Remedicist
Remedicist
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- Remedicist
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Comments
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@Caiman said:
When I first saw Skull Merchant and only snagged snippets of her lore, my first impression was she was an arms dealer who profited off violence and eventually started committing it herself for fun and profit with increasingly advanced inventions and technology.
Even with her current lore, all she has to be is a wealthy corporate executive who went full Patrick Bateman and thought "I enjoy killing people, and I'm rich and powerful enough to get away with it, so why not?" The manga inspiration is an unnecessary gimmick, her visual design is goofy, and her rise to power and her growing murderous tendencies are almost completely glossed over.
I'm sorry to say this but she feels like a fan-character made for a bad DbD fanfiction.
Your first impressions would have been a lot cooler of an idea than what we got. I also was under the impression that she was some kind of arms dealer when I first heard her name. I don't really see how the manga character's name even fits with what the manga character does.
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People see anything in the game that remotely agitates them and want it nerfed to the ground.
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Games have been fun and fast-paced. Been meming around with survivors too which is nice. Overall I've had good vibes in my matches.
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Gotta use other perks that have synergy with being nearby survivors. I used Blood Pact with the Teamwork perks and any other perk that works nearby survivors and it was pretty fun. Still think the Teamwork perks shouldn't have a cooldown though.
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Love all of the changes on both sides. Game has been very fun for me from my overall matches.
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https://www.reddit.com/r/deadbydaylight/comments/12r24rk/gameusersettingsini/?utm_source=share&utm_medium=android_app&utm_name=androidcss&utm_term=1&utm_content=share_button
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Oh, this is awesome! One of my change ideas to Insidious had a similar concept to this:
Insidious
- When the killer is standing still, their TR will begin to decrease to 0m. The killer will become fully undetectable after 2 seconds
- The status effect lingers for 2/4/6 seconds after moving, performing an action, or using a killer's power.
However, if the Undetectable effect will now make the TR gradually go away by itself, I can change my idea to this:
Insidious
- When the killer is standing still, the killer will become fully undetectable after 1 second.
- The status effect lingers for 2/4/6 seconds after moving, performing an action, or using a killer's power.
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That'd be a cool genre of outfits that react to specific character actions. For example, I could imagine a Trickster outfit that glows brighter with a higher knife hit combo. Or a survivor healer outfit that produces visual healing runes when healing a survivor. Just some interesting interactive outfits like that.
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I personally don't like that a specific item or perk could negate a killer from using their power. In my opinion, if a killer needs a specific counter to their power, it should be a part of their basekit power to begin with (For example, Wesker with the First Aid Sprays in the boxes that spawn). I like that Hag's traps can now be interacted with and take time to deactivate compared to beaming it with a specific item and instantly removing the traps. This makes it more fair as now every survivor can interact with the power, but also Hag's power won't instantly be negated when chasing someone with a flashlight. If any other killer requires a counterplay to their power, it should always be something like this that is a part of the power itself rather than bringing a specific item. On the other end of the spectrum, imagine if survivors needed maps to find a cure against Plague's ability. That just wouldn't be fun gameplay if the survivors did not bring the specific items. That's why any counter to a killer's power should simply spawn with the killer itself.
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Agreed, that would be neat
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I would love a reskinned version of Hawkins. I think an All-Kill themed studio version of the map would be neat. I'd imagine the Rift Lab room would be the recording studio in the reskin.
(Just realized this isn't a new post)
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@Pulsar said:
???
The game was at its most Killer-sided directly after 6.1.0
Undisputably the most Killer-sided it's ever been.
Yeah, I couldn't disagree more with op personally. Killer had a lot of options when it came to gen regress in general. Not only that, but the most popular gen regress perks were ones that made 3-gen situations way more unbearable. Additionally, while gens taking longer might have been a good change for the overall gameplay, it is noticeable that tunneling and camping was made easier because of it.
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I was afraid I'd have to miss out on this one but this news makes me very happy!
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@GentlemanFridge said:
https://twitter.com/DeadbyDaylight/status/1648008480224059402?s=20
I'd like to note that, as of writing, the rift nor this reward are available yet.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3401885#Comment_3401885
What perk? Ah. You haven't seen patch notes yet.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3401879#Comment_3401879
Coup could be changed in a way, that it does not loose token until you get value - meaning you loose token only if you lounge for distance that is longer than base distance + you actually get hit. That sounds reasonable (also with 5 token thing).
