Spirit_IsTheBest
Spirit_IsTheBest
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- Spirit_IsTheBest
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@OnryosTapeRentals said:
Yes. PLEASE.
And while we're at it, can we make the game prioritise healing over sabotage after unhooking a survivor. I'm so tired of my character moving to start the sabotage animation when the prompt clearly said heal...
There's so many QoL issues in this game that should've been resolved years ago.
I agree.
I don't play on console, but I can also tell that some players accidentally throw down pallets while they were meant to heal, etc. They need to fix that as well, it can be quite annoying if a player I'm with threw down a pallet unintended.
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The only issue is main building, way too many god pallets that survivors can use, some need to be removed, and also that window that leads you out of the building on the lower floor needs to be changed as well.
Besides that, the map is okay for me.
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1 Knight - Spam guard on loop, hold w until you die, repeat. Very boring.
2 Dread Merchant - What can I say about her? Just remove her please.
3 Clown - Motion sickness inducing killer, I cannot stand versing him for that reason.
4 Trickster - His "buffs" or nerfs if you wanna call them, made him more tolerable I guess, but still very irritating to verse depending on the map
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He is very good at destroying solo players at best, with a good SWF, and keeping the box unavailable by solving it a lot, and keeping pressure on generators he's pretty weak.
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Yeah, it’s ridiculous how little survivors get.
Not only that the only resources we have to earning more are offerings (BPS, etc), but they removed pretty much all bloodpoint bonus from the majority of other perks like WGLF or Prove Thyself.
To this day, I don’t understand why they thought that those removals were a good idea.
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Hillbilly, Freddy, and Deathslinger.
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She’s the one killer that I wouldn’t mind getting completely removed.
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@UnknownKiller said:
They will kill blight itself do not worry
Changing his overpowered add-ons actually make him now more required to get better with instead of being carried by such strong effects.
It will not kill him in the slightest.
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Good guy factory from Childs Play 2.
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The real Plot Twist compared to Nic’s perk.
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@pale_hispanic said:
Praying that they remove it too. Then again they did keep Styptic Agent after reworking medkits so who knows what they’ll do.
Yeah I agree, even still I hope they do this correctly instead of making them from overpowered to weak, I want them to really make them still powerful.
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Very strong perk, prevents you from taking the killer to a generator thats being worked on and the aura aspect is a huge mindgame prevention, not a meta perk for a sure but when it works it can be extremely useful.
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@OnryosTapeRentals said:
I'd rank them like this (in order from best to worst):
- Scream (1996): The one that started it all. I kind of have to put it first really.
- Scream 2: I LOVE the final showdown in the theatre. A really strong sequel overall.
- Scream 4: Great Ghostface reveals. Had me gagged the first time I watched it.
- Scream 6: Having a different setting was very refreshing, the Ghostface reveals were effective, and I thought they juggled the rather extensive character roster well. Bonus points for the ladder scene -- easily one of the most memorable scenes in the franchise for me.
- Scream 3: It leaned a little too much into comedy for my liking, but it was still a good entry overall. Sidney getting chased through the Woodsboro set is another scene I love.
- Scream (2022): A decent reboot, although I actually hated it when it first came out. It wasn't until the ~third rewatch that it started to grow on me and now I enjoy it. The biggest let down for me was the Ghostfaces. They had the worst motives in the whole franchise, and it was very obvious who they were about halfway into the film. It wasn't bad, but definitely could've been better.
Scream (2022) also gets points deducted for following the annoying trend of naming movie reboots the same thing as the original. It's not really a big deal, just a personal pet peeve of mine.
Good list. Even though 6 is my least favorite I do agree that the ladder scene was intense.
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I get told sometimes that Thalita is just a downgraded Jane (in terms of booty) and that her outfits are nothing special, just boring. Disagree!
When it comes to Spirit, we're known for being tryhards and sweat everygame, but I try to keep things fair and fun, no tunneling or camping when not necessary, and not running 4 gen regression perks every game, and try to have variety when it comes to perks and add-ons.
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@Marc_go_solo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3599368#Comment_3599368
True, yet back then the maps were prone to infinites more, with ot without the perk. Now, infinites are very rare - if not gone entirely - so I feel this is less of an issue now.
Rather then keeping stagger while exhausted, keep the 100% reduced audio while falling from heights instead when exhausted.
Still powerful, and makes it stealth aspect better.
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Give her a lot longer blink cooldown rather then just a few seconds, like 10 seconds. For what she can do, any nerf is fine.
