Raptorrotas
Raptorrotas
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- Raptorrotas
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Roses are red
Violets are blue
Omae da wa Shindeiru!
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Selfcare does neither need a teammate (they can rush gens in the time you heal) nor a medikit (get a toolbox or flashlight for fun) at the mere cost of healung yourself slower.
There have been many calculations but selfcare does SAVE A LOT of time for game progress even if its slower than normal healing (well maybe not when combined with mangled+thanatophobia4, but thats a selfcare-counter and offtopic), because your teammates become free to do everything else they want to.
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Killer sound got screwed atleast twice now and they didnt bother to fix it back to 100% both times.
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Walking around the opposite side of the map away from the killer is not stealth.
While a reward for not getting found sounds reasonable, it is undeserved to be rewsrded if the risk of getting found simply isnt there.
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It got nerfed because
"Too strong IF 4 people injured AND Sloppy butcher used AND Selfcare is used AND survivors ignored the thanatophobia-warning "
-If they didnt heal before 4 stacks they werent interested in healing anyway.
-half the healing speed penalty comes from selfcare.
A killer using 2 perks and setting the situation up to somewhat counter selfcare's effiency simply has been deemed "too stronk, nerf now" by either the survivors on the ptb, the devs or the theorycrafters in the forum.
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Go to a window in your room and open it. Then stand right before it and point your arm forward. Your mind will be blown.
You can try with a hammer or kitchen knife too.
Insulting sarcasm aside, killers can attack through windows, even with chainsaws.
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Enduring works on DS since patch 1.2.1.
In less trollish words it worked on DS since Ds' release.
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Of course its tunneling, afterall thats what survivors define it as. And when that happens to be the smartest thing to do for the killer, then he's right to be a "noob filthy sweaty tryhard tunneler".
And when all Billies playa certain way, why dont survivors adapt to that?
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@The_Crusader said:
https://forum.deadbydaylight.com/en/discussion/comment/384750#Comment_384750
But they've adapted the game to weak killers. Bloodlust, NOED, months of survivor nerfs.
Why don't the killers have to "git gud"?
The killers I'm going against aren't anything special and range from poor to average. They never learned how to tackle loops but hey bloodlust and ######### survivors are here to save the day!
Don't tell me to loop them all game either because you can't pip if you do that.
Solo survivor seems harder than ever but killer feels easier than ever. Hmm I wonder if they could be related. I actually feel bad for surviviors now because of how quickly they're getting wiped out.
Bloodlust got nerfed atleast twice, noed lost its acdr, that got nerfed in that sense too. Noed didnt suddenly become stronger, survivors simply became too lazy to cleanse totems after establishing the genrush metas etc. And since unhooks gave that much instant BP, hooks get darmed greedily with a care. Altruism is at a high so survs dont simply gtfo as soon the gates are open.
The whole thread has been about loerank possibly noob survivors being stupid and unwilling to learn. Harsh truth but thats reality.
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So rather than making it a toggeable option, just let it waste a spot in the addon list that could actually be good?
Those training wheels addons should be options, not clutter and wasted bp.
If people want a crosshair, give them one, those that dont want it can turn it off in the options, le gasp, you could even default the option to off and make one of the loading screen hints about that option.
Sadly after spirit its more likely devs cave in to "survivormains" and give her a stamina meter to limit the duration for windup, rather than giving her clown reload, crosshairs or viable debuff addons.
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As a survivor I think an anti stun perk should work on stuns.
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@GrootDude said:
I agree DS is a anti tunnel perk, enduring should not negate it.
I disagree, Enduring is an anti stun perk, it should reduce the stun of DS.
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@se05239 said:
An "Operation Health" is never going to happen because fixing stuff doesn't generate revenue. DLCs and Store fodders do, so that's where the focus is.
The only way for an "Operation Health" to be even considered by the developers, is when all players across all platforms decide to not buy anything more.
You do know that the code jockeys and the creative team are different people, right?
