RpTheHotrod
RpTheHotrod
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Typically no, but if it's a full flashlight squad, I pull in my Coulrophobia, Unnerving Presence, Sloppy Butcher, and Distressing. Usually sends them into an absolute panic.
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Well, scab USUALLY means someone who does the norm when others want something other than the norm to happen - usually involving protests. In real life, when a group of people protests at a job, someone who gets paid to go in and continue to work during the protest is referred to as being a scab. Not sure how that might relate to DBD unless the survivors were wanting to quit but you were still repairing gens or something.
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I'm a fan of playing underdog killers and mastering them, but it's frustrating when gen rushing pushes those low tier killers into having to invest heavily in gen regression. I'd rather run a variety of builds, but with gens getting done so fast, not having at least half of your perks doing gen control is frustratingly necessary. Again, this only really affects the lower tier killers.
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@Mockingjay_S451 said:
https://forum.deadbydaylight.com/en/discussion/comment/3282463#Comment_3282463
So show a generic 4 people, why do items and prestige levels have to be shown? Or your actual gaming name? Not everybody can hide that.
Who they are and the items they have absolutely should be shown. Prestige levels shouldn't be shown. Your actual name doesn't have to be shown - that's a choice you make. You can literally hide your name in options.
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@Seraphor said:
Gens aren't fast because they take x amount of time to repair. They're fast because survivors only have one main objective and they focus on that to get out as quickly as possible. An extra 10 seconds doesn't make any tangible difference to the killer, which is why "gens are still too fast."
Games last a long time when killers effectively pressure gens and get survivors off them, doing secondary objectives like picking up slugged survivors, doing totems, dealing with powers like reverse bear traps, etc.
Part of the problem is power creep. More perks that make repairing, healing and unhooking/recovering faster and more efficient, saves time spent doing things that aren't repairing gens.
To effectively stop 'gen rushing' you need to make side objectives more appealing, just as to stop camping you need to make not-camping more appealing. There are perks and powers that do this, but nothing universal, and so there will always be killers who are weak at 'forcing survivors to do side objectives'.
This is why Ruin was a healthy perk before 6.1.
Gens are "too fast" now because when they added 10 seconds, most survivors jumped to gen rushing speed builds, so now Killers feel even more compelled to camp or run heavy gen regression perks.
Personally, I'd completely remove gen speed (whether repair speed or regression speed) from being able to be modified by perks. Have it streamlined. Would be so much easier to balance, and gen speeds wouldn't be a guessing game of 100 different possible variables. Kicks would probably need to be removed, and gens would need to slowly regress automatically. This would favor survivors who are able to stay on gens, but favor killers where survivors are not sticking to gen work. Would be a balancing act on both parties. If the survivors get away with a lot of gen progress, the killer is going to have a hard time keeping that gen from completing without guarding it (which takes away from other gen guarding), but if a killer can keep survivors on their toes, gens will begin to regress. Essentially, it would be about gen repair prevention as opposed to gen repair reaction like it is, now.
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can confirm
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I've noticed that when he kneels, he loses his terror radius for just a moment. It's almost like the game moves his coded location elsewhere, but the model remains.
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If you would like the devs to take your feedback serious, I'd probably not say it in a way that sounds insulting. XD
That being said, I don't like the new pallets, at all. It's hard to spot them at a glance due to blending in with other clutter in the map. Their cullers are so muted and dull. They really need to "pop" more.
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No path should absolutely require a certain perk or character, imho. There should always be a vanilla option.
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@Sharpefern said:
https://forum.deadbydaylight.com/en/discussion/comment/3243191#Comment_3243191
The survivors have it for information that they are supposed to have anyway. The closest thing to a terror radius for killer is scratch marks. which they have a perk to be able to see better. The killer also has perks to remove their terror radius.
The only other aspect that I could see with regards to sound is surveillance giving an indication when its active either by hearing gen noises or having regression occur or stop. You dont need a gauge because you can see the gens auras but I suppose you could do that as well. But I dont think this would satisfy people. I think certain killers just don't like the perk.
