SpiritsHusk
SpiritsHusk
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- SpiritsHusk
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Comments
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@illNicola said:
Title says all.
The Singularity is boring to play, with a weak power and I think a lot bugged since even if I can see a surv with the biopod, if the surv has a finger hidden behind a rock or wall, the biopod doesn't target the surv. I managed to win without using Singularity's power, only used the biopod like cameras. With what I saw, its power is top tier for camping, but for everything else is D tier.
The new map is abominable. Orientation is impossible (which as far as I understand is what the devs wanted, congratulations they have fully succeeded), it is too huge and the central gen is practically a gift.
So, basically: 3 original chapters, 3 disappointment. As expected, it's sad to say, but I expected it. And it's so sad because I love Singularity's design, IT'S SO CREEPY.
So, what other players think about this chapter? Are you happy about the Singularity and the new map? I didn't mention perks since both Singularity's perks and Gabriel's perks (the new surv is Gabriel right?) are useless
"perks since both Singularity's perks and Gabriel's perks (the new surv is Gabriel right?) are useless" Not sure what you mean, Gabriel has 2 extremely good perks which I've enjoyed using so far. The Singularity also has pretty good and unique perks.
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Contact support, although I'm not sure how much they can help you.
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@CorvusCorax86 said:
Yes, but only because I'm actively playing in another time of the day. I'm experimenting to see when it is the best.
Interesting, from my experience, more experienced players tend to be online during late nights / early weekday mornings.
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@Xernoton said:
For me it started a few weeks ago and it's great. Everyone has a vague idea of what they are supposed to do and sometimes even make some really good plays. Breaking 3-gens early on, spreading on gens, taking hits, sitting on gens as soon as possible. Good stuff, really.
Obviously, there are still some matches where 1 jerk doesn't get their will and throws a hissy fit (Talking about you, Dwight with The Game offering!) but really I don't think my solo matches have ever felt better.
always the dwights and the leons 🙄
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@MikaelaWantsYourBoon said:
Nothing wrong with that, i am okey with healthy strategies. Killing camping is very wellcome
When I wrote this I meant it to be as a positive thing, weaker killers may finally get attention from BHVR
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@Ayodam said:
Ironically I find that ‘weaker’ killers camp less than the stronger ones. And the ‘Wesker’ killers do fine in my matches.
Hm, if the stronger killer isn't too good at the game I guess so, seen countless basement trappers , inf t3 myers camping hooks though.
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I recommend dead hard , off the record and decisive strike alongside mettle of man , should help avoid getting tunneled and will let you take a few extra hits.
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@jordanjustice said:
The survivor's Tier 3 insanity should be lowered back to Tier 1 or 2 after being hooked by Doctor.
This is inline with Freddy, where the Survivor gets awoken upon being hooked.
Changing this just makes sense, and it will stop the infernal noise that the survivor has to suffer through, while on hook. This will make the doctor slightly less annoying to play against. Only slightly, but any improvements are appreciated.
Don't quite agree, It takes a while to reach t3 anyway, if getting unhooked sets back the progress of the madness then it would just be sort of a waste of time to try and get them to t3. It's an unnecessary nerf.
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@Marcos1230 said:
Can you guys fix Decisive strike back to 5 seconds and or add a bonus like make no noise and leave no blood trails or scratch marks for 5 seconds as well. Because I really got upset that I got tunneled out of a match🤦🏽
nerf ds, nerf it to the ground
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@jordanjustice said:
Seeing a lot where "Alert" goes off, but nothing can be seen.... because the killer is in their stealthy state. i.e. Wraith is invisible, Michael is in Tier 1, Ghostface is ghosting, etc.
Alert is designed to show the killer's aura when they kick a gen or break pallet (or door)... That's not very stealthy. Therefore, I believe Alert should still show the Killer's aura even if they are in their stealth state. The only argument for this I can see is for Wraith, whom is actually invisible... the rest are quite visible and doing a non-stealthy action, which should allow them to be seen with Alert. A lot of Alert value is being lost, because of the current mechanics of the game. If the killer doesn't want to be seen with Alert and remain in 100% undetectable state, then they shouldn't be doing non-stealthy things (like kicking gens, breaking doors, breaking pallets, etc.)
