Raven014
Raven014
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Killers cant see the timer. I agree with @Tatariu about that though, since what is the point of the bar if I can't see the progress on them?
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Yeah... like 3 dcs should open hatch!
That would be busted. Sorry, but no. If survivors decide to DC, that's on them. They screw their team over by doing so, and know the consequences of their actions.
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I cannot trust grabs so I dont go for them. Simple as that.
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@Murdle said:
https://forum.deadbydaylight.com/en/discussion/comment/1174911#Comment_1174911
A "couple" of things is not 5 things. Couple means 2.
Very useful in life to have this bit of knowledge. You're welcome. :)
Even though you're joking, he is being serious with his offer. His youtube channel has information to help beat a good hag player, as well as how to play hag well.
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Until they fix the whole genrush situation, old Ruin should return. Its not even the perk itself, but the fact that the mentality shifted a lot after its change, making it viable to genrush fast.
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@alaenyia said:
https://forum.deadbydaylight.com/en/discussion/comment/1168449#Comment_1168449
Legion is the worst. He is not fun to play against, no killer should have a built in aura perk. That is what actual perks are for. Then there is the mending constantly so it takes 20 minutes at the earliest to get the match over with is boring and exhausting. I would take any other killer over this lame duck.
It is not an aura perk and it shows you don't know how the killer works. The KI readings are the only thing they really have. KI works similar to radar pings in the TR. If you see someone get hit with frenzy while you're in the TR, you should be running, as chasing you at that point will be a waste of time.
Mending takes very little time, and actually downing people is still tricky for them. Missing frenzy swings is really punishing for them.
Can be beaten easily by genrush. Legion is one of the most easily countered.
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@Esheon said:
https://forum.deadbydaylight.com/en/discussion/comment/1174095#Comment_1174095
I mostly agree, but then I look at the purple/red addons. The brown/yellow/green addons are well-balanced, and I usually run insect + egg. The purple/red addons... aside from memeing, you won't see them used by an experienced player (except maybe shackles for some builds).
Scarred Hand/Waterlogged Shoe - increase the Hag's movement speed to 115% with these addons. If she can't teleport or range-attack, she shouldn't be slow.
Grandma's Heart - Instead of reducing the terror radius to 0 when triggered, give her the Undetectable status. This would remove the red stain, might help with mindgames. Still very niche though.
Disfigured Ear - Maybe add the visual distortion from the Afterpiece Tonic. Something to make it more disorienting, at least. As it is right now, I run through a trap and just wonder why she's using that addon.
Mint Rag - The power level is fine, but it's way too easy to mis-teleport. I have no idea how to fix that, but it's a problem even experienced Hag streamers have.
I like the change to Waterlogged Shoe. To all of them, really.
Mint rag could have an arrow above which trap to teleport to, like how Freddy has that with his teleport.
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@SpaceCoconut said:
The Hag's worse addons will probably stay as they are for the foreseeable future.
Legion rework will probably come first then Pig buffs, then Monstrous Shrine change, then possibly Hag ultra rare addon rework.
lul.
I actually like Hag's Waterlogged Shoe. My favorite Hag build is Waterlogged Shoe and Willow Wreath, so the traps actually act like beacons for you to help protect your area. I wouldn't call it the most effective, but I find it fun. : P
I'm kind of scared of what they are going to do to Legion if they do decide to rework them for the 4th time... Id hope they would only add an ambush trap with the other legion members, but that would take a lot more work (than I think we both know they'd want to do). They'd probably just nerf them again... Which is a shame since Legion's at a decent spot now.
The Pig buffs are never happening. : P
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After playing her for a decent amount of time, she seems completely balanced, imo.
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Since, as @DepressedNurseMain mentioned, most of them are necessary to break, it makes sense that they would count. Besides, they use them instead of pallets on the new map.
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I want the phasing to come back, but there could be the start animation (she can grab the window, but phase the rest of the way through). That way she has a mindgame potential with it, but attentive survivors can see it coming.
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This is disputed by a mysterious note: Again, my senses have proven to be the keys to my survival. If my heartbeat rings clear, the killer is close. If I see the red stain in my surroundings, the killer is even closer!
I think this is one of the few times Benedict Baker is just flat out wrong. Or misinformed. Hell, a lot of early game lore contradicts itself/isn't explained well.
