Spirit_IsTheBest
Spirit_IsTheBest
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- Username
- Spirit_IsTheBest
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Comments
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Did they announce a date that we can begin using cross progression? I missed the live stream.
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A great QoL change that is very healthy for the game, I'm very pleased coming from someone that plays both sides.
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@danielmaster87 said:
I won't be playing him. Can't anti-loop or chase with your guards, so what's the point? Please someone explain how his new design will make him better. 🍿
You can manually change guards and break pallets still with them even when in chase.
Still doesn't excuse the amount of terrible changes he has received, even with all that feedback they still went forward with the changes which is ridiculous.
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Counterforce is in a weird spot, I do agree it can use some buffs. I like your ideas, I'd also think that it should reveal the closest Totem rather than the furthest.
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I'm not going to deny, as disappointed as I am that they ignored our feedback and decided to still go forward with their changes, I will still be giving him a chance.
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Absolutely going to be another p100 of mine, I have 3 million bloodpoints ready for her, can't wait to get her perks and new cosmetics!
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Toolboxes need a proper nerf, they are the main issue rather than base generator speed.
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Hands down my favorite skin in the game, also Renato/Thalita has some nice outfits!
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Here's mine, each row is from best to worst in the specific tier:
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@Phantom_ said:
Learn to read the entire post please before you add a comment that doesn't add anything of value to the conversation.
Also, I was adding value by explaining some ways to counter it, because it's clear some people have frustrations with it, but that's how I do it mainly.
I clearly stated in my comment that any nerf would make the perk a lot more niche, and instead it should receive a rework in my opinion, the perk by itself is useless without Franklins as well.
Nothing personal, but some comments aren't addressed to only the creator of the discussion.
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@Phantom_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760098#Comment_3760098
Did you read the entirety of my post? I don't think you have, please do so again and read your own. I said I KNOW the "work-around" it still doesn't do anything in SoloQ. Nor on maps with multiple levels.
I did, I was addressing the others in the comments that were saying just play around it, while not providing no explanation on how, sorry for the mixup.
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@danielmaster87 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759847#Comment_3759847
Buffing all killers to 120% is probably long overdo, because of how little gameplay there is at most loops. We could have even kept old Made For This if this was the case. What people don't seem to realize is that killers getting buffed means more reason for survivors to get buffs as well. But they'd rather have their Hope combos where 110% killers physically can't hit them. A standard walk speed across all killers would help fix this.
Worst take I've ever seen.
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People are aways saying "play around it". But provide zero explanation on how to, if your going to defend the perk, at least provide a reasonable comment on how.
I'll do it, the way I play around it is at the very start of the match, drop your item to check if the killer has it, if so, immediately put your item in the corner, since it's the start of the match this is the best time to do this, then go do generators, if there are other items on the ground, move them, even if the teammates needs the item, it's better off being in the corner considering the wallhacks can really hurt the team.
Only use the item when the killer is focused on other stuff, like chases, hooking, and defending generators, plus the right way to distract the killer is to lure him with the aura reading, take your item, and move to a safe space, if the killer comes to you, waste his time as much as possible. If the killer doesn't come, use your item to heal or do other generators. I personally think the perk is fine, but I do understand the frustration, if it were to get changed, it would need to get fully reworked, one it's useless without Franklins, and nerfing it would make it rather niche.
I run perks like COH, and other generator perks like Prove Thyself instead of items sometimes, can be quite nice if the killer is running Weave + Franklins since he has less items to gain his wallhacks from.
Let me know if you want more tips!
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@Mazoobi said:
The only change I would like for B: CoH is the ability to see ANY survivor aura inside the radius instead of only injured survivors.
This would make it a lot better for solo queue players, if your injured and if you see someone in the Boons radius thats healthy, you can go there for a heal, when before you couldn’t see them because of the injured requirment.
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It's solid for SWF's, but a lot more situational for solo queue.
I'd say increase the healing speed to 125%, and reveal the auras of any survivor when in the Boon's radius, even if their healthy or injured. (Rather then just injured).
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Generator speeds are an issue apparently, so it's time to nerf pig.
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They need to remove the Oblivious status, other than that the perk is fine.
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@danielmaster87 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3758899#Comment_3758899
Well, it should feel rewarding on the first miss, and especially when it misses multiple times. How do you think the killer feels, being in position to use their power multiple times and not getting anything from it? So this idea that just because a killer can use his power more than once every 30 seconds makes him bad to play against, is ridiculous. The game is literally designed for you to feel good as survivor for having close calls with the killer, often times with way less effort and skill than would be required in other games, and you don't even appreciate it. In fact, you call it boring. So what do you want?
