Remedicist
Remedicist
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- Remedicist
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Comments
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I would argue Blood Favor is a similar yet better perk as at least a killer is always in the area to act on the situation
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Is this the longest thread ever seen
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Friday the 13th as a fan of those movies and the actual game
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If it was just being used for stealth killers, then why couldn't they have just simply kept what it did before but have it not work against undetectable killers. Also I dont think anyone denies that the vault part being removed was justified.
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Lore accurate Yun Jin player
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@lemonsway said:
Another gigantic bug affecting killers... what a shame. At least it's kill switched, we wouldn't want sabo squads sending killers to coal tower and forcing the killer to only have basement hooks now would we. Then we'd have to punish killers if they decided to DC or be toxic if they managed to slug...That being said, when are we KILLSWITCHING Nurse for making every other killer weak? When are we killswitching Garden of Joy?
Wot
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I don't think so. The problem with old Spirit is that a survivor couldn't tell where the Spirit was coming from. Iron Will allowed a survivor to cut off their sounds as well so that a Spirit did not know where they were going as well. Due to her phasing sound now being directional, it's only fair that a Spirit should have the information of where a survivor is as well. This way allows both sides to act on the information that they have present.
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@Jarky said:
So if I'm understanding this right (I'm slow, sorry, bear with me), the perk will have two parts when it goes live (hopefully).
It'll light up when the killer has LoS with you AND it'll also change its intensity (which I assume is the brightness of the perk?) on the perk itself depending on the terror radius?
If that is the case, I'd argue that makes the perk better than before because you can now tell how close the killer is from you based on then intensity and know if they can directly see you or not.
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I personally didn't like playing in the old DBD aesthetics. It was too dark, graphics were poor, lots of fog for some reason. It does give me lots of nostalgia looking back on it but I wouldn't want to return to it. I remember how hard it was to see playing Old Freddy because of the white atmosphere surprisingly making everything harder to see due to the fog. Honestly the only thing I want from back then is on-release Freddy with some tweaks.
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Ugh, the devs are [insert role you don't like here] mains so they'd never do this
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They should just make a special crow sound in that direction with the crow icon that already appears to make better aware that the perk is working and that is where a crow was alerted.
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I would say:
- Slightly faster ads but not instant
- Faster ads movement speed
- Faster reeling speed
- Slightly faster reload speed
- 24m lullaby
- Hitting a survivor body blocking the person you were reeling should still apply deep wound do the hit person
- Add-on overhaul
- I forgot who mentioned this before but it was an interesting idea that stuck with me: have bounty flyers of the survivors in the match be around the map and if the Deathslinger collects one, the aura of that survivor will be revealed for a few seconds
I don't think he needs a rework or anything, just some buffs to help him out.
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Most of the time grabs do not work anyway. Sometimes a killer will go through the animation but then stops and nothing happens. This is terrible when it happens at vaults. But to keep with the general theme of other grabs in the game, maybe hook grabs should only occur when the survivor is injured. But then another question occurs due to this: should gen grabs also only occur when the survivor is injured? I'd say if they made the grab mechanic be from the killer's server perspective, then yes all grabs should only occur when the survivor is injured and then the mechanic would he more consistent on both sides.
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I mainly play killer so I usually only see her when I'm using both her Matchbox and Spasmodic Breath addons together because they are oddly entertaining to play with.
By the way, does any player use her Jenner's Last Breath add-on? I haven't tried it but it seems fun to play with. Maybe not completely viable in all circumstances but I'm just looking for fun.
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Legion can put a lot of pressure on survivors with deep wound and can get consistent information using their power. I think they are in a good spot and can perform nicely in their current state
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Don't even increase the limit, just get rid of it. It really isn't needed
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The bp bonus points should be base kit to encourage the fair and fun playstyles that BBQ and WGLF offered.
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A map shouldn't have different outcomes depending on the killer you play and this map is an offender of that. Most killers do not do well on this map in general with a few exceptions and that is a problem.
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I have more fun playing Oni, but getting a chainsaw down is way more satisfying.
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The cooldown was quite a problem. But in my opinion, the perk was only really good on Legion and Plague because otherwise most survivors can heal before the perk affects them.
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/3027089#Comment_3027089
"Balanced Landing" is op on this map, though. /s
I remember it used to work actually when survivors could some how run up the tree and fall down
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My games always feel so random no matter how many kills or escapes I get so I'm not even sure if the mmr works. Though, I have a feeling that it prioritizes quicker matchmaking and filling lobbies if it cannot find closer mmr matches.
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I bet this map could look beautiful and perform beautifully on both sides with a map rework. But instead it is just... Yeah
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I got some lore to read up on it seems.
But welcome back! Have you seen the new gameplay and perk changes coming and the polarizing views it has created?
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I miss Old Freddy and that animation. Un general, on-releade Freddy just needed a few tweaks and he would have been fine. He has lost his uniqueness in his current state
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Absolute yay
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Freddy: I want on-release Freddy back with some tweaks
Ghostface: Dunno how but make the reveal mechanic more consistent
Nemesis: Dunno how but make zombies more consistent
Cenobite: Make the chains you summon slightly stronger (not the chain hunt ones)
Trickster: Only two knives from the laceration bar should slowly disappear when not hit with any more knives; The rest, the survivor should do an action to decrease the laceration meter.
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I thought DS was buffed to 5 seconds back then because Enduring cut the time of the DS stun and Enduring did not have a 50% decreased stun time.
