ReikoMori
ReikoMori
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If you're proposing a new a perk and that is its effect then that will never see the light of day. It's extremely rare for killers to get perks that produce exposed status. Noed is the only general perk that does it and the other is Devour Hope which is from the hag. Both are conditional as hell and hex perks.
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@YubelTheWitch said:
mate i don't care about the rank, i want have some fun, on a game where i bought and that i support...can i have some fun on what i buyed? can i? i want just have fun and if in the midway there is even a challenge even better! but face a nurse,hillbilly or a spirit is not fun and challenging just frustrating and anti fun for survivors, why we should just watch our killer side and not in the survivor this time?
Most players are looking to have fun, but it is also designed to be competitive. If you've gained enough skill to get to purple and red ranks consistently then that means you need to be playing in those ranks. The game is literally designed in such a way as that it is very difficult to get out of the place where you should be playing. Even if you start depipping the game will only let you drop so many levels before you can't progress further back. The only way to go further back is to sit out a season and let the game rank reset to a lower capstone level.
Though once you start playing again if you don't start throwing games every so often you will just go right back to where you were because the players your facing won't present much of a challenge to keep you from doing well. The only other option would be to play less than you normally do so you never get too many levels in a single sitting. Which depending on you enthusiasm for the game could be hard to do. You bought a game that is competitive first, horror second, and fun last. That's the true form of DBD.
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@Mat_Sella said:
Why would any facecamper be bothered by a slightly reduced movement speed debuff? this doesn't fix any issues with the perk.
It doesn't fix anything because this perk has no issues to fix. Majority of campers don't use insidious and those that do are actually doing a meme build. The perk doesn't need altering because it does exactly what it is meant to do which ain't much. People getting caught by killers memeing with this perk tend to be the sort that can't help themselves. Turn in the moths drawn to the flame that is a hooked survivor even when they know something's off.
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Pls no. Flashlights may be the one thing in the game that needs absolutely no more changes up or down. Any time a flashlight change happens it turns into months of players trying to kill your eyesight.
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This thread just creates a perfect snapshot of the kind of community we've got in DBD. It's full of people who support bad behavior by having a lasse faire attitude about people voicing opinions said behavior. It isn't all the players' fault they act this way though. Lax rules, community figureheads known for promoting bad behavior, and lack of proper oversight has made it this way.
To speak directly to the stream sniping issue, it should be bannable. First off, in many cases it is quite easy to prove for this game. Most of the stream snipers are also streamers who've built audiences off purposely sniping bigger players. A few fog whispers have archived streams where they've actively been contacted by their sniper. On the other side you have situations that Tru3talent experiences. He's got two players that constantly show up to snipe him. Like it has become nearly an everyday occurrence that the same two man SWF will show up in his game having everything necessary to counter whatever killer and build he is doing. Keep in mind he's been doing subscriber builds sent to him in real time. So there isn't a pooled list he's just left up somewhere.
That constant day to day sniping should be bannable under harassment. Like the guys he's dealing with aren't exactly upstanding gamers. They've got previous VAC bans on their accounts and talk about sniping people on their profiles. If you get sniped once or twice by seeming different people that's where it is hard to prove. You have to just sort of accept that every now and then it will happen. When it gets to be a constant every day thing and you can clearly keep track of a steam profile and document it day after day after day that should get you banned.
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You unhook yourself, so? Borrowed for you?
No it does not. BT only applies to another survivor than yourself. When something can apply to you it will either be written as when you do x to a survivor or it will say and yourself.
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I like the way how decisive works now with you having to be hooked to be able to use it, it’s basically an anti-tunnel perk but here’s one way I think it can be improved:
What you've suggested is what I like to call "Punitive Game Design". Now a killer's terror radius is at minimum base 24 meters and at maximum base 32 meters. The game also doesn't hyper focus on whose in a chase. If you run, a teammate runs, and the killer follows then both of you are in the chase.