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3401889#Comment_3401889
Your furtive chase would be straight-up OP for some killers - specifically slinger and some killers like Bubba. But it would be super good perk on every single killer (red stain is huge, no TR is conditionally on killer even bigger thing).
But I like your Insidious change.
Thank you for the feedback!
I'm sure the Furtive Chase values could be changed a bit, whether that be less tokens or the percentages themselves. I wanted to keep the obsession aspect of the perk since I think it fits the theme of the perk.
As an Insidious enjoyer, I do hope it gets buffed with my listed change. I feel like that change would increase its usability, such as around loops, and truly "unlock the stealth ability" as its description states.
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Stackable tokens would be great! Plus this would be a pretty healthy change since the perk already encourages riskier altruistic actions. Might as well reward those actions with stackable tokens!
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Insidious
- When the killer is standing still, their TR will begin to decrease to 0m. The killer will become fully undetectable after 2 seconds
- The status effect lingers for 2/4/6 seconds after moving, performing an action, or using a killer's power, and the TR will reappear afterwards
Furtive Chase
- Whenever the obsession is hooked, a token is gained up to a maximum of 4/5/6 tokens
- Each token reduces the TR by 4m when not in chase. The red stain is normal when not in chase
- Each token reduces the red stain length by 12% when in chase. The TR is normal when in chase
- When a survivor unhooks the obsession, the rescuer becomes the new obsession
Beast of Prey
- After breaking a wall or pallet, gain the undetectable status effect for 10/15/20 seconds
Shadowborn
- Begin the trial with the undetectable status effect
- Effect lasts for 60/90/120 seconds (maybe the effect would immediately end when a survivor is downed too - maybe not)
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Run Repressed Alliance, Blast Mine, and Wiretap, and only click the ability button on a generator once all of those perks are ready to be activated.
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Man, I love when people leave new vampire killer ideas due to nostalgia. I remember back in 2017, I would watch videos of people playing DBD. In one of those videos, I left a comment of a vampire killer idea where they had a power I called "Cold-Blooded." This idea was basic back then in which it simply made the killer's terror radius and heart beat sounds go away when used since they are a vampire. I remember when Ghostface came out two years later with the same power idea I had and thought it fitted him so well.
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This is due to changing the GameUserSettings.ini file and having the "read only" button checked in the properties.
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You only get better at looping with practice. You won't get better at it by avoiding it and relying on a perk. DS should be deactivated in EGC because it creates a nearly unwinnable situation for a killer if a survivor still has it during the endgame. Many people have experienced this multiple times before it got changed. That being said, the current stun time that DS offers is far too low for a single-use perk. The current duration does not give the survivor enough time to escape any killer virtually. It should be reverted back to the 5 second stun time imo.
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"b̴̺̌͛̿̒̋̌̈́̊̿͠͠è̷͉̣̗͕͆̈́͆͝s̵̡̟̝̮̙̘͍͎̰͔͔̻̥͇̟̐͆̀͒̏̓̈́̎̊͑̎̀͆͛͘t̸̡̪̗̘̱̺̻͇̼̭͓̔͂́̍̇̈́̂̿̓̇̚͜͠͠ͅ "
Bro started speaking Cybertronian.
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I think any Blight that can navigate through that map with their power are really good Blight players. I also met a Billy once that knew how to curve around RPD with ease. God bless that blighted Billy.
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I don't use this to necessarily make them viable as much as it just feels good to use, but I always run Iron Maiden on Trickster and Huntress.
Specifically for Trickster, I always use the Bloody Boa add-on. Those few extra knives have saved me many times from running out of knives in chase when the survivor was about to be downed.
I always use a reload add-on on Deathslinger. For me, the reload feels too clunky and slow otherwise.
For all my m1 killers, besides Myers, I almost always run STBFL.
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@buffsadako said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3400800#Comment_3400800
Interesting ideas. While breaking LOS is the main form of counterplay against ranged killers, the difference between Trickster and Huntress for example is she can punish mistakes and injure you immediately. Trickster has to hit you 6x to even injure you, so if you are in a tall or strong loop, you take so long to even get an injure on someone. Since you are a 110% killer, if you have to opt for an M1 it's miserable. The 110% hurts him a lot more than it does Huntress or Slinger.