With regards to all of the smaller sounds such as footsteps and breathing etc. Neither side has a perk for this.
and my suggestion would be for accessability for information killers should have anyway. Generator noises nearby and how much progress they have made. Survivors making injured noises nearby. Etc...
Remember, they are going to be moving the TR indicator to basekit and away from a perk in the future, they said.
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Isn't adepts just achievements\trophies? Why are they so popular? To they give something other than just achievement\trophies?
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Almost everyone and their mother are using perks such as dead hard, lithe, and balanced landing. Fearmonger just counters those meta perks. It's a good call.
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@ReverseVelocity said:
https://forum.deadbydaylight.com/en/discussion/comment/3243102#Comment_3243102
idk I can read the tells for those things just fine without Spine Chill
You can't audibly tell if a killer is an inch closer or farther from you.
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@Sharpefern said:
https://forum.deadbydaylight.com/en/discussion/comment/3243118#Comment_3243118
Spine chill as a perk will light up if the killer is within 36 meters of you. If the killer has a terror radius it will fill up as the terror radius gets louder. If you are performing an action such as opening an exit gate and the killer is within 36 meters and looking directly at your entire body you get a 6% increase.
https://forum.deadbydaylight.com/en/discussion/comment/3243081#Comment_3243081
It ticks in the same increment as the terror radius volume. A doctor with a 10 meter terror radius (Double calm + Monitor) is just gonna start filling up at 10 meters because the terror radius would be light at that point, where a Wesker with a 40 meter terror radius its going to be completely full if they are 10 meters. Its the same as telling the difference in volume which is why thats there for accessibility.
In that case, let's be fair. Killers need accessibility options to. If the killer is within the range of a generator, there needs to be a visual indicator of how far the generator is, and on top of that, since you can hear how fast a generator is, if you are within the audio range of a generator, the indicator should tell how much progress the generator has on it (same information you'd get if you just hear how fast the pistons are running).
Heck, let's toss in survivor pain grunts and breathing. Killers should get an indicator how close they are hearing those, as well.
I mean, this is JUST for accessibility, right? So fair is fair, killer players should get it, too.
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It's fairly OP. You're given a 36 meter head start guaranteed. Most killers will lose too much time chasing someone with that much of a head start. You can also tell the instant a killer gives up chase as opposed to needing to look backwards to keep tabs on them. On top of that, it essentially eliminates stealth killers as a threat entirely, especially ones that have to go slow to use their stealth such as Pig or GF. If kitty lights up, just hightail it out of there. Nearly guaranteed to never get busted by a stealther. Don't even need to look around for sneaky stealthers - you flat out know if you're safe or not. As long as kitty isn't lit up, you could just stare at a wall and know you're safe.
Spinechill seriously needs to not pick up on Undetectable status. One perk alone hard counters and entirely shuts down an already weak group of killers.
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@Palevox said:
Clubbing is the killer hitting you and not hooking , bleeding you out.
that's slugging
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If they brought Alien in, it would probably be similar to a Preatorian. Large, lumbering and almost unstoppable. Doesn't have the capability of pouncing long distances and is fairly slow but instead is heavily armored. They are large, but not queen-sized - often seen as "royal guards". A typical alien that we're all familiar with would be able to across maps within seconds, so that wouldn't really fit well balance-wise.
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@Johnny_XMan said:
The way you effortlessly let that Mikaela boon that totem …O.O for a boop.
🤣 Every killer main out there that hates CoH:
https://us.v-cdn.net/6030815/uploads/7REVC4ZIKOMQ/82c62429-ec23-4c69-b2b4-d3fe11dc285f.gif
I play for realsies until someone wants to have some meme-fun, then I'll play along and usually let them escape. Nice to have a "fun break" every once in awhile. ;)
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@JustAnotherNewbie said:
https://forum.deadbydaylight.com/en/discussion/comment/3236125#Comment_3236125
How will I use Blast Mine then if killers don't kick gens?
Fair question. Would need a re-work......or allow them to kick gens for a small regression reduction %?
