ShamelessPigMain
ShamelessPigMain
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Gen rushing is literally the objective of the game. That's like survivors telling killers off for hook rushing people after they play well. Your proposed solutions are far too efficacious and will shift off the tenuous balance between killers and survivors, and serve to stop a problem in the killer's playstyle; it's your job to pressure survivors, not the game's.
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I somewhat agree. I think DS is fine as it is, albeit with a bit of a long stun, and the "nerf DS" chants are far too loud.
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Look, I'm a killer main but I can recognize that there's usually a purpose to this. Leaving will remove you from the equation, so it essentially abandons other survivors who may not be at a gate. If they're all just waiting there, then they're just trying to assert dominance and there's nothing you can do. It's not always toxic either; sometimes, it can be like what soccer players do after a match. I get item donations if survivors feel I played well too.
As for teabagging at the gates, that's half the reason I run NOED and blood warden.
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There's usually a bit of latency between the time on which the beam is on you and its visible effects manifest. EG, if you shine a flashlight on a killer's face for 1.5 seconds, it takes a fraction of a second before the blind effect occurs, but the blind will last for 1.5 seconds.
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Because they are just m1 attacks, in technicality. Their abilities are mobility and subterfuge, not actual attacking. Blight's lethal rushes are specifically incorporated into his ability, and there are differences between it and his m1. Nurse's blinking lets her teleport, but her m1 button lets her attack. Spirit's haunting gives her incredible chase mobility, yet her m1 button lets her attack.
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For bloodpoints, oh dear lord, yes, yes, yes.
In terms of the aura reading, it's strong, but it's so ubiquitous that survivors anticipate its reading, which can be counterproductive if it gives you deceptive information (or lack thereof). It's also hard to capitalize on such a large, unrefined amount of crude information, especially if all the survivors are far away.
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The thing about breakable walls is that they usually solve infinites, or at least make loops easier. The killer needs to put effort into breaking them, but after that, a good loop is ruined. As long as their application remains wise, I support them.
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Keys are a difficult rework. They're simple and straightforward, so there's no complicated mechanic you can tweak to balance them. Really, it's either you keep them or remove them. The devs have to put a lot of thought into how to rework keys without unintended consequences.
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The only reason people really use it is for BP. Sure, you can get a general idea of where survivors are by auras, but its so ubiquitous that survivors automatically either try to fake it out or hide in a locker. At that point, it can be counterproductive by allowing for deceptive and dupes. If it weren't for the blood points, I might actually use Thrilling Tremors instead.
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Only if you're confident you can loop well. It's a great perk, but it can reach its best potential when you have an easy way to communicate its information (SWF). I get 20 SoloQ survivors bringing object and staring at me the entire time, who can't loop for crap. Occasionally, I get some that are better at looping than me, so I just ignore them. Sure, they know where I am, but so do I, so I can just harass them off of gens whenever I'm bored.
I main pig a lot, so I usually take OoO as a blessing. Sure, they know what direction you're in, but if you move ever so slightly to the right or left, you can trick them into taking your horizontal misplacement for leaving the range, thinking you're farther away than you actually are.
TL;DR, Object has a lot of information, but you need to know how to process and apply that information very well. The killer knowing where you are will meaning nothing if you know how to loop, zone, and anticipate their moves.
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@Withered8 said:
Dead hard is far more broken than DS is. Why? It can basically give you an extra healthstate at the price of nothing, not even instaheals can do it to its effectiveness.
Every other exhaustion perk has requirements and provides decent benefits if you meet those requirements, making them balanced and fair. Dead hard is literally just press e to win if ur injured. There's hardly any skill involved with the perk. A nurse or blight catchets up to you? Just press e. Not going to make a pallet or window? Press e. Get mindgamed/outplayed? Press e. Perks don't get more basic than this. There is no skill in a perk that allows you to recover from ur mistakes and misplays. I get that often it won't work or won't help you or you'll end up exhausted on the ground but when it does, it's benefits are far to great considering there's nothing you actually need to do to activate it.
This is far from an extra healthstate. If it was press E to ingest steroids, it would be far better than it is. At best, it's extend the chase by using it for distance, at worst, you deadhard into the Sahara desert. Eventually, you'll get used to baiting, zoning, or forcing dead hards to make them meaningless.