The current form of the perk gives a generous 60 second window to cover that sort of situation and just about any other. Your idea would allow for players to actively have a constant free punish as long as they could manipulate the game which is insanely easy to do. Like, it is nuts how easy the game is to manipulate in your favor without actually breaking the rules. That is one of the reasons why some perks and addons are designed so weirdly.
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Prologue This perk is practically useless since the EGC update besides edge cases.
It basically does this already. Adding in the egc specific part is useless as killers don't have passive aura reading perks. When killers gain aura reading it is in relation to survivors taking some sort of action or being targeted by something. The only killer that would truly be affected by the egc part would Myers, but that wouldn't really make a difference to the Myers player.
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Would love to get your opinions :) http://www.strawpoll.me/18323189
As a person with bad eyesight, I'd rather not strain my eyes any further with this game. If they add more fog or make the game any darker then I'm just going to start altering the lighting and fog volume through my graphics card settings.
It's fine where it is.
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Can anyone clarify how reworked Freddy lullaby works with Terror Radius? Is it worth it to use M&A or Tinker on him for example?
New Freddy has a regular TR that survivors hear when they are not asleep. So TR effects will work on that. When they are asleep they can only hear the Lullaby and the perks do not effect that. Lullaby have been made directionless to give survivors less information on which direction a killer that has one is coming from.
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Hey all!
Honestly, I'm not a fan of these ideas. That isn't to say I'm a fan of mori in their current state either. Ebony mori can be overkill and Cyprus mori can be almost useless. As offerings they take up space and generally survivors have a bad track record of respecting the mori when it is being used. As long as mori stay outside of the core gameplay loop they are always going to be viewed as something that should never happen and is both too easy to obtain.
Mori kills would be much better off being implemented into the core gameplay. I made a thread explaining how to do that and make everyone happy with, but it gets no real replies to it.
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Good afternoon, today (and even 2-3 days right know) i got a lot frustrating to find "ONLY", survivors without burrow time (i don't wanna talk about it please) and i'm serious, nurse, hill billy and spirit and all of them with b&c,ruin and nurse calling (and honestly idk why they don't nerf them yet...well...maybe ruin not but whatever), anyway...i want to know if is possible to derank without ruin th experience to the others players until low ranks so atleast "I COULD" have a bit of fun.
You want to derank to have fun because you're tired of seeing the same killers at red ranks with meta perks. Well first you're in for disappointment as those same meta perks are at purple, green, and yellow ranks. That's why their meta. You will also still see nurse, spirit, billy, and hag a lot at lower ranks. They are good for a reason and that doesn't change at any rank.
Now lets also flip this around. You're trying to find out how to derank to have fun, but you've got an amount of skill to be in red ranks. That means you're trying to play in ranks against killers who are less skilled than you and shouldn't be facing. Is that going to be fun for those killers? Not at all. Killer is the most stressful role and when you get one or two survivors who've deranked into the lower ranks that just makes it even more stressful. Especially, since it is lower ranks where you may still be trying to learn how to properly optimize your play. Suddenly having people that aren't on par with you and in fact much stronger than you has the opposite effect. Just stay where you are and learn to optimize as much as possible for that rank.
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I quit the game in cycles. Right now, I'm in a off cycle so I'm not actively playing, but I still watch content and theory craft. I'll be honest I'm a better theorist than player, but when I cycle back on I'm going to try and push back to red ranks again. I just never have the energy to way so long between games. The wait time and dealing with bad rng on survivors lately is what takes me out of it.
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Now updated with perks. Survivor coming soon.
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If you aren't aware, Badham Preschool got a rework that makes loops more fair, and specific tiles got updates such as an extra entrance on Badham Preschool itself.
Bloodlust doesn't exist for the reason you think it does. The mechanic of bloodlusts exists for dealing with the fact that every map variation features places where a survivor can manipulate the chase to keep the killer at a set distance away. Badham still has the two story house that can be abused with Balanced Landing. It's not to deal with RNG it is to make sure there is a finite amount of times a survivor can safely manipulate the distance they have on a killer in a chase.
If you think Badham's new variations cound at 'completely balanced' then you've still got no clue what that looks like. We've still got the old variation of the map going to be in rotation and even the new variations are still works in progress.