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/3236125#Comment_3236125
Here is an idea: just don`t equip gen regression perks, but pure aggression and go ham. At first you will lose pretty brutal and spectacular, but eventually you will develop the gamesense thats needed in order to interrupt them, while hooking left and right.
Getting bye without gen regression aint easy (and no one should mind that one Scourge Hook: Pain Res that you are running), but if you don`t make yourself the slave of the meta, you might just level up.
Unfortunately that's not much of an option with my main Ghostface. He's designed around not running around aggressively - otherwise, I'd be better of just picking someone who naturally has aggressive playstyles like legion or blight.
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I'd be happy with a cash only store for additional mori's since they aren't affecting gameplay. More revenue for the devs, and more variation for the players.
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6/10 - the game is a gen rush meta which is a problem because it forces killers to use heavy gen regression, but because of all the heavy gen regression, then everyone has to run gen rush, but since everyone runs gen rush, then killers have to use heavy gen regression. It's a constant cycle of nonsense and no fun for anyone involved. Gen speeds need to be standardized where perks cannot increase or decrease their progress, have gens automatically regress, and remove the ability to kick. That way, it's far less of a roll of the die guessing game on gen speeds, and it makes room for BOTH sides to use more fun perks.
Also, the game would get an easy +1 score if they freaking make spinechill not pick up on undetectable, already.
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@Ghouled_Mojo said:
escaoe cakes are still active?
They still function for those who still have some saved (well, they functioned until recently due to the BP bug).
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@Laluzi said:
I don't see why not. It'd at least stop the "I'm at top MMR so your opinion is wrong and you just don't understand what it's like at the top" arguments once people learn that they are not, in fact, at top MMR.
On the flipside, anyone at top MMR would be trying to invalidate anyone else's opinion entirely with some clout behind it.
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Also have had the same issue. Right when I grab a survivor, seconds later I'll suddenly get disconnected.
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@Coordi said:
https://forum.deadbydaylight.com/en/discussion/comment/3226928#Comment_3226928
This feature is part of the Finishing Mori system and not included in yesterday's patch, as it was just a test of this early feature. Stay tuned for future updates!
Your blue is very pretty.
As for the OP, gen rushing is a big problem, especially for weaker m1 killers. You pretty much have to run at least 2 gen regression perks, but even sometimes stacking those do the gens fly past. I really wish they'd just make gen regression and repair standardized and not able to be affected by perks to make room for using more fun and interesting perks. Mandatory gen regression just isn't fun for either side.
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@JustAnotherNewbie said:
https://forum.deadbydaylight.com/en/discussion/comment/3218227#Comment_3218227
But lockers are Dredge's whole thing to begin with.
Maybe if he could just hide in lockers for surprises that would be more in character, but survivors in that case should be able to open lockers without entering them and if they find him in they smash the locker door on him to escape. Otherwise he lurks in a locker near a gen and can probably surprise grab or scare people.
True, but the topic was about mobility for non-mobile killers. XD
I'd love for GF to be able to hide in lockers. If someone tries to open a locker with him in it, he lashes out and does a basic attack.
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@Dem34888 said:
His ability is bugged sometimes, I've remember when I've been standing in front of him, but still wasn't able to expose him, the range was about 2-3 meters
Also, here's the picture, where I was clearly see him, but wasn't able to expose
https://us.v-cdn.net/6030815/uploads/1F27AIIPF2AC/20220930224331-1.jpg
I heard that 50% of him has to be visible to begin revealing him. He's more than 50% concealed there, so revealing him would be an issue. That's one of the benefits of him crouching and peeking.
That being said, he's ironically super easy to reveal when you don't want to reveal him. I've even revealed him while looking in the complete OPPOSITE direction of him, and revealing him through solid walls happens regularly. The entire thing is buggy.
Just as a little extra info, the "reveal area" for him from a survivor's point of view is halfway between the center of your screen and the top of your screen. You have to line him up slightly higher than you'd naturally consider.
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I'd love Ghostface to have the ability to mark 3 lockers. After entering a locker, he could look at and teleport to a locker that he had marked. Once doing a teleport, the locker he teleported TO loses its mark, and the locker he teleported FROM gains a mark. Ends up ole Danny Johnson had an accomplice the whole time.