If you want to talk about having no skill, falling for dead hards is something. There's timing and map knowledge required to effectively use DH. I could make a 20 hour montage of survivors dead harding while I'm a mile away and then raging about being exhausted on the ground. Getting survivors who can adequately time a DH, as well as counter your counters (bait, zone, forcing), will be a 1/100 occasion in red ranks.
Any idiot can press e to dead hard for distance, but killers can hold a button to lunge every 4 seconds or so, and premature dead hards can easily end up with a smack, since dead hard prevents 360s in the following seconds. Just as every other perk, we need to adapt and learn counters to the new meta, or else natural selection will drag you into the saltmines of hell.
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I agree, as a killer main. Half the time, they use dead hard when I'm a mile away, and dead hard to a dead zone. Even if they are half decent, good killers can either force it out, bait it, or just make it useless by effective zoning.
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It really depends on the survivors you get, as well as RNG. Michael's greatest counter is coordination by sensible teammates, since they can detect him and stay undetected, denying him tier III. He'll probably get one down, which I think is kind of cheap and gimmicky, but denying him tier III is relatively easy with half-decent survivors.
Whenever I play tier III Myers, there's always some idiot who feeds me halfway to tier III while hiding in a corner. I can easily get the rest from other survivors, and if I have infectious fright, it's a downwards spiral from there. If I get off to a bad start and a generator pops before I can get remotely close to tier III, I've essentially lost since I know that these survivors are good enough to press gens.
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Pig, obviously. The devs will pry tampered timer/Jigsaw's sketch pig from my cold, dead fingers. Plus, snoop booping is always great.
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Welcome to the SoloQ experience. In case you're worried about going to hell, this is excellent preparation for the flames of Hades.
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It falls into the category of "Good, but why bring this when you can bring that?"
Sometimes I'll use it if I see 30 million keys in the lobby, but most times, I find it pretty ineffectual, and I don't like to be robbing survivors of their hard earned items. I think that the latest update (where the entity devours it after x amount of time) is completely unnecessary, and I would have felt better about running it before that implementation, but now I just feel bad for taking away this poor chap's purple flashlight. My only respite is if the survivors end up being noxious in the chat.
But back onto your question, there are so many better perks you could use (unless you have a key infestation). Traditionally "meh" perks like third seal, surge, knockout, or even rancor can give you more value in most situations.
Of course, the exception is if you see blendettes with keys. Only then, it is obligatory to bring Franklin's with an ebony mori and NOED.
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I think that would be a nice fix, but I equally think that that would bring some unwanted side effects, not related to preventing DS/Unbreakable.
Ultimately, there's no way to nerf the synergy without removing the functionality of either perk or seriously chipping away at things unrelated to the free heal. Whereas for ruin/undying, there was a lot of breathing room since undying was vast and somewhat duplicable, DS and unbreakable are both relatively simple.
I'm a killer main so I don't like this combo one bit. But ultimately, its reputation is far worse than it actually is. More often than not, I am either in a position where I can get DS out of the way, or I can just ignore them to pressure another survivor. It's not like its completely uncounterable; it opens up another window of gameplay that we have to adapt to. Of course, it's not optimal, but whoever said gameplay has to be that way? I use prayer beads spirit with surveillance/ruin, and you wouldn't believe the noxious hellscape that is the post-game chat. There's synergy and its nigh uncounterable (remaining on the gen and gambling that it isn't you doesn't count as a counter, that's praying to RNGesus) until you cleanse ruin (similarly to using the unbreakable token). If you're good enough, you can time your patrol right so that you can catch the guy right after they pop their unbreakable, although I haven't yet honed this skill.
In short, DS/Unbreakable probably should receive a nerf to one of its components, yes, but it's not game breaking and it's not uncounterable. Plenty of good killers, myself not included, will be able to play around it, either by brute force or through subterfuge.
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@WishIcouldmain said:
https://forum.deadbydaylight.com/en/discussion/comment/1873208#Comment_1873208
They make over 100 million dollars each year
Gross revenue is an awful measure of company size; it doesn't account for any, any expenditures at all. Even then, Activision has a revenue of 6.4 billion every year. That's 64 times as much as BHVR makes.