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@GuineaGamer said:
https://forum.deadbydaylight.com/en/discussion/comment/576081#Comment_576081
OH man. Legion is by far my favorite killer! I am a 90's kid though...lol! SOO MUCH ANGST!! I never used his exploits or anything cause frankly, I stopped playing right after he dropped for a bit. I just came back and it seems his whole playstyle is different. What perks would be good on him now? I was thinking maybe basement legion?
Don't bother with basement builds for Legion as you will be much too far away from basement to get a survivor down there most of the time. If you're wanting a build that is highly played I would suggest.
Save The best for Last
Spirit Fury
Enduring
Discordance
This above build is a more standard m1 killer build that in general works well. You're able to stack and maintain your STFL much easier with FF. SF and Enduring help you deal with palettes when your power is on recharge. Discordance helps with tracking multiple groups of survivors. This build is good if you've got none of the next perks.
Thanataphobia
Hex: Ruin
BBQ&Chili
The perks above work well with Legion and can replace anything in the above build except STBFL. Thana synergizes well with Legion's playstyle, but keep in my Thana isn't as good as it used to be stat wise. Still at max rank and full team injured the survivors are 16% slower in action speed. Ruin supplements Thana's early game and if the survivors have problems finding the totem you can drag the game out pretty good. BBQ is an all round great tracking perk that's meta for every killer and really helps out with the bp grind.
Monitor & Abuse
Pop Goes The Weasel
Bamboozle
This set of perks aren't quite meta in general. The exception may be M&A as it is used quite a lot. Monitor & Abuse can be placed into a build to get your TR down so you can get closer outside of Frenzy so you have a better chance of hitting more than just one or two people during a Frenzy. Pop is another gen based perk that gives Legion a bit more power in the gen control area. Bamboozle is a personal favorite of mind as it cuts off a lot of nonsense window loops and makes Legion vault closer to their original vault which both looks and feels much better. The vault speed even applies to palettes, but no the entity blocker.
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So I've been playing Dead by Daylight on the PS4 since around the time the clown DLC came out.
The use of Noed hasn't increased significantly, but cleansing dull totems now gives a decent amount of bp so it is worth it. There has been an increase in Noed usage at lower and intermediate ranks as we have gained a lot of new players, but that is more on the pc side than console.
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@Captain_Doomsday said:
The Entity blocking overused windows should persist out of chase, instead being triggered by fast vaults.
Entity blockers are currently bugged, again. So they don't always spawn or they spawn, but don't block a lot of the time. Though a lot of notification spam from repeated fast vaulting is actually happening at palettes as they can't be blocked at all.
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@Galklife said:
1 shot add on, and exhaustion add on, ruin on, where is your noed? you need only noed to have possibly most unfun build to play against (change pop into noed and there we go)
if you want to deny fun from survivors you blame them for denying your fun? (and no pressing m1 isnt fun)
The one shot takes set up though. You have to hit them with a bottle like a you're a drunk baseball fan throwing stuff at a pitcher.
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@Entità said:
@ReikoMori The Legion was tweaked, that is they changed numbers, values, percentages. Freddy has a completely different power: he's a new killer with an old skin, something never seen before. Freddy has been reworked because people complained he was too weak: if a player wants a weak killer, why should the survivors raise balance issues?
Because the reasons Freddy was changed was less to do with how killers played him and more to do with the fact that overall he wasn't fun to deal with. Lower ranked survivors with less skill or completely new to the game get disproportionately destroyed by the mechanics of old Freddy outright. At high ranked play his power just arbitrarily making everything take twice as long to do is seen as a source of undo aggravation rather than interesting play. Outside of that Freddy had inherent universal weaknesses that the devs typically didn't like seeing. They have a universal action pool that they want killers to have equal access to and Freddy was gated off from a large portion of it and needed to balanced around the gating factors.
If they were to allow for one killer to have the old version of themselves playable in tandem with their updated version you create a precedent for letting other killers have the same thing happen. Even if someone like Legion is just value changes, which isn't true there is a lot of backend that changed mechanically as well, if they set a precedent with Freddy then players would have a leg to stand on to ask for their more liked version of a killer added in as a separate option.
