Remedicist
Remedicist
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- Remedicist
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I love me some Ormond
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@vladspellbinder said:
You forgot to remove the FoV changing from Monitor & Abuse. If an FoV slider is added into the game there should be NO Perk that change the FoV in any way.
(It doesn't help at the FoV changes of M&A is one of the few things that gives me motion sickness so I can't use it.)
You're right, I forgot to add that. And yeah, having constantly changing FOV when using M&A is a weird design choice.
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Starstruck itself is fine as a perk. The only problem is arguably Nurse who gets too much oppressive value out of it due to the speed of her power and the ability to go through walls. This is why people ask for her blink attacks to count as special attacks so that her blink attacks do not instantly down a survivor with Starstruck.
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@Seraphor said:
Nice ideas.
I would maybe extend the time Shadowborn is active for, considering it deactivates on first down. 90s or even 120s would be fine I think.
And considering this is a buff to Insidious, I would maybe change the effect a little to make it a 'nerf' under certain circumstances:
While standing still, the killers Terror Radius reduces over the course of 4 seconds, at which point they become Undetectable.
This would have the TR gradually shrink down to nothing, and during that time, if survivors have an aura perk, the killer will still show up. This extends the time the killer is visible via auras, hindering facecamping attempts. Meanwhile the gradual reduction in TR would simulate the killer walking away, so in cases where there are no aura reading perks in play, it would be more effective, because the TR wouldn't suddenly disappear and telegraph the presence of Insidious.
Thank you for the feedback! I agree that some values from the perks could be buffed a bit more. I like your idea for Insidious as it still helps within chases for mindgames or tricking survivors, but not as much for camping.
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@Archol123 said:
I like the changes, I think you could have even increased some values more... for example on fire up or even Beast of prey... But in general I don't think a single change is bad... I especially like the Insidious thing that makes it a thing to be used in chase... Well done dude :D
Thank you for the feedback, I appreciate it!
Yeah, some values could be increased a bit more such as the ones you mentioned or even Territorial Imperative. I was not exactly sure where to draw the line as these are things we cannot test in-game ourselves.
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1. Hillbilly: Maybe I just really suck with the chainsaw, but I really don't like the mechanics of it in its current state.
2. Nurse: It's not that I can't use the power, but I don't like it in general.
3. Twins: The power is technically not bad, but it feels janky and sluggish to work with
4. Michael Myers: If I were to play a stalking stealth killer, I'd rather play Ghostface personally. Imo, he doesn't really feel like a stealth killer when its mainly waiting and playing ring around the rosie to get his power buff.
5. Demogorgon. For some reason I could never got around to wanting to play Demo. I love versing against a Demo, but I suppose I dislike all the very loud noises made when playing as it.
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Why do you want to just freely counter tracking perks? A killer invested a perk slot into said tracking perk to help find survivors, so why shouldn't it work that way? If you want to counter the tracking perks and play stealthily yourself, you need to equally invest a perk slot into a stealth perk such as Distortion or try to blend better with the environment.
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Since I don't like using gen slowdown perks, I got three specific builds: antihealing, chase, and aura-reading.
My TR build on him is the antihealing one: Coulrophobia, Distressing, Septic Touch, and Unnerving Presence with the Portable Safe and any other add-on. His TR is insane, around 50m with Distressing, so it is generally difficult for survivors to heal with this build.
I also got a superhuman build for him that makes him very oppressive and fast in chase and is by far my favorite way to play him: Brutal Strength, Bamboozle, Fire Up, and Superior Anatomy with either the Chalice (Gold) and Lion Medallion add-ons to launch survivors far or the Lab Photo and Leather Glove add-ons to break pallets and use the power more often.
My third build is the fun aura-reading one which consists of BBQ & Chili, I'm All Ears, Lethal Pursuer, and Nowhere to Hide with the Helicopter Stick and Uroboros Virus add-ons. You'll see many people all the time with this build.
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@tippy2k2 said:
Do ...do I want to know what Nemesis Tea tastes like cause I feel like I don't.....
It's actually just an iced tea lemonade flavor. Far more appealing than the name itself
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@jesterkind said:
...If this is the RE3 flavour, is there an RE2 flavour called the Tea-Series?
Sadly, no. Although they certainly missed the opportunity to call this flavor the Tea-Virus
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I hope they remove the penalties at some point. They aren't stronger than the meta perks even with the penalties removed. Stronger perk variety is always great in my book.
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I've tried this build before and can confirm it is quite fun. I sniped the last survivor off the exit gate due to the stealth.
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I love playing Wesker with Brutal Strength, Bamboozle, Fire Up, and Superior Anatomy with the chalice and lion medalion add-ons. Makes me feel super human.