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Look, BHVR is a relatively small company; Dead by daylight is literally their only major title. Besides that, making incremental changes to games is a lot more difficult than people actually give credit for. You first have to gather information to determine if the issue at hand is an actual issue, or just the most vocal minority being loud. Then, you have to actually design a change that would not prejudice the other side but still stain its fun. Programming is awfully difficult too; there are millions of lines of code in this games, and we all know the potential of tiny changes causing the bugs to emerge from the sewers. The recent animations, for example, took months and hours to develop, and a financial and chronological investment. We're all frustrated, but we have to understand the devs' point of view.
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- Borrowed time leaves the rescuer vulnerable.
- DS is not an anti-tunnel perk, as the devs have confirmed. DS is a second chance perk that resembles an anti-tunnel perk in its activation requirements.
- Flip-flop is pretty mediocre; the conversion rate needs to be increased substantially.
Otherwise, fantastic list.
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The asylum has a much more bucolic, or even sentimental appearance. I absolutely love it.
As for the game, it's certainly thematically appropriate. I wouldn't use that color scheme for my living room but maybe I would paint the meat processing center in my basement in that scheme.
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Dead by Daylight is an asymmetrical game.
Survivors' gameplay and requirements are different from killers' gameplay and requirements. Giving a survivor an iridescent head flashlight will literally kill the killers' will to live. Giving killers an equivalent kindred would make the survivor count drop to a meghead's brain cell count. Imagine if survivors had anti-PGTW; rescue a survivor and immediately add 25% to a generator. I wouldn't touch the controller with a twelve foot pole if that was implemented.
In the case of dead hard, killers have basic lunges. There is no exhaustion and we can lunge as much as we want. Survivors get once chance to escape a single chase chain, if they can time it right. It is completely irrational, and frankly imperious, to demand that killers be given the same exact concepts in perks as survivors. Believe me; I would absolutely love a perk that lets me cover ground immediately to cut short chases (coughs in nurse), but that would be absolutely ridiculous, since we already have the upper ground in chases.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1872738#Comment_1872738
Rank 1 against red rank players- but I haven't in a while I don't use iri heads for the reason that they are broken. God forbid someone be half decent with huntress AND have iri heads; then it's just over there is nothing you can do.
It's an absolutely ridiculous addon.
I agree that it's an outrageously powerful add-on. My original contention, and the point that somebody here took issue with, was that good players know how to use iridescent head to its fullest potential.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1872328#Comment_1872328
Do you don't xD
You can use it to nuke someone at point blank instead of an M1 easily.
I am probably one of the worst huntress players on the planet but even I can 4K easily with iri heads they are so busted.
You either aren't half bad or you're playing against rank 20 blendettes. Half decent survivors will know how to juke and jerk to throw off huntresses, but thee best huntresses will preempt and predict those.
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@jester20k said:
https://forum.deadbydaylight.com/en/discussion/comment/1872426#Comment_1872426
Exactly my point. Incompetent huntresses use iridescent heads. Good huntresses don't need to.
iridescent head has no skill ceiling. Incompetent huntresses can't use iridescent heads effectively. Good huntresses can down 4 survivors at 5 gens with iri head.
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@WishIcouldmain said:
https://forum.deadbydaylight.com/en/discussion/comment/1872378#Comment_1872378
If there can be perks like autodidact then I don't see the problem implenting something exceptions for Surge
Autodidact has no unique or specific parameters. The specificity issue of surge still remains complex and fuzzy.
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@jester20k said:
https://forum.deadbydaylight.com/en/discussion/comment/1872328#Comment_1872328
Wrong for two reasons
1) they always bring infantry belt giving them 3 hatchet
2) once they miss once they don't fire again until they're right in your butthole and a hit is guaranteed
1. having three hatchets doesn't mean a hit. Any decent survivor can juke out three shots from a meh huntress.
2. Only less competent huntresses get near you and then fire. The counter to this is to make distance under cover.
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@WishIcouldmain said:
https://forum.deadbydaylight.com/en/discussion/comment/1872343#Comment_1872343
Then make it when you get downed by the killers weapons directly. And let's be real it's a slim chance you'll get downed by deep wound or by a specific killers add-on it can't be that hard. And it's dumb because it limits this many killers with their M2 Hillbilly, Huntress, Bubba, Pig, Plague, Demogorgon, Oni, PH, Blight and the Twins.