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I wouldn't say it's overhyped. Alone, not too bad, but when you mix it with other stuff, you have stuff like this going on:
7 votes and 2 comments so far on RedditKillers can't even get to a gen by the time they are done.
@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/3216930#Comment_3216930
I would argue stacking slowdown perks are a problem as well.
People considered Hyperfocus to be op because videos with Stake Out and a toolbox showed that a gen can be repaired in 40-45 seconds. And that is not good for the game's balance.
I think it's only part of a bigger problem, which is the potential huge variance in gen times that can be achieved with perks and addons, and that goes for both sides. Certain slowdown perk synergies are just too much in my opinion, just like certain gen speed up perks and items.
Though when it comes to Prove Thyself, I have no idea how that perk is op. But with Hyperfocus, combined with Stake Out at least, I can definitely see that being too strong in the right hands.
The link above is 17 seconds to finish a gen with only 2 people.
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@Nihlus said:
https://forum.deadbydaylight.com/en/discussion/comment/3213240#Comment_3213240
Factually inaccurate. It is certainly possible. Survivor doesn't notice it light up. There's no audio notification. If doesn't make your action progress bar change color like before I less you have line of sight anyway.
Second, they still do not know where you are. Spine chill is also just as likely to have you walk right into the stealth killer as away from. If non stealth killers can get surprise grabs, I think you're fine.
I mean, yeah, if a survivor decides to not play the game and go grab something out of the microwave, sure, it won't do much, but any survivor actually playing, you know, seeing the blaringly obvious alarm bell lighting up, it's literally impossible to have the killer sneak up on you. I assumed the former part didn't need to be said. I'm talking about someone actively playing the game.
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Hard to do stealth builds with spinechill being on the table. Literally entirely removes stealth play with a single perk. At least less and less people are using it it seems...despite BHVR's stats showing it's one of the top most used perks. Apparently other regions it's insanely popular or something.
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@Crowman said:
His crouch is already useful though. It makes him smaller and thus harder to see. It's not only useful for sneaking up on survivors who aren't aware of you, but can also help you mindgame loops that normally are impossible to mindgame.
There's also not a killer that has aura reading as a basekit feature and is generally reserved for addons.
Just saying, he's weak enough to warrant that his crouch does something mechanically. Just sort of a wasted feature at the moment. Wouldn't be so bad if he could crouch faster, perhaps, but even then, there's room to grow, here. His approach makes him extremely weak, especially with the existence of the new spinechill.
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@dugman said:
I actually have decent result using his crouch speed add-on when sneaking around. The lower profile you get from crouching definitely makes you harder to see. It’s also why I do pretty well with Pig, I likewise use her Crouch speed add-on since her stealth while crouched is excellent.
The problem is, he's really weak over all. He pretty much has to use his stealth recharge and faster marking to be competitive unless you're going all in and using rare addons....a couple of them are strong enough to use over his commons, but you can't rely on them since they are rare.
Frankly, the stealth recharge needs to be basekit. All the other stealthers can go stealth on demand. I mean heck, Myers and expose and down everyone at once. The Ghost Face can only realistically do one at a time. If he does happen to mark one, once he finishes his 3 hour chase, the other is already halfway across the globe.
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@sizzlingmario4 said:
Agreed. It went from having awkward counterplay by looking away as killer to having no counterplay at all and I'm honestly surprised there hasn't been more discussion about this perk. Yeah, it lost the vault speed which made some people stop running it but it's even better against stealth killers than it was before which was the main problem with it.
There was a load of discussion about it once it got buffed...for WEEKS. However, BHVR disregarded all of the feedback. What sucks is, stealth killers are already at a big disadvantage...especially The Ghost Face. He has to spend a load of extra time setting up his attacks, but it can be all for nothing if they are simply running spinechill. It is LITERALLY impossible to EVER be sneaked up on by a stealth killer with that perk - it's that powerful. Stealth killers already have a hard enough time. Spinechill absolutely should not detect undetectable.