Did you even read what I posted? It's the lose-lose scenarios at pallets or windows that's boring, not when I'm dodging his ability when looping, and since you are so offended by my own opinion, let me tell you something, not everyone has the same experiences as you, I'd be appreciative if you'd stop putting words in my mouth, I have my own preferences.
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759117#Comment_3759117
Everytime I see an Ada and Leon in game, I will act like I tunnel Ada just to see if Leon gives his life for her.
Lore accurate, Leon almost always try but fail most of time.
Then Ada will usually pull off some crazy Flashlight save because Leon gets caught up in the mess trying to save, it's very adorable and lore accurate considering the amount of times Ada saved Leon.
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It's been a trend recently where the developers have received lots of feedback on certain things, yet go forward with their original idea without using that feedback to help improve and make things better. It's quite sad because we as a community want the best for the game, but it seems like the developers don't listen to us recently.
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They should make autoaim a setting feature, so the ones who really need like it console players can use it, while the ones on PC won't need it as much.
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Whenever I come across another Ada, me and her are inseparable, and will work together to make the killers life miserable, or any other Resident Evil character I come across.
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I don't like Pyramid Head either, I'm always confused on how people find him fun. Like you mentioned, his power results in lose-lose scenarios and results in getting hit either way, also dodging his power doesn't feel rewarding considering he can reuse it instantly.
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@shizzy_Pooh said:
and what would your idea of fun be? Get rid of her power? No that’s not how that works lol
I think we are aware of that.
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Thanks! ❤️
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It's one of the worst maps for survivors ever since the change, and what honestly makes me mad is that during the PTB for it's rework is that it received negative feedback and yet it somehow still reached live servers.
They need to scrap current Haddonfield and go back to the drawing board, issues are is that there are too many unsafe pallets. it's incredibly small, and it's very open.
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3758736#Comment_3758736
If Devs buff Huntress to carry 7 instant down hatchets, they still say its justified.
And buff her to a 4.6 ms killer, they will claim it's because "she lacks map pressure".
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I said this since his release, he feels strong because survivors don't know how to counter him, now that people are adapting since he is quite popular (atleast for me), he feels weaker. I'd say he isn't S or A tier, but more like of a B tier, he is strong, but his power requires good aim, while also dealing with survivors who are good at dodging, holding W, and avoiding hugging walls.
I've had survivors remove their weakness even when their not in my line of sight, which prevents me from getting certain downs, sure he still has his teleportation ability, but they can remove it fairly quickly.
He is still a good pick though, he has his downsides, you just have to keep an eye out for more experienced players, but once you adapt to how they play, Unknown becomes even stronger.
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I'd love all of them, but a simple badge/banner would be nice, and especially if they design it in a cool way.
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Did you forget about this monstrosity?
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Why were you disconnecting that much prior to begin with?
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If this were the case I'd get like 10+ prestiges a day, 1000% extra bloodpoints would get me like 500k every game or something, we can only hope. 🙏
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Nurse, Skull Merchant, and Knight.
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3756934#Comment_3756934
I've considered trying a similar build but since Iron Will and Lightfooted don't work at the same time, I feel like you're just exchanging one sound for another so would still be pretty trackable. Do you find you have a good rate of escaping, or at least extending, chase? I prefer Overcome + Lucky Break + Bite the Bullet + Self Care for the same sort of effect but am always looking for new builds
The build is mainly for avoiding chases. If your someone like me that isn't the best at looping then it's great for staying stealthy, if you do manage to get into chase, the build helps you a lot with holding W, most of the time the killer mindgames himself at a loop, Lightweight and Lightfooted makes you untrackable especially in indoor maps, Low Profile is mainly for saving the team, especially against slugging killers, or if your in endgame.
If you prefer a more relaxed match, not many chases, while remaining useful than I recommend this build!
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As long as they make sure she's actually fun to verse that's all I care about, right now she's like a snooze fest.
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@Neaxolotl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757855#Comment_3757855
"why did they changed this instead of xxx" is honestly pointless, we really don't know how their internals works, and I highly doubt cranking up hatchet counts by 2 takes any time or anything, not to mention the fact she kinda needed the buff when we think about not a 10k hour huntress mains also plays her, it was too punishing for the today's dbd standards
lockers are, in fact, survivor sided mechanics, there is countless amount of survivor perks and even basekit mechanics for them, I won't opposed to adding more of it in any way but calling that a "huntress dredge buff" is honestly strange
When you mention that buffing Huntress hatchet count by two probably doesn't take much time, I think about how much less time it could take in buffing killers that actually needed some love, some simple number changes could really make a difference for those who need them.