I think the issue with that is that the parameters for the "killer's weapon" are kind of vague. Technically, honing stone trapper and legion's frenzy count as their weapons; it's just that they're detached from them. Same goes for plague's corrupt purge and huntress' hatchets (which bring up another issue since we don't know if surge is meant to be based on where the survivor is or where the killer is). It's a matter of technicality, but the definitions for the "killer's weapon," or even "direct attacks from the killer's weapon" remain unhelpfully vague.
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@th3 said:
https://forum.deadbydaylight.com/en/discussion/comment/1872333#Comment_1872333
I believe Almo covered that in another thread but in summary:
https://forum.deadbydaylight.com/en/discussion/comment/1857756#Comment_1857756
Per the description of surge,
"Your eerie presence charges the air and interferes with technology."
Whereas for knockout,
"The trauma caused by your brutal attacks makes crying for help painfully difficult."
I can see why the devs wouldn't want surge to proc from downtown, but for what little use the descriptions actually are, I can glean that they meant to base it off of the killer and their presence alone.
I would specifically adduce infectious fright, which is also based on your presence in the lore portion of the description. But I don't know, maybe honing stone surge would be just as ridiculous as it sounds.
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The devs confirmed that it was not supposed to be an anti-tunnel perk.
Yet, some will claim that determining a perk's function by its creator's intent is a type of the genetic fallacy. For those, we can apply the tests of function, history, and application.
First off, those of you who are old enough to remember DS 1.0, which was around the Cambrian explosion to the Cenozoic era, will remember the pain of DS' first iteration; one free escape from the killer's grasp whenever you pleased. This was a second chance perk. The actual payload never changed in concept. The only things that changed throughout the years was the activation requirements. Even with the current activation requirements, the payload is a second chance.
The function of the perk is tied to its aforementioned payload. It's a free get out of jail card for whenever you make the grave error of getting stabbed. A 5 second stun and escaping the grasp won't do much in the way of telling a killer, "hey, if you go for me I'll hit you once." Moreover, they can just slug you, or even just eat the stun if they're in a favorable position. Once DS is out of the way, the killer just tunnels you more. It's like throwing your shoe in the direction of your pursuer. That won't convince your pursuers to leave; if anything, you're agitating them. What it does achieve, however, is giving you a window to escape, and absconding from the scene in a quick getaway sounds more like a second chance than telling people to leave you alone.
The applications of DS is based on its activation requisites. Sure, you can activate DS if you tunnel mercilessly, but its activation requirements are so broad that it can't possibly be a decent anti-tunnel perk. It has some overlap with anti-tunnel characteristics, but that is by no means the only characteristics it has (think of it as A=DS' payload, B=Anti-tunnel payload, A∩B [that's an intersection sign]). Its activation requirement isn't even remotely based on tunneling. You just have to be unhooked and the payload drops. A good anti-tunneling perk wouldn't base itself off of being unhooked; it would compare how long you have been chased to how long other survivors have been chased. DS just happens to have a specific activation requirement that gives off the appearance of anti-tunneling, but its payload is just one incidence and its applications are too broad to be a counter to tunneling.
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@jester20k said:
https://forum.deadbydaylight.com/en/discussion/comment/1872307#Comment_1872307
Skilled huntresses don't use Iri head what are you taking about
You have to be accurate with iri head to use it efficiently. Mediocre huntresses get one hit in 5 reloads.
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They've talked about a range requirement, but I have my doubts. Iridescent head huntresses are already very, very skillful huntresses, who are accustomed to sniping from mars. Of course, if survivors can adapt to learn line of sight, that'll balance it.
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He's an "easy" killer for a reason. The counter to him is just tight loops and getting the timing right for pallet stuns. Of coarse, this requires skill. I got obliterated by Bubba until I started to loop tough loops that have the tiniest particles to get stuck on, identifying convenient windows, and getting used to his speed curve so I could calculate a precise pallet drop.
Other than the instadown, his other strength is causing a pallet market crash. This is why timing pallet stuns is good against Bubbas; or, you could identify and memorize windows and loops, although that takes more game knowledge. If you run out of pallets early, which is common for him if you get two megs and a blendette in your lobby, not only are you helpless against a killer who can afford to be an m1 killer, but you are down one counter to his chainsaw, being pallet stuns. He's easy to play well, but if you get decent survivors who are veterans of his terror, he can get absolutely demolished.