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@Larikal said:
Hex Retribution, Hex Ruin, Hex Haunted Grounds, Hex Devourer is my go-to on most killers these days. Ruin and Devourer force survs to cleanse totems, while haunted and retri punish them for that. This build is for late game but with stacking in early game, all i have to do is try to earn few stacks on devourer (3 - to give them all Exposed status effect) and keep 3 preferably gens untouched. With ruin its pretty easy.
And here is tricky part : if i finally get these 3 stacks on devourer them most survivors starts looking for totem. And surprise : they have 4 to 1 chances that they cleanse wrong totem. And what happens next? Slaughter as i can see them and they are for one hit. Its even more funny when they cleanse, i get kill thanks to that, hook another one, and i just walk away. They save him - oups, 1 stack more and i will be able to mori them all, but they are also so scared to attempt to cleanse another totem...
The worst possibly scenerio with this build might be situation when they cleanse ruin and devourer together, at the same time, at start of the match. Well, that would complicate things a little bit... but hey, 99% rank 1 survs do just gen rush and unhook rush (dont watch where killer go, dont try to sneak, just run across the map for free points from unhook) so it works :D
I, myself would run Thrill of the Hunt instead of Ruin, but if it works for you it works. : P
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I like how much DMS can combo with Nemesis, Furtive, and Rancor.
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Here's a build I like:
Spies From the Shadows
Pop Goes the Weasel
Rancor
Nemesis
Not a beginner build, but it does create a sense of fear for the team and gives awareness when survivors think you're too oblivious. Spies is great all around, but one you can stop using later if you want, Pop is a great gen slowdown perk, Nemesis and Rancor is to have fun in the endgame (since gens will get done).
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@AhoyWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/1171205#Comment_1171205
I meant this addon rework without any basekit changes to the current Legion, I will be making another discussion about what basekit changes I would give them.
I don't think Stab Wound Study should make the DW timer go down while running, that was the problem with the Old Legion if I'm correct, and I don't want that exploit back.
I meant Gen Auras, I think @Almo said in one discussion that not seeing gen auras is a bug I think.
But it could then stop at 10% of the bar left then?
Fuming as it is now is supposed to see gen auras, but it could be way better if it was my suggestion, though. Wraith gets more use out of his equivalent because he doesn't have a cooldown and a timer on his invis.
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@Nyxis_Fier said:
https://forum.deadbydaylight.com/en/discussion/comment/1171175#Comment_1171175
It's easy to get high in killer ranks with bubba, Michael and hill Billy. Even huntress if you have the one shot mech an slug everyone.
While ranks are dumb, a lot of people do play for it. It makes it more competitive. Though I laugh when killers get less then 25k cause it's obvious they're playing to end fast. And yet complain on fb or boost bout their ranks.
It doesn't show what I main as. It simply means I can think out side of the box instead of highly favouring one over the other. Its not a killer main nor a survivor main based game.
With Bubba? Really? Camping takes away from Malicious and Devout emblems, His one hit downs take away from the Chaser emblem, and he has no map pressure, meaning that Gatekeeper will be negatively impacted (not as much as pre-change gatekeeper, but still not good for him). Either you are going against bad survivors or... nope, it is just bad survivors.
Micheal, same issues, but his instadown can only be activated 4, maybe 5 times.
One shot huntress and slugging? Yeah, not a great way to pip. Chaser is cut short, and while you may get a good gatekeeper and malicious, your devout emblem will suffer.
And I've seen killers get less than 25k because they didn't get a chance to get more than that. This problem is really severe, but you act like it isn't a problem... and worse, you think you are correct when you are not.
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As a Julie main, I agree with a lot of the upper ones, except I think the cooldown for frenzy after use should be lessened to 3 seconds.
I don't think Nasty Blade needs the nerf though.
The rulers are only good because the base recharge is horrendous.
Stab Wounds study should make it so running no longer stops the bleed out timer.
Franks Mixtape should be fine (need to test it to see if that's good.
Fuming Mixtape... I assume you mean all auras? (Not being able to see gen auras is a part of the kit.) I would rather it allow legion to frenzy for an indefinite amount of time, then have a heftier cooldown.
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I like the Shadowborn change. Makes it not a worthless perk anymore.
Aftercare doesn't need the nerf. It's hard enough getting the tokens but keeping them is a whole other story. I like Aftercare as is.
I like Were Gonna Live Forever as it is now though... the bonus BPs encourage you to help your allies, which is something solo survivors need more incentive to do.