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@Kagrenac said:
https://forum.deadbydaylight.com/en/discussion/comment/382022#Comment_382022
Wanting my perk to work is not at all comparable to someone saying the worst killer is fine
So Enduring shouldnt work because you want it so? If this isnt lobbying then what?
You're all ganging up on wolf attacking him personally instead of focusing on the thread.
ENDURING IS THE ANTI STUN PERK.
IT REDUCES THE DURATION OF STUNS. DS IS A STUN, SO IT HAS A REDUCED DURATION.
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How often did the devs mess up audio patches and didnt fix it back to "normal" afterwards? Was it 2 or 3 times already?
Stridor sounds good on paper but doesnt work when the default sounds are horrendous aswell. Not to mention that the devs never ficxed the IRonWill-Stridor interaction. Stridor was supposed to counter/trump IronWill, but currently Ironwill simply disables stridor.
Might be a lot of half-knowledge on my part but stridor is probably only worth it with high quality expensive headphones. Youknow, for it to be balanced lol.
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Its more that survivors complain about tunneling and then get butthurt when killers (jokingly?) compared it with "tunneling" generators.
Sweaty tryhards doing the same generator for more than 15 seconds, go swap your generators to spread the progress. Dont you know you have to play by arbitarily made up rules?
(Lots of sarcasm)
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Survivors getting free from traps should be slowed for a certain duration, (obviously not hindered so it would stack with hindered). This would solve the problem of traps"doing nothing" to injured survivors.
-I think the default brightness of traps should be looked at.
-most of his addons focus on the disarm/sabotage time instead of adding interesting effects, so i think they should be looked at.
-anybody say bigger trapper pockets already?
-the size of the trap trigger area should be readjusted so that survivors cannot clip through the trap and not get trapped.
-Speaking of trapping survivors, the survivors should snap to the traps location, not the other way round, this behavior totally busts his ultrarare.
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@MegaWaffle said:
https://forum.deadbydaylight.com/en/discussion/comment/381494#Comment_381494
"Mend" isn't a healing action seen by Nurses calling. Don't let logic cloud your vision haha.
Nurses calling doesnt work on mend, I dont remember why devs did it like that, probably because "those kind of survivors" didnt like it like with snapping out of it.
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"The perk to weaken stuns should not work on this stun", thats how stupid this suggestion sounds.
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So as answer to accusations that survivors are throwing tantrums.... you throw a tantrum?
Way to prove them right.
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In Identity V , its a secondary ability on 2min cooldown any killer can equip additionally to their own kit. It's my favorite secondary.
Though for DBD adding such a mechanics just for a perk seems kinda either lackluster or might become "oP wHeN CoMbInEd wITH bBQ". I like your proposal but... Im not sure of the community's reaxtion
I like the mechanic (heck they should just give killers secondary powers to counter "swf-level solos" in the future) but locking it behind a perk feels weird. I feel the devs would only consider giving this ability to a new killer with horrendous drawbacks.
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Good thing i saved this:
The bad teammates dilemma in a nutshell.
Back on topic:
Enduring is the "get shorter stuns"-perk, why the heck shouldnt it work on a stun?
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Havent played her and only seen a few ptb videos, so i dont kniw how strong her slowing down is,BUT an alternate method to stop her from holding her puke too long would be giving it a time limit.
I'd suggest to make that into a method to cover a huge area in puke at once: holding puke for too long would force her to puke on the floor to create a really large pool of it that stays way longer than the normal.
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Good idea and concept, but the killer lacks an active part on the ability. Just m1 and a passive effect arent fun to play.
You could repost you concept instead of necroing it lol
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Chainsaw sprint has a steering penalty, a cooldown in which he cant do anything, and potential selfstun. Also he still gets slowed down while charing the ability.
Unlike spirit, he cannot just m1 after gettingbout of the sprint, he wastes some time putting his big tool away, as already mentioned HE CANNOT INTERACT WITH SURVIVORS in that time.