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I would donate my firstborn child and a few kidneys for a perk that helps you escape chase. Maybe obscure the killer's screen with blood for a few seconds after being hit, so you can make a sleazy getaway without them knowing everywhere you go.
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Bad manners aren't game breaking in any way. I doubt any moral karma will be added, until killers who hit you on the hook are smitten into the ground by the tentacles of spider daddy god.
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@ShirtlessDavidMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1870098#Comment_1870098
While I love Haddonfield, it needs the 'breakable wall variance' rework to seal off numerous vault points that make it so damn strong.
I love Haddonfield too, but it needs a power cleaning and main building bleaching to cleanse that unholy gateway to hell that is quadruple windows.
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I'm not fond of Midwich either, since it's just hold w simulator for most chases. However, unsafe as they may be, the pallets usually have some other factor going for them. They either lack visibility for the killer, or are unexpectedly wide.
I think that Haddonfield is the worst map. Sure, it's good for survivors, but those atrocious quadruple windows in the main building is enough to drag an otherwise good map to hell. In fact, you can just slow vault those double windows infinitely and they can never get you.
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Well, he is rated easy for a reason.
The solution to Bubba is something survivors should be doing anyways for maximum generator efficiency; spreading out. Moreover, looping him can make less experienced Bubba players tantrum & rage, and windows are his arch nemesis. Always vault windows early with Bubba. I used to be incredibly bad against Bubbas until I began to spread out and memorized tricky loops.
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Head on will always be the love of my life. You will pry head on from my cold, dead fingers.
Red herring is also on my list of loves. Great for sandbagging.
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@Kilmeran said:
https://forum.deadbydaylight.com/en/discussion/comment/1865314#Comment_1865314
While they're no EA or Activision-Blizzard, they also aren't that small, either. They're also big enough that Netease decided to own a piece of them.
A Leading Independent Game Developer | Behaviour Interactive (bhvr.com)
NetEase buys minority stake in Behaviour Interactive (yahoo.com)
It's commonplace for companies to buy up portions of promising young companies. It's an investment that they can afford to make, especially if they have such a solid title as DBD.
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DS is counterable; you can either eat it or slug.
Remember, DS isn't an anti-tunnel perk. Those of you who were born in the 13th century BC will remember that DS is a second chance perk that has been watered down, which just happens to be more easily activatable when tunneling, among other things.
That being said, I do think that DS/Unbreakable is an unfortunate combo. But how would you nerf them without making either one nigh unusable? It's similar to ruin/tinkerer/undying/thrill of the hunt) with a high mobility killer. You can get one out of the way (forcing an unbreakable, trying to cleanse a token), but the synergy requires too much effort and time wasted for its worth. For ruin/tinkerer/undying/thrill, you can literally just keep going to generator after generator while getting downs along the way. If they try to go for totems, you can rush over with thrill. In order to negate thrill, they have to all get on totems, which means no generators are being done. That entails trading a few downs for a totem that might not even be what you're looking for.
But, is this really that much of a bad thing? Perks are meant to give their users a boost or an extra power. It doesn't have to be easily counterable. Sure, you can counter ruin by looking for a totem and praying to RNGesus, and sure, you can counter DS by slugging, but it's a time investment and synergy can nullify those to be unrealistic to pursue. But are these really that atrocious? They're meant to give players a buff, and that's what they do. Moreover, having DS/Unbreakable means that two perks go to getting one free pickup that the killer can solve by finding someone else. For ruin/tinkerer/thrill/undying, you give up all four perk slots.
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Zarina is the only person in the entire entity's realm that has any fashion sense.
Feng has a Karen haircut, Meg looks like a twelve year old, the Pig's hats are sooo 2000s, Kate is a generic blonde ingenue, The Huntress has to wear that mask because she doesn't get paid enough to afford botox, Claudette always looks like she's just seen Jesus, Nea is literally the entity, Jeff doesn't shower, Laurie dresses like an apartment maintenance guy, Jane needs to get a better hairstylist, Yui needs to drop the blonde hair dye, Nancy needs to never say the word "perm" again, Cheryl needs to cover up those shoulders before she gets tuberculosis, and Elodie's clothes are on point but her vocal chords are the opening to hell.