Too overpowered, killers like ghostface that rely heavily on stalking survivors and keeping their location hidden will suffer as players will have their general direction
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The Negative MMR Build
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@Gandor said:
"whenever I see killer in my 4man bully squad and he is not able to do anything, he just goes to corner and afk's which ruins my fun. I demand you punish said killer for it".
That's about how I read your thread. You are forcing other people to play out the game for your enjoyment, demanding punishments if they don't oblige.
Nobody should be forced to play the game for your benefit no matter what side we are talking about
Completely different to dcing as a survivor, if you dc / suicide on the hook then you basically mess up the game for the rest of the team, if you're going to be a baby and dc/suicide on the hook the moment you get down then don't get into a game and ruin it for the others.
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@Levitika said:
As it stands, there is a massive increase in players suiciding on hook to get out of matches they decide they don't like. Since this is just avoiding the DC penalty, is there any plans for punishing players who do this?
It's a good concept to punish those who skip by hook suicides however I think it would be very difficult to implement a system that works.
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@KateMain86 said:
The trickster's power advantage on outdoor maps as opposed to indoor maps is massively different. On outdoor maps it seems almost impossible to avoid being hit by his knives. I've even been downed by the knives before the sprint burst was over from the first wounded state. He simply throws them too fast. Trying to dodge them in the open feels pointless most of the time when he can just spam them repeatedly. I think there needs to be a range requirement for using the ranged ability. He shouldn't be able to throw them at close range. I feel like they give him too much reward and too much of an advantage when trying to run from this killer and makes him much less reliant on his basic attack.
Also just to be clear, this would have to be worked to only function while in chase. If he's not in chase with a survivor then being able to throw them from any distance is Ok.
Might be one of the worst ideas I've ever seen on this game ahahaha
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@FreddyVoorhees said:
I do not want to start another thread for a similar question but ... how good are survivor bots atm ? Did they receive any update since they were added , like can they use perks and randomize their strategies etc ?
If you were to rate them 1 to 10 (noob - pro swf) what would they be atm ?
Probably a 5, decent looping and mostly just stick to gens unless being chased, always being helpful basically
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@Lost_Boy said:
They could make it so that it only activates when all remaining survivors are down on the ground and it doesn't activate if the gates are open. That way you can still use it as a viable tactic if you decide to down one person and engage in a second chase close by.
No, then there would be no point in slugging at all, if everyone is down and 3 people can pick themselves up and you only get 1 hook then what was the point?
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@EmmaFrostyEyes said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3449647#Comment_3449647
No. Fix maps instead of nerfing a perk thats already fine. Windows wasnt even used when it had the cool down
Much easier to nerf a perk than to change 90% of maps.
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@Nazzzak said:
I feel like 99ing the gate isn't an accurate comparison since killers can open the gate also and start the EGC. Survivors can't force themselves to bleed out faster, they have to wait 4 min or until the killer decides to pick them up. I don't care about basekit UB anyway (unless it's with the Finisher Mori), I feel like there are better ways to apply risk to slugging... making bleed outs not count as kills for one. This won't eliminate slugging, killers will still have the option, but it will probably lessen the amount of time a survivor has to just lay there as the killer will likely want the kill.
Would be a bit difficult to both slug and open the gate to start EGC.
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@Z0mbiv0r said:
Because in every case it is as boring as it could be for every survivor. Don't get me wrong, I too slug survies whenever I want a 4k (be it because of a tome challenge, adept trophy or simply because they triggered me somehow) and there's only 2 survivors left, but I sure as hell hate it when they do it to me, because sometimes you are downed for the first time and have to spend 2 minutes waiting for the killer to come hook you, without being able to play the game. 99ing gens can be annoying, granted, but both 99ing gens and gates leave room for the killer to play the game and do something. Survivors doing this are not preventing the killer from achieving their goal. While slugging do prevent the survivors from acomplishing their goals, if all they can do is run to another downed survivor and heal them just for the killer to slug them again.
