Remedicist
Remedicist
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- Remedicist
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Comments
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I don't remember who suggested it, but someone said they could bring the token system back by gaining a token each time you hook a different survivor in the match for the first time up to 4 tokens, in which each token reduces the range at which the survivor has to be from the hook for their aura to be shown by 2.5 meters. This means at 4 stacks, a survivor only has to be 30 meters from the hook's position for their aura to be shown. I like this idea and bringing back the token system is pretty nice. Although I'm sure we'd all prefer the BP mechanic that was a part of BBQ and WGLF to be a basekit mechanic.
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Deadlock is my favorite to use on any killer since you can mainly focus on chases and interrupt gens later.
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Solo queue has always been a problem, just the problems of it are even more on display now since the changes of this patch. I don't think anyone believes the killer buffs should be reverted. They were a necessary change that buffs the killers in a way that all of them now stand a chance for the most part on most maps. The problem is that buffing killers without also buffing solo queue information in a way that puts them on par with swf means that solo queue is going to suffer way more than before for a long time until those solo queue buffs come. I hope the devs see what is going on with solo queue matches and which killers and perks are over-performing or under-performing and make changes for them all at the same time instead of one after the other. The sooner, the better.
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I believe this is one of those "readers' interpretation" kind of thing
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I think it still does up until p3 like it did before; However, I am uncertain if the chance of getting better rarity add-ons increases past p3. I don't recall any devs saying anything about that, but it would make sense actually. I noticed I have been getting higher rarities at lower levels as well
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@[Deleted User] said:
Just played a match where some of my hits stopped dead in their tracks against a survivor who was running in a straight line. Wasn't me letting go or anything. Just aim dressing.
Exact same thing happened to me too. They didn't use any fancy maneuvers, my game just decided to start the hit miss animation on their body despite it clearly being an easy hit to register.
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@Hex_Ignored said:
4 second ds (because I doubt they'll completely undo the nerf)
Thanatophobia nerfed back to 4% per stack but works on booning as well
Increased hook timer to compensate for longer gen times
Hard cap for healing/repairing speeds. For example, self healing caps at X seconds and can't get any faster while gen times cap at Y seconds and can't go any slower. Not sure about the exact numbers that would work.
I know the devs have said they won't give kindred for free, but something similar should be considered. It wouldn't benefit swf in any meaningful way but help solos tremendously.
Keep the incentives at 100% at all times (once they are reintroduced), otherwise bp gains are garbage.
Caps should definitely be introduced. I understand why they weren't a thing long ago, but times have changed since we now have a ton of stackable perks that decrease or increase action times.
Personally, I would like to see a 4-5 second stun from DS, revert Thana to previous values or change it so it affects heal times and gate opening times only (to fit the theme of fear of dying), and maybe decrease the value of Pain Res (since 15% of 90 seconds is a lot off a gen) or increase the value but make it like pop where it affects the current value of the gen instead. A form of kindred being base kit and status action icons next to survivor names would be nice as well for survivor information.
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Did Blight hit you with his power attack? Because exposed survivors only get one hit down by basic attacks.
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It is to prevent a free escape as others have stated. It is not really fair to have a second chance perk active when you have made it to the end of the match. At that point, second chances aren't needed, and it created situations where survivors couldn't be punished for misplays at the end game due to having virtually a free escape because they could protect others knowing they could not be downed and/or hooked.
Although, DS should definitely have a 5 second stun. 3 seconds is nothing and does not give the survivor the second chance they need in the early or mid-game to get to a pallet or loop. There is no point in having a perk that does not do what it is meant to do.
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It definitely takes more skill to use than before. If I hit a survivor that uses it at the perfect time, I definitely feel they were awarded that play compared to before. I would say its short duration combined with game latency adds to the difficulty of using it. As most have said, it is not necessarily worth the perk slot if you're looking for meta, but it can definitely be fun and rewarding to use.
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@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/comment/3082451#Comment_3082451
Yeah, but can you imagine the outrage from people who still use self care and the killer is running sloppy and thana π
I mean hey, pick your poison: slower gen speed or slower healing speed π
Actually now I genuinely wanna know how slow self care would be with all these changes.
If they decreased the value of Thana and made it only affect healing, wouldnt be that bad imo. Although it could definitely stack with sloppy, gift of pain, and coulrophobia.
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I think it is disabled currently, right?