Overall though, he is very fun to play as and against imo. The chases are very fun for both sides as it is very interactive due to the fact that his power is strong but not oppressive. He somewhat has slowdown with the sprays, but it needs to be earned by hitting survivors with the power.
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Increased FOV isn't necessarily a buff or a nerf. It depends on the user and how they feel with it. The more you increase FOV, the more the fisheye effect becomes apparent where you can see more around you, but objects appear more distant and less clear the farther they are.
This means that sure a killer may see a survivor off the side of their screen that they would not have seen usually, but they also may miss more distant visual cues like crows flying off. Additionally, this is also why I see people who run Shadowborn get hit by pallets more often because they think the pallet is farther than it actually is.
There are some other changes with increased FOV. On one hand, increased FOV feels smoother to play with and helps with motion sickness. On the other hand, being able to see more objects crammed onto the screen also means that the killer can be flashlight blinded more easily.
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Some grabs only occur when a survivor is in the injured state. Personally, I think all grabs should work this way.
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Give us FOV slider and make Shadowborn a perk that makes the killer start the trial undetectable for 60 seconds or until a survivor is downed. Boom
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@YOURFRIEND said:
They're supposed to. Do they not?
They removed the synergy from Wesker's power in a hotfix on purpose, but this change made all killer powers unable to synergize with vault perks it seems. However, I think vault perks should work on Wesker's power and all killer powers that are able to vault. As Tat stated, it just feels right. It makes the powers more fun when using them and in no way makes any of the killers any more oppresive in my opinion.
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It seems to be intentional like they're testing how it would affect matches. All I know is that nobody likes it and it has affected me negatively in both survivor and killer matches.
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Would most players rather have completely random matchmaking or have the matchmaking attempt to match players of similar skill? Personally, I prefer loose matchmaking: not extremely accurate to where every game feels like a comp match, but also not so random that every match feels inconsistent in results.
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Yes please, I would love for this to be added!
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Something does feel off about the speed. Additionally, the great skill check doesn't seem to glow yellow now when hit.
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I think one of the reasons this game is so hard to balance is the fact that there is no limit to how fast or slow an action can be. For example, the healing speeds are insane with a medkit and CoH.
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Bill Bill Bill Bill Bill
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I think the problem is that survivors see the patrol path that the Knight is placing, making it easier to just run in another direction and making the Knight lose more distance since the Knight cannot see the survivor. I wish they had buffed his patrol potential and commands rather than his chase potential as it'd be more fun and make him more of a macro management killer.
@Akumakaji said:
What if we did away with the whole orb thing and made the power work in a different way? Hear me out, with my proposed change we had 4 ways to activate the power:
1) highlight a survivor in sight to summon a Guard and chase them, freeing yourself to do something else or attempt a pincer attack
2) highlight a gen or breakable object to summon a Guard and kick/break it
3) this is the big one: highlight an entire house, building or structure and have a Guard search the thing and patrol around it
4) highlight nothing and just plonk down a standart and have the guard patrol around it.
This would allow the knight to do his thing on the fly, without stopping too much and still allow for some map pressure and not just closing up the loop at hand.
This is exactly what I would have wanted as it makes the guards easier to command and wastes less time setting up the guards.
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I understand the frustration since time is narrowing for Stadia players. You should try making a forum in the bug section so that they are more likely to see it and acknowledge it. What exactly about cross progression between Stadia and PC is broken right now?
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Since I like my AI to patrol, he is definitely my favorite one as well
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I had many tbagging and pointing their flashlights at me at random moments. The bot mode is hilarious
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If I try to use him as a macro management patrol killer, he does not do as well. If I use his power as a way to cut off survivors, he does well. I was hoping for more of a killer that could multi task well, but this just feels like the same old thing.
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Yes, the Knight loses collision when a guard is hunting a survivor
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We have two phones in the Fog now, noice
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Apparently, we still won. Nothing was taken from us 😤 I am incredibly happy! Thank you, devs and art team!
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For me, Huntress, Oni, Blight, Billy, and Wesker are all very fun to play against. They all change up how you have to loop them compared to m1 killers and I find that aspect of coming up with different ways to escape them very fun. Their chases tend to be very interactive and playing mindgames on both sides is fun.
I'd say Trickster and Nurse are possibly my least favorites to go up against. For Trickster, it's because his chase power is super oppressive to the point where you already know you will go down eventually as most tiles aren't great for avoiding his big supply of fast knife throws. Ironic since he is my main and I find him enjoyable to play as, but he'd be more enjoyable to play against if he had a different throwing style. For Nurse, I just don't like that she can go through walls and has a very oppressive power that, most of the time, makes it clear that you can't escape from it.
Every other killer for me, I'm basically neutral about. Usually depends on the situation to decide if I will enjoy going up against them or not.