That said, I'm not entirely sold on having unbreakable base kit, either. Because there are situations in which, yeah, you might just leave a survivor on the floor and engage in a chase in hopes that other survivor will show up and waste time healing the downed one.
Although I agree it can be annoying, 2 minutes of your time especially when it does not happen very often at all is not really a big deal, although a bleed out function would help.
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@Sonzaishinai said:
Problem is that slugging for pressure and leaving all survivors to bleed out for 4 minutes has been given the same terminology by the community despite being 2 completely different things.
One is a risk/reward tactic where you trade a hookstage now for pressure to get more later and the other is BMing for the sake of BMing
Yeah I understand the BMing part, but like I said a bleed out system should do the job, base kit unbreakable just seems wild.
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@jamally093 said:
So I don't have the money for the new chapter so I would rather use my shards but how many is a character each?
Each character costs 9,000 shards.
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Hmm, I personally love playing against the twins, bit refreshing and it's not like the other killers either, quite fun to play against after a few SMs , knights and blights.
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@thrawnpariah said:
I love the ability to have saved presets and that they are adding a way to search for perks.
However, only having 3 presets is very limiting. Especially playing as survivor where I want an adept slot (same on killer honestly), a sabo build, a gen rush build, a blind build, and a stun build. Right now I alternate my 2nd slot with adept or sabo build.
I hope that we can have more presets in the future, I would also love to be able to build more killer loadouts especially with my favorite killers where I run stealth, adept, and expose builds and would love to add aura reading loadouts or the like.
I think we can all agree we would pay for more slots or a drop down box where we can name builds and that we would all pay for it if we have to. Would be awesome if it was free, but I figure if you can make more money off of it then it has a higher chance of happening.
Warmest Regards,
-TP
Honestly seems a bit pointless, considering the search bar is coming up it shouldn't take more than 30 seconds to just switch between builds, could literally be done whilst you are getting into a game.
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@uganda_calm said:
I think this is a very important point. Disconnecting is a very big problem for survivors and killers. (survivors a bit more of course)
Killers loose a lot of BP and possibly a pip when a survivor disconnects in the early game. And survivors pretty much lose the chance to win.
So first of i would say if some one disconnects everybody in the game should get a save pip, so they dont down rank.
Then disconnects should count as 3 hooks for the killer. (only because of the pip)
And i would say to give killers and survivors a little bp bonus at the end of the match, maybe 10% or 20% because those matches loose a lot of of bp for both sides.
And maybe a little bonus of 1 or 2 percent for survivor things if some one disconnects, just the even the odds a little bit.
Love that idea.
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@InvadeGames said:
I think maps are intentionally built to favor some killers and disfavor others. Which while annoying for lower tier killers like trapper is just the game philosophy the devs have.
That's the problem, something that is entirely RNG Based shouldn't really benefit or be a disadvantage towards killers/survivors
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@ElodieSimp said:
It's the same thing when someone gets tunneled out at 4/5 gens. The core basis of the game is stagnant and unappealing. BP incentive won't help.
getting tunneled out is different though, i'm not sure exactly how but it's sort of less mentally aggravating. Atleast you know your teammate died by the killer and played the match out rather than instantly disconnecting.
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@Szarman said:
CHAPTER VI: A Nightmare on Elm Street
https://us.v-cdn.net/6030815/uploads/Z81APDT1IA9Y/tlo.jpg
https://us.v-cdn.net/6030815/uploads/2E0ZZ70HSTJN/fredward.png
The Nightmare
- Terror Radius: 24 Meters
- Lullaby Radius: 24 Meters
- Speed: 4.6 m/s
https://us.v-cdn.net/6030815/uploads/9Z8NDCH7YRW2/moc.png
Dream Demon - Range 10 Meters
Dream Demon allows The Nightmare to pull Survivors into the Dream World.
