SnakeSound222
SnakeSound222
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- SnakeSound222
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It’s a really ######### “tactic”, but it benefits Survivors so it’s not really surprising that it’s still here. Using a perk as a band-aid fix is horrible game design. Survivors should be forced to sit at the gen for couple seconds to stop the regression, meaning that they’ll be at risk of being grabbed if the Killer is nearby.
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Insta-heals, DS, keys, and the most recent Emblem changes.
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@FayeZahara said:
https://forum.deadbydaylight.com/en/discussion/comment/636103#Comment_636103
Why though.... nevermind its why they probally take away forum buttons. Just reasons
The devs made a post about it last week: https://forum.deadbydaylight.com/en/discussion/81021/forum-cleanup-august-2019
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The Killer and Survivor section of the forums were merged with the General Discussions section.
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I think anything Friday the 13th is affected, including the reboot. Even if it isn't, BHVR might not want to risk getting F13 and then having the reboot get dragged into the lawsuit. We probably will not see any new F13 content until sometime between 2021 and 2023.
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Not a Pig main but these are the perks that I was thinking would work good with her:
Ruin and BBQ for your first two perks, you can't go wrong with them.
You could use Whispers to help you know exactly when to crouch.
PGTW is always a good perk for gen pressure.
You can bring Nurse's to sneak up on healing Survivors (works really well with Whispers or M&A).
Enduring+Spirit Fury is always a good combo on M1 Killers.
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They don't like Killers that can consistently be threatening to their survival. The only other Killers that can do that are Nurse and Hag. Nurse is going to be looked at in the future after years of complaining and Hag is really difficult to play properly so most people don't end up going against a Hag at full power, which means that there won't be as many complaints about her. I don't think it's that surprising that they've turned their attention to nerfing Spirit.
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@[Deleted User] said:
How about people who intentionally exploit bugs just get punished appropriately, no matter how "game breaking" the bug is?
I mean, that's literally how every single other game handles exploiters, and for good reason.
I sometimes think that they just don't want to take the time to do so. The first Legion blade bug was very easy to track. All the devs had to do was see what add-ons the Killer was running. With a bug like the infinite sprint burst after getting hit, they would have to watch each game that had it happened in (which could take a while depending on the match's length) and watch the affected Survivor to see if they were abusing the bug (it isn't that hard to see if a Survivor is intentionally abusing the bug, just watch how they're acting when they know that the Killer can't catch them).
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I don’t think it would be that bad to get Legacy for every original character from Ace and Hag to the present day. Those characters never got Legacy skins. I’d love to see a Legacy Doctor.
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She's UP. Just don't cleanse and she won't be able to get her Corrupt Purge. Then she turns into a powerless 115% Killer.
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I think Unnerving Presence should also have a random chance to make the skill check pointer go counter-clockwise to help throw Survivors off. They'll have to guess which direction it'll go in each time.
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It's supposed to disorient you. The traps wouldn't be nearly as effective if the camera grab wasn't there.
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Jason’s not coming with the rights battle going on. I read that no new F13 content can be produced until like 2023. If we do get him, it’ll be after a long wait.
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They can’t live without their perks.
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Iridescent Head is better if the Huntress is really good with her hatchets or has Infantry Belt.
Redhead’s Pinky Finger is better if the Huntress isn’t really good with her hatchets or isn’t running Infantry Belt.
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I need a Doctor one. If it’s based off the Hallowed Blight skin I’d lose my mind.
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Hallowed Blight Doctor and Freddy. I really haven’t played the other Killers in a while.
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Those players probably struggle with looping against him. They either don’t want to learn how to or just want every Killer to be a cakewalk for them.
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His shock stun not always working.
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Favorite to play as: Doctor and Freddy
Favorite to play against: Doctor, Freddy, and Trapper
Least favorite to play as: Nurse
Least favorite to play against: Hag (only because of bad teammates not crouching when approaching obvious trap spots).
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So you want the devs to nerf Ruin because it’s too much for you to get good at great skill checks?
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You don’t need any perks to win. It’s going to be harder, yes, but still very possible.
Also, you can buy Hag and Clown with shards. If you’re on console, Hag actually comes with the base game.
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@PickCollins said:
https://forum.deadbydaylight.com/en/discussion/comment/625609#Comment_625609
If you suspect a Survivior has D strike and you know they went into a locker, why would you open it just to know they have a shot at hitting you with it? That's the way it works now. Get over it. Tunnelling a survivor who stunned you with a bunch of pallets is considered bad play but people still do it.
So it should be totally fine if I have a chance to punish a Survivor for making a bad play but I have to ignore them because Survivors can’t handle DS actually being fair? Lol this just shows so much about Survivors. They really just want as many chances as possible to escape and lose their minds when Killers have the ability to punish them.
Tunneling a Survivor who keeps stunning you is a bad play on your part, not theirs. You are the one getting punished because the others are doing gens.