I can understand where you're coming from. Trickster is the killer I play the most, so I completely understand that having to hit multiple knives around loops where Trickster has a difficult time catching up to a survivor sucks (we literally get outplayed by rocks).
I'd still argue that him being at 115% movement speed would make him too oppressive and difficult to out maneuver. I actually think the main problem is how slow he becomes when he pulls out and throws his knives. It makes him lose too much distance just to miss most of the knives and have to start over again. And on the other extreme end, survivors will get downed almost immediately in areas without line of sight breakers.
That's why I think his throwing style should be a quick and recoil-less three-round burst. He would most likely hit most of his knives around corners if the Trickster aims well, awarding accuracy and skill. And on the other hand, survivors may feel like they can stand a bit of a chance out in the open if the Trickster isn't spamming knives.
Additionally, him not being able to spam knives would warrant an increased walking speed when holding knives. I'd say about 4.0m/s would be fair when holding knives and only slightly slow down when doing the quick burst throw. This would help him catch up better to survivors and not lose an incredible amount of distance, while at the same time not being overly oppressive. Overall, I believe that would reward Trickster for their skill.
In addition, I would very much like the TR to be reduced at least to 0-24m, if not entirely removed.
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Breaking LOS is part of Trickster's counterplay that survivors can use against him given the fact that he can spam knives, or uses a ranged attack in general. Therefore, I think it makes sense for him to have the 110% movement speed.
I think he would benefit greatly, though, if his lullaby reverted back to his PTB version, where it was donut-shaped from 24-40m. This would warn survivors that he is getting closer, but also allow him to benefit from TR related perks. However, given that he can't really injure survivors efficiently from afar, it would also make sense to simply get rid of his lullaby entirely, or make the range much smaller such as 0-24m.
Additionally, I think it would be neat if his firing mode was a three-round burst knife throw. I think this would help us Trickster players conserve knives and be more accurate with them overall. Moreover, it would presumably help console players play him effectively too since the recoil would hopefully be removed if he can't spam throw them anymore, besides when Main Event is used. Hopefully this would come with buffs in other areas such as an increased movement speed when aiming and throwing.
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I don't mind exit gates being 99'd. Would be a cool Remember Me buff though if they added an effect to it where it passively regresses the exit gate opening progress on top of making the progress take longer to open.
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I still want an All Kill themed map, whether that be a neon city or studio.
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Wow, dude, I really dislike your opinion! Please uninstall and never return! I have ten morbillion hours in the game and know better than you!
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If any killer needs downsides, it should be a part of the power itself in my opinion, and not tied to having a specific item. Example being how Hag's traps can be wiped away in general instead of before having to bring a flashlight.
I don't think it's fair for killer powers to be negated from being used at all when a survivor uses an item or perk. This should be applied to all killers for consistency, such as Adrenaline no longer countering Freddy's dream world effect by waking up survivors, and any other perk or item that still negates killer powers.
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I really like Insidious. Just setting up at a certain spot knowing survivors will walk into you, or using it at certain high loops to confuse survivors has been pretty entertaining for me. Could use a buff though to make it more effective at loops, such as having a lingering effect for a few seconds after moving when it has been activated.
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The maps are very unbalanced. There are some maps that make hiding traps for Trapper impossible. There are some maps that don't have enough lockers for killers like Dredge. There are some maps that have too many obstacles in the way for someone like Billy. There are some maps that have no adequate pallet or gen placements for survivor. While there is some thought put into the general gameplay, the maps clearly aren't design to satisfy everyone. As of late, they are more focused on the aesthetic feel of the maps.
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@VoidOfMe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3397323#Comment_3397323
OMG you're a GOD!
I don't think I ever messed with that file, I don't even know where it was, but I checked it now and it was read-only. I unchecked it, but nothing changed, so I deleted the file and logged on, the message appeared once again, then I thought: "well, maybe it's a one time only thing" and relaunched the game and there you go, the message didn't appear for the first time since the progression system was changed. Thank you!!!
@Sonzaishinai don't know if you know this, but here you go:
Press win + R, then write in the box: %LOCALAPPDATA% like this
Look for Dead By Daylight folder - Saved - Config - EGS
and delete the file GameUserSettings (better do a backup, just crop the file and place it somewhere if you need it again, relaunch the game, the first time it will appear again, but after that it won't.
Be warned that deleting this file will delete some settings you've made in the game, like graphics, audio, etc.
