Raven014
Raven014
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@BigTimeGamer said:
https://forum.deadbydaylight.com/en/discussion/comment/1212611#Comment_1212611
- Teleport for mobility
- Snares for loops
- Deletes BT
- 115%
now tell me, what other killer has that much going for them and is as mindless to play?
In all honesty, BT is a bit of a mindless perk.
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For me he is kinda boring. 90% of the time it's snares, and usually it is a slowdown Freddy.
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@AsePlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/1211070#Comment_1211070
Well there are various reasons you could be feeling like that such as what Killer you play, the map, the skill of the Survivors, etc.
My advice (as someone who isn't the best at Killer myself) is to just play for what will make you happy instead of what the system wants. I felt way better after making that adjustment personally.
The same for me. Playing with a goal other than the game's really makes is a lot more fun.
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@ThatOneGuy said:
https://forum.deadbydaylight.com/en/discussion/comment/1215417#Comment_1215417
Yes I stated that in a couple comments in this thread.
Well, I am late to the party then...
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Legion is for me, although I have been having fun with most killers (all except Nurse and Billy). I have been going to Deathslinger as a close second as of late.
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Nerf keys as well, there is no counter to them.
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@AvisDeene said:
https://forum.deadbydaylight.com/en/discussion/comment/1212946#Comment_1212946
But they are no worse than Killers who camp from the start of a match just to be a douche. I do believe Survivors have more toxic people, only because they have a larger pool of players.
Well, they are not congratulated for being toxic by other killer players, and everyone I know talk negatively about camping. Sure, they choose to do so, but they are not treated the same as survivor's toxicity.
Even then, survivors have many tools to dealing with a camping killer whereas killers dont have the same tools with toxic survivors.
Don't get me wrong, both are bad. It is just that the way we reward one bad behavior but punish the other is a ridiculous double standard.
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@Mat_Sella said:
Someone once made an idea that Insidious should instead grant Undetectable for x seconds after you hook a survivor, allowing killers to roam the map with less worry over who is watching them or having their tactics ruined.
Much better than "BHVR made this perk, so obviously that means i was meant to camp with it"
The fact they added Undetectable to the current iteration of Insidious without any mechanical changes was just lazy and irresponsible
That was for bringing it in line with other stealth perks (Beast of Prey and Dark Devotion)... but it needs to change. Kindred still counters insidious camping though. : P
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@BigTimeGamer said:
Anything that inherently wrecks game balance should be relegated to private matches only
So, Keys in other words?
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@AvisDeene said:
I see the same amount of toxicity on both sides in game and out.
When I see anything about survivor toxicity, it usually is as a badge of honor, at least when I talk to survivor focused players. That kinda is an issue.
Also, survivor mains (the whiny toxic ones) are the ones that got nurse nerfed and spirit nerfed because they dont loop like lobotomized chickens during a chase. They are also the ones complaining about the removal of god windows. Its a very small minority essentially dictating the changes, which is another problem for the game.
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Imagine survivors needing skill to actually win. Instead of just vaulting a window to gain a lot of distance for no reason other than map RNG...
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@badaB00M3R said:
https://forum.deadbydaylight.com/en/discussion/comment/1203060#Comment_1203060
That would be awesome! However, I suspect the same licensing issues may prevent them from making up their own variations as if "protecting the brand." Sadly, this may also be true of Freddy.
Maybe...
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Splinters used to be a thing for licensed killers... but they didn't want to deal with them, so the devs removed them.
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You still have Keys. Don't know why you are complaining... killers can close the hatch, then the survivor can open it right back up. Survivors have the power role at the moment. They dictate how the game goes (which can end in 4 minutes even if the killer is currently chasing someone). They can make more mistakes and be forgiven, while one can completely ruin a killer's game... do you understand my point here?
I would try playing the other side first.