The comparison with LF is always funny, if LF had billy's charge time and/or charging movementpenalty, he'd be midtier or atleast not a joke.
Edit: hillbilly is where other killers should be, newer killer lose basic mechanics to get weaknesses lazy survivors need.
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@Mew said:
https://forum.deadbydaylight.com/en/discussion/comment/374244#Comment_374244
Imo, they only sound good on paper. flip flop? Just dont slug, and most of the time people dont even do that anyway (it really isnt the best idea imo.) with mettle of man, it only props if you get hit 4 times with a basic attack- meaning huntress hatchets n ######### wont prop it (and it would really only take effect once per match.) and either way, these leaked perks might not even make it through, its about like 10 weeks early- soo much time for a lot to change.
Do you really think it will only work with normal attacks? This will probably the first mechanic for which instantdowns count as 2 attacks. Its more likely to scan the healthstate.
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Are you nsure, the wording makes it sound like it only works hile healing.
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Sadly they simply dont make strong killers anymore.
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Killer problem, they havent been caring since the first time they messed up sounds.
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But isnt that the most efficient way to play her?
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I like the "newer killers have drawbacks" or "If she was released nowadays" argumentation, it shows that killers are purposely designed weaker than the older killers. I knew after spirits release that "older killers need to have gauges or harsh limitations" would become a stable argumentation of survivors.
Btw lol at whoever said she has faster cooldown than most other killers. Trapper, hag, purge, wraith, pig, doctor, shape, nightmare, clown and probably huntress are all faster to spam their abilities. Spirit also has no cooldown for instantly reactivating her ability after getting out of phase. Wow only HB has a longer /same'ish cooldown like the nurse.
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As strange as it sounds, i rather like Trappers default machete, its simply such an improvised weapon.
Wraiths marked axe with that boldness-skull is hillariously leaning on the fourth wall, there should be more cosmetics with hud or perk icons.
I've noticed a lot of people like the aluminium baseball bat the doctor has nowadays.
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as pyramid head might be really unlikely, Silent Hill Downpours Boogeyman might be a good alternative
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Noce ideas but i think the hatch should close as a door is opened. Not when the first escapes.
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[REDACTED]
spoilerKeter ...ä
blabla...
Pocket dimension...
Bla bla abduction bla bla
Addendum: It appears SCP-XXX is aware of horror movies and an avid fan for the genre, as of D-2317's report of escaping
"
MichaelfreakingMyersI think keter because it is both not contained and still actively abducting people.
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@Kind_Lemon emon So make a killer perk a radar for totems, why do killers need to equip perks for survivor problems again?
Thanatophobia is no problem therefore needs no solution.
If durrvivors want to spend a minute healing "because of thana and sloppy", even though Selfcare is the problem, then thats on them.
Sloppy butcher and thanathophobia AT FULL POWER (!!!) somewhat turn selfcares' efiency around, meaning it'll ne faster to get help or a medkit instead of selfcare ( we all know know that normally SC is "faster"than getting help)
Survivors can see this coming thanks to their debuff warnings too
If Survivors let Thanatophobia reach full power, they weren't interested in healing anyways.
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Lastvtime devs checked 70% of trials contained atleast a 2-people-swf-team. Obviously the devs cannot check the usage of thirdparty-voicechat, but most of those would be "just chatting" with their buddies.
Back then it was a whole whopping 30% of trialss that were played like zhe game is balanced for.
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I'm asking the same question myself. Honestly, if survivors allow the killer to get 4 "stacks" of thanatophobia, they werent interested in healing from the beginning.
this whole fiasko with the strategy of thana and sloppy is interesting because it turns the efiency of selfcare around, it makes selfcare less efficient than getting a teammate to heal you or grabbing a damn medkit. But SURVIVORS are too lazy to adapt to this anti selfcare strategy.
Theres no provlem with the thanatophobia perk except its lack of effect for dead survivors.