As I stated before doing that is also taking on much more work as these characters aren't set in stone. They still need constant tuning and bugfixing. Doing that for two kits even for a single killer is a massive undertaking. It's a recipe for disaster.
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@Jake_Parks_prince said:
https://forum.deadbydaylight.com/en/discussion/comment/576098#Comment_576098
The emblem penalties only go up to like 10% in one emblem so you can still easily rank up by proxy camping/face camping.
Proxy camp is a different story. That is a calculated strategy. Face camping from a logistical standpoint doesn't exist as the hook swivels for survivor unhooks and borrowed time is usually a mainstay in red ranks. Now if someone does hard camp you they can decay their chaser emblem all the way back to bronze which is a huge hindrance to gaining pips as a killer. The caveat is that if survivors are buzzing around the same area too much then they won't experience emblem decay and they effectively kill you. In that situation you either go do gens or make the unhook. You can't do in between stuff as it will just make the person camping stay in the same area.
From the killer side, if I was going to camp someone the only reason I'd leave is if you either made the unhook or at least attempted it and went down so I had to hook you. Either situation is much better than what a lot of people do which is constantly try to bait a chase without getting in harm's way.
From survivor side, If I had BT I'd just eat the hit and do the unhook. A trade off is better than letting someone die first hook. If I didn't have Bt I'd fake the unhook with taps and try the make the killer swing into you then unhook you. It might result in a farm, but it may also result in both of getting away injured with me taking the aggro.
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@Theluckyboi said:
Their power enables them
All they have to do is keep M2 pressed after hooking someone and they have one kill guaranteed
It's less that the power enables leatherface to camp and more that the way the power functions makes it better for defensive play.
When LF charges his chainsaw he becomes severely slowed then when he releases he starts to slowly accelerate over time. He gets to moving just slightly faster than normal walk speed, but he has full control of his movement and can down multiple people. Unlike Billy, LF can't fake the charge on his chainsaw and gives up a lot of distance whether they try to fake or not. So the better strat is to get someone down and then hook them. Then you can play around your bait survivor with the chainsaw.
The counter is to just let the person hange and start popping gens as that is the only way to get a camping LF to consider moving.
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@Avariku said:
Can't imagine why more people don't play survivor, it's almost like it's not fun to play a game where you spend round after round being camped/tunneled/slugged by someone who holds 80% of the power in the game but still feels the need to rub your face in your defeat by slugging you at end game just to pick you up and drop you at the gate when your collapse timer reaches 5 sec.
You wish killers held 80% of the power in this game. It would make your inability to deal with the fact that you've not gained enough skill to secure a win even with a lot of the game designed to give you as many chances as possible.
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@Nobu said:
What do I think? I think the devs need to address this blaring issue and quit ghosting us.
#FixLegion
I'm sending tweets everyday I don't get sick from the heat. I was able to get a set out about Frank's today before the heat nearly killed me.
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In a balanced game I mean? Without powers they have slightly varying TR and speed but that's it right?
If you look at all killers without their powers then stat wise they are more similar than different. When you take powers into account they are vastly different. Even killers who deal in the highly prized mobility realm vary wildly in viability. Spirit, Nurse, Billy, Wraith, and Legion all deal in high mobility, but three of them are viable in red ranks while two of them are not. One of them, Legion, is one of the worst killers in the game in terms of consistency and viability.
What you can take from that is killers in general aren't meant to be equal. Now killers due share a pool of universal actions that have the same effects no matter who does them. For instances Lunge attacks and Basic attacks are all the same timing and length for every killer. Every killer opens lockers, breaks palettes, and kicks gens at the same speed. So in that way they are equal, but that is more for the sake of less overall behind the scenes work they or the game engine needs to do.
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@Entità said:
@ReikoMori Can I do anything you said on PS4?
On Ps4? No. At least, not in anyway that would be quick and wouldn't have your game or console not turn into an expensive brick.