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@Cancan71 said:
https://forum.deadbydaylight.com/en/discussion/comment/1208850#Comment_1208850
Yeah I understand that. The license changed hands a while back so there would be some problems renegotiating. I don't blame them for that as I understand licenses can be tricky.
Still, there's no reason to not put the perks on the Switch. They even have unique icons for the Switch version so they wouldn't have to do any art (Fire Up is literally just a random dude instead of Freddy). Unless I'm mistaken, it wouldn't be that hard to put the perks as base, so we're just waiting for the go ahead from the devs before they put it in.
I am just as confused as you are on that point. Then again, I don't play mobile or switch.
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@GrannyonAcid said:
People are allowed to feel how they want. If it's a three vs one and you tunnel and camp hooks and slug the third guy to go for a 4k. I'm not going to flame you in the lobby. I'm a pretty quiet guy. But I'm certainly going to sit there and be baffled by how pathetic you are that you had to waste everyone's time being afraid that one person might escape by hatch. Free to play however you wanna play. But if people don't like it you can't sit there and tell them you have to like it either. This thread is kinda pointless.
Um, I hate to say it, but if you want a 4k every match (especially at red), that is usually the best method, since a downed person cant crawl as far. It's really nothing about being pathetic, it is just because they don't want a kill they have struggled to earn stolen by a random mechanic (which it technically can be, but with BBQ, it usually isn't). Then again, every game I have has at least 1 key, so what do I know? : P
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I run:
Aftercare - a skillful perk that requires you to help everyone once and lets you know where everyone is (when you help them). They can also see you across the map as well, so it is not completely selfish. The only thing is you can't be hooked at all for maximum use.
We're Gonna Live Forever - a perk that gives a benefit after the match for your actions within. It encourages team play and taking risks.
Head On - A perk to combo with Inner Strength, it can help you out of a bind or help another running by. Either way it extends your chase a few more seconds, which can make the difference.
Inner Strength - This perk is my only method of healing if I can't see anyone with aftercare. A last resort to pick myself up and help the team (not be useless).
My favorite build. No meta perks (although IS might be meta, idk). Can get you escapes, but has a high chance of dying due to the conflicting nature of them (Two closet perks, an aura perk, and a pure BP perk). Doesn't really help with chases or stealth. But fun for me.
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I think it is due to licensing with the owners of Freddy more than anything else. They have to renegotiate to use him in other platforms. The perks are basekit because the characters are not in the game, but the perks can transfer.
I am surprised that you don't have them on switch as default perks (like how Bills perks were like on console before he himself arrived there).
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/1207460#Comment_1207460
That's not a stab, it's a slice. When I said "if the knife is sharp enough to stab someone", what I meant was "if the knife is sharp enough to be his killing weapon of choice". Leatherworkers use knives for a reason, too - because they slice straight through leather. Especially thin leather like Ghostface's gloves appear to be (which, incidentally, as you yourself pointed out, is not the type that you would make body armour out of because it offers little to no actual protection).
Touché
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Welcome to the club. It is far more common on console because it is easier to make groups there.
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@TheRockstarKnight said:
No, that'd be insanely strong.
Even if it had a 5 minute cooldown that's 4 pallets that can come back in the right hands.
Heck even if it could only be used once or twice all game by any of the four Survivors that's potentially a god pallet that was used just back.
I agree AMN needs some love, but this is not it.
Maybe slightly longer stun durations? Or revealing the aura of the closest dropped pallet while the perk is active?
I like the last option. Maybe see the auras of fallen pallets within a radius?
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/1193173#Comment_1193173
If that knife is sharp enough to stab someone, it's sharp enough to cut through leather easily. And whether it's his fingers or his palm he's cutting, it's still a really bad idea.
Leather armor was common for a reason. You would be surprised how often leather stopped stabs... although GF isn't using that type of leather...
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@Todgeweiht said:
https://forum.deadbydaylight.com/en/discussion/comment/1207412#Comment_1207412
Ok then :/
Thanks for answering.