In certain scenarios I do agree that lockers can be quite annoying for killers to deal with like Head On, but to be fair for at least in my case I don't encounter many survivors using it anyways.
I will say this, I do understand why you think it was punishing before the buffs, but I think instead of giving her more hatchets, I think that this add-on should be made basekit, let me know what you think, I saw someone else mention the same idea and I honestly thought it was an interesting idea.
Like I said with the locker changes, more lockers is in fact a buff, because reloading obviously takes time, but the extra hatchet change is a band-aid fix itself because reloading takes a little while. If they make the add-on I listed above basekit, along with the extra lockers, it can make Huntress a lot better, and smooth.
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@Neaxolotl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757852#Comment_3757852
I don't know, she is still smoother than past, it wasn't needed but it's not like getting it will break the game
Don't see the problem as much
Also locker spawn is not related to huntress in any way, it's just map issue
Good point, but the problem is that it "wasn't needed". The thing is that you are right that it won't break the game, but why do they prioritize buffing killers that didn't need any changes besides QOL changes for stuff like lockers, over killers that are in need of help like Trapper or Freddy, the issue is that they go for the wrong things over bigger problems that could've been fixed a while ago, that right there is the issue.
Maps have always been a key factor, a simple change is to add more lockers in certain areas in the bigger maps, obviously maps can either be too big, or too small, simply add more lockers ONLY for Dredge or Huntress automatically in the maps that are more problematic.
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@Neaxolotl said:
She became stronger but it's not like mechanics is unhealthy or overperforming any other killers, I don't see any point in nerfing her beside reducing usage rates
She became stronger in aspects that weren't needed, all she needed were more Lockers to reload from, not more hatchets. Reducing usage rates shouldn't be the goal, they should fix the main problems so she can be a lot more smooth and better in general to play as, they buffed her in the wrong way.
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@danielmaster87 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3756856#Comment_3756856
You must have it rough then when facing killers that don't run out of their ability so easily, instead of winning the chase for free because they had to dead stop to get ammo. You're forgetting that the more you dodge, the more of their time you're wasting, on top of the time they're gonna have to waste anyway to reload. Y'all keep suggesting more lockers instead, but watch them do that and then you'll start complaining about her for that, as well as increased Dredges.
Yet you complain everytime someone suggests changes for a certain killer.
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I don't really see the difference between PC and console.
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Renato, Thalita, Quentin, Sable, and Ada. (All my p100s/mains).
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I really dislike Neas, Jonah, and Yun Jin.
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Before Skull Merchant was a thing.
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@Backmon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757296#Comment_3757296
Cause now unhook your teammate is very easy and killer cant do anything to secure person on hook (at max can do a hook trade)
Unhooking shouldn’t be impossible and a gamble for survivors, if your mad about that then maybe camp less, you say the killer can’t do anything but trading is all they can do at max, but trading is basically guaranteed most of the time if the killer is camping, so I don’t understand your point.
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It’s very situational, but if you manage to get value it can be quite nice, but to be fair, it promotes targeting one player for the most of the game, which is unhealthy in my opinion.
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I agree that Legion needs some buffs, but a 2 second frenzy fatigue is not the way to buff them by any means.
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@DrBrain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757176#Comment_3757176
cope and seethe posts will be ignored. Corrupt intervention being base kit at this point is an absolute necessity for Killers just like when you survivor mains demanded borrowed time base kit.
The thing about that is Borrowed Time being basekit was necessary, and without it made tunneling extremely easy, most of the time the survivor wouldn't last 5 seconds before being downed again if the unhooker didn't have it.
Generator speeds are not the issue, but toolboxes are, making generator speeds longer will only encourage more generator perks from the survivors, and will make matches feel more boring than ever.
Nobody is coping, if you can't simply allow other people to express how they feel besides the ones that back up your ridiculous take, then you are very pathetic, it's called a forum for a reason, not everyone will agree, get over it.
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Your change is unnecessary, Deja Vu is not an issue and doesn't need any changes. 3-genning may not be as bad as it was before, but stilling getting yourself into one is quite annoying, especially if the killer is high mobility, or good at pressuring generators, including slowdowns perks if they have them.
6% is very small, it saves like 4-5 seconds at most, and is one of the most balanced perks, it's fine where it is.
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It can stay gone, hook grabs were ridiculous especially in camping scenarios. Baiting the killer most of the time resulted in getting downed/grabbed and eventually killed as a result, why would anyone want that back?