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I would like it. It would really only be necessary for a few perks, but it would make getting a higher tier in the bloodweb not so important (Mainly for Discordance)
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@Nyxis_Fier said:
https://forum.deadbydaylight.com/en/discussion/comment/1170269#Comment_1170269
Oh lord here's another one that believes in gen rushing. This why the toolbox was nerfed. "Gen rushing" only ever happens when survivors are forced to all be together onto one gen. The more people on one gen, the faster it will be completed. So that perk makes it counter productive. Some maps are really big, so it'll take a bit before you're able to find that one. And the only time people spawn by one another is if they use a perk, or just had a lucky load in. But 9/10 the other survivor won't follow you. They'll go another way or stay hiding.
So it's rather funny to see the ignorance. Because it actually encourage players to all be together to do one gen. Especially if they're swf. So I highly doubt it'll get touched up considering that it should be done faster if there's 2 or more on one gen.
Gen rushing is a problem. It really is. Gens will be going at high ranks whether I'm chasing someone or not, so every second is important. It takes 80 for one gen alone, if only one survivor is on it. Often times they will pile on one while I am chasing someone. And, due to the length of chases, 2-3 gens can often get done before a single down (could be less If I were to play stronger killers though, but they keep getting nerfed).
I might as well as link this vid (below). There is no dialogue. There is just gameplay, but this is typical of high ranks. It's why old ruin was needed (even when I didn't use it).
https://www.youtube.com/watch?v=hgRwHwnoXmw&t=117sThis is not uncommon. How can any killer, never mind a mid/high tier one like Huntress, stop gens when they get done like that? Seriously. This is a common occurrence. These days I don't even try to stop gens, I just have endgame builds, because they seem to be the only viable (high rank pipping) ones. Or I just use fun builds, because rank is stupid.
The fact that you will deny genrush either shows you main survivor or you are not at high ranks for killers to really feel the crunch that survivors can put you in.
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@ad19970 said:
Giving killer more map pressure at the start of the match is completely fine in my opinion. I agreed with the Ruin nerf, but I don't see any reason to nerf Corrupt Intervention.
Corrupt Intervention also has the downside of survivors being able to just wait the 120 seconds out. Most don't do that of course, but it is possible. And during that time, killers will have a very hard time finding any survivors if they don't do gens.
If Corrupt Intervention only deactivated once one gen is repaired, or at least repaired to like 50 or 60%, it would be more reliable.
I agree with the nerf as well, not a fan of the timing though.
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Insidious doesn't work with frenzy, for the same reason it doesn't work with an uncloaking wraith: They are using their power at the time.
Second question: Yes, but why would you torture yourself like that?
I don't know, haven't used tinkerer like that. I can tell you that frenzying while Dark Devotion is active does allow you to frenzy without a TR, on the downside that the KI readings will all be attached to the obsession. It is weird like that.
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That's basically Archives bait/teasing. That's all I think it is. Makes sense from a business standpoint.
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@Jigsaw_pprentice1993 said:
nothing i got a 4k today on hawkins and i barely play nurse she is still as good as old nurse
Did you have fun while playing her though?
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I have a few already marked out in their own posts. I will link them here for convenience:
Slender Chapter (The Arrival): https://forum.deadbydaylight.com/en/discussion/80227/new-chapter-concept-the-arrival/p1 (I want this in so very much.)
Knight Chapter (Pen and Sword): https://forum.deadbydaylight.com/en/discussion/87719/new-chapter-concept-pen-and-sword#latest
Pirate Chapter (Lost At Sea. This one was basically reused as the Deathslinger): https://forum.deadbydaylight.com/en/discussion/84866/chapter-concept-lost-at-sea#latest
New Trap Killer (Can't Fix the Broken): https://forum.deadbydaylight.com/en/discussion/79285/new-chapter-concept-cant-fix-the-broken#latest
New Solo Survivor Concept (Bound By Blood): https://forum.deadbydaylight.com/en/discussion/98792/new-solo-survivor-concept-looking-for-feedback#latest (This would be my main survivor, but that is because I'm biased.)