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@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3599658#Comment_3599658
Pain Res was reworked so killer actually has a reason to chase different survivors. Why would you nerf that?
I can understand your reasons but with other regression perks its way too powerful in my opinion.
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No, no, and no.
They would be busted if allowed in endgame.
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Yeah first time that a killer got no lobby backround.
I also wish we got the Good Guy factory as a map, that would've made the experience versing him even more amazing.
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I'd rather leave Pop alone.
Pain Res does everything Pop does but just better and less situational, which I do believe it needs to be toned down instead of Pop.
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Overwhelming sounds alright on paper but in execution it’s awful, it’s an outdated perk that needs a complete rework.
Streetwise by itself is okay but with a build around it, the perk can be pretty good. Especially paired with Built to Last.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3598304#Comment_3598304
And therein lies the problem. It creates a perk combo where the killer is given no good choice. The survivor can intentionally body block and weaponize the DS. Now, if i pick them up, i get DSed, if i don't, they pick themselves up. Basically taking 2 perks, that are supposed to counter a specific playstyle, and allowing them to be weaponized by survivors and used OFFENSIVELY. That is why DS is such a problem and always has been.
The other problem is it creates a situation where you just have to literally assume every survivor has it. There is no other perk in the game that is so powerful that no survivor has to actually take the perk for it to be useful. You can literally have no survivors equip it, and it still is powerful.
PTSD from old DS with Unbreakable kicks in every now and then..
Especially on Old Haddonfield. Lets hope it doesn’t make a comeback.
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@Ayodam said:
If you know a player is loitering for a save you should hit or chase them off. One should only be surprised by the perk once because after that one knows it’s in play. The counterplay is the same as if you were dealing with any player attempting a flashlight save.
How many perks must you run as survivor to counter things the killer can do? I’m just curious. Because you’ve stated you don’t want to use the perk that exists to counter blinding. Just curious if this cuts the other way.
@jmwjmw27 said:
I don't think there's much you can do at pallets other than slugging, but you can employ the same strategy you'd use to chase off a flashlight user in the open and even with background player the survivor can't get a flashlight/flashbang save.
Basically, bait the pickup then chase them away, then go back (while watching them) and pick up facing the opposite direction. Unless they get close enough to where you can hit them for free or get a hit after a few seconds of running at them, they won't have enough time even with the perk to flashbang or flashlight save.
This only works if you know where they are and there's only one of them though. The extra distance from the 200% means they can hide from really far away so it can be hard to find them sometimes.
Picking up instantly, using walls (against flashlights), and utilizing your killer power where possible (doc, pyramid head, wesker, etc) can help, but against multiple background player users I think you're better off slugging
Thank you for the feedback, both of you.
Ayodam, I love running fun non-meta builds, anything like Plot Twist and Tenacity are one of my favorite combos. The builds for killer on Chucky all work in favour together and I feel that replacing one of them with Lightborn ruins what I was trying to do!
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@sizzlingmario4 said:
I don't think the 200% speed really has enough counterplay.
A healthier buff would have been reducing the Exhaustion duration to 20 seconds instead.
I agree.
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@Tsulan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3596195#Comment_3596195
Do you want to get slugged? Cause thats how you get slugged.
DS and Unbreakable.
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Not bad as pre-rework chess merchant, but still god awful dreadful to verse.
The ones I versed only played just to 3-gen, spamming his ai to gain free pressure with no restrictions, and solo queue teammates downed in like 20 seconds and immediately Dc’s.
I’m hating him more and more recently.
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@Thusly_Boned said:
I still hold out an absolute fool's hope that we get a total overhaul. Throw imitation Freddy in the bin and replace him with Robert Englund, voice lines, and Nancy.
It's probably never happen, but man would it be glorious. One of the things Chucky has done is remind me of what Freddy should have been; their movie versions are quite similar.
Okay delete the remake Freddy and add Roberts version but keep Quentin he’s amazing.
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They need to increase the range as killers can still stand in one spot at a pretty close spot to the hook and it still doesn’t fill up.
I agree that it’s kind of useless.
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@Nazzzak said:
I actually tried this combo the other day and came to the same conclusion that it doesn't need the cooldown.
The cooldown makes this perk held back from being so much better.
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Lightfooted and Lightweight.