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I just think it shouldn't immediately make a survivor escspe out of the dream world since it's weird to have a perk directly affect a killer's ability like that. Reminds me of Small Game back then. But I think overall that Adrenaline is a very healthy perk as it rewards the survivor for doing objectives, surviving, and having only three perks for most of the match.
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I'd be happy if they updated all of the Backwater Swamp maps and released an updated version of the two missing maps that never came out.
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Personally, I don't think FOV needs a drawback to using it if it were to be an accessibility option as it already has preference drawbacks such as objects looking farther and less clear than they really are due to the fish-eye effect occurring from cramming in more objects into view.
My idea for a Shadowborn rework would be to give the killer the undetectable status effect at the beginning of the trial for 60 seconds or until a survivor is downed.
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I also remember when we could switch from survivor to killer or killer to survivor from the lobby. It was may more convenient than how we have to go back to the main menu nowadays.
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I find Eruption and CoH frustrating for the opposite sides
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Fitting in with the theme and name of the perk, I think it should activate anytime a survivor stuns the killer in any way as long as the survivor that is stunning the killer has the perk equipped and is not already exhausted.
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Noice
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I don't give all of them nicknames, but some of them include:
Hillbilly: Billybob
Plague: Vommy Mommy
Ghostface: Ghostie
Demogorgon: Demo
Deathslinger: Slinger
Trickster: Tricky Boy
Nemesis: Nemi
Artist: Birb
Wesker: Weskoid
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Just depends what I'm in the mood. Currently I'm mainly playing survivor cuz I spent months only playing killer and it is a nice change of pace.
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I think hook grabs should only be possible if the survivor that is attempting to unhook is already injured
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I gotta disagree with the Trickster thing. That mask is his best head piece in the game and we've wanted it since the Crescendo rift came out. The event masquerade mask is a close second though.
However, I do have to agree that the Twitch Prime rewards have gotten less interesting. I'll happily take free stuff, but we used to get full outfits and now we simply get one item. I know we aren't entitled to getting full outfits, but it is still disappointing knowing we used to get more things. At the end of the day though, I still appreciate the gesture.
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Personally, I think it's in a good state and the condition makes sense. If you've seen Otz's video on it or have used it yourself, you'll notice that the 75% reduced noise is actually very good at keeping your character almost completely silent, especially when crouching or in a locker. I don't think it should be 100% because for some reason it causes an audio bug that makes the survivor comepletely silent, even the breathing. The reason I think the condition makes sense is that Iron Will is meant more for hiding while the exhaustion perks are meant to prolong or escape a chase. If you could escape a chase completely unheard, then it'd be no different than the older Iron Will.
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I've noticed this as well, but most of the Coldwind realms tend to have tiles close to one another anyway when they are available.
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Given that it basically turns off completely in the endgame and through any action that progresses the match, I think that buffing the stun to 4-5 seconds would be fair as long as it works only once. Having it activate twice for a 3 second stun that won't get a survivor very far won't do much in my opinion.
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I made the choice to switch back in May. I miss all of my previous rift rewards, specifically Crescendo. I wish cross progression was a thing, but it doesn't look like it is happening any time soon, if ever.
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@LiveBritishReaction said:
https://forum.deadbydaylight.com/en/discussion/comment/3265551#Comment_3265551
I feel like that metric is a bit too binary though. Sometimes a killer really ought to just have the strength of a powerful addon baked, at least partially, into their base kit.
Oh for sure, the quality of life aspect goes into that as well. Like for example, one add-on might make a killer much stronger than before, but they may feel powerless to play without it. So some add-ons could actually be nerfed a little bit, but have part of their effect added onto the killer as base-kit. This actually happened with Deathslinger when his ADS movement speed got buffed, but his ADS movent speed increasing add-ons got nerfed (however, they got nerfed to the point where they barely change anything when equipped).
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If an add-on changes or enhances a playstyle, or just buffs the killer to a greater level, it should probably remain an add-on. However, if an add-on simply feels like a quality of life addition, as in it doesn't considerably buff the killer in a huge meaningful way, but simply feels better overall to play with in terms of the smoothness of using the power, then it could probably be a base-kit change as it wouldn't make the killer any stronger.
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The map is just weird. It's way too big, one end of the map is basically a dead zone, and the other has loops chained together with many safe pallets. Being a stealth killer on that map is difficult due to the bright colors, and Trapper can't hide his traps anywhere efficiently. The hitboxes on some of the objects are pretty abnormal too. And of course, we can't forget about the main building being strong to loop in. Even the shack is different in a difficult way as normal shack has holes in it for ranged killers to shoot through while Eyrie doesn't. Definitely my least favorite map by far.
