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Considering that Survivors now lose add-ons after one trial (without Ace In the Hole), I don't think this is necessary.
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@Almo said:
We are keeping an eye on its performance on PTB. Adjustments will be made as needed.
I anticipate that the range will be reduced to 8/10/12. Not saying that it should or should not happen; that is just my guess. :P
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@Peanits said:
Yes, it does. If they break free, it's considered a special attack (your power injured them). If you hit them while they're chained, that's a basic attack (you hit them, your power just pulled them towards you).
So if you want to be clever about it, you can spear your obsession, let them break free to avoid losing stacks, and then hit them with only one basic attack to down them.
What about Play With Your Food? Currently if you shoot the gun, it does not count as an offensive action. Intentional or oversight?
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I'm guessing people are sad because they were hoping for something more "deviant", if you catch my drift. ;)
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@KingOfBadRNG said:
The dev team mentioned about plans on the pig in the future, but I honestly think she's fine she has termondous stall prevention and great mid game plays. People who usually complain about her complained about the remove timer when the gens finished for some cheap kills.
The only thing the devs have said about the Pig is that they might take a look at her add-ons.
Her stall potential is very up in the air. Sometimes it's good, sometimes it's dreadful.
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I mean...yeah. If you're right on top of the Hatch, you can try to close it before the next person jumps in.
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It sounds like you want to make his gun worse at hitting things. Not sure I approve of that.
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/1105728#Comment_1105728
Is that when you and the survivor are both within 16m of the hook, or just any survivor within 16m of any hook?
Based on the perk description, it's any survivor, any hook.
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Oh no, not this too. No more struggle mechanic. It is tedious as all heck. D:
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@Babyyy_Boyy said:
https://forum.deadbydaylight.com/en/discussion/comment/1104608#Comment_1104608
Exactly, “If” he reels them in. It seems like the chain can get broken around loops, which most survivors would run too if they know he’s coming, making it difficult unless, his add-ons effect that.
It really depends on how easy it is to break the chain.
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@Tactless_Ninja said:
https://forum.deadbydaylight.com/en/discussion/comment/1104600#Comment_1104600
How about Harpooning someone who is in the middle of vaulting or harpooning past a vault or pallet? Is it just better to cut the line?
Probably, since they become Legion'd anyways if they break the chain themself.
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@Exerlin said:
Also, I completely forgot to post this little bit of information. He has a slightly lower speed and terror radius than normal killers.
I believe you mean 0 meter TR, when I use Insidious to play camping Sniper. :P
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@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/1104608#Comment_1104608
From the power srceenshot I've saw it states a healthy survivor is placed into the deep wounds state if hit while chained.
Healthy = full health. If it's an injured Survivor, they go down instead.
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@Demogordon_Ramsay said:
https://forum.deadbydaylight.com/en/discussion/comment/1104608#Comment_1104608
Except if walls exist, your odds of the chain snapping are ridiculously high. It also can’t circumnavigate pallets like hatchets can, and it has a limited range, unlike hatchets.
I'd say "ridiculously high" seems like an exaggeration.
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@Mr_K said:
Same as old Legion. His power is a guarantee hit that places the survivor in the deep wound state. Like Huntress he will have no map presents.
Deathslinger can down an injured person if he reels them in and hits them.
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@Tactless_Ninja said:
https://forum.deadbydaylight.com/en/discussion/comment/1104565#Comment_1104565
Can you harpoon one guy then attack the other if you see two survivors? If so, it would make for some exciting scenarios.
If you use a basic attack, the harpooned person goes free.
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@Keene_Kills said:
I've been dodging him pretty well, give or take. No different than hatchets (besides being devoid of audible cue). He's also as slow as Huntress with a 4m larger terror radius. Only problem I'm finding with him at the moment is recharge seems a bit too fast for my liking. Otherwise, pretty polished. When you get somebody camping with him at range and you're the only one going in for a save, though, who's obviously pretty good with FPS games... bruh, hang 'er up. You're in for a rootin', tootin' bad day.