Angel Killer (Welcome the Rapture): https://forum.deadbydaylight.com/en/discussion/80929/new-chapter-concept-welcoming-the-rapture#latest
Hopefully these aren't too bad. Im kind of miffed that they didn't credit me with the idea of a harpoon gun for Deathslinger, but it doesn't matter now. I have fun with him. : P
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@ZoneDymo said:
https://forum.deadbydaylight.com/en/discussion/comment/1168828#Comment_1168828
But bro, Candyman, the original Candyman, yes pls
So...? I didn't think it was that impressive a film. And not wanting licensed chapters is a good thing. More content you can earn for free as well as more interesting content for lore nuts like myself. Stranger things Lore was really bad. I imagine more licensed lore being just as bad.
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The hitbox on his harpoon is very small and survivor's hitboxes are not always clear. Missing shots with him is really bad, so dodging and being hard to hit is a must for survivors going against him.
His slow movement speed is very slow (110 instead of 115) so he suffers with long chases. He's fun, but not very effective all the time.
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@Uistreel said:
Infectious fright is a no-brainer, and that paired with m&a can be very helpful when slugging to continue using his power. Oni has a surprisingly quiet terror radius so m&a also heavily helps sneak up and get your first hit (the hardest part of oni). Pop is also pretty good as he can usually get to any generator he needs to kick quickly. Corrupt is ok for his weak early game, but you might not need it if you have m&a. Bbq is pretty decent because if you have your power ready, you know exactly where to go and can get there very quickly. Sloppy is ok to hopefully keep them injured for longer, giving you more blood. Knock out is ok, but there are better.
This is probably better than anything I could say.
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@TheRockstarKnight said:
https://forum.deadbydaylight.com/en/discussion/comment/1168452#Comment_1168452
Pop is only really good on Killers with high mobility though; and they can use New Ruin just as well.
People like Trapper or Deathslinger are as like as not going to have gens popped before they can reach them simply because of their movement speeds.
Pop is as much of a placebo counter to genrush as old Ruin was IMO: definitely potentially effective; but of limited value more often than not and wholly incapable of stopping good and coordinated Survivors.
Not really, 60 seconds is plenty of time to use it. If you're worried about people completing them before they get there, that's a different issue.
People didn't rush so much before ruin was nerfed, and I didnt use it before that. It seems now survivors just focus on getting those done immediately.
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@SurviveByDaylight said:
That iridescent head for huntress is OP. they should really limit it to one Ultra rare item per character. One hit throws are just stupid. Like why would anyone want to play against killers with one hits or ebony Mori’s? I’d rather back out. Like I said though, they should just remove some of that stuff. Because it’s not like survivors are doing all 5 gens without getting found. So you’re telling me somebody gets caught, they just die. And that was fair game? 😂 okay. It’s not like survivors have an ultra rare item that gives them an instant gen for an instant down trade off. Or an instant gen for an instant death after hook trade off. No they get 2 hard skill checks on a brand new part and a bulb that you have to put yourself in harms way to use 😂 either way, it’s gonna take extra hard work to use their effects. But killers, no they don’t have to work hard to use their ultra Rares. Cool thing is, they get to use them all game long. Meaning, they don’t burn out like a brand new part, or a flash light bulb. Lmao.
Nice Bait.
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@SurviveByDaylight said:
https://forum.deadbydaylight.com/en/discussion/comment/1168492#Comment_1168492
i just don’t think it’s solving the issue of slowing down the game to have one hit downs as an add on, ability, perk and have insta killing Mori’s 😂 it’s kinda excessive. I hear people talking about slowing down gen speed, well slow down killers then 😂 because it always seems one way or the other than makes games go by way too fast. Either it’s a slaughter or it’s a gen rush. But I think you can’t hit one without hitting the other. Cool thing about exposed, is you can avoid it or wait it out for the most part. Now, I do think killers like ghost face can get it way too fast. Iridescent isn’t as bad as ghost face looking at you for like 3 seconds and the game decides that’s a mistake on your part. You shouldn’t have let him see you as he walked by you and turned his head in your direction momentarily, now you deserve to die! 😂😂 okay yeah. Sure. Totally.
snake man please don’t get aggressive. I’m only offering my pov
Killers aren't that much faster than survivors. Its why looping is as effective as it is.
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Exposed means you can be one shot. Sounds like she had Haunted Grounds and some other survivor triggered it by breaking the totem.
Here is a list of Expose perks:
Hex: Haunted Grounds (Spirit Perk): Two totems will spawn as lit. Cleansing one of them will give all survivors the Expose effect for a limited duration. After this the other lit totem (that wasn't cleansed) will become a dull totem. How to work around them: Don't get found during this time/ don't cleanse totems.
