Science_Guy
Science_Guy
About
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- Science_Guy
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Sure...
We're all slowly dying, in the end.
Edit: Yay, my 500th post.
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Just deduct BP. Make the balance go negative if they already have 0. Some people won't care but eventually most people would.
Timeouts are mostly pointless, bans/suspensions are obviously ridiculous.
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Whatever helps you sleep at night.
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Any loop is an infinite if you're bad enough.
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I think the bio is alright, but I agree that his power is pretty underwhelming for a killer clown. The least they could have done is make the gas have different colors to seem clownlike, or played some interesting music while you hallucinate. Instead the power seems like it belongs to a completely different kind of killer.
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Worst could be any of the countless times a killer facecamped me for the crime of existing, back when you could only unhook from the front. Those, or the time the Pig stood on top of the basement stairs and trapped two of us with helmets. Problem was, apparently the others realized what was going on or were an SWF, because the other teammates just 99%'d the remaining gens. So we sat there all doing absolutely nothing until they had all the gens ready. And then... they waited for her to move. We all just waited. For ages.
Best? Eh, most wins are about the same.
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Claudette.
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Smart probably isn't a good label for him. His lore says he's "average", after all.
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The Exhaustion effect is still totally unnecessary.
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@[Deleted User] said:
Had a 3-man SWF last night that sandbagged me and left me to die on hook and then insulted me post game, their reasoning being that they just didn't like how my Claudette looked.
So uh, yeah. That was a blast. /s
3-Man SWFs are the worst. I always try to dodge if I notice people in the lobby have each other in their friend's list. That's an easy "No thanks!"
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@Mochan said:
You can't fix the gen rush without reverting all the ######### that lead to it.
That includes:
- Nerfing Stealth
- Nerfing Windows
- Nerfing Palettes
- Nerfing Healing
- Nerfing Loops
- Nerfing Looping Perks
Heck, they even nerfed gen repair and got rid of Leader. The new Prove Thyself was a crap perk, far worse than leader, but became Meta over Leader because guess what? People have to gen rush because there really isn't any other option to survive. You want to slow the game down? How about giving Survivors the tools they need to stay in the game without needing to genrush like crazy just to have a chance to survive.
Throwing more gen-slowing perks isn't gonna fix anything. Survivors will keep gen rushing because there's nothing else to do.
Don't forget Sabo.
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Trapper as a Survivor is simple and hilarious.
Plague loses the rest of her foot in a bear trap.
Crouch, place a trap over the Hag's phantasm traps, she jumps through and gets snapped clean in half.
A trap suddenly snaps out of nowhere and turns out the poor Wraith's invisible chicken legs got caught.
Things would get messy.
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@DarkGGhost said:
https://forum.deadbydaylight.com/en/discussion/comment/678354#Comment_678354
So your idea is to wait 8 sec then eat a 5 sec stun DS (total of 13 sec) and then you may chase the survivor. Let me tell you why your idea is stupid. First, it's a combo you can counter with any strategy and keep the survivor safe for at least 30 (+). Second same time you need to down the survivor on the hook, like when you need a kill to keep the game going ( you do that with slugging) . Lastly, it's unfair and unfun for one survivor to have a combo that protects them for 75 % of gen and can heal him at the same time.
"Let me tell why your idea is stupid"... what a way to state a point, lol.
This is yet another " unhealthy interaction" thought up by someone who didn't really think about what they were saying. Inner Strength adds absolutely nothing to this "standoff".
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Keys are fine.
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Since almost nobody plays Adam, for once it's actually quite possible no one would have ever noticed that until now.
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Ah, yes the Autodidact nerf.
"Good" times.
All the same, we'll see about this round. I wouldn't say any of them are great, or even better than anything we have now... but DBD has a lot of trash perks. I'd still say at least a few of these new ones are at least usable.
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Rancor is the epitome of bad perk design.
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Claudette. She was so innocent.
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Nothing that interests me, sadly.
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@Dreamnomad said:
Players on this forum have no idea how to gauge perk strength. This is still a very bad perk. Unless the killer is face camping this perk has Zero use. Z-E-R-O. It is almost impossible to abuse this perk. Think about it. What value to a team of survivors does a survivor on a hook provide? None. A survivor hanging on a hook longer is a survivor not working on generators or helping other survivors.
If the survivors try and "take advantage" of that extra hook time they run the risk of a second survivor being hooked near the first survivor and that can quickly cascade into all survivors dying. That extra time on the hook could even backfire preventing someone from getting the hatch. The only thing good about this perk is that killers will know that it exists and perhaps help motivate them to not bother with camping. Using the perk is still a terrible idea for survivors. I welcome any survivors I play against to try and prove me wrong though =p
Truth.
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The initial value was an absolute joke, but at least now it's something worth trying out. We'll see tomorrow how balanced it is. At the end of the day, the perk only punishes bad killers so it's hard to see how problematic it can even get.
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@Catbucket said:
https://forum.deadbydaylight.com/en/discussion/comment/666211#Comment_666211
probably not even touchable yet. the actual 3.2 content isnt in until tommorow.
Nah, the next set of cosmetics was leaked already.
And... eh.
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I think that's a bit of an exaggeration. This isn't really an area where SWF is going to make much of a difference versus solo.
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I don't know whatever happened to my Konga Bongos :(
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@TAG said:
I'd be okay with going one step further and having the perk icon hover over each totem. Maybe not to be seen at unlimited range, but when you get close enough (maybe 16 meters?), you can see which totem it is.
I would think it should work like any other 'item', as in you have to be on top of it to see its icon, but otherwise that's my idea as well. Seems perfectly fair to me.