I'm glad I could help! I am not sure why the GameUserSettings are tied to those notifications, but it took me a long time until I figured out the problem. I should have specified that I believe you have to launch the game twice with the unchecked filed, and then it should go away. Afterwards, you can recheck "read only" again. However, your method of deleting the file seems to work just fine!
Some users change their settings through this file, so they may have to reinput all of their settings again after deleting it.
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@VoidOfMe said:
Sorry if it's useless to you, but there's something bugging me for a long time now and I just can't keep it to myself anymore.
It's so silly, I mean, there's so many problems I could be talking about, but this is the thing that's stressing me out:
https://us.v-cdn.net/6030815/uploads/EYD11CTRQQ68/image.png
PLEASE, when can we have this removed? It's been ages since you implemented this feature, we have another change in the web coming soon and we're still receiving a notification at the start of the game about a change that came in JULY/2022???
Please remove this, I know it's silly, but I can't take it anymore!
Question, have you changed the GameUserSettings file? This problem you have kept appearing for me too for ages until I unchecked "read only" from the GameUserSettings file, launched the game once, then quit the game and rechecked the read only button again.
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I don't hate Trickster. I actually main him. But I completely understand that him basically having a huge supply of knives to constantly throw seems unfair in some situations, such as being out in the open. However, that is just something that a survivor has to be aware of when they face Trickster. Really, any survivor will go down when out in the open like that, but Trickster has one of the highest time-to-down times in the game in those situations. I still think his throwing style should be a 3-knife-burst throw. For me, that would be way more fun to play as and against. Specifically if they remove the random recoil from it.
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Let's just say if you're specifically relying on these perks together to hold a three gen, it will go worse than you can imagine.
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The finisher mori should just work like the Cypress Momento Mori where if there is one survivor remaining, and you downed them while they were the last one remaining, then the finisher mori will play. Otherwise, it doesn't happen.
Although, it would then just be a lot simpler to make the Cypress Momento Mori itself basekit and not have the killer and survivor teleport to somewhere on the map when the conditions are met. After all, some killers like to let their last survivor escape through the hatch.
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Grades simply are an indication of your time played for the current month, and do not affect your actual matchmaking. You do receive a bloodpoint reward at the 13th of every month, and then the grade resets back. The higher the grade, the bigger the bloodpoint reward.
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I refuse to use gen slow down or gen speed up perks on either side. I never really liked the idea of having these kinds of perks that make the game the hardest to balance due to manipulating the numbers of the main objective. On the killer side specifically, I also don't use NOED since I feel like it rewards me for doing badly, but that's just me. On specifically survivor, I don't use exhaustion perks unless I need them for challenges. I don't find them op or anything like that, but I feel like I have learned how to loop and escape killers better without the need for them.
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@GannTM said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3395833#Comment_3395833
The DC part is mainly a joke, but he’s just so boring all the way around.
Ah, I figured. Yeah, I play Freddy from time to time because he used to be my main before the rework, but he lost all his uniqueness imo.
I currently play Trickster the most, but I completely understand why people would want to dc against him. I still think he should throw in bursts instead of spamming knives.
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I understand most of the placements, but what would make you want to dc against Freddy?
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If you pull them out of the locker, you can't be blinded. However, if you grab them out of the locker, you can be blinded. The difference is whether you did the open locker animation or the grab survivor animation.
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I would like more futuristic cosmetics personally.
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Seems more effective to simply chase others and disperse pressure, no? I had a match where a Wesker tunneled a single survivor all game long, which caused a 3-man escape. The happens more often than not because leaving three other survivors uninterrupted makes them progress through gens faster. The healing changes are great because it encourage survivors to find one another and heal each other, effectively applying pressure by making sure that at least two survivors arent working on the generators. Learning how to apply this pressure on survivors is part of a killer's skillset, and only tunneling and camping a single survivor almost always ensures a loss for that killer.
Also PR is generally only used around 4 times a match anyway. Therefore using it up to 4 times and causing 1/4th of a gen to be depleted each time is pretty great for that perk. Good for those that want it, but I don't use those kind of perks anyway.
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The servers seem very wonky as of late. Lots of bug report posts about it as well
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Matchmaking is known to not be very accurate. There are some known things that can throw it off such as your region, time of day (potentially less players active as certain times), and people leaving lobbies
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