Additionally, dont they get this big fat warning for thanatophobia thrashed down their throat when the first one gets injured? How can they NOT notice the killer might be trying to use such a strategy?
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From another discussion
Actually the issue wasnt with:
"Thanatophobia + Sloppy Butcher"
The issue was with:
"(Thanatophobia x 4) + Sloppy Butcher + Selfcare"
My take on this situation is that survivors dont want to change their "Selfcare for gen-effiency" or "I'm injured but don't care" strategy/meta thats countered by a Killer using these 2 perks. The way i see it survivors could lessen this penalty by getting out of that meta and get healed by means other than selfcaring, afterall it's the biggest muliplier for the healing penalty.
Its somehow like with the sound changes in this game, they try to fix or rework those but end up worse than before.
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Imthink they couild add the chase music to the cosmetics screen of a character.
Slight variations to the default theme for some killers would probable a reasonable addition.
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Wuch a suggestion impliea thar you want to ONLY face nurses at high level play.
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@Entità said:
@Luigifan64 Wouldn't you try this reform in a long PTB, just to get concrete feedback from direct experience?
@projecteulogy If you fear a slugfest, you can add Unbreakable and Tenacity in the fifth and sixth slots, can't you?
@Raptorrotas Are you suggesting to bind one extra slot to one of the survivor's unique perks? Very interesting... survivors won't be anymore just skins!
Yes, 4 perk slots for any perk and 1 perkslot for a characters own teachables perks. Survivors wouldnt be just skins anymore. Obviously no equipping the same perk twice. I'd like to see this idea applied to survivors AND killers though.
Although as said in my first post, this would create metas, probably.
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To put solo up to swf's strenght without adding voicechat in game would require the devs to add multiple mechanics into the baeekit which would outright kill multiple perks which needed rework or deletion then.
But adding certain mechanics to the basekit will also buff swf as they also profit from the basekit (duh). As the most prominent example would be seeing teams aura (kindred, empasthy or even bonds), the precision of the voicechat would increase as they get additional info for strategizing.
If they added voicechat into the game, they couldnt add any restrictions or weaknesses on it because survivors would ignore it for 3rd party software (discord etc) or abuse it, the example would be the famous "killer can hear it too", which survivors would only use to insult or blast noise while using 3rd party software for strategizing.
Its actually a rather complex problem.
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I cansee your logic but the killer hasnt lost until the survivors escaped. So if he picks noed, hes Planning to use it as catchup or safety net mechanic (or however he wants to call it). Honestly survivors shouldnt get cocky if they get 5 gens done. Sadly thos often happens as soon the second gen pops.
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Wow thanatophobia at full power and sloppy butcher might become a counter selfcare?
What should survivors do? Medikits, instantheals, getting healed ny teammates although that will stop that teammate from rushing gens. Naahhh better nerf thanatophobia.
Dunno how i mentioned it already but stop assuming that thanatophobia is always at full power. Most of that slow healing comes from selfcare anyways.
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Funny how all calculations of survivors assume the 4x penalty, sloppy butcher, AND selfcare. With selfcare bringing the highest penalty. They could just try getting heals the normal way.
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That the killer is using 2 perks for this which stil can be softened by perks or items simply flies over some peoples heads.
Its especially jarring that they all assume the 4x injured penalty for the first person heealed. .. BY SELFCARE... you still could seek a helper for normal healing speed , but muh game/gen effiency.
A perk that punishes survivors for getting hit, making it harder to heal IS MAKING IT HARDER TO HEAL, who wouldve guessed?
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Well there are the made up rules killers should be following at all times, according to survivors.
And theres hook gymnastics for signaling a camper.....
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Maybe look at the killer uproars again...
Theyre not only tossing the buff into the bin, theyre also going to nerf the current one.
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Oh yes youre so right gosh!
Oh yes youre so right gosh!
Oh yes youre so right gosh!
Oh yes youre so right gosh!
What? Wasnt that what you wanted to hear? Hyporcrite...