Hag spent way too much time in the suntan booth, Rin needs to cover up (those wounds before they get infected), Adiris has a really good makeup artist but skin lesions and necrosis are sooo 14th century, and the Nurse looks like an anorexic model that got possessed.
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They have a high skill ceiling.
What makes the twins special is that they can essentially maintain the pressure of two killers. For less experienced players, like myself, we fall apart in shambles since we are completely unable to efficiently and effectively switch between the two to maintain maximum potential pressure, so we stumble over, the baby gets murdered, and now we're just a pregnant M1 killer. Really good killers know when and where to switch over, and can use Victor just as effectively as Charlotte. When one killer is unable to keep up the pressure, they can just switch over to apply more.
That being said, I've met like 3 good Twins since the dawn of time, so I think my hypothesis has a while to go until proven.
Of course, they're really awful to play against if they're mediocre; having two bodies is great for camping while still keeping up pressure.
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@Chchchcheryl said:
https://forum.deadbydaylight.com/en/discussion/comment/1866696#Comment_1866696
Not that I've noticed, I've only ever gotten up with soul guard against offensive curses (like devour or haunted), whenever I'm against ruin or lullaby it just says find help with the heal cap on!
For ruin, the cursed effect should be applied from when you leave a gen to when the totem is cleansed, so I guess that's a bug.
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I guess that was kind of the idea of deep wounds; it itself is kind of useless since any idiot can mend themselves after the killer leaves them. Inadvertent or not, I think the darkening of the screen to make chases more difficult should be kept, or mitigated at most, since it really is atrocious on the dark depths of Gideon.
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@Chchchcheryl said:
https://forum.deadbydaylight.com/en/discussion/comment/1866684#Comment_1866684
Yeah I even tried this in a KYF lobby, I ended up even completing a full gen to make sure, it will not proc on ruin for me!
Sounds like another bug. I haven't touched it in a while so I wouldn't have noticed. Has it ever, ever worked with ruin or lullaby before? Maybe in the PTB?
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@Chchchcheryl said:
https://forum.deadbydaylight.com/en/discussion/comment/1865349#Comment_1865349
I live soul guard but whenever I use it, it doesn't proc with hexes like ruin or lullaby! It has to be something like noed or haunted grounds to work, do you get this as well?
It's based on if you're cursed or not, so you have to have touched a generator first.
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By the lore, 096 would be incredibly OP; even watered down, it would just be a pale and skinny Oni.
046 would be interesting, if his entire brand wasn’t easy murder and slave labor. Touch a survivor once and they’re dead. Big whoop.
106 has the best potential for fun interactions. Going through walls at slower speeds, portals over the map, the whole shadow realm deal (nice game slowdown; it won’t kill survivors and keeps them out of the way of danger, but they can’t be progress anymore. It’s like jail for them.) lying in wait upside down on ceilings and trees, plus flashlights.
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When I do play survivor, facecamping gives me a migraine. I find it incredibly boring and occasionally opens up a salt mine. I definitely think there should be some perk that guarantees the safety of the rescuer, to compliment BT.
From a killer perspective, which I see from much more, it’s boring, but it’s sometimes necessary. I can usually get a long ways with it, since there’s really no way to dissuade me from it.
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Knockout has been the object of my obsession for years. Unfortunately, I keep getting tiny maps and heroic teammates, so it’s useless. I’d like to see the detection range decreased significantly, maybe to the single digits. Of course, if I’m playing survivor, that would be absolutely awful, so I can understand why nobody wants that.
For the survivor side, head on has been the love of my life for many years. I think the stun time should be increased, among other things; it is an exhaustion perk, after all.
Beyond both of those combined, I would literally marry autodidact. I just wish that skillchecks were more consistent.
Distortion definitely needs a rework; giving it some way to regenerate tokens would do wonders.
Flip flop would also be nice at punishing killers who refuse to pick me up with a 12 foot pole. Perhaps bump up the conversion rate.
Furtive chase definitely needs a rework too. I love the idea; it rewards killers for not tunneling a single survivor with its obsession switching, but the incentive is so useless that nobody would run it. It gets rid of the terror radius at the only part when I don’t care about my terror radius.
I love soul guard, but I won’t really use it unless it gets self-pickup priority over unbreakable. Repressed alliance is cool too, but it’s so situational that I really don’t use it.