- Survivors who are awake do not see or hear The Nightmare.
- Survivors who are awake can't be hit by The Nightmare.
- Once targeted by The Nightmare's Power, Survivors enter the Dream Transition for 7 seconds.
- During the Dream Transition they can see The Nightmare intermittently.
- When the Dream Transition has elapsed, the Survivor is pulled into the Dream World.
- If a Survivor is doing any action while in Dream Transistion (repairing a gen, unhooking, cleansing totems, healing), They get pulled into the Dream World Immedietaly
Once in the Dream World:
https://us.v-cdn.net/6030815/uploads/LDCO3KDLIF5H/obli.png
- Survivors' Auras are revealed to The Nightmare whenever they are outside his Terror Radius.
- Survivors suffer an Action Speed penalty of -50 %.
- Survivors hear Terror Radius instead of the Lullaby.
How to Wake Up:
https://us.v-cdn.net/6030815/uploads/FK1AHV9MGSIW/alarmclock.png
- Getting Hooked wakes up the Survivor
- Non-Sleeping Survivors can perform a Wake up action on Sleeping Survivors
- Alarm Clocks are set on the map, which can wake up the survivors - sleeping survivor gets one random clock that can be used.
Survivors can wake up by failing a skill check. This will put them into Micro-Sleep Status
- Survivors in micro sleep can't see or hear The Nightmare
- Survivors in micro sleep can't be hit by The Nightmare
- The Nightmare will see Aura Glimpses of Micro Sleeping Survivors
- Micro Sleeping Survivors have a timer of 45 Seconds. When the timer elapses, a Survivor gets pulled into the Dream World
Special Ability: Dream Projection
https://us.v-cdn.net/6030815/uploads/TYT0G6URRV9H/dreamprojection.png
Press and hold the Active Ability button to perform a Dream Projection and teleport to a sleeping survivors outside your terror radius. (simmilar to cenobite box teleport)
- Cooldown - 60 Seconds
- For each Survivor in the Dream World, the cool-down of using Dream Projection is reduced by a stack-able 15 %.
Addons:
Ultra Rare:
https://us.v-cdn.net/6030815/uploads/FUVVHNQBB2Z3/1blackbox.png
Black Box
While putting a Survivor into the Dream Transistion you see others Survivors Auras for the duration of it.
https://us.v-cdn.net/6030815/uploads/4ZCZD9UL0LEH/2redpaintbrush.png
Red Paint Brush
- Survivors can no longer exit the Dream World by failing a Skill check
- Survivors can use every clock to exit the Dream World
Very Rare:
https://us.v-cdn.net/6030815/uploads/F254OPFKMD0T/3zblock.png
"Z" Block
Reduces the Dream Transition time by 2 Seconds
https://us.v-cdn.net/6030815/uploads/11UKHFE5BUM1/4classphoto.png
Class Photo
Reduces The Dream Projection Cooldown by 10 Seconds
https://us.v-cdn.net/6030815/uploads/1O7QDC47027X/5swingchains.png
Swing Chains
- Increases The Dream Demon Range by 12 Meters
- Increases the Dream Transition time by 1.5 seconds
https://us.v-cdn.net/6030815/uploads/TB1900SMDUUP/6pillbottle.png
Pill Bottle
Survivors do not see glimpses of you during the Dream Transition
Rare:
https://us.v-cdn.net/6030815/uploads/FOUIQJZBITYJ/7bluedress.png
Blue Dress
Increases The Skill Check Penalty in the Dream World by 8%
https://us.v-cdn.net/6030815/uploads/XEVOOGFXJIDH/8jumprope.png
Jump Rope
Decreases Survivor's Action speed when in Dream World by 15%
https://us.v-cdn.net/6030815/uploads/2T6JPP302V7D/9nancysmasterpiece.png
Nancy's Masterpiece
Decreases The Dream Projection cooldown for every survivor in the Dream World by additional 5%
https://us.v-cdn.net/6030815/uploads/17WLTZ66ABE5/10paintthinner.png
Paint Thinner
Survivors in the Dream World Suffer from Blindness Status Effect (Clocks are still visible)
https://us.v-cdn.net/6030815/uploads/FZMUZSS4AM2L/11unicornblock.png
Unicorn Block
Reduces The Dream Transition time by 1.5 Seconds
Uncommon:
https://us.v-cdn.net/6030815/uploads/K8QOHCI9MLES/12catblock.png
Cat Block
Increases The Skill Check Penalty in the Dream World by 4%
https://us.v-cdn.net/6030815/uploads/H7R8YCG6BCQG/13greendress.png
Green Dress
Decreases the Chance to get a Skill Check in the Dream World
https://us.v-cdn.net/6030815/uploads/CVQ16RY1LOCB/14nancyssketch.png
Nancy's Sketch
Increases The Dream Demon Range by 6 Meters
https://us.v-cdn.net/6030815/uploads/06X2HQBOIT56/15outdoorrope.png
Outdoor Rope
Decreases Survivor's Action speed in the Dream World by 7.5%
https://us.v-cdn.net/6030815/uploads/W9GDGNE2HN8M/16prototypeclaws.png
Prototype Claws
Survivors in the Dream World Suffer from Hemorrhage status effect
Common:
https://us.v-cdn.net/6030815/uploads/NJ08TNZ33KUW/17gardenrake.png
Garden Rake
Moderately increases Movement speed after successfully putting a Survivor into the Dream Transition.
https://us.v-cdn.net/6030815/uploads/KN22W6PLAREG/18kidsdrawing.png
Kid's Drawing
Decreases The Lullaby Radius by 6 meters
https://us.v-cdn.net/6030815/uploads/NYA7Y5BII55M/19sheepblock.png
Sheep Block
Wake Up Action takes 3 seconds longer
https://us.v-cdn.net/6030815/uploads/870D0UBQ952O/20woolshirt.png
Wool Shirt
Increases the Dream Demon Range by 4 meters
THE END
That's everything I wanted to show you. I hope you enjoyed it! I think this version of Freddy would be way more exciting and immersive to play as and against! As you can see here I wanted to bring Old Freddy back with some tweaks to make him more fun and less frustrating. Give me your thoughts about this post! :D
Would not be fun at all for the killer or survivor as the killer would lose almost every game and survivors will win with ease, he will be by far the worst killer in the game.
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@jamally093 said:
Seems bringing lightborn doesn't work anymore even then doing on good match makes the game think I'm OTZ so other then lobby dodge or simply go to a corner and go AFK doesn't seem I can do anything else so anyone have any tips on facing a bully squad.
Most of the time they just play to be annoying or just to long out the game in terms of alturism, sabo hooks, body blocking, just play normal most of the time and they'll die.
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Oh no, horror game is scary
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@whickedchainsaw said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3442700#Comment_3442700
bubba is fine if they fixed him
I Agree, would be a much better killer if his addons weren't so bugged, even his power gets bugged sometimes.
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@Luckyfer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3442719#Comment_3442719
No,nerfs to camping will help out a lot and make survivors more playable.
There's counters to looping and generator flying.
https://forums.bhvr.com/dead-by-daylight/discussion/377467/camping-nerfs-wont-last-long
No,if you don't like chases or looping or applying pressure and taking the easy way out just use slowdown perks and insidious and STBFL.
These changes will help survivor a lot,and for many it will make it playable again.
These changes will be fun.
There is counterplay to gen rushing,applying pressure is one of them.
Killers should patrol gen for pressure not hooks,applying pressure on gen jockeys is the way to go.
Oh and if you hadn't noticed,I mimicked your very low effort responses to my Tunneling post.
I guess from your complaints you use camping and tunneling a lot,but you try to hide this fact as "worrisome" for new Bubbas.
As if the last thing we want is to allow them to learn the value of Bubba camping.
In the future please avoid my posts,your killer bias radiates like the Sun's UV rays.