Note that Huntress has a song she hums that is much larger than her TR.
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Same way Hatchets are not OP. The gun shoots a spear, not bullets.
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@ModernFable said:
https://forum.deadbydaylight.com/en/discussion/comment/1104514#Comment_1104514
Nothing in particular, it’s mostly because I misread the perk and thought it was worse than it was.
As I was scanning through the perks I saw it as “auras within 16m of the pickup spot”, just like Saboteur.
Which I why I thought it was bad, unless you think that would still be good, then we just disagree.
Haha, no. That would be awful. Thank god it's not that.
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@ModernFable said:
https://forum.deadbydaylight.com/en/discussion/comment/1104482#Comment_1104482
It is obvious and should be assumed, but I’m leaning toward the cautiously pessimistic side when looking at perks.
Especially since Thrilling Tremors was revealed to halt regression, even though you’d never assume that.
Meaning that it’s very likely for Dead Man’s Switch to do so as well.
Retribution could be neat for meme Hex builds.
Gearhead looks good, although it relies on the RNG of skill checks.
And the survivor perks all seem good for the most part.
I guess the question is "What is there to be pessimistic about for Hangman's Trick?" The only thing that could have really been a problem is the range being too short, but it's got the same range as Kindred 3 and it applies to all hooks and not just the one you are going to.
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@CornMoss said:
Uhm, he seems a little weak. Especially with that 110% movement speed
IMO, any Killer with a projectile that can actually hurt Survivors (even conditionally) should absolutely be 110% base speed.
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@humanbeing1704 said:
Weird saboteur got a new icon
Because you can't sabotage Bear Traps anymore.
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@ModernFable said:
https://forum.deadbydaylight.com/en/discussion/comment/1104472#Comment_1104472
Yeah, I addressed that in the edit.
Fair enough. I'm guessing the fact that it applies to EVERY hook on the map is not immediately apparent at first glance.
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@ModernFable said:
Hangman’s Trick looks pretty underwhelming, while Saboteur on the other hand looks amazing.
Hangman's Trick lets you see who is repairing close-ish to any hook, who is passing by any hooks, and who is prepping a greedy BT save. That to me looks like it has potential.
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Called it on range of aura for Hangman's being 16 meters. Very interested to see how it fares as a reversed Barbecue now.
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A llama?! HE'S SUPPOSED TO BE TROLLED!
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You presenting an absurdly abusable idea and daring to use the people who in the most extreme cases put their lives on the line to save others as an excuse to justify this highly abusable idea with absolutely zero effort to even consider the rammifications of your idea does not mean it is our fault for thinking this is a terrible idea.
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@InnCognito said:
5 minutes wont matter. But if you go look at how much further these penalties go than just a simple 5, 10 15. They go much higher. Go test the system for yourself and see just how far they stack, then come back here and talk about it.
The person waiting for the emergency call isn't going to be pulled away from the game literally every day. The penalty upgrades reset after 24 hours.
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@InnCognito said:
Then I am very truly sorry there are people out there that never had enough life experiences to understand this.
Everything from the person that works farms to provide produce to your table, to the person that sits at night sitting next to their pager for EMS, FIRE, ROAD, POLICE, Military, Civil Defense, waiting for YOUR call when disaster strikes at home, in your neighborhood .
Those people play video games at night. While they are the watchmen as you sleep, sound and comfortable at night. Go talk with that person that works the fire station, ask them what they do at night. They aren't just sitting around doing paperwork or watching that old vacuum tube television.
That person waiting for the emergency call is probably not going to care that they were locked out of playing for five whole minutes.
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@InnCognito said:
6 is really not too bad. I mean I'd play this game for about 12 hours in a session and say that there are matches that just will NEVER END. Okay. I've had it I am going to unload this here.
I am not saying I am anymore special that anyone else. But there are parents and people that have things that have to happen in life. where they still need a way to walk away from a game without these stacking penalties. and if someone cannot grasp this concept. Than I am truly sorry I hope you never have to work a job like I do, and I hope you never have to be a parent.
