vision"(left 4 dead infected or ns2 alien come to my mind).
But as already mentioned, weaker killers trigger weaker reactions. Im really biased but i guess most survivors would agree that facing a good nurse gets their heart pumping more than facing a clown.
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Mending is like 10 seconds unaffected by it.
Deep wounds timer and thanatophobia warning are enough for survivors to realize they might need to do stuff to counter it.
If survivors let thanatophobia stack to 4, regardless of killer or perks used, they werent interested in healing anyways.
- Higher percentages
- Dead count
- Bonus effect for all injured, but disabled when there are dead, so it has "counterbalance"
Nice rework.
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Do it.
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I wouldve liked to see the swf per rank percentages.
Running into 4mans might be more common in red ranks as there are less people at that rank
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Doctors still see the bloodpoints they get for shocking you.
If your madness level rises theres an addon showing your aura.
Pure luck
Wallhacks
He might belong to the chosen for whom the sound somehow works.
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As far i know IRON WILL still trumps stridor, though it shouldve been reversed a long time ago.
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Well. Instead of crafting it could aswell be a recycling system.
I dont even know what could be crafted in this game. Addons? Perks?
2milliion brown addons for a ultrarsrare?
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I dont see why the hatch even gives the "Escaped" bonus, afterall it will turn into a "free escape" next patch.
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Scary school, with the entity forcing survivors to attend.... HISTORY CLASS
*dramatic lightningstrike and thunder*
the Game but its an amusement park 's"laughter house"
A movie studio where other maps are film sets for high ghostface from scary movie
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Left 4 dead by daylight.
I mean in l4d there are enough maps in which you power generators, the crossover makes sense. Survival or campaign.
Devijho as killer in dbd.
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This is a list of the variables coming to mind that could be used to adjust Bubba because theyre in his addons
- Cast time
- Movement speed penalty
- Starting speed?
- Acceleration
- Maximum speed
- Duration
- Attack count and interval
- The Tantrum (penalties)
- Cooldown (time it attacks to put away the saw)
Its rather easy to buff or nerf him by just changing a few of these variables a lot, or all of them for a small amount.
Another thing worth noting is the casting mechanism, the killer player has to hold M2 longer than needed because they could let go to early resulting in the ability being canceled. It could be streamlined to work like HB's.
His addons definitely need to be looked at.
I will not go deep into this possible rework as we all can see what happened to legion, but If they were to remove the instant down and make it normal attack (or som thing like the old frenzy) with possibly less hitsprint for survivors, they could theoretically increase the attacks per seconds, casting speed etc while still giving some "needed" counterplay to survivors and differentiating bubas saw from Hillbilly a bit more
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As of the latest ptb:
- The hatch spawns.
- The hatch spawns for the last survivor.
- The hatch spawns for the last survivor when zero generators have been completed.
- The gates get powered when the hatch is closed.
Survivors dont need more of such help as they will be given 3 chances of escaping without even equipping any safety-net-perks themselves.
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- Less movement speed penalty when revving the saw
- Less total charge time
- Better charging mechanism, its easier to juggle the charge with HB than it is to use bubbas saw the moment it is charged. (Change lf mechanic to hb's)
- More distance gained with the chainsaw sweep, this can be achieved by changing a multitude of variables (charge penalty, charge time, acceleration, max speed)
While it is really hard to prove, the wiki claims the chainsaw sweep to have an average speed of 115%, combined with the charge penalty, thus a lower starting speed and a sorta low acceleration cause bubba to not really be able to reliably hit survivor
Edit i think 3 seconds duration are enough.
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Bitter murmur checks for completed gens. Or "the last gen".
So it will not trigger.
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I didnt say that the other 4 slots would be redtricted in any kind. Claudette would be able to pick 4 perks of her choosing, plus one of her own teachables. Obviously she wouldnt be able to equip the same perk twice.
A 4 perk meta could be used on any character even with such a system. I am aware there'd be meta characters but i guess there'd be no big difference since claudette and meg slready are at the top.
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Making a 5th perk slot would better be for the character's own teachables than just 2 randomly chosen perks from 2 different dlc.
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Static field reduces his movement speed and disables his normal attack in exchange for tracking.
Saying that he does nothing is wrong.
Alternatively you're being punished for not leaving the static field.