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@βLAKE said:
https://forum.deadbydaylight.com/en/discussion/comment/659131#Comment_659131
Adrenaline is OP. There is a reason why its one of the top 5 survivor perks right now. Hell, I run it in every survivor build I have just because how OP it is. Months ago I dropped self care for Adrenaline and it has worked out a bunch. I cannot tell you how many times myself and other players have played ballsy because we knew if we got downed, hooked or initiated a chase we would be fine because of Adrenaline kicking in for the save. Nothing is more demoralizing when you are struggling to gain momentum near the end of the game and the one person you have been chasing gets Adrenaline or more specifically when a person on the hook has adrenaline and then the other person you are chasing has adrenaline.
The reason I ask for a timer on the health boost is because those who play risky with Adrenaline runaway with zero consequences. It is more troubling when a good survivor that you need to down has been looping you and once you are about to finish them off they get up with full health adrenaline and loop you for another 2 minutes. Also, most survivors don't even care of taking a hit by the killer near the endgame because they know they will get a free health and speed boost after they have been hit.
No, it isn't. The "reason" is because countless other good perks have been nerfed into the ground. That doesn't mean we need to nerf the only one that's left.
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That's simple. Different versions of the same person at different points of time.
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Have you tried being good at the game?
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Check the top of the forum.
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This is a new low.
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@TheUnendingNightmare said:
Trapper: Maybe you do bones next time ! Eheh
People doing totems instead of just powering through generators is the only reason Ruin even works.
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Dying isn't required to end up in the Entity's realm. In fact, most of the Survivors are probably alive.
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I came here to see this.
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When are they ever?
But Inner Strength is a pretty cool perk, and probably outshines anything we've gotten since David that isn't named "Mettle of Man". Many of the rest are at least meme-tier, which is about as good as it's going to get.
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Offerings in general need an update. Totem variation should definitely in the mix. Even an offering for Survivors to reduce them, that doesn't stack, could check to make sure there are enough for the amount of Hex perks a killer is running.
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@justarandy said:
https://forum.deadbydaylight.com/en/discussion/comment/645108#Comment_645108
There actually was entity eating nods before the bloodweb change. It just was starting eating later than nowadays.
Also, bps was existing back then aswell. Not only that, the rarity was lower (brown offering) so it was even cheaper to get them.
Also there was like a bp farming wraith (bot) in every 5th lobby which made it quite easy, I remember back then how pissed I was not to be able to play a normal game and having another farming bot killer
People have a wrong image of old prestiging. It wasn't that much harder than it is nowadays.
The only thing correct here is that yes, entity did eat nodes.
But you're totally wrong about offerings. BPS did not exist at all. The ONLY offerings that existed were the category-specific bonuses, and perks only added to in-game point generation, unlike WGLF and BBQ.
Even worse, the current values we have for offerings, 50/75/100%, were 25/50/75%. The most you could ever add to one game was an additional 6000 BP (which wasn't even enough to buy one outer node). And they were NOT cheaper because item cost was based on its position in the bloodweb, not rarity.
Which means you could spend 8000 bloodpoints to receive an offering that after a perfect game would only give you at most 2000 additional points.
OT: Stop asking for Legacy. It's not happening.
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Why would you stack Solidarity to half heal you when Second Wind already fully heals you anyway? Not to mention Solidarity requires you to be injured and SW doesn't. Am I missing something?
And Second Wind makes you broken anyway.
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Who told you Bond was the best Survivor perk, and are you sure they weren't pulling your leg?
Bond is nice, but not as much of a game-changer as the perks on Meg/Claudie/Bill.
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Nancy has cool ones, that's for sure.
Steve... eh.
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Survivors blame their teammates all of the time, how you ever played Survivor?
E.g. Just last night I had some guy told his SWF partner to abandon me on the hook because I didn't try to save him while he was being camped.
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It seems very out-of-character, but that's just my opinion.
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@Demonsouls1993 said:
What ever happened to getting killers numbers even with survivors think we are owed a 2 killer dlc only next to even it out
That was never a thing.
Even at launch the ratio was 3:4, after Bill it was again 3:4. LF threw things off but there's never been anything like 1:1.
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@Rydog said:
Dog survivor please. :D
Scooby Doo chapter WHEN BHVR?
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I'm genuinely upset we don't get those entries anymore. Honestly, they were a bit cheesy and awkwardly written at times, but they were also charming and added a much needed additional layer of characterization to the Survivors.
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Stranger Things is a fairly big deal in the pop culture scene right about now. I've heard all about it and I've never watched a single episode. A lot of buzz is to be expected. Even the Ghostface trailer generated a lot of new hype for the game.
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I'm gonna lol if all 6 of them are garbage.
But chances are it's going to be either 6 garbage/meme perks OR 5 garbage/meme perks and 1 broken one. I'll be shocked if it's anything else.
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@HatCreature said:
I love indoor maps, I am so excited.
I wonder if they went ahead of time and made sure they have more than 1 variation of this map because they're back and doing that for all licensed maps so maybe they just went ahead and was like ''yo can we make more than 1 type?'' That would be cool.
That would be really cool, though I'm not going to set myself up for disappointment. I'll at least be glad we ARE getting a new map.
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This movie was actually pretty good. Silly, but fun once it stopped taking itself seriously in the middle. Regardless of balance, your perks are really fun adaptions of the lead. Briana Evigan has been in so many good-but-not-great horror movies that she's perfect for this game, honestly.
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Don't we all.
That moment when you get downed and see not a single one of your teammates is on a generator, and not one of them is even near the killer... just soul-crushing.
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Lery's is a wonderfully designed map.