I main survivor.
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@Luckyfer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3442232#Comment_3442232
Neither is tunneling someone!
And last time I check DS is turbo garbage while off the record is a character's perks,a character that I don't want..
There is counterplay for being tunneled, also tunneling is part of the game, killers may need to tunnel in order to generate pressure, if you don't want to unlock Zarina and prestige here for off the record, that's fine, do as you will.
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@Göch said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3442237#Comment_3442237
Generally a good idea that i wouldn't mind, but that would not solve the problem of avoiding the "last man standing" situation by slugging. For me personally, its not about giving or taking the possibility of getting a petty escape, i couldnt care less, if we lost the game then we lost, the problem the act of constant slugging to avoid certain mechanic.
Should be an option to "bleed out" after a minute and a half of being slugged, saves time.
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@Göch said:
Since its happening in far more than half of my matches that 2 or 3 survs are left in a 100% already lost game and the Killer just slugs until everyone is downed (often leads to people bleeding out after 4min of not being able to play the game) i think its time to look at the hatch spawn mechanic.
Hatch should spawn when there is one survivor left standing, not when 3 people are sacrificed, maybe with a slight delay but definetly NOT only when 1 surv is left alive. It would solve all the problems regarding slugging people for the 4k, people that play the game "as intendet" (yes, slugging someone for 4 minutes to completely avoid hatch mechanic is NOT intended by the devs) would not be punished and people being toxic for no reason would start thinking twice about the unnecessarey time waste of 2-3 other people.
Personally think the hatch should just be completely removed, instead, both exit gates are able to be opened as soon as 3 survivors are sacrificed, which makes it more skill-based than luck based, there are meta perks such as no way out that would help the killer, a few more that would help survivors as well whilst there is nothing to aid finding a hatch other than an offering.
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@MikaelaWantsYourBoon said:
If i am not wrong, this perk can't be used with For the People. Because Made for This activates whenever you are injured. And when you are injured, you can't use For the People.
Edit: I just checked wiki, it's correct. You can't use this perk with For the People.
I'm pretty sure you can use For the People to injure yourself but to heal the other survivor, causing for made for this to activate?
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@Luckyfer said:
Yea,tunneling has gotten out of control.
I believe these things could alleviate some of the pain endured.
- Unhooking doesnt trigger a loud notification,nor does the UI change until and after like 10-15 seconds.
- The unhooked shouldn't leave pools of blood or scratch marks,there are a few perks but you need like a full build to get all of these.
- DS reverted to 5 seconds,not 1 time use anymore,multiple DS results in increased stun time.
No, if you're that upset about tunneling run off the record + DS , these changes would make killer unplayable, it would not be a fun experience whatsoever.
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@Prescott said:
Hello everybody. First of all, excuse my english because it's not my mother tongue.
This is my very first post here, I've posted on stream (PC player here) several times, but I don't know how all of its feedback gets to the developers. I've seen they keep buffing killers in the PTR and I cannot understand why. I'm a main survivor (not excellent, but I know some stuff), and since the last patch was release I have no problem to get to IRI1 as a killer but I really struggle to get Gold1 as a survivor, when it was totally the other way before that patch.
All I can find is an abusive amount of sloppy butchers (besides the old known tunneling and camping), killers that don't need to use their special power to take an entire group down (or 3 if they're not lucky).
I play soloq, and as a killer I find the game boring, not-challenging, and as a survivor stressful and demoralizing. I've seen their road map and their plans to do something against camping and so but... why not now? It is a well-known issue that keeps burning out players.
Why don't group up perks that excludes perks from the same group (such as location, gen reg, health reg,...) to avoid those abusive situations? As the game gets bigger and bigger it brings up the opportunity of creating real monsters that left no choice to your opponent, why don't restrict some perks to certain killers? Im thinking nerfing thanatophobia to plague, for example.
I don't know, I love horror/survival games and the disadvantage that roots on the essence of this game, and I'm cool with that, in fact, I like it, but I don't understand why they keep trying to make things easier to killers...