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@IlliterateGenocide said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3587770#Comment_3587770
I just hated they tried to pass it off as a buff :/
they just dont want people running it because it counters certain killer powers, but they also dont want to rework it.
so they but that unnecessary downside on so people would run it less.
If that's the case then shame on them, that's no way to solve issues.
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@Astel said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3588035#Comment_3588035
Why is having mangled effect and hemorrhage effect in one perk is too much and overtuned?
Very slow heals and if you let go the progress goes away at a very quick rate, I also think it's overtuned to be honest. coming from someone that plays both sides.
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@MikaelaWantsYourBoon said:
Because BHVR believes this perk is op, so they needed add downside. Like even they remove this penalty, this perk will still stay on meh tier and people will use it rarely.
It's helpful in a handful of situations and thats it, the perk hurts you more than anything to be honest, especially if your facing a killer with hexes and such. The screaming removal and removal of crow disturbance is helpful, but very situational in some cases, I agree that it will be a "meh" perk if the downside is removed, but it's so pointless that it's laughable, this perk needs more love.
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It would be useless because you can simply check around the area for hooks once you know someone has Boil Over.
It's fine in its current state.
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200% was a bit much in my opinion but 100% is very little, I think buffing it to 125-150% and making it no longer a Hex would improve the perk a good amount.
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Knight and Trickster.
Knight because there is no engaging or fun gameplay when versing one, all he has to do is place a guard down, you have to hold W, and you eventually go down because you run into an area with no pallets or a deadzone which is a free down, and the cycle repeats.
Trickster because he feels super oppressive when your at a low tile/loop, and once he's up on you there is no getting away it's pretty much game over unless you have a safe pallet or wall to go behind which can stall him, but he will eventually get you downed.
The devs giving Trickster these upcoming buffs is going to make him more miserable to face, I'm not ready for him what so ever once those changes hit live servers.
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Which is why Lightweight and Lightfooted have been a part of my stealth builds for a while.
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Claudette.
Empathy is good for keeping track in where the killer is along with injured teammates, and Botany Knowledge is really good for the speedy heals.
I understand Self-Care is considered a killer perk, but paired with Botany Knowledge can be quite strong if you have no items at the time being.
Meg is a close second, in my opinion her perks are for more experienced players who are starting to get better.
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I'm glad this post showed up.
I've been leveling him to p100 in honor, since I rarely see the handsome dream boy. 💖
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I don’t mind since she can’t hold games hostage anymore.
60 minutes to five minute matches is something I can take any day.
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@Brimp said:
I think the 3 seconds is fine. You just cant go down in a dead zone anymore and get value from it.
It really depends on where you are, the perk can either be good or useless. If your near a pallet or window you will be fine, but if you have nothing then your basically screwed.
And if you verse killers that have a ranged, or teleport ability your not going far which is why I believe it should be four seconds.
If the killer decides to tunnel you should have a chance in getting some value, only three seconds can only do so much in my opinion.
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@caipt said:
4 second stun and or sets powers on cooldown when used seems like a good buff.
Agreed.
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I first mained Claudette so Botany Knowledge and Hope confused me a lot.
- In Hope’s perk description it says “it gives you wings” I actually thought it gave you wings so I was so sad when I found out it didn’t.
- In Botany Knowledge it says that “plants around the campfire help with healing” so I went around the map crouching and trying to look for the plants for that extra speed unknowingly that I already had it.
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“Dredge Is OP”.
Nurse and Blight Players: Am I a joke to you? 🧍♀️
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@Crowman said:
Too many people forgot that any killer can 3 gen defend if they want to. Skull Merchant was just the META 3 genner. But historically Doctor was the 3 genner of choice and before skull merchant people were experimenting with Knight.
Agreed, but for now we will have to see since I only began to notice this yesterday, things could change, people who did main Chess Merchant will most likely switch though, to maybe Doctor or Knight, but right now its Singularity at the moment.
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@Evan_ said:
Wait, are you saying you met multiple Singularity players in a single day?
Sounds very far fetched to me. How many Singularity players are we talking about exactly?
I played against four Singularitys yesterday. And I played a lot of survivor, I’m talking about like 25ish matches, all four though 3-genned, so I’m guessing Chess Merchant mains switched to him, luckily its not as difficult to beat him in comparison, though.
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Meanwhile I’m running a speedy healing build and theres the one Claudette running to the corner to Self Care rather then letting me heal her in 8 seconds.
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Eh, I’d rather verse new Skull Merchant then play anymore chess.
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Oni and Dredge by a long shot.