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Thana would be a pretty good antihealing perk if it mainly affected healing and not gens. Makes sense too since it is the fear of dying.
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It wasn't that it was overpowered, it's that it was statistically used a ton according to the dev's stats (I rarely saw it personally). Although CoH is in a good spot imo. It takes a good amount of time to heal yourself unless someone is healing you, but then that's two or more people not doing gens so that is okay in my book. Still, Self Care shouldn't have been nerfed.
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Write this down, BHVR π€
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I like using Darkness Revealed more so I've been using that instead. Cooldown is short and is like a good way to know where to go next whenever you want to know. Although Yamaoka and Coldwind are its weaknesses for sure, that I wont deny. Still fun to play with Iron Maiden in the build.
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I feel like Prove is very nice to have in this new era of DBD. It's more of a QoL for survivors working together imo
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I stunned one out of her power today and she dced so it can't be all that bad.
But yeah, she is quite oppressive with the buffs but not unbeatable. I've still had almost 4 man escapes going against her. I will say she is annoying to go up against with thana and other slowdown perks simply because doing gens for extended periods of time gets boring. However, the trick to beating her is doing strategic cleanses in zones where gens have already been finished so that it wastes her time if she decides to go there and gain her power. Otherwise, she is pretty easy to loop since she is a tall m1 killer without her power and can buy time for other survivors to do gens. (Although I agree that trusting others to do gens in solo queue is a bit of a stretch)
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If I recall, they did say that P4, 5, and 6 gives the bloody cosmetics. Although that is disappointing. Especially since I don't feel the grind being any easier than before.
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@SkeletalElite said:
https://forum.deadbydaylight.com/en/discussion/comment/3079925#Comment_3079925
No one cares about pips
From my experience, it's pretty easy to gain well over 20k bp in a ten minute match as killer, even more with offerings. Campers generally get way less in the same amount of time.
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I genuinely do not see the appeal of camping. Obviously there are situations where you're playing like usual but then have to camp because survivors are nearby, a 3 gen is nearby, or it is the end game. But how do people get on and decide they wanna put a player on a hook and have a staring contest with them? Just seems like a waste of time to me. You literally gain more bp and pip score from chasing and interrupting survivor objectives with a 0k compared to camping and getting a 1-2k.
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The most common I am seeing are Lithe, Sprint Burst, Unbreakable, CoH, and OTR. I still see DH and DS here and there.
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None of them. I find that all the killers add variety to the game and are fun to go against. Even the ones I least like facing, I wouldn't want to get rid of them.
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I'm using Lethal Pursuer way more in my tracking builds because that extended aura duration is very nice.
I weirdly like the Botany Knowledge change too since it makes my healing build more effective.
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My killer queue times have been long as well throughout the day while survivor queues are instant. Before for me, it used to be that killer was longer in morning-afternoon but quicker in evening-night. Now it is just long no matter what so I've been playing a lot of survivor as of late.
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For Survivor, the Botany change rewards healing without a med-kit, so it pairs well with Autodidact imo since that works without a medkit as well. So currently my build consists of:
- Autodidact
- Botany Knowledge
- Solidarity
- Leader
This is supposed to make healing faster for whoever you are healing and whoever is healing you. However if you want to just focus on healing others, you could replace Solidarity and Leader with Desperate Measures and Empathic Connection or We'll Make It.
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My favorite build is Tracking Trickster, but could work with other killers if you replace Iron Maiden with BBQ or something:
- Lethal Pursuer
- Floods of Rage
- Darkness Revealed
- Iron Maiden
- Diamond Cufflinks add-on
Thanks to the Lethal Pursuer buff, it extends the aura duration of these aura perks and add-on and is very fun to play around with!
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Teamwork 100% boosts a group of survivors' chance of survival. The problem is that solo queue players aren't given enough information for that teamwork to be viable half the time. I notice that when I use aura perks, specifically ones that help others like situational awareness, aftercare, kindred, etc. and pair them with cooperative perks like prove thyself or leader, there is a lot more teamwork that goes on within the game. However, I think everyone can agree that it makes no sense that solo queue has to make their entire build around this teamwork thing for teamwork to occur while swf players already have the highest level of communication without perks and can use better perks like OTR or Lithe for example.