What are your thoughts?
Sloppy butcher is not that strong of a perk, sure it slows down healing but for most killers it's not a game-changer, if you're getting bored of killer try using different ones. Also, i'm certain killers cannot take down a whole group without their ability unless there are big mistakes from the survivors side.
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@miniwengsel said:
I played very mutch dbd this night and I have got more hate than ever. Only today I got called to of myself, because I tunneled with my weakest killer. I got called a rassist for spaming the N word in endgame chat, WHILE THE ROUND WAS RUNNING, because a claudette was the fist survivor, that died. I got called a Wallhacker, because I doesnt use ara perks and was able to find a survivor as doctor. One a single day its a little bit mutch and yes I also meet some great guys but its like 50% "toxic" (not right word, but everyone understand this) 40% doesnt say anything and 10% that are rlly graet. (I know in the 40% are also great people, but I dont see that so they get there own categorie)
Don't let it get to you, it really doesn't matter what they say, they got smoked and aren't happy about it.
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@TonyXSplash said:
DBD is the only game I know that rewards you the least by spending more time playing and learning how to play it.
There is really no point in being a good player DBD you get nothing. no badges, no ranks unlike all other multiplayer games I know. DBD is really becoming boring for me because there is nothing to achieve in this game. When you escape all you get is 7K blood points and that’s it.
Same vibes as not getting a sticker for getting high marks in a test, it's not that deep.
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@[Deleted User] said:
I can't help but notice how many replies this thread has with no one responding to the actual question;
"How does Behavior intend Killers to play the game?"
Don't camp. Don't tunnel. Don't patrol defendable gens.
What's left? Randomly roam the map? Check every gen once before returning to any other?
Please don't explain why you don't like these option, because the thread is FULL of people doing that already. Just describe the INTENDED playstyle for Killers, even if they are bad at the game.
Thanks!!
Honesty a bit of everything, not being too extreme and camping 3 gens from the start of the game, rather just normally patrolling gens, tunnel survivors if necessary even, However, killer should not just be played with one thought, rather doing multiple things.
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@illNicola said:
They're ignoring the fact that lots of times the 3gen is survs' fault, because they split bad the map
Holding a 3-gen from the very start of the game is not the survivors fault.
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@GHOSTfaceP3 said:
I haven't played in a while and the perks I used before suck....maybe with the exception of spine chill but besides that are any of the boobs worth it?
I personally run WoW , Bond , SB and adrenaline, seems like quite a good build if you wanna try it out, can replace WoW with something like off the record
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He is honestly way better than people give him credit for, catches you off guard and guarantees a hit nearly every single time.
He is basically a spirit with no cooldown + if survivors are in a situation where there is no pallet to immediately drop you are just going to get hit.
@Adaez said:
This killer went from B tier at most to A or even S tier, he was already really good considering how easy it is to do good with him.
He has great map mobility, he can get hits extremely easy, and in the current meta where every Wraith uses sloppy because healing got nerfed and also the removal of lightburn which made him so much better than he already was he feels overpowered considering he has no skill ceiling to do as good as a Nurse or a Blight which feels unfair.
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best perks in the game come from free base characters, not to mention you cannot buy bloodpoints, I reckon they did a good job.
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@irishbutcher said:
Will the shirts come back? They looked so cool! I was hoping to wear them but unfortunately the codes expired right before I came back from a long break. :(
they look terrible dw
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its in like 11 hours from this message i believe
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@ShakeyGames said:
The devs have refused to do this multiple times because they're trying to make this game serious and scary, not goofy.
they're defo not tryna make the game serious and scary with all these skins being released
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@GoodJobGuys92 said:
Sounds like a ######### idea
sounds good to me, what's wrong with it?
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this challenge is very easy, honest skill issue
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@Aven_Fallen said:
Thats really a stretch. Why should Survivors suddenly become more efficient? Especially against a non-camping Killer?
less pressure by the killer, do not need 2+ players to try and unhook a survivor