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@PickCollins said:
https://forum.deadbydaylight.com/en/discussion/comment/623200#Comment_623200
That's obvious bait and if you take it, you deserved to get hit by it.
Every time decisive strike is brought up it's in a negative light. The perk is fine. You either deserved to get hit or were stupidly unlucky (and being stupidly unlucky bc of DS is pretty low priority considering everything else you can get hit with bc of bad luck). Just bc killers complain that the perk is too good, doesn't mean it is.
Lol what? Where’s the LOL button when you need it?
Jumping into a locker when the Killer is near has been considered a bad play for years. Old and new DS turn it and other bad plays into safe ones. It just seems like you want DS to grant you the ability to do whatever you want and not have to worry about getting punished for making a bad play.
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The answer to this question is easy.
Billy can be looped.
Spirit cannot be looped.
The only reason that Billy was considered the second best Killer for so long was because Hag hadn’t got her buff yet and Spirit wasn’t out.
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I’d like one, but it would only be for that character’s teachables.
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Feed them to the Killer.
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It also needs to be changed in how it works with lockers. As of right now, Survivors can do whatever they want for 60 seconds and not have to worry about being punished for any bad plays, including jumping into a locker when the Killer can see or hear you and you’re not going to be able to use Head On. Why? Because they have DS to bail them out. If they jump into a locker, then you have no way to avoid the strike besides standing in front of the locker for 60 seconds, which can make you lose a good amount of pressure or leaving the Survivor and letting them do whatever, which was one of the problems with the old DS. A lot of Survivors unfortunately seem to not like any version of this perk where it’s fair to Killers and cannot be abused. They think this perk should give them 100% hook immunity. I’m hoping the devs take a look at DS in the next patch and turn it into an actual anti-tunnel perk.
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The devs ruined the ranking system in patch 2.6.0. You now have to give Survivors a chance to win in order to rank up at red ranks. Being too good of a Killer can actually make you DEPIP. The previous version was much better than this crappy excuse for a ranking system.
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It’s fine. Protection hits are just buggy and in need of a fix.
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I think the devs’ stats count things like DCs and suicides as deaths, which messes with the stats. Farming games are probably taken into account as well.
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Nope. It’s been around for a while and used by so many Killers. I think a dev even uses it.
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Killers: Doctor and Freddy
Survivor: Claudette because I ended up getting a perk build on Claudette that I like. I really want to main Laurie but I keep forgetting to level her up.
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@My_Farewell said:
https://forum.deadbydaylight.com/en/discussion/comment/618740#Comment_618740
Yeah i get it. You support tactics which only benefit the killers.
Lol this thread is just trying to improve the game’s health. Do you not want a healthier game because you wouldn’t be able to abuse a perk in your favor? Or did you just run out of arguments and resort to “hurr durr Killer main”?
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@My_Farewell said:
https://forum.deadbydaylight.com/en/discussion/comment/617579#Comment_617579
Now this is a pretty biased comment.
Jumping into a locker is a smart and legit tactic. If you don't want to eat that DS then wait for it to go off.
If you still think it's a cheap tactic... Where were you when killers used to juggle survivors to avoid the old DS?
Lol what? You’ve got to be kidding me. I’m biased for trying to stop a perk from being heavily abused?
Jumping into a locker with DS just reverts all of the changes made to it. You cannot avoid it unless you leave the Survivor, which is one of the reasons why it was reworked. That’s why Killers juggled. It was our best way of avoiding the perk. If you jump into a locker when the Killer can see or hear you or will get there before Head On can activate, then you deserve to get hooked or moried. DS should not be the 100% guaranteed hook immunity perk that Survivor mains like to think of it as. It’ll be much healthier perk if it was anti-tunnel.
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I’d love a huge stats screen that includes things like playtime (mainly for consoles, achievement progress (again, mainly for PS4), general and personal stats for each Killer and Survivor, kill rate, death rate, and escape rate.
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It also needs to deactivate when the Survivor performs an action like repairing a gen, downing another Survivor, or entering a locker. Jumping into a locker in the Killer’s face and other bad plays shouldn’t give you a free escape. You’re basically punishing the Killer for making good decisions.
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The decrease to the size of Survivor hitboxes.
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You’re not. I’m on console so it can get even worse than what happens on PC.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/613814#Comment_613814
@SnakeSound222 I did watch the video and as pointed out before ... I saw a killer who should have dropped chase a long time ago. Especially after he got pallet stunned only to drop the survivor he had been tunneling.
If you want them to add a secondary action you're asking for survivors to waste more time before escaping... this when killers already have tools to slow down gens at their disposal.
Perks exist to aid with the overall counter against survivors... that's why Ruin/ PGTW/Thana are in the game. No one is saying you're required to use them, that's why you have a variety... BUT if you feel that gens get done too fast, they are there to aid you.