@RisingTron said:
I main ghost face and haven't run into anyone using Spine Chill since it got changed. don't think it's that big of a deal.
@Tranquil_Blue said:
Yes, Spine Chill does let you know when a stealth killer is within 36m, but it is absolutely not "hurting" stealth killers in general because almost no one runs the perk. Look and see how few people are using it across all of your matches.
According to BHVR's stats, it's one of the most top-used perks in the game.
What REALLY sucks about it is that one perk alone can completely invalidate an entire class of killers. Stealth is the one thing stealth killers have. One perk alone completely eliminates that. There's no counter to it. At least before, you could look away while approaching, but now there's no counterplay. You just equip that perk, and you're golden against stealth killers. For most gens, it's not difficult to determine rather quickly which direction a killer is coming from. The middle gens, however, tend to be a bit trickier.
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@whammigobambam said:
And if the bait isn't taken what do you do, slug? Fake tunnelling is tunnelling, just dressed up with dirt and time wasted.
It's only tunneling if you follow through with it. I'm a fairly nice killer. I don't tunnel, I hook then leave the hook area so they can get unhooked, and I almost always give hatch. If I end up downing someone that was recently hooked, I leave them there for someone to heal them. If no one comes for them, I just pick up and drop until they wiggle out and let them reset.
I prefer everyone have fun as a whole. Just my style.
@legacycolt said:
Baited or not, it’s still smart to take protection hits and distract the killer from the tunnel, especially if you’re good in a chase.
Accurate! Protection hits are good. Just sometimes you can take advantage of that. I play both sides, but mostly play killer these days.
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Yeah I made the video at 3am and confused myself. XD
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@Dream_Whisper said:
That rarely ever happens, that would probably happen if the killer is having a bad day or you or your teammate being quite toxic to them and they simply are returning the favor by letting you bleed put and let the Endgame Collapse kill you. The chances of the killer actually hooking you, are you more then likely, considering you make it easier for them to find you, instead of crawling in bushes or hiding in the corner.
As much as this new mechanic would definitely end this, it still doesn't help the fact that it would make gen rushing more likely to happen, as their is no build in slowdown without slogging involved... and Gen Regression/slowdown perks are going to still be run and stack more often.
Would also wish it would be nice, if the killer finds the hatch and simple close it; when their is a dying Survivor whom is the last one on the ground and just let the killer get a free Finisher mori; considering when I play killer and get into that situation. I dislike wasting time finding you for 3 minutes, I should get a free kill at that point.
If you're the last survivor alive and are currently slugged, you should have the option to surrender yourself to the entity. Doing so acts just like a hook would for game mechanic purposes.
That would fix a lot of fear of being slugged for the full bleedout.
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@AverageAshEnjoyer said:
https://forum.deadbydaylight.com/en/discussion/comment/3209333#Comment_3209333
boil over only does something if you have flip flop + full recovery. which means it does nothing if you instantly pick up
They use boil over to not allow killers to drop off a height to get to a nearby hook.
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@AverageAshEnjoyer said:
When do you ever need to slug someone for more than 45 seconds? And that number is likely to be increased
When someone with boil runs to a hook deadzone making it literally impossible to hook them. They always just run straight there when they get aggro. The only way to eliminate them from the game is to have their bleedout timer fill in while they are on the ground.
Originally it wasn't terribly bad, as it would put pressure on survivors to have to run over to get the survivor up (and lose gen time in the process). Now with a 22 second self pickup (which everyone who uses uses strategy will use), there is no downsides for the survivors, as they will just pick themselves up fast. It makes them untouchable the entire match. No point chasing.
Another reason is body block, Sabo and flashlight squads. They force the killer to drop their survivor to have to chase off the blockers which can take some time.
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Things would get stale fast if it was always the same. Not to mention, it would just hurt newer players and scare them away when the game would be 100% dependant on map memorization as opposed to rough memorization that we have now. Newer players wouldn't stand a chance against someone who knew exactly where every asset was in a map at all times. Before you say new players won't face experienced players, we know the matchmaking system is flawed. Plus, some of us have hundreds of hours and still don't know all the placement types.
