SmokePotion
SmokePotion
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@No_Cluie_Louis said:
This is true actually, you can just not cleanse if you want to do well against her, however this makes her a slightly stronger version of the new Legion
it's not even slightly. against legion you still heal in the endgame to get the gates and to rescue people after the gates are open. Or you risk being m1 and slugged.
If you cleanse at any time, you are giving her a huge power boost.
And again, that's if she didn't plan ahead and take the only 2 good add-ons she has.
Already corrupted pools, and more pukier puke.
All that being said, i don't really like her gameplay.
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@[Deleted User] said:
Thrill of the Hunt.
Survivors when you run a hex build and are playing a high mobility killer like the Nurse immediately go "Oh... #########."
For survivor, it's botany for me. Makes med-kits so much more useful and last longer, makes you do any healing so much more faster, lets you pick up slugs way faster than killers expect you to be able to, counters both sloppy and Thanataphobia, makes self caring yourself almost twice as fast.
The healing speed alone has turned things around a lot for me.
i've tested this. Botany without a med kit, heals other survivors as if you had a ranger med kit. It's kinda OP, but people don't run it so it never gets nerfed.
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Legion with extra steps, literally do not cleanse your illness and you will be fine
then you're one hit all game against a normal speed killer.
Also, so many people do this silly tactic, that taking the add-on that gives her 1 corrupted pool makes for some fun mid-game rage quits.
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@Niitosky said:
https://forum.deadbydaylight.com/en/discussion/comment/447767#Comment_447767
in fact will be ghostface in dbd, but a june as a Chapter. Hellraiser will be a Paragraph, a chapter wouldn't make sense because you don't have an iconic survivor as for example sidney in Scream, and even the map would be impossible to do
Maybe. They could release him like they did leatherface. But we just got Ash, a stand alone survivor, which evens out the roster DLC wise. A half chapter on both sides. I don't know if they would release another killer without a survivor.
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you already have one, it's not pushing space, the "stay alive" buttone, while struggling.
If you let this happen to you, kinda your fault.
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For survivors my unused perk is Stake Out. Everyone uses ruin at higher ranks. Stake out gives me 4 hex checks i can miss and still get a gen done without sparks. And they come back as people around me are chased. Once ruin is gone, it speeds up gen progress. Plus I can't count how many times I've picked up a slugged survivor and escaped because of free skill check boosts. Even the best players don't hit a great every time.
For killers it used to be Spies From The Shadows, but they nerfed it into the ground, and actually broke it. it literally does not work right now. It will go onto CD with no alerts for the entire match.
for hag: I use Territorial Imperative for basement builds. She is the ONLY killer that can use it, because people have to crawl into the basement, giving you plenty of time to catch them.
Everyone else: I love Huntress' Lullaby. If you are keeping pressure on, this will prevent healing and generator repairs in the mid game, while Ruin prevents gen rushing in the first 3 mins of the match.
In fact I have been known to run all hex builds for fun. Ruin, Lullaby, Devour, Thrill of the hunt. I did this so much at rank 1 people ended up telling True Talent to use my build.
He hated it.
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only if they left all 4 to bleed out.
However, statistics state that if you slug 4 people, 1 will kobe.
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nah, the guy who holds the copyright for Scream was all over twitter hinting at Ghostface in DBD, and then suddenly he deleted all his tweets and stuff.
He even tweeted at the guy he promised could make the announcement about ghostface joining dbd by saying "hey you get to announce some ghostface news at the end of may, always keep your promises."
(that's a paraphrase, i don't have photo-perfect memory)
It's clear the copyright holder got a little to excited and got told to stop posting, especially after these forums started talking about it, and Pauly's video highlighted it for the data-mining community.
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@not_Queen said:
A few of the end game perks have been changed. However, NOED will stay the same.
@Sinner (EDIT: added tag)
Can I ask why this is?
You made RBT pointless to put on during EGC because you didn't think people had enough time to search boxes and escape.
Yet you think there's enough time to go search through the new upgraded totem hiding spots ya'll are so proud of, and thats before we can go unhook the guy that got hit with the no-ed.
I would truly like an answer to this.
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That new clown skin.
A while back there was a post asking what skins we would like to see in the game. I made the suggestion for a classical clown outfit like Scaramouche.
It's almost like the devs saw that and went "no no, let me show you this one nightmare i had after a puppet show."
a little sad they didn't give him the traditional leather mask. But artistically, it probably would have made the face to busy and covered much of the wood look.
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I've said it before, and I'll say it again.
MoM is OP. Any chase extender is. Until they manage to extend out the game a little, by adding an objective like finding a part to start generator repairs, they will stay that way.
It's not that the perk itself is OP. It's rather balanced for what it does. It's that the objectives go to fast, and that extra loss of momentum is serious for the killer.
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I find Lithe far more reliable then BL. There's almost always a vault, you have to go looking for drops.
Edit: Also when you vault you tend to have something between you and the killer. it allows for more reliable escapes.
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I used to have the commandment "Thou shalt not suffer a DS user to live"
It is now: "Thou shalt not suffer a MoMy boy to live"
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I take it to use ace in the hole effectively, and farm add-ons
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/446517#Comment_446517
Yeah this is not even that. This is stabbing someone once and then leaving him to mend, likely outside of your terror radius.
oh i misunderstood, my bad. Yeah, that's what they want you to do with legion. as it is. But they don't want you to be able to use frenzy to down them when injured. Thats why they remove blood pools and blind you when exiting it now. They dont want people to run CD legion, even though that is what people will run (and were running before the nerf)
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@NuclearBurrito said:
@SmokePotion how could someone possibly consider it tunneling? In order to do this you need to hit someone with Feral Frenzy and then leave them to chase someone else. That's the opposite of tunneling.
if you watched the dev stream, they called it tunneling, to stab the same guy and stay on him till you hook him.
@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/60312/easiest-way-to-fix-legion
I had a idea for Legion's Feral Frenzy to make them just a little stronger while in a chase.
It's called the infected status effect. Survivors will get a tier of the infected status effect every time they enter Deep Wounds. Once the survivors get their third tier of the infected status effect, the Legion can now down you with Frenzy if you're injured or in Deep Wounds. Survivors can reset the status effect if they heal to the healthy state.
I also had a neat idea for Legions power.
Feral Frenzy scales as you strike more targets in the same frenzy.
Frenzy will start with its current (ptb) speeds/duration and deep wounds timer.
Each time you hit a different survivor the deep wounds timer get's reduced by 10%, your frenzy is reset, and given an additional 3 seconds (this is to help you get to the next victim)
After stabbing a second victim stabbing the same victim will no longer end feral frenzy,
After 4 stabs total, your stab now has the ability to put down a bleeding target.
edit: Also i would make it so the last person stabbed's timer does not bleed out while within the TR. But all others do. this will prevent moonwalking, but keep map pressure.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/446492#Comment_446492
@Madjura How so? Remember that a 172% Killer who can use her power to down you immediately after the first hit, sees scratch marks AND has 0 fatigue time is considered balanced.
As well as a Killer who can teleport through walls (hag, not nurse)
AND A Killer who can just hit you from 10 meters away even when you are vaulting a window behind a pallet.
If we can make those work why can't we make a once per chase speed boost work?
i mean... Hag doesn't tp through walls... She appears at set locations she has to plan ahead for.
but the idea isn't bad. it would open up a way for him to use his power for kills. Something he lacks, but if you do it will be considered "tunneling" even though I think most killers call it "finishing a chase." Since tunneling means going after the person that was just unhooked.
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@Niitosky said:
https://forum.deadbydaylight.com/en/discussion/comment/446308#Comment_446308
is not obvious is scream, also because the audio leaked in the last hours look like hellraiser.. I think it could also be that hellraiser is the killer 16 but stand alone as leatherface, and the killer 17 is the chapter with ghostface, map and survivor.. hmm..
well, if you see the vid that started this whole thing. It's pretty obvious. Guy who holds copyright for Ghostface was asked if he would consider putting him in DBD. Copyright holder said he would consider it, and if it happens, that guy could make the announcement.
Much later he announced that new ghostface info would be dropping next month (as in may 2019.. I think it was may 27th, but i don't have the vid up to confirm exact date) and the guy who asked about DBD would be making the announcement, so as to keep his promise.
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@prayer_survivor said:
I agree, if there put only 1 hook in the entire map
actually, not a bad way of looking at the problem.
Maybe if killers got stronger in the EGC and wiggle was less effective, they could move to further hooks. This would let them move away from there hooks, and try to catch survivors coming from the gates.
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@ItsYourBoyGuzma said:
https://forum.deadbydaylight.com/en/discussion/comment/445826#Comment_445826
IDK, I've tested both in game and i didnt feel or see any difference tbh..
Altogether it's just 16%... not even a full on quarter dude.
16% increase is a significant increase in speed. A VERY significant increase if you happen to be playing against new legion.
However it smells like they took it off one of the perks.
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yeah our next liscensed DLC is Scream.
I just... ######### is the killer power going to be? Are we getting the first killer that can hide in closets?
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@Delfador said:
Yes this is a problem but the killer camping the only gate that is available is much more logical and reasonable.
/s
This is a non existent issue and honestly, this is the first time for me to see somebody complaining about this.
Then killer mains riot when survivors tell that they want 4k every game handed to them on a silver platter.
it's not the first time i've heard it mentioned, but it isn't talked about much.
Sure, the killer would camp the exit. while under normal situations this isn't a bad thing. An uninjured survivor will escape when near the gate. And Noed just means you destroy the totem while he stands at the exit not defending it.
But this would undoubtedly buff BIlly (and lf) and he doesn't need to be stronger.
So how would you adjust things to help the problem? You recognized it exists.
Maybe they should make sure the gates are on either side of the map?
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Adam's color pallets aren't that dark Sure he's got some black, but they always have brighter colors mixed in. In fact, most of his dark color choices are blue, which stand out at close range.
Claudette on the other hand, has a lot of color pallets with no bright spots, including her default clothing. And p3 claudette is camo.
So yes, Claudette needs color pallet changes, we all know this. Not sure why you mentioned Adam... You going to suggest changing Tapp too?
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@adamn said:
BAIT BAIT BAIT
No bait would be if i put a heavy topic and changed what we were tlaking about or told you to go look at my vids.
No, this is called a discussion. In this discussion we are talking about how there are 2 exit gates, and how that causes bad situations. And how that might be able to be fixed. Maybe they make the exit gates spawn further apart, or closer together. Maybe there's only 1 gate and a hatch? Let's talk tweaks.
But thanks for bumping my thread while i was asleep.
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@Cymer said:
BTW when the devs are concerned about Remember Me become too powerful why don't they just buff Wake Up for survivors?
So if you are concerned to be the last survivor facing a killer with Remember Me then just use Wake Up and you be fine.
But No. They prefer to nerf killers over buffing survivors. But then the survivor has to sacrifice a perkslot to counter something another perk could potentially do...
this is actually a valid point i didn't even think about.
They have perks that counter these situations they are nerfing killers for. Just because they don't get used, doesn't mean they don't exist.
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@moonlunn said:
I understand what you’re saying but I feel like for some situations this wouldn’t be fair like imagine if there is only one survivor left and the killer finds and closes the hatch and just sit in front of the one exit gate
If that survivor isn't injured, they escape in that scenario.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/445128#Comment_445128
I only say pause because it completely solves every issue they have with the Pig's RBT during the Endgame (I think).
It does. by taking away any advantage she might have in that situation. That's why I said to slow the timer if someone has a RBT on. Still applies that pressure, but they have so much more time to do things.
Also want to point out: Games last around 10ish mins. So having her have a 4 minute strong phase isn't bad. It would ad more of a thrill to it imho
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It's ridiculous that a certain distance the chainsaw still hits you. The hixbox it's a bit broken to me.
I could grab the quote if anyone wants me to. But recently a Dev pointed out that juking around a corner quickly wont save you from a chainsaw.
I think that comment in itself shows that the chainsaw is a touch on the OP side.
That being said, I'de be pissed if they changed it. I don't even play Billy. But I don't want to see killers get nerfed until they are in a better state. Ask me again when things are balanced
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I think so, many killers are close, and just need small tweaks.
Ie:
Leatherface: If he didn't slow when charging his chainsaw, he would be viable.
Legion: If his power built up the more stabs he did, he would be more fun and more viable.
Freddy: Honestly, I've seen him used to awesome effect at rank 1. I think he needs some add-on adjustments maybe, but im no expert on him.
Pig: leave her how she is, and keep the EGC. She will be A tier strong, but not OP. Or make it so RBT auto triggers slow EGC timer.
Trapper: give him a max trap limit (like hag), increase how many traps he can carry by 1, and let him refresh his traps at lockers. This will let him set up things in the early game much more smoothly.
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@Peanits I don't think it's wrong for the killer, through good gameplay, and planning, to take all options away from a survivor.
I do not think it should be easy. I think it should be planned out and the survivors will have had plenty of chances to prevent it. These things happen in the game as it is, and they honestly make the game better for it.
A great example is a game i just had on Live servers. I was playing survivor, my killer was a pig. We rushed the gens down fast on her because she wasn't running ruin. In the mid game she catches a person, Hat's them (rbt on) and hooks. we rescue, pop the last 2 gens and open the gates.
Piggy catches the trapped person, and leaves them slugged with a nearly done timer. Now, even if they are picked up, they have no time to search boxes. Nea is dead, but bait. I didn't notice her timer, go back, pick her up, and barely escape out as Nea's head pops.
This was well planned by the pig, she saw the situation, and took one survivors options away, so she could have options herself. if she had caught me, she could have repeated the process even.
However, according to how you describe the dev thought process. This situation should not exist. Nea was left with 0 options of escape,and could do nothing but sit at her keyboard and wait for one thing or the other to kill her.
Yet I think this shows a good example of a good time when a survivor should be left with 0 options. Nea made some mistakes and got caught twice. And this gave Pig the chance to take away all her options, and use that to her advantage.
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@Poweas said:
https://forum.deadbydaylight.com/en/discussion/comment/445146#Comment_445146
@Delfador I still main Spirit, but more so Hag. I play survivor a lot now too, and I take unbiased points of view. The sound issues did drive me away from Spirit though.
I care about all the issues with all killers, hence why I expressed my concerns for Legion, but I found it strange someone like @SmokePotion is concerned with it all. It surprised me.
Well, I love the game as a whole, and want it to prosper. So even if something doesn't effect a killer I play a lot, it will effect the game as a whole.
I also want to state something out loud and for the record.
There is nothing more in line to the Saw franchise then having a trap within a trap. Having to take off the rbt in time and escape a timer before a building explodes is Amanda's way of doing jigsaw's vision of just throwing a RBT on and making them rip there own eye out for it.
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@tt_ivi_99 said:
https://forum.deadbydaylight.com/en/discussion/comment/445119#Comment_445119
You know what's the worst part about the Pig's changes?
Ok, so they nerfed Legion in a lot of ways because he would be too powerful (ms while in FF, Tr, swing miss cancels FF, power gauge, etc) but when they nerfed the Pig they didnt give her anything to compensate for that...
exactly. it was a preemptive strike. They did't know if she would be strong or not, but they couldn't risk that chance, it seems.
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@Poweas said:
Smokepotion, why are you complaining, aren't you a Hag main? These changes barely affect us.
Because I use the pig and clown when i'm not against e-sports teams.
though, as a hag main, egc is pretty fun. And i have a sneaking suspicion trapper mains will also have fun when they start playing around it.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/444801#Comment_444801
"To use the pig, as an example, if you got chased for a minute after the End Game started and then trapped, you simple would not have a chance to remove your trap escape by the time you get saved (especially now that the End Game timer is two minutes). You would have to win the lottery and remove your trap on the first box."
Just pause the EGC timer while someone has a trap on. Ezpz
I like the idea, but it can be tweaked.
How about making it so the EGC timer goes to the slower timer, if someone has a RBT on? Meaning it's a 4 min timer now. This gives more playaround for the survivors, and keeps her end game lethality. She just needs to work a little harder for it.
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@Vlieger said:
https://forum.deadbydaylight.com/en/discussion/comment/444878#Comment_444878
Agree with most things you said accept for the concede button. I don't think changing Pigs RBTs and nerfing Remember Me means endgame is dead. I think it means it will just change to different scenarios now.
As for the other stuff you mention, as Peanits said, it is very tricky to balance an asymmetrical game with anything new they add the balance will always shift one way or the other. I personally main killer so I know how little room for error there is. I play survivor to relax cause it is so easy and I can mess up tons.
I personally like EGC cause it is new content that we haven't seen before. Sure you won't always play in the EGC, but there will be some really fun scenarios on both sides because of it. I would much rather have new content be added and changes be made, due to that content, to eliminate 'absolute no win scenarios' then continuing to play the same game forever.
I actually like the EGC too. It is a positive thing for the game. With some fine tuning it could add some great fun to the endgame, and be more then something to stop people from abusing eachother. I like that the devs are talking about perks that effect it. Maybe Left Behind can get reworked into something really neat finally.
It is definately tricky to ballance games like this, but they have been, lately, doing really bad about it. I feel they need to rework the objectives a bit, and make people have to find a part to put into a gen before starting repair time. That would make second chance perks a bit more fair.
I also think Pig should be tested wihtout changes, so the devs can get better data, and skilled players can test and offer insight for adjustment from there. This is because they have a chance of making the pig play different, and be quite strong, without being op, if they do it right. Which, IMHO, will help the game. especially at higher skill levels.
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I used to only play Hag.
But since i stopped trying so much, I love clown and pig. I LOVE spirit, but put her in my hag pool. AKA: only vs swf.
Survivor: i'de love to play Jeff...but the ######### grind. So mostly Feng since she had Lithe, then dance with me, distraction, and stakeout all popped one after another. and my build built itself. (stakeout btw, great for getting past ruin)
edit: How did that bad word get past the filter?
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That depends.
If they revert ALL pig changes, then as it is. Because that would give survivors a fair chance at removing the traps and escaping the already open doors.
If not, then last gen 3 mins is better. more exciting. They have gutted the end game perks for killers so this should be fine.
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@Peanits said:
There seems to be a misunderstanding here, by no means is a Killer not supposed to kill. The key is that you need to make sure that both sides always have a chance to win, even if that chance is very slim. To use the pig, as an example, if you got chased for a minute after the End Game started and then trapped, you simple would not have a chance to remove your trap escape by the time you get saved (especially now that the End Game timer is two minutes). You would have to win the lottery and remove your trap on the first box.
If you create a situation where someone has no chance to win, it feels like a waste of time. If you know you're going to die and there's nothing you can do about it, it's going to feel awful. You'll just want to get it over with as fast as possible. The same would go for the Killer side as well. If you were in a scenario where you could not possibly win, you would have a miserable time.
It's a tricky to strike a balance in an asymmetrical game, but it's important to make sure that everyone in the match has a chance up until they win or lose, whether losing is dying or getting sacrificed, or if losing is all the survivors getting out the gates.
We can still see the fundamental difference here. See, you didn't give this any testing before throwing it onto the ptb. So you don't actually know if the Pig would have been OP in the end game. Especially with good players. With a 2 minute count down that goes to 4 minute,s you have plenty of time to remove a rbt. a RBT only has 2.5 mins of timer on it to begin with. So saying that 2 mins isn't enough time seems weird, don't you think? And that's not counting the egc going to 4 mins in chases ect.
Also you have to know that it is not easy to put a survivor down when the doors are open, because of the sprint and wipe mechanic in your game (when you hit survivors they run out the gate before your animation is done) So even getting that situation means the killer had to play well, and block paths.
Try looking at it from the eyes of people that like to play killer at high ranks. These situations you talk about, we have to plan waaaay ahead for. And we have to prevent the survivors from getting out while we set this stuff up. Pig had to save her traps, letting them rush, which is dangerous. If you have 2 full hp people doing a gate, and it's beeping when you approach, they will both escape, if they body block for eachother. She runs the risk of not using the traps she saved. A VERY STRONG chance of it, with MoM and other perks.
I know it's tricky to balance a game like this. but scalpels over hammers man. My last point is this.
Survivors can pip without surviving, aka win. Killers cannot pip without kills. (heck i've even black pipped with 3 kills)
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Myers is the most viable. I don't see them randomly nerfing him his power is pretty straight forward and balanced.
But that's what I thought about Pig when I bought her.
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She's not dead, she will be just as half-effective as she has always been, since they aren't putting in the TR timer stop.
However this was a good way to take a beloved "semi-weak" killer and make her reasonably strong. All they had to do was not change her, and let us, the players, test her at that power level and adjust from there.
It's like they forget that a survivor that isn't injured can always leave the gate if they are nearby. And if they have body blockers, they can get out while injured. "you could put a rbt on in the last minute and they can't escape"
I can also hook them in that time, and at that point its probably best for the survivors to leave. Just like if I was throwing rbt on people. If the survivors haven't left with wide open doors, it's really their fault. But let's make sure killers can't punish it. If I'm downing a survivor in the last minute, they aren't escaping, no matter what my killer is.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/442829#Comment_442829
Never said it was powerful or practical, but that change would have solely been to prevent someone from abusing it to get an easy kill. Since it wouldn't accomplish that anyway, it didn't make much sense to change it and potentially hurt a killer who is playing normally.
All my usual snideness aside.
I feel like you make to many changes based on fringe cases.
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@KaoMinerva said:
I didn't even watch the Q&A, but knew the outcome. They ignored all the tough questions as usual.
well they answered some with some variation of "Killer's shouldn't kill" but yeah, they ignored a chunk of pressing issues.
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Wow, people just throwing hateful words around, and calling people entitled.
I didn't say entitled. I said it would be a good gesture to the community that would help the game in general by expanding the core game.
Not sure where the hate is coming from.
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@ItsYourBoyGuzma said:
https://forum.deadbydaylight.com/en/discussion/59955/give-players-the-next-dlc-free
it's your own dumbass fault for buying legion with money ya jabronie.
Wasn't just talking about Legion, outdated-wrestling-reference
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/442701#Comment_442701
Not quite. That was actually a neat use for it. It's more because the pig can crouch to hide their terror radius and completely avoid it anyway, which defeats the whole purpose of the change. This way you also don't have to worry about brushing past Survivors while chasing someone else and pausing their timer.
AHAHAHAHAHAHAHAHAHAHAHAHAHA
Do you have any idea how bad of a strat you just mentioned is?
Don't get me wrong, thanks for fixing one part of an uneeded nerf. If a wrong path leads you to the right destination, who am I to complain I guess.
But it does show that you guys need to work with higher skilled players when you are making these kinda choices.
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sid meier's civilization
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Terror radius stopping the RBT timer is being reverted, just confimed on dev stream by Horvath.
yeah, that makes her back to how she was essentially.
REALLY sad the devs didn't let us test her rbt in the end game though. 4 mins is PLENTY of time to search the boxes. Just cause they are bad at it, doesn't mean the rest of us are.
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@GodDamn_Angela said:
https://forum.deadbydaylight.com/en/discussion/comment/442476#Comment_442476
Yeah. They have said as much in some of their videos as well. They don't aim for Killers to be a certain power level (like they don't aim for new killers to be equal to x killer in strength) and instead try to make them fun to play.
Which is questionable. They should aim for both tbh.
I JUST WATCHED THEM SAY IT!
live on the dev stream, twice.
They explained that killers that put in work to get certain scenarios to happen, shouldn't have those scenarios pay off. (like trapping someone durting egc, with 2 open doors, or stacking remember me all game)
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@KaoMinerva said:
https://forum.deadbydaylight.com/en/discussion/comment/442648#Comment_442648
I agree with you. They refuse to address it or gen tapping.
All they would have to do to stop genrushing is have each generator require a part to be found and placed in it before starting the timer. I've playtested that in KYF, and it works out well.
Heck, that could give "Brand New Part" a whole different, slightly less op, use.
I also want to point out something I forgot to mention. When I was testing the pig with my friends. we found that when I was chasing the distraction, the person with a RBT on could do gens. This is because my TR would pass over them during the chase, stopping their timer. Even if my TR only touched them for a few seconds here and there, those pauses added up to finished gens and no stress on the survivor.
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@Jesya said:
@SmokePotion "The Dev Philosophy: Killers shouldn't Kill.
I agree with this statement. The newer killers released aren't viable in higher ranks but "they are fun to play" instead. Umm what??
If they don't want killers to have lethality which is implied in their role name... just rename them to chasers already.
Yep. We've also seen Devs on these forums defend certain aspects of the game that make it easy to survive , defend it by saying that survivors need to survive. Which is just Killers Shouldn't Kill, backwards.