THE BIG REASON WHY I HATE THIS BAN and think it is awful
() I in the summertime. I handle things that law enforcement leave to specialists like me to control. I take care of HONEYBEE HAULER accidents. Everything from minor spills at truck stops to the major highway accidents. Mostly my schedule consists of truck stop spills all summer. I left I.T. because lets face it. It is a thankless job, a headache and the economy tanked in 08' here in the States. Experience doesn't matter and where I am, the jobs got sucked up. until the companies went UNDER.
I do and I am aware of the DC thing. I used DC, we all did or do. Anyone here that says they didn't abuse the system lies too. Because we all have. But what SHOULD have been done is something within REASON. Not this.
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I never abused the system. Ever. The only times I have ever DC'd are when a gamebreaking bug prevented me from playing/finishing the game, when the power went out from my house, when I was randomly pulled away to collect stuff from a laundromat, and when my laptop randomly auto-shut down on me in the middle of a game to update. The current system is exactly what the game needs. Not your system that comes with six "Get Out of Jail Free" cards daily.
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@ZaKzan said:
https://forum.deadbydaylight.com/en/discussion/comment/1103834#Comment_1103834
What you said is exactly what I'm saying about breakable walls.
They may break the game without significant changes to the old maps, so they may not be implemented.
What they said:
yes, they will be bringing it to all maps
What you said:
they may not be implemented.
How is what they said exactly what you're saying?
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@yutycorn said:
https://forum.deadbydaylight.com/en/discussion/comment/1103139#Comment_1103139
It's so satisfying to run mad grit. And my favorite part is when the survivor on your back is like "fine, I commit backpack" and you're running around like "Vrooooom"
One of my favorite things about running Agitation + Iron Grasp + Mad Grit is when a Survivor doesn't bother to struggle, which effectively takes them out of the game for a fair bit longer because I am still running at close to 115% speed AND I have no attack cooldown.
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@ZaKzan said:
https://forum.deadbydaylight.com/en/discussion/comment/1103817#Comment_1103817
I've clearly laid out my points here, you are free to take them apart and refute them with evidence from the update notes.
Whether or not the devs are trying their best is actually irrelevant to this discussion.
https://forum.deadbydaylight.com/en/discussion/comment/1103820#Comment_1103820
Breakable walls may be too strong for killers, and it may make certain loops too unsafe for survivors. If every other map in the game has to go through significant changes to make breakable walls viable in this update, the devs are not likely to implement them in the old maps. Maybe new maps going forward, but not old maps.
That is purely an assumption on your part with no real basis behind it. Devs have already said in the notes that they plan to implement this in older maps (presumably as a way to fix problematic older maps without a rework on the level of Badham). They are simply going to use the new map as a test to see how to best do it on older maps.
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@InnCognito said:
https://forum.deadbydaylight.com/en/discussion/comment/1100628#Comment_1100628
VERY IMPORTANT HERE - HEY IT IS PEANITS!
6 is actually fairly necessary. given what has been occurring here. In a 12 hour gaming session this game has a "hard crash frequency". I am going to call this a "memory leak". even though there may be something else going on here. I'd like to think it is just me. But it is NOT.
I am playing on a VERY nice computer, infact i have 3 other people in my group that run with me throughout the day that are running nicer machines than I am, from all the various vendors on the market. mixes of SSDs, Data center edition drives...
We have someone here with a rig that spent several grand on just the RAM, alone, in all 8 slots. as well as all the other stuff we wished we could own. this guy works for the wealthiest man in our state, and his IT department built this rig for him and set it up, on the side after work-hours. So I am sure you can agree with me. That the PC has been built to "above par, over-spec settings". Nobody here is playing on WiFi and 3 other of my buds are on a fiber connection.
My connection: I am sitting roughly 1/16th of a mile from one of the LARGEST U.S. data-drops buried and I KNOW I don't have connection issues and when I do. It doesn't sputter. It goes DARK.