No problem.
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You can technically do it with the bookmark addon, but console won't change it if it is technically still possible.
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Yes, they do. A similar icon to Dying light, it appears next to their perks as a red perk image. Kinda dumb since you want people to leave the gen, not commit to it.
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Welcome to the game, the matchmaking issues have been around for a while. Don't get discouraged... it is actually really good you got players like that instead of toxic ones... Entity knows there are a lot of those... Just try to have fun.
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I would like keys to be clearer in the menu. I can't see them because of how small they are + my eyesight isn't the best. It feels cheap when I can't see it and they escape with it because I haven't played in a way to counter it.
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@Cardgrey said:
While I never could get into legion. I’m all for any qol improvements he needs. As April O’Neal on tmnt 1 on nes says you have my support.
What is a jeffrey like you doing in this little ol post? XD
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@shalo said:
Just one of many weird issues with Legion, like why can't Legion see generator auras when Killer Instinct is active (something a Dev, Almo, didn't even know about)?
Legion was designed by a committee.
That is explained. Legion loses connection to the Entity when in Frenzy, so they can't see auras or scratches. (I don't know why they can't see bloodstains though, that makes no sense...)
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@AsePlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/1203321#Comment_1203321
You can't fix a map and then proceed to keep the bandaid fix so it overkills on that map. They need to figure it out.
The maps are not fixed quite yet. They eliminated a big part of the problem, but the rest remains... (besides, how would Beast of Prey work without Bloodlust?)
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@AsePlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/1201862#Comment_1201862
You can't make maps smaller, limit the loops, and limit the pallets at the same time WHILE KEEPING BLOODLUST IN THE GAME lmao
This is going to be extremely dumb if it makes it over to live in its current state. Especially for solo queue.
Bloodlust is a bandaid fix, they will get rid of it later when the game is more balanced.
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The best advice I can give is try not to get real mad at clearly toxic players. The next thing Id suggest is to get good with one character first. Use them as their main and get to know them. My first killer was Huntress. I became decent with hatchets and good with the movement speed. Then try other killers (and try to get all teachable perks, but BBQ is the best one to get first) and find the one you like best. My first killer is not my main killer.
One thing I will say is to just have fun with what you are given. Rank doesn't matter, you don't even get achievements for it on console. Just have fun. Try new things.
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I am surprised that you didn't separate the 4 legion members.
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Currently, the issues with Freddy and Leatherface are due to licensing. They could get around this by making more faces for Leatherface, like one for each survivor.
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@oh_0k said:
https://forum.deadbydaylight.com/en/discussion/comment/1200967#Comment_1200967
Huntress uses her primary axe
Oni punches it with his left hand
and Deathslingers animation is slightly different than from his normal kicking animation
that's the only ones I know of
They should just make Huntresses pallet breaking animation the Ax anyway. Fits with her more than kicking does. Especially with bare feet like that.
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@oh_0k said:
I doubt it they since they gave killers unique animations for breaking walls this ptb
Wait, they did? If you have proof for this I would love to see it.
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@Ivaldi said:
https://forum.deadbydaylight.com/en/discussion/comment/1197544#Comment_1197544
They removed infinites and completely changed tile spawns making most areas complete dead zones now, much like the outer borders of the Saloon
Smart survivors can still make good use of those loops, based on the couple of images I've seen. The god window absolutely needed to be put in its place.
And the outside of the saloon is more for stealth than looping. Those bushes really help out with stealth play.
As for the rest, I will wait and see how that turns out. If they give a treatment similar to bedham... then I probably will not be impressed.
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Bloodlust is a bandaid mechanic. It will be removed when maps are more balanced. It will be removed when the goal is achieved. It is a lot like Old Ruin in that respect, but Old Ruin was removed too early.
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I thought that one was rather weak. I though the Doctor's and Spirit's stories were better done. Even then, Davids had more punch to it (pun not intended, but keeping it anyway).