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I would have each piston require a part to be found associated with that piston. Once found, you bring it to that generator and start working at it. Part installation takes as long as opening a chest, but once it's installed, it's permanently in place and a yellow light lights up under the associated piston. Once you 99 that piston (each piston is 25%), you have to pass a difficult skill check. Failure loses 5% progress. Upon success, a green light lights up under that piston, and the progress for the generator is permanently locked in for that piston - meaning it cannot regress lower than that piston's progress. For example, if you lock in two pistons, the generator cannot go below 50% progress. Each piston has its own type of part, and parts are randomly hidden around the level. There can be multiple of each kind of part at once throughout the level. Only one part can be carried at a time.
This not only makes doing generators more interesting and promotes more exploration, but also gives a safety net for survivors as they progress towards the endgame. No more "we had it at 95% but it got kicked and we got chased and now it's at 20%". In that scenario, it wouldnt regress under 75%.
The generator process would be slower overall, but success would be rewarded with time saving safety nets. It would also prevent complete generator resets making 2 survivors with 3 gens left to repair viable as opposed to a "we give up, let's hide and wait out the other person to die" mentality.
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We need the spoon killer man. Matches would take at least 24 hours, but other than that, a killer idea!
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@Kaitsja said:
https://forum.deadbydaylight.com/en/discussion/348445/something-else-needs-to-be-addressed
You mean like how survivors are pigeonholed into bringing specific perks to counter core problems? Killers can sacrifice a perk slot and bring Iron Grasp. Besides, outside of sabo-breakout squads, it's not really a problem.
That's off topic. Killers are pigeon held to bring gen regression because of how fast gens are flying with the gen rushing meta. That's also just as off topic.
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@Percival_nxs said:
https://forum.deadbydaylight.com/en/discussion/comment/3206716#Comment_3206716
Yes I have discordance and Gearhead now
No. I mean discord. Its a chat program.
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I main ghostface. Do you have discord? Happy to have to sit in on a few matches to give some tips.
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@Tsela said:
https://forum.deadbydaylight.com/en/discussion/comment/3205673#Comment_3205673
Okay and gen repairs shouldn't be affected by toolboxes and perks, same way healing speeds shouldn't be affected by perks at all either then. Not gonna happen really
That's what I'm saying on gens. Perks shouldn't decrease them nor change repair speeds. Both sides. As for healing, no, as that doesn't relate to the actual objectives which currently are a chaotic element.
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Gens nees to not be affected by perks, at all. Have them auto regress. Have them unable to be kicked. Nice consistent system that's far easier to balance. Also frees up perk slots to use more fun an interesting perks over mandatory gen control perks.
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@Mandy said:
I can understand the thought behind this - thinking of Trapper traps as technically that's his power and he cannot use them by the hook, but I think disabling a killers power completely near a hook that they've been at for 7s is impractical as there are so many ways this can be abused - Myers in T3 for example wouldn't be able to go near a hook - so you'd have "safe spaces" on the map where survivors are protected and that's something that's very abusable.
Also the STBFL comment re toning it down...a lot of that is on the Obsession in the match, it's very visible if the killer is running this perk and has gained stacks, pretty easy from the survivor side to tell - so to reduce the effect the Obsession can quite easily take a hit and cause the killer to lose their stacks that they've built up. There's outplay around the perk, players just do have to consider what perks the opposing side is running in the game and play around them to a degree.
Speaking is safe places, can you guys add hooks to these immortal areas on 2nd and 3rd floors where boil survivors always run to? It guarantees them having hook immunity, so they just run there every chase then stand there waiting to get downed. It's a bit silly, and will turn problematic if the anti slug rework goes live.
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@TheWheelOfCheese said:
https://forum.deadbydaylight.com/en/discussion/comment/3202918#Comment_3202918
No, you must be injured to use DH. And Endurance only prevents damage that downs you anyway, it would be useless while healthy and not exposed.
Plus you can't DH mid-vault.
Ah. Been a LONG time since I've used dead hard. Guess I had forgotten it needs an injury.