However, with all the variety in killers we have today, 3 seconds does seem too small. Especially when a survivor technically cannot move for the first second of the stun. What stops a ranged killer from being able to down you easily at range after those 3 seconds, or a Nurse barely being affected by that time. They have already removed the ability from activating in the end-game so why not at least keep its usefulness for the other part of the game?
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Man, I have the exact same problem with Trickster's Caged Heart Shoes addon. Can't tell how many of them I have
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Off the Record should probably be looked at, but what is wrong with the Hope and Lightweight changes? Hope, specifically, is literally inactive for 90% of the game and that is assuming you even make it to the end game. The perk rewarding the survivor infinitely for making it to the end game is an awesome thing.
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I asked the same thing on the feedback section. Not everyone has the time to complete the event challenges and it'd be very helpful if they could extend the event a bit.
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I say we go in between and make it 4 seconds
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I'm proud of your pancake-making skills
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Step 1: you must create a sense of scarcity
Flans will sell much better if the people think they're rare, you see
Bare with me, take as many flans as you can find and hide them on an island. Stockpile them high until they're rarer than a diamond.
But for real, using one flan will usually get you 3 more. So keep using one to stockpile even more and eventually the new system will make it easier for you to get perks as well. I'm doing the second choice you stated because for me it is easier and faster to get all the teachables at lvl 40 for each character so I dont have to wait until after the patch finally drops to get the perks I want. It would just take too long for me personally when I can take advantage of the event right now.
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I have fun so I play. If I have more fun with another game, I'll play that too
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Sometimes I use Floods of Rage instead of BBQ and I've been having fun with that
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Yeah, I made a post about this too, but I actually see this as a good thing when talking about the Dead Hard change. One second endurance is not a lot and given the general flow of the game, such as moving through obstacles to land a shot, it will be hard to time the new Dead Hard in general. The speed after losing a health state has been nerfed too so it may not be as bad as we think. I personally can't wait to try it out and go against it.
However, as you stated, I am worried about the other endurance status effects such as Off the Record. But given that Trickster already chewed through perks like BT, it may not be as bad as I imagine.
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If a killer really needs information of knowing where to go next to not camp, then why not use an actual information perk like BBQ? Pain Res had too much going for it that avoided the need for other perks. Now at least we can still see more variety while Pain Res still has a good strong effect. I assume that if a killer was going to camp for the slightest reason as this then they were probably going to camp anyway.
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I never used the perk much anyway, but I think the nerfs were overkill altogether. The regression nerf on the perk makes sense, but the fact that it turns itself off makes it not as appealing to pick when there are more consistent gen slow down perks out there.
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I like this change. Being powered up in end-game with an end-game build is really nice. And since the exposed part of it can be at least more accessibly counters while still buffing the killer is pretty sweet. A bit off topic but they should probably buff Fire Up a bit as well since that perk also should be buffing the killer as gens get done but it does not do it very well.
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/330398/why-does-bp-limit-still-exist
Its there that people actually play a new killer or survivor and dont just run them from zero to P9 within an hour of release, just to unlock their perks, their bloody cosmetics and their perk charms adn then never touch them again.
I personally don't think players should have to play characters they do not enjoy playing in the first place. It should be the player's choice on how they obtain the perks and prestiges
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@FeelsBadMan said:
Blood Hunt started and stupid me thought "hey, lets bring a cake in soloq"
1st game:
https://us.v-cdn.net/6030815/uploads/D398FDMZQWM4/1.png
Never again :)
If you bring a flan every match, you pretty much gain flan over time more than you lose because of the bp increase, especially since others bring flan as well.
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Wait, it works on addons too? If so, I'll definitely use that with diamond cufflinks
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I don't understand it myself. I find all the changes to be great and fair for both sides. I'm happy the meta is finally being shaken up and matches may feel refreshing to play hopefully. My only concern currently is Off the Record and how its current buff will affect the matches, but we have yet to see how it performs with the new base game changes.
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@Ayamir said:
But who's everyone tho ?
Dead hard was always the superior exhaustion perk Blight doesn't care about sprint Burst he can literally catch up to you in seconds same for Oni in Blood Fury,even Billy can use his chainsaw to catch a survivor faster.
Sprint Burst will only hurt the 110 killers like Huntress,Deathslinger holding W against them is great since they're so slow.
SB doesn't help you in chase,Lithe and Balanced Landing will help you even tho they're more situational but at least they help you get distance from the killer while in chase which is good to reach the next loop.
I used to think SB was strong against those ranged killers but it actually is not that hard to land a hit while they are sprinting from my experience
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Tbh, I always use those two perks together anyway in my healing build
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The way I like to think about it is a survivor doing clicky clickies and trying to get your attention is not doing gens so you can ignore them and still create pressure.
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@ShyPirate said:
Teachable perks are no longer a thing. However, if you prestige a character once that characters perks will unlock at tier 1 for all other characters. You can then unlock tiers 2 and 3 in the bloodweb as normal without having to prestige the character two more times.
Oh sweet, that is better than I expected. Thank you
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Ruin gets its value from killers that can constantly apply pressure to many survivors quickly through quick downs and such. My problem with most hex perks in general is that their usefulness can end immediately at the beginning of the match which is a horrible feeling. This is why my favorite hex perks are Plaything and Pentimento as they are more dynamic and gain their value throughout the match.
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My matches seem entirely random which I prefer anyway.