Iron Maiden (Legion Perk): Getting out of a locker will cause you to scream your location to the killer and give you expose for 15 seconds. If you scream when getting out of a locker, don't get in them again when the killer is near. The killer can also open lockers faster than normal.
Hex: Devour Hope (Hag Perk): The killer has to hook and walk 40 m away to get a token. At 3, every survivor becomes exposed until the totem is cleansed. Solution: Save close or cleanse the totem. At 5 tokens he can MORI ALL SURVIVORS.
Hex: NOED (Basic Perk): Pretty explanatory, when the gates are powered, the killer gets a speed boost and all survivors are exposed as long as the totem is up.
Rancor (Spirit Perk): An obsession perk, when the last gen is completed, the obsession will be exposed and Moriable. The work around is to not be the obsession, or to hide if you are. The obsession can see the killers aura when a gen is completed, so if you are the obsession, look for a killer aura if possible (you won't be able to see undetectable killers though).
Make Your Choice (Pig Perk): When the killer is 40 m away from a hooked survivor, this perk activates. For a limited amount of time, the rescuer of the hooked survivor becomes exposed.
These are all expose perks at the current time. Some killer powers expose you, like Myers and Ghostface, some can one shot without telling you, like Billy/Bubba, and some addons give expose, like Iridescent coin for Deathslinger, Redhead Pinky Finger for Clown, and Iridescent head for Huntress.
I hope this helps you.
EDIT: @DWolfAlpha reminded me that wording must be specific, because the distinction changes how NOED and Rancor works. : P
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@TheRockstarKnight said:
This is kind of an odd line up; if I was free to choose anyone it'd be Clown.
He's the only Killer in the game that's both incredibly unfun to play as and incredibly unfun to play against. I'd kinda miss Bamboozle but it'd be fun to see people freak out about PGTW vanishing shortly after the Ruin nerf. As for Coulrophobia, I don't think anyone would even notice it was gone outside of, "oh hey, that third Clown perk is gone now too."
From this line up though, I choose Claudette. It'd be nice to get rid of Toxic Claudettes, immersed Claudettes, and people who Self Care in a corner with Sloppy Butcher at 5 gens against Legion all in one fell swoop. Although, I would probably start to miss being annoyed by them after a while.
Pop is kind of necessary at the moment... so seeing that perk removed would be really, really bad.
Old ruin covered up the issue of gen speed, now new ruin really cranks it up to 11 (no reason to get off gens now!)
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@SadTEMPLAR said:
https://forum.deadbydaylight.com/en/discussion/comment/1131170#Comment_1131170
What purpose would this serve with medkits and botany existing
It was a bandaid fix to plays when survivors had to heal 10 percent to get a survivor up. It would also stop people from looping the killer and healing from pallet to pallet with self care (it used to be way stronger).
Colorphobia has its uses, especially in a anti healing build, but it's not as strong as its free counterpart: Sloppy Butcher.
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@alaenyia said:
Well Legion 100%, but he wasn't on the list. So probably Laurie or Bill. Laurie is annoying and lame and Bill's perks aren't super useful, plus he is loud as hell.
But Legion is fun to play and play against! : D
How could you say that about Julie?
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I wouldn't remove anything. All of this game can work together, it just needs some serious tweaking.
That being said, DS can go to hell for all I care. I like Laurie, it's just that perk man.
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@SurvivorsAreRuined said:
https://forum.deadbydaylight.com/en/discussion/137937/devs-are-moris-ever-going-to-be-touched
I agree! Mori’s need to be removed. Killers are already fast, have plenty of abilities, plenty of ways of finding people. Why do they need them? Yes gens fly - which once it gets down to the last gen or two it gets tough for survivors. but Mori’s, they just outright ruin the game.
At least 3 Gens can get done in the course of 1 chase if the survivor is good enough, maybe even 5. I'd rather moris stay until:
- Keys are looked at.
- The genspeed problem is looked at.
- Survivor perk strength compared to killer perks are looked at. (Why is DS still as strong as it is?! BT is too braindead...)
- Killer powers balanced properly (Trappers QOL changes don't do much, and a lot of killers are still weak and cannot be used at high ranks)
Survivor currently is the power role in the game. They dictate how much fun the killer has, how quick the matches go, and even deny killer abilities (some of them, anyway).