ISSUES with this game, embarrassing on livestreamers channels, "WHAT IS THIS GAME?!" because of VERY APPARENT game-crashes.
I have a mix of INTEL and AMD people here that are playing this game. That mix their systems with all sorts of parts. They have the same crash-frequency. They have big spendy pocket-books and experience the near-same crash rates that I do.
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But wait what? yes, this game HARDLOCKS. That means that the program is still running, you see the screen an the system still runs. There are plenty of youtube videos of this occurring. Where people are pressing Ctrl-alt-delete because of a hardlock and the game still counts it as a penalty.
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So what about this still being "6". not only are High School kids playing this game, College students. But ADULTS who are PARENTS. I don't know if anyone here has ever read into what happened in the days of World of Warcraft where parents were CHARGED with "child neglect" because they wouldn't get up from their PC. The same thing makes sense here. You have a large demographic group of players that LOVE YOUR GAME. Celebrate it.
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So if we crunch some numbers here. 6 would STILL sound like it is too low. But I think 6 would work out. Life happens, the world happens. This is NOT a competitive game where money is at stake here.
This really isn't about 6 being an encouragement of ruining the game experience for others. it is about a decent number that gives players 6 chances in a day. To exit the match without a penalty, because the universe doesn't align, and never will. 🙂
6 is actually fairly necessary.
No it is not. The fact that you are suggesting we might actually want more than six leads me to severely question your sincerity with this entire thread.
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The devs have also gone on to say that this is a test, so we don't even know if breakable walls will make it into the game, as they don't want survivors to be too unsafe.
This is a pretty hard twisting of words. They're not testing whether breakable walls will make it into the game; they're testing how to best implement breakable walls into existing maps. That's why it will for now only appear on the new map, as that map was designed entirely with breakable walls in mind.
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I think if the distance on the aura reading for Hangman's is not bad, it could function as a reverse BBQ that catches people close to you instead of people far away. It really does depend on the numbers, but I think Hangman's Trick has a chance of being a fair bit better than people think.
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Great: Trapper's sack add-ons.
Terrible: Pig's add-ons that give Survivors wearing Traps status conditions.
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@Seanzu said:
No, hags traps are drastically different to the trappers, as he only has a limited amount, and has to fetch them, this is why the sabotage has been removed, on the other hand, the hag has an "unlimited" supply of traps that she doesn't have to fetch, they are so far from being similar enough that a "precedent" can be spread across them both.
It doesn't matter how many Traps she has if you can just zap them away.
Get rid of flashlight interaction with Hag traps. Also Wraith and Nurse, for that matter.
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A saw cutting through a hook?
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@Ohlookahook2 said:
https://forum.deadbydaylight.com/en/discussion/comment/1101165#Comment_1101165
And killers wonder why people quit.
Aren't you on a second forum account since your first one was banned?
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@Galklife said:
https://forum.deadbydaylight.com/en/discussion/comment/1101357#Comment_1101357
i can bet you it wont be as short, because devs are too afraid it would work xd
https://forum.deadbydaylight.com/en/discussion/comment/1101365#Comment_1101365
well even if you want to risk and call 4seconds its still 4 seconds you have to be ahead of killer xd so you have to know to which hook he will go (impossible if youre in the middle of map)
so if you want to be dedicated to sabo it will just be impossible, if youre next to a hook where killer will go, well it might work (but i doubt randoms will be smart enough to do it)
Lol, dev proved you wrong on the time. :P
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@WTBacon said:
Am I the only one that saw the "Ace in the Hole" part?
That requires you to run Ace in the Hole, though.
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@Galklife said:
https://forum.deadbydaylight.com/en/discussion/comment/1101332#Comment_1101332
yea but still find 8seconds (i guess it will be 8 because devs wont risk making it lower) after you realise to which gen surv will be carried,
https://forum.deadbydaylight.com/en/discussion/comment/1101342#Comment_1101342
99% hooks on 1/4 of map im doing by myself without SWF xd
We don't know how long it will