I disagree about your opinion of the lore. The game's lore has been in the game for a while, when you look at the Benedict Baker entries (found in the game manual and other places), and then each of the character's bios, there has been some lore, and we knew of several realms (the Void, the Entity's Realm, Dream World, Spirit Realm, and the Astral Plane), but the archives is only building on the great foundations given.
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@Ivaldi said:
https://forum.deadbydaylight.com/en/discussion/comment/1197336#Comment_1197336
I most likely will because the Devs are constantly catering to killers. Survivors have received nothing but nerfs for the last 6 months and yet Killers just continue to tell us to stop crying.. to "git good".. "survivors still to OP!". Tell us.. when is it going to be good enough? When you can down us in under 20 seconds? When you only need 1 hook instead of 3? When all of the pallets and windows are removed from the game? When we lose our ability to run? When the Devs give you the ability to see us anywhere on the map permanently?
Survivor Nerfs
Patch 3.3.1 - Insta Heals nerfed, Green Medkit charges nerfed from 24 to 16 charges.
Patch 3.4.0 - Balance Landing Nerfed to remove staggert reduction while exhausted.
Patch 3.5.0/3.5.2 - Lery's Rework (Survivor Nerf to hide totems, remove windows and add more unsafe pallet)
February 10 - Disconnect Penalties - Forces Survivors to have to play through matches, no matter how toxic the killer wants to be.
Patch 3.6.0 - Survivor Nerfs
1) Survivors can no longer sabotage Bear Traps
2) Dropped survivor wiggle progression reduced from 33% to 25%
3) Toolboxes Nerfed
4) Saboteur nerfed (cooldown added) & Hooks respawn faster
5) Addons nerfed to disappear at the end of each match
6) Autohaven Wreckers: Fixed an issue that allowed Survivors to use Dead Hard to get onto tires near a crane (Yet killers can still do it with Lunge)z
7) Breakable Walls added
Dev Update April 2020 - Survivor Nerf - Reduced repair speeds when working with other survivors, maps reworked to prevent survivors from being able to actually escape from a killer.
Those were legitimately broken mechanics. Denying Trappers power with toolboxes for 3 minutes? That is fair. Instantly healing 1 or two health states because you bought a 7000/6000 point addon? That is balanced. Nothing wrong with either of those.
DC penalties effect both sides, not just survivors.
Balanced Landing nerf was a bandaid fix for some of the atrocious maps like Haddonfield.
Breakable walls must be broken so some loops are not infinites (shadow killer nerf).
Green medkits were buffed to heal yourself at an increased rate. It has its' own niche.
If you are mad at the Autohaven tech, then you must be mad about the Coldwind tractor tech. XD
I hate being on Lerys myself, but I like Legion and Deathslinger. I also like having a decent framerate, so that might be the reason too.
Sabotage as a mechanic was changed to be more of an active play than a passive thing to do to deny the killer the ability to hook anyone. It is meant to be risky. Hooks respawning faster is to encourage a fast play by a survivor and give killers a chance to find a different hook. Don't forget that Hangman's trick was also nerfed into a state more worthless than Monstrous shrine.
I am no fan of the item changes as well, being able to keep the item after you deplete it is dumb.
I'm impressed they actually adressed gen times. In my normal matches, they start popping rather quickly, and it is usually down to a 3 gen strat.
The new map changes dont stop you from surviving, they stop survivors from abusing braindead psuedo-infinite loops. I'm amazed you think Ironworks is balanced, or that the God Window on Abattoir is balanced.
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@SurviveByDaylight said:
I don’t think a key is cheating particularly because it gets to a point where it’s unfair for survivors to do that last gen. It’s Simply not doable . They need the key to give them an alternate way of escaping. But if you think about it, survival games have always had multiple ways of escaping. So there’s nothing wrong with having a key. Killers got it easier in this game than they do in most other games in my opinion.