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@Entità said:
@ReikoMori We cannot edit any ini file. XD
Oh you most certainly can. I've had to do three times now. You can also delete files from EAC as well which I had to do a lot as they were breaking the game during launch. Now whether they wanted me to do it another thing, but I have done it.
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Could you give some love to PS4 Pro players? I mean, advanced graphics settings that PC players have, specific optimization, higher frame rates...? :)
We don't have any advanced graphic settings or high optimization. We have to do all of that stuff manually on our graphics cards or in the ini files of the game.
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@Maelstrom10 said:
https://forum.deadbydaylight.com/en/discussion/comment/575741#Comment_575741
You didn't answer the question
Spine chill is most deffinately not broken in any way. its an early alert that doesn't do much most of the time, but can tip you off to someone being near.
object of obsession isn't broken in any form and considering its a high skill tier perk, requiring high awareness and requiring facing away from where the killer may be to stop from giving away your own location i feel it has its fair trade offs
maybe actually play survivor. i play both heavily. neither of those two perks needs any form of changes. your rant is poor, and yes those maps need reworks (though lerys is actually pretty balanced imo, though i know many disagree.) if anything the only adjustment object and spinechill need is to not reveal ghostface when he's in stealth, maybe the same with pig and wraith.
Don't big up Object as being high skill. It's medium skill to use effectively and high skill to use in a toxic manner. That's coming from someone whose played both sides and has experience going against and using the perk. The perk still has the same oversight it had upon release which is Stealth killers get very much hampered by the fact that someone can be spying on them even in stealth. At the time it was just Wraith and sort of Myers so no one really cared if only two killers wee shafted on their stealth. Now we've got more killers who rely on stealth and crouching so it isn't hard to think that maybe now is the time for addressing the oversight.
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@Entità said:
@ReikoMori @Peanits No, I'm speaking about two Freddies, the old with his invisibility, aura reading ability and 50% slowdown, with the related add-ons, and the new one, now under PTB. A kind of switch between the old and the new power, which changes the mechanics and the add-ons accordingly. Two killers are better than one.
They are not doing that. They do not want the old Freddy back at all just like they don't want old Legion back at all. Doing what you're asking would open the door to just that sort of situation of getting bombarded for requests for dual type killers. It would remove the point of making changes and increase the bugfixing and balance workload by trying to make something that doesn't work well continue to function. While also trying to keep and balancing this entirely new thing work and remain balanced as well.
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We all know that EGC in 1 and NOED does NOT 100% brings to kills BUT. They both activate in the moment where the killer already has the uphand:
You are wrong on both of these matters. Let's start with EGC first.
Egc was implemented as a way to have a more dynamic and eventful endgame. Before hand the endgame phase resolved itself with survivors doing their healing, saves, totem cleanses and generally not feeling any reason to leave. Killers on the other hand spent their time trying to find and force out players who basically holding the game hostage to either get the hatch from standoff or generally not leaving until a large amount of play time had been wasted for malicious reasons. Killers had been asking for a hatch closing mechanic for over two years which was tested in a ptb then not implemented to the live game. When EGC was announced it finally brought the hatch closing and as a surprise to everyone it brought entity kills for not leaving in the allotted time. Killers didn't ask for that part, but it was added as way to pressure survivors into being sure they left the game. What point is a time limit if no consequences are levied. The result has been that largely the game hasn't changed that much. it is very hard to die to the entity in egc.
Base timer is 2mins and when someone is injured, downed, or hooked the timer is slowed down giving survivors a total of 4mins. That is rough the same amount of time as natural bleedout from being slugged. Survivors can still get their healing and saves and totem cleanses, but they can't arbitrarily waste time. The devs even stated that egc was purposely designed not to stress out or overly pressure survivors. It accomplishes that perfectly. The upside for killers is that now hatch isn't guaranteed. It's a true race for it and whoever gets it first is the winner of that exchange. Rarely you will have players being too bold and dying to egc, but it isn't common anymore. It was only common during the release as players who didn't do the ptb hadn't experienced it and were purposely dying. If you just read the forums you'd think that people were never surviving egc, but most players never experience any real threat from egc itself.