It is just confusing that they would buff base-kit killers but not add simple things for solo queue players like action icons next to the player names and base-kit Kindred. The killer base-kit buffs are great. Nobody should take that away from killers as it really helps out the ones that were doing poorly; However, since this makes killers do well even without using any slowdown perks at all, I think things in the game should be revised and looked at such as further slowdown perk nerfs, changes to S tier killers who were already great and now are even more powerful with the buffs, and information that solo queue players can use to communicate in their own way and encourage teamwork without taking up perk slots.
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Slinger with BS is so satisfying when he uses the end of the gun to break pallets and walls. Same with Freddy and his claws.
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It also affects stealth perks like Plaything. What is the point of being undetectable if a survivor can detect that you are within 36m. That range itself is usually small and if it remains lit up for a few seconds, the killer is definitely coming to that survivor's area.
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Pretty pathetic for people to leave you to die on hook or camp you just because you like an anime. I haven't experienced this but it sounds so stupid.
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I've been having fun on both sides personally
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Hello π
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@SlowLoris said:
Honestly,
I love most, except Trickster in set B. What kills me is my main is Hillbilly, and a huge Christmas nerd. That ugly sweater and Christmas lights on his mallet are amazing.I want it so bad, and I know I'll never have it :(
My Trickster heart took a blow. But fr, that Billy sweater cosmetic is so nice! It just feels like they put the obvious amazing choices in Set A so that it would win regardless.
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It has been rough. All of my matches today have been survivor because of the killer queue times.
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Genuinely crazy that it has been almost 4 years since Adam and Jeff were added and they barely have cosmetics, specifically Adam too.
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Imagine if every patch the hooks got closer
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I've figured this out before when I played Slinger but most of the time I'm not even trying to shoot the survivor being unhooked. I'm not sure if the unhooking hitbox is weird but I swear the spear just autoaims to the survivor being unhooked when I shoot at the unhooker unless I am directly behind the unhooker.
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Huge difference from yesterday too. I couldn't even find a survivor game at all yesterday so all my matches were killer and today I can't find killers games at all either so I've only been playing survivor. Twas cool tho since I got to play with fellow forum memeber @Laluzi π€
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Corrupt and Botany have both been pretty solid for me still.
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I actually think that is a tip in the loading screen as well
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Well they weren't just nerfing perks, they were genuinely trying to make the changes awful so that people would be forced to find a new meta.
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@Laluzi said:
Yessss... join the Autodidact side. I always loved running it with Botany (as an apology for those first heals, I'll heal fast anyway) and that particular combo got stronger this patch. Been Autodickdacking all day today. Of course, I've been getting a ton of Legions, so it hasn't been the most helpful. And there was one Yui who tbagged me when she got the first two skill checks. π But sometimes it really clutches, especially late game when you have some stacks.
@Tactrix said:
You think autodidact is fun? Let me tell ya, pair it with Botany Knowledge, it will blow your mind how fast your healing becomes.
@Zeidoktor said:
https://forum.deadbydaylight.com/en/discussion/comment/3076222#Comment_3076222
That's part of why I use Empathic Connection. The 10% boost serves the same purpose without being so fast i can't get a skill check in
Yup, I'm using Auto with Botany because it becomes really quick especially with this patch. I also run it along side Solidarity and Leader so that I get healing back when I am injured and Leader helps finish the rest of the heal off quicker especially when two people are healing me. I'll have to think about getting both Empathic and Desperate to possibly replace Solidarity and Leader for even quicker heals and making the build run better with Auto leading it π€ Currently mine is more of a "we both get healed faster" build.
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@Gary_Coleman said:
I guess you were too busy using the perks that youtubers amd twitch streamers said were meta?
Oh nah, I'm usually a hook build gamer (Breakdown, Renewal, Deliverance, Camaraderie)
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/3076138#Comment_3076138
Anything in the works for an adam skin?
Who?
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psst, she technically is getting one soon but you didn't hear that from me
i vanish now
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/3075820#Comment_3075820
Hey, were we just in a game together? Eyrie of Crows vs a Dredge, you were girlboss, I was Hange Zarina?
Because if so, your Yun-Jin is styling.
Omg that was you?? Yeah, that was a fun match. Wish we could have saved you though π
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@MrMori said:
If set A wins I'm uninstalling.
Your move, BHVR
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@TeabaggingGhostface said:
How about we just add ALL of the skins
Fr. Even if they don't come out all at the same time, it'd be nice to have those concepts in the game eventually.
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Set B awareness is being raised π€