So three should escape because they brought an item... or find one in the match... Thats balanced. The killer is doing their job well, but the others escape because of an item.
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@asparagus said:
https://forum.deadbydaylight.com/en/discussion/comment/1193643#Comment_1193643
You don’t think I know that? Vaults don’t really help much till it gets blocked off. Don’t forget mind gaming.
But you said it did not have any benefit for the survivor.
And, there are some broken vaults, if you take a look at the (going to be fixed) Ironworks vault, the Grim Pantry vault, some of the vaults within Lerys are still really bad... couple that with the faster vault speed of Spine Chill, it makes a really bad combo.
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@asparagus said:
I honestly am not sure but the perk spine chill is supposed to save you by activating for stealth killers and non-stealth, I am not sure if there’s any effect or killer perk that will stop it from activating. However I do not think the perk is op especially cause it only gives you a warning and does not really help you in chases etc. I use it in most of my matches, well all. And in my opinion I’d say it’s good but there isn’t a 100% guarantee that you will escape without getting in a chase or getting downed or spotted. But why is there the undetectable? Because, not everyone uses the spine chill perk, unless you like to rush things when it’s almost done or get to know if killers near you And looking at you. that’s why it’s used but I don’t really see to much people using it unless there solos, that’s why I use it.
Actually, it does give you a benefit. Increased vault speed.
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I cant see people on this map. On Coldwind maps I can see through corn, but Yamaoka is so dark that the foliage hides them even better to the point of being invisible. I played a hide and seek gamemode in customs, and the winner of my seeker match picked Yamaoka as the next map (the survivor who lasted the longest gets to choose the map, while the first one to die gets to be seeker). The next seeker literally gave up because that map is broken for a gamemode like that, and now that map is banned for good reason.
My point? Yamaoka needs to be fixed before other maps. Bedham is a close second, next to Haddonfield and Ormond.
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As much I want Legion to get another update (as a Legion main), I would rather have Huntress have an updated one, tbh. I would like for the music to transition more seamlessly from the lullaby to the TR music. Minor in the long term, though.
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I wish. I really wish that were a collab between Blue Isle and Behavior... their music is great and can transfer well, the model is decent (could use some more polish though), there is a precedent for this kind of game working (Stop it Slender!)...
It would be cool. Shame all this went for an April Fools joke.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1188436#Comment_1188436
This goes both ways around. Killers can also mess up multiple times and still win. And a match can be lost for the Survivors if one of them makes a really stupid move.
But I know that is nothing people on this forum want to hear.
It is a lot harder for a killer to recover from their mistakes than survivors. It also depends on the map and the killer as well.
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Old Freddy was way weaker. He had to find people himself, and if you think blendettes were a problem for normal killers, the filter made it impossible to find people. Waking up was really easy, since failing a skill check wakes up with a very minor consequence, and most maps really made him suffer.
However, Survivors could be seen across the map, their repair speed was way slower when asleep, and he is invisible when awake (listen for the lullaby to hear him coming, the inverse of now).
He could be fun, but most killers didn't want to master him and good survivors knew how to counter him. It was a lose/win for killers.
I actually miss old Freddy. Sure, it was hard to keep people asleep, but you don't play Old Freddy like other killers.
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@theArashi said:
https://forum.deadbydaylight.com/en/discussion/comment/1186172#Comment_1186172
The hell is bloody butcher?
I think he means Sloppy Butcher.
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I actually think Markiplier would be a good choice if this was an option. He plays a lot of horror games, and is very expressive (Even with his screams and such). They could even potentially make different cosmetic options for people who care about those.
But would it fit the tone of the game? Depends on how they make it. They could make this concept ridiculous, or they could make it true to the person. I don't think it would be tonally consistent with the game, but gameplay at the moment is not consistent with the tone of the game at the moment, so I guess that doesn't really matter.