Noed on the other hand wasn't designed for free kills. It's one of the oldest and most changed perks in the game. When it was originally introduced it didn't even do what it does now. It just have cooldown on hit and missed attacks with a bit of a movement speed boost. The time it was created was a period where survivors were far more powerful and had the ability to cause the game to grind to a halt with sabotaging hooks. When they added in the Exposure effect to the perk it became better. That said the perk wasn't really having an effect on the game at the time so much changes were needed. They kept fiddling with the perk till it finally showed results which brings us to its current state. The devs have said they see no reason to make changes to this perk as it is in a good place. For all the times you may see noed it isn't really a game changer and it is highly counterable by being a hex perk. Killers will tell you rightly that you speed more time running noed and not seeing activate all than you see yourself at least getting one down before it gets broken. No other hex perk can be so completely baited or denied.
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I play on PS4 and I can't verify it in person, but last Friday's Developer Update talked about adding score events related to the Survival category, in which it is currently almost impossible to reach 8,000 points:
There will be no old freddy kit. You have swing chains which gives you the old freddy action slowdown, but its only 10% slowdown. Not the old freddy 50%
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I like to chat after a good game, and nothing is more humiliating than realizing I've been talking to no one.
People sort of expect you to say gg and leave or just leave. It's really rare to have like a conversation with someone who isn't being a human dumpster fire in this game.
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I know that I'm going to get flamed like crazy, as people flame anyomne on here for saying anything - but the new end game crap sucks.
I've gotten both door and hatch after egc launched. I ain't even a good survivor as I play killer way more. So I don't know what more you could want other maybe door spawn rule adjustments. The hatch is RNG and should stay that way. Killers aren't deserving of an automatic 4k, but survivors are deserving of sole survivor achievement or hatch points. Beside it isn't as if there isn't things to help survivors like maps, keys, and good old fashioned stealth.
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@PolarBear said:
https://forum.deadbydaylight.com/en/discussion/comment/565042#Comment_565042
Why do you let them activate ds? It isn't hard to not pickup the same survivor thats just been hooked.
There are times when you can miscount the 60s if you've not downed them immediately. You could be dealing with a team of clones and it hit the wrong person by mistake. DS does last 60s so you do have a potential to just encounter it even you aren't hard tunneling. If a whole team is running it then its just gets all sorts of weird if you've gotten two on the hook at the same time and then both get unhooked.
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@No_Mither_No_Problem said:
https://forum.deadbydaylight.com/en/discussion/comment/574749#Comment_574749
“The clown can throw the bottle ahead of himself”
Doesn’t really matter when Survivors have the time to get to a window or pallet, especially when throwing the bottle slows him down.
“it's very likely to last much longer so having it last 4 or 5 seconds is very common”
No, it’s not.
“the bottles can be used on any survivor regardless of their status (freddy can only do asleep survivors)”
Hitting them puts them to sleep, so that’s a partial solution to your problem.
It’s also highly likely they’ll fall asleep while you’re chasing them, so there’s another partial solution to your problem.
“(freddy can only do asleep survivors) and bottles can be thrown much faster than a snare can be deployed.”
Snares can also be set up as a trap preemptively, much like Hag or Trapper, unlike Clown’s bottles, which must be used right then and there, so you don’t have to waste time throwing them and slowing yourself down when you get to a loop. The ability to place your traps ahead of time to lie in wait in a strategic position also prevents a Survivor getting slowed down by a trap from countering it by just sitting at a pallet, unlike Clown’s bottles.
”Clown’s barely B-tier”
No, he’s the third worst Killer in the game.
Clown doesn't loss speed on bottle toss or walking around while holding a bottle ready to throw. He only slows down when he needs to reload. Also considering addons like Flask of Bleach and Solvent Jug are go to addons for the clown that aren't super hard to come by you can expect to be hindered for longer than the base 2 seconds.
Also clown isn't the worst killer in the game by a long shot, but he's nowhere near A-tier. He's directly in the middle. His biggest weakness is lack of map pressure, but he's average at literally everything else.