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Even if OP might be exxagerating a bit, survivors who decide to play serious to win will be able to use it nearly as well as he fears they would.
Good thing "most survivors are just potatoes chatting with their friends"
But then again "*youtube fake scarejump scream* GO AWAY GO AWAGHAG STOP FOLLOWING ME111!!!111" is nearly the same as "killer is here, do gens you dimwits, why do i have to explain basic game strategies to you?"
If survivors are playing to win and follow some basic rules, they dont need voicechat that much. I think depip squad summarized their strategy in less than 4 rules when they did 100 games wothout voicechat.
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The double pallets are back because the game HAS TO place a certain number of pallets, even when the slots that avoid double pallets are already full.
That happened because they tweaked the minimum pallet count for each map and the minimum distance theyre allowede to be placed together.
Unless they remove the random element, such mishaps will always happen.
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@DarkGGhost said:
https://forum.deadbydaylight.com/en/discussion/comment/430234#Comment_430234
Same when a killer get hit by a pallet 2 meter away from him/her
Around corners! Younforgot to add that pallets dtrun killers around the corner lol
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Nurse. Billy.
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@Poweas said:
Why does everyone want Billy nerfed?
I guess it's because survivors get used to the newer killers which have multiple weaknesses (tracking penalties, absurdely long cooldowns , free heals) tacked into them. Yeah, the new killermdesign philosophy yadda yadda survivor fun.
Billy for example HAS a cooldown, he takes ages to put away his saw, and even a second after putting it away he still cannot attack or grab. He has a penalty for running into stuff, but good billies simply stop sooner. Unlike stabby teens and blind ghost girl he cannot turn as he wants to.
Well, i could be wrong with all this too. Most likely it is because he is strong.
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@tatterz said:
Mettle of Mom is a bullshit perk but it's kind of similar to Spirit Fury - rewards you substantially for just playing the game normally.
Both perks need to be altered to make the conditions something that isn't just playing the game normally. I'd also like to see some kind of indication that the perk is on the table beforehand (Spirit Fury is another perk that gets hurt with SWF and solo survivors should get the same heads-up that the perk is in play).
Spirit fury: killer might get stunned twice and has to actively break the pallets. And then just breaks the pallet automatically, NOT ignoring the stun.
MoM: get hit thrice, always get hit sprint. Ignore attack completely and still gret hit sprint.
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Mori's are an exception of the monotony of sacrificing survivors with hooks akin to getting astral finishes in blazblue or fatalities in mortal kombat.
As with certain addons for certain killers, the mori scoring simply hasnt been adjusted to the changes in the ranking or emblem system.
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The thing closest to voice comms in terms of strenght would be either predetermined messages or a ping tool.
Adding aira reading etc will only buff swfs more.
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Reducing the killer "hitbox" or collision radius will significantly reduce the effectivity of looping as killers will be able to make tighter routes around objects.
No "survivor main" would ever allow that change.
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Sorry but if theres a killer whos always steps ahead the survivors until they fall into the situation the killer planned for.... That killer gets nerfed and their power neutered for that situation its used for.
Sorry couldnt resist the jab at pig ptb nerf.
So the phone thing everyone whants for him is madness 3? Repeated sounds/screams until they search their pockets / snap out of it. Sounds weak for a new killer.
Both the stabbing focus and the 'repeated ringing for locating survivors" is already being used as tools for other killers. Devs will have trouble designing something unique for him. (Especially since pig already has that crouchy stabbing, legion that running stabbing, and doctor that searching their pockets)
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One of the first test builds included mechanisms to stop sacrifice timers when the kikler is close to the hook.
Survivors abused it and developers agreed to test another such idea.
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Well its not yet true for all killers.
Back then on the steam forums, when pig got out i founda rather nice methaphor. Rbt as a mechanic are not meant to be dangerous, theyre like a rollercoaster: thrilling for a short while but still perfectly safe.
The day billy gets a stamina system ill probably fully admit your theory.
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I guess the context would be the nerf to the adjusted cooldown addons? Like with myers they now have new base values with addons for the old values... The ptb will be up for a while and i hope for every legion player that the devs will find a good solution.
But...
The devs are trapped between a rock and a hard place. Or however that metaphor goes.
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Because viable killers arent fun.
Sarcasm and cynical bias aside. They probably arent able to balance live!legions kit to be not a total mess.