They're only 15% faster than survivors, some are 10% faster. That really isn't much.
A Key can be used at pretty much any time: As last survivor or if enough gens get done, and require no skill. They ruin games for killer players just like moris for killers.
The only balancing I think Moris need are the requirement to everyone being hooked before use. That way stealth play is still an option.
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@BigBrainMegMain said:
It's a situational perk.
It only activates and used if the killer lets the survivor.
This is a bad idea, please stop this DS witch hunt and putting limitations on DS.
YOU as the killer CHOOSE to have it used. Only you can prevent it.
By slugging. Yeah, thats a fun choice for killer. Force them to slug. Or eat it then use the Head On trick. Thats fun as well. It's not like that perk rewards survivors for being dumb or for being too much of a jerk in the killers face. Especially when every game has 4 of them. Yeah, real fun. 60 seconds for a survivor isn't the same for killer. Killers have to keep track of so many different things, they may lose track of how long a survivor is slugged and take it even though they clearly didn't tunnel. It's an anti-tunnel perk after all.
Besides, if someone wants to tunnel, it won't stop them. They'll just take the stun and continue after you.
It really needs a bit of a rework. Not a full one, because it has a good base to it, but just some tweaks to make it a lot less versatile: Like not healing to full health, working on a gen, or getting in a locker just to be able to use the perk. To compensate for this, it can be used both times after unhook, so that way it really is an anti-tunnel perk.
And if another person gets hooked before you, the perk deactivates.
That would be a balanced perk. Survivors would get to use it more as long as the killer is actually tunneling them, but they have to stay vulnerable and not have it as a free 60 second period to do whatever they want.
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Macmillian maps are decent, same with scrapyard maps, and Im not the biggest hater of Coldwind anymore... that being said, the Swamp is unbearable to play on, same with Disturbed Ward. Whenever I get one of those, I think, ok, I'm going to lose, but how many can I take with me?
Yamaoka also makes me want to play scummy, especially if I see an offering for it, just because it is so goddam dark. My eyesight isn't the best, but that puts a strain on it that no other map does.
The Saloon can go screw itself, but the rest of that map is alright.
More of the big doors on Hawkins need to be open, because half the time I lose is because I keep getting lost.
The Game is fun. I would have fun on Lerys, but it tanks my frames so...
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@terumisan said:
https://forum.deadbydaylight.com/en/discussion/comment/1166583#Comment_1166583
Where was shack wall on ptb?
In between the pallet and the window
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The problem with spies is that whenever the Deathslinger shoots, he scares off all crows within a certain range of him... so it doesn't activate because they are not there to be activated/scared away.
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Xbox has been very good with backwards compatibility. I don't think they'll need to make a new version for it.
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Hmm.... Not because her perks are bad or anything, I just am not a fan of her backstory. Sure, her being at the prison is a good way to tie the chapter together (better than Demise of the Faithful, where the survivor and killer are not connected)... but they went with a really tedious backstory for everything else.
That, and she's the only survivor to smile during the Deathslinger's mori that I've seen (whether or not that's a visual glitch is something for the devs to answer), and I would rather not be playing as a masochist, to be honest.
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Honestly, I just avoid the saloon like the plague. If I see a person on the gen as a ranged killer, I'll shoot at them, but ultimately it does nothing for me to keep that gen. I always let it pop so the rest of my game is easier.
Some of the other breakable walls are necessary, while some are not. They are all relatively mediocre, imo.
The Shack wall is also relatively weak, especially compared to the one on the PTB. That was actually game changing but now its kind of meh.
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These changes all sound pretty good. This is coming from a high rank Legion main (on Console).
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I mean, I have a mori list, but they're all people that tunnel and mori me first. It's actually hard to play survivor by myself since high rank killers seem to hate me.
The point is, I can see where this guy is kind of coming from.
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@SeducedByDaemonette said:
https://forum.deadbydaylight.com/en/discussion/comment/1164734#Comment_1164734
Description of quick draw doesn't say interrupt and grab (like in silent approach) only interrupt .
Grabbing them off a totem is classified as an interrupt action, same as grabbing off a gen. It is the term they use in the challenges too.
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The fact that I seem to attract moris when I play survivor. I've clearly pissed off every killer in my area (I am on Xbox).
Im not even that toxic a survivor. I don't tbag or anything. I don't even use items. I just play my way and it works. : P