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Well that depends. Were you certain they found you due to BBQ and not from audio or line of sight?
In general you typically want to not use Sole Survivor as it isn't a good or even decent perk. You'd be better off with Distortion which does the job much better even if it is limited by tokens.
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@ClogWench said:
Throwing Balance out the window would kill this game. Things may seem frustrating now but if certain balance changes hadn't been made Dead by Daylight wouldn't have survived nearly as long as it has. Any game that grows with new content has to have balance updates
If we ever end up back in the Dark Times where the game was so unbalanced that it couldn't functionally be played by either side then this game will absolutely be dead as a doornail.
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@yobuddd said:
https://forum.deadbydaylight.com/en/discussion/comment/572510#Comment_572510
I agree the killer should definitely have some sort of advantage, such as having a much larger impact toward progression of the animation. However, I think if the survivor has even a chance at escaping, even if it’s very slight and very difficult, it would actually make Moris far more popular all around.
Survivors would no longer claim that it takes the fun away from their side, because heck, fighting and maybe escaping IS fun! Killers would also get extra enjoyment from completed mories because they “earned” it during the face-off. This would also help combat the claim that mories are simply too easy.
As a side note though, I think if something like this went into the game, it should ONLY affect mories. Devour Hope already has enough of a difficulty hurdle with chance of being cleansed to boot, so it should remain unchanged.
This would not make mori kills more popular. Survivors absolutely hate the thought that they can just be yeeted out of the game at any point before third hook. Most mori kills result in a survivor dcing so the game doesn't count the kill properly. Mori kills have also been hugely disincentivized by the devs basically on behalf of the survivors. A mori gives less bp, cripples your emblem score, and guarantees you will not go further than black pip in a trial.
So, implementing a system where survivors could struggle against getting mori'd would just mean that a killer who does go for a mori will have their time wasted and if they win the struggle the survivor will yank their ethernet cable and the killer will get absolutely nothing good out of the time wasted. That's the kind of situation you have to look at when messing with mori stuff. If they had of been included in the core gameplay loop from the start we wouldn't have had such a situation where people were conditioned to feel as if they were getting cheated and thus needed to sort the issue out by doing petty #########.
Like the actual act of killing someone as a killer in this game is very unrewarding. Like the way they've structured the gameplay and lore is very clear: We're servants first and killers second. I wrote up a way to sort this issue out, but no one really cares about my ideas if I'm not talking about Legion.
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I dunno. I feel he's proposed things that are far too simple and just props up issues rather than outright fixing them. I get the rationale of of going that simple to put things out there that have what one assumes is the highest success rate of being implemented. Yet, going that small scale doesn't fill like problems are getting solved as much as it feels like we'll just get more of the same with band-aid fixes that after another year will still see the game not evolving.
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leatherface and hillbilly idk but..the saw never runs out of gas?(gasoline) and they never get tired? and legion why does he have to wait for his special talent?
Lore wise the Entity imbues the killers with power that doesn't exhaust. The Saws don't run on gas, they just work. Huntress may have to go to a locker to get hatchets, but she never empties a locker because the Entity just replaces it. Legion used to run like an Olympic sprinter who never tired. Ghostface and Myers connection with the entity makes them extremely lethal and hard to detect. Trapper has super strength. Hag, Wraith, Spirit, all were given mystical or paranormal powers and transformed.
On the other hand the Entity generates endless amounts of first aid and tools and maps for survivors to use.
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Prologue Since Freddy just got a rework, I'm curious on what the developers will do next.
Legion by a longshot.
The update they did to this killer butchered them so badly. They chopped out all the fun and replaced it with stale limitations and slapped a 115%ms ban-aid on it. You can see where a couple of interesting ideas may be, but overall this killer is just a mess.
Legion was never strong, but due to a mechanic that is prone to breaking and a community that was super adverse to being challenged at loops to a somewhat pressuring degree the response was extreme. Now the general consensus that I can see from talking with streamers and players on the forums from both sides is that what happened to Legion was far beyond what should have happened. Even the most hardline Legion haters from back then now pity the results.
Legion mains are sort of split into two camps. Those who want adjustments made to current Legion to put some life back into the killer. Then there are those like myself who want to see an altering of the power to give it much more separation from perks and killers that may end up sharing Deep Wounds and Killer Instinct. Both camps do agree that old deep wounds isn't wanted back from the threads and streams I've been in suggest.
I tweet to the official dbd twitter page everyday with #FixLegion in the hopes that it keeps this killer's situation in their mind. I know that Nurse is supposed to their next top priority as the vocal majority have driven that subject of contention into the grave. I just don't want them to forget that there are people passionate about seeing killers like Legion be treated fairly.
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@Timtom24 said:
YES please take a look on them both .. I LOVE to play as Laurie Strode but she just doesnt look right, same for Quentin he just looks like an Drug user INSTEAD of a man who tries to avoid sleep.
That's how you look when you don't sleep for days on end. Quentin used pills to stay awake to avoid being killed by Freddy. When you do sleep your body responds poorly to it. your skin will look dull and saggy, you eyes look sunken and bloodshot, and you develop bags under the eyes as well.
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@Mister_xD said:
@ReikoMori there are places killers can get onto that greatly shorten loops. i wont go into big detail here, but i know at least two. those are not restricted to billy btw, any killer can climb on top of those, if they know how.
basically, both let you compeltely ignore a pallet that is placed around them.
Every killer can lunge across the Combine in coldwind maps and every killer can lunge off the stairs and over a safe palette in The Game map. Billy can throw himself onto two looping objects on the autohaven maps that have the middle hill if you do it right. He can fly outta the Crotus Prenn tower and land on a terrain asset unless the one they fixed this patch is the same one I remember. You can still fall onto stuff from the catwalks in I think groaning storehouse or Ironworks of Misery.
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Jake chooses to live in the woods and dress to suit his area.
Dwight looks perfectly fine.
David is already the dbd sex symbol.
Adam looks nothing like Killmonger or MBJ at all. Not even close.
This Jeff meme ran its course long ago.
Ace might be the smartest survivor after Claudette whose a legit scientist.
Quentin actual did take a lot of drugs so he would sleep and get killed by Freddy.
Tapp looks like most people's dad. Not exactly a bad thing.
Way to be Ageist. He's in pretty good shape for a chain smoking Vietnam Vet.
Ash Williams is vintage sex symbol.
Maybe you're only attracted to cannibal chicks covered in mud.
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@Mister_xD said:
depends on which objects we're talking about.
if said object can be used to greatly shorten a chase with no counterplay to it, i think you can be banned for it, if survivors record you doing it.
if its a random object with no big meaning or use behind it, i doubt anyone would care about that.
That wouldn't make any sense as Billy can't forcibly saw his way up onto an object. He usually has to be coming off a hill or rock edge to boost him upward. In that situation even if you shorten a loop greatly with the hit it actually took much more control out of your hands as you'd have to literally fall directly on the survivor to down. You can only really get into maybe 5 places reliably across all maps and I know two of them actually cause you to either miss the survivor at standing height or bump the saw.
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@NMCKE said:
Totems are in a tricky position because of maps. Since maps are getting smaller with every update, totems have much less area to hide in. If maps are getting bigger, killers would suffer, especially the ones who don't have a mobility power.
I'd to see the developers check what parts of each map are the least explored, then build totems around that.
THe Last map we got is one of the biggest maps in the game. Temple of Purgation is a Red Forest map. It just has a lost of stuff on it.
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Just to put this out there again. Behaviour has been hiring for an unnannounced game project.
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@drimmalor said:
Agreed. There's always something I can spend my points on - getting all my characters prestiged, or unlocking all the perks. I wouldn't have played nearly as long if I had everything I could ever want in the first hundred hours.
What about those of us who just wants to get all the perks so we can experiment with builds and don't care for prestige cosmetics? Like I've not prestiged my Legion, but I've put enough bloodpoints into them to get to P3 and still haven't gotten all of my available perks yet.