Do you only want to use certain perks that help you with tracking but still have a 'built in' slow speed gen repair (i.e. secondary objective)... ? I think if you want them to do that, then they need to compensate survivors with exhaustion being cut in half or allow it to progress faster because just as much as there are times when gens get done fast there are also times they don't.
Please be kidding when you say he was tunneling. 1 minute and 15 seconds is NOT tunneling, especially when he got the down. He didn't take 1 minute and 15 seconds to injure them. After the pallet stun, did you really expect him to ignore an injured Survivor and go after a fully healthy one that had old DS ready?
My main worry with using perks to solve the gen rush problem is that the devs will end up putting things in them that would work much better as base mechanics.
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Dull and Skeleton Keys are 100% broken. They have the ability to give a Survivors a free escape without needing any skill. Imagine getting ready to finish off the last couple of Survivors when the Hatch suddenly opens and they escape, robbing you of your kills. My proposed nerfs would be:
- Keys now require a channel to open the Hatch. Your location will be visible to the Killer and you can be grabbed. Progress will not be saved.
- The channel will be long enough to where you will need to have the Killer distracted or have other Survivors as protection.
- There is a cooldown between Survivors jumping in.
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@CornChip said:
https://forum.deadbydaylight.com/en/discussion/comment/613808#Comment_613808
Congratulations on being so bad that you think Adrenaline is a problem. I guess SnakeSound222 still struggle with thinking, so they cry OP.
You came here crying first lol.
Are you trying to say that Tombstone is stronger than Adrenaline? Tombstone is easily countered by going in lockers or staying out of LoS. You can gen rush a Tombstone Myers and make him waste his add-ons.
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We need a mandatory secondary objective badly. With how big of a problem it is, I’m shocked that the devs haven’t mentioned it at all recently. Relying on perks and not base gameplay mechanics to fix the gen rush problem is never a good idea.
@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/613623#Comment_613623
No it doesn't.
He should have broke chase a long time ago. Why is he still chasing after 2 mins?
Did you watch the video? Tru3’s chase lasted around a minute and 15 seconds. He got pallet stunned after picking up the Laurie. He then chased her again because she was injured and a easier target than the fully healed Meg that had DS.
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@CornChip said:
https://forum.deadbydaylight.com/en/discussion/comment/613803#Comment_613803
I see what you are saying. You are a killer main and will defend killers to the end even if you are wrong.
Congratulations on your top tier level of bias.
Congratulations on being so bad that you think Tombstone is a problem. I guess Survivors still struggle with thinking, so they just cry OP.
@My_Farewell said:
https://forum.deadbydaylight.com/en/discussion/comment/613747#Comment_613747
Survivors need to finish the gens in order to trigger Adrenaline.
You know what takes no skill? Noed. Actually it takes the opposite :)
Repairing all five gens doesn’t take a lot of skill. I’m not saying NOED takes a lot of skill, but you still have to down the Survivor in order for it to work. Everyone just goes “OMG INSTADOWN !!!!1!1!” and thinks the Killer will automatically win.
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@CornChip said:
https://forum.deadbydaylight.com/en/discussion/comment/613747#Comment_613747
You mean like moris, noed, insta down addons, tombstones etc etc?
Moris require you to down the Survivor. They’re not the instakill offering that Survivors make it out to be.
NOED can be prevented by doing bones.
Instadown add-ons have a condition for them to activate or you can dodge them.
Tombstone takes so long to get and makes Myers slower. It can also be avoided by lockers. If you’re getting hit by it, then that’s because you fed him or failed to look at his hand.
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Remove the instant heal and have it not ignore Exhaustion. Instant heals take zero skill and should be completely removed from the game.
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What? I'm confused.
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I think you should still get points if the gates are open, even if it's a reduced amount because the Survivors have not left. You can still kill them. It would also reward good end game plays without having to use Blood Warden or have the collapse kill the Survivors. It would suck to not have Blood Warden active but kill 2 or 3 Survivors because they tried being altruistic and failed only for the Emblem to ignore it.
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Have you thought about giving red ranks double bloodpoints? That could help reduce the grind a bit and give an even bigger incentive to not derank. The purple ranks could get the 1.5x multipler instead, green could now get 1.25x, and yellow could get 1.1x.
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This idea for an Overcharge buff:
https://forum.deadbydaylight.com/en/discussion/46266/overcharge-buff
Unnerving Presence skill checks now have a 40/50/60% (these values are just placeholders) chance to go counter-clockwise. The Great Skill Check success zone would also be removed completely. Counter-clockwise skill checks could confuse Survivors, leading to more failed skill checks. As it is right now, getting good at skillchecks can make this perk nearly useless. Ruin would override the removal of great skill checks because RNGesus could decide to give you a lot of skill checks and make working through Ruin extremely boring. Who wants to get a gen to 70-80% only to receive a crap ton of skill checks and have it regress to 5-10% because there is no great skill check to hit? If the totem also happens to be in a good spot, then that could easily give the Killer a free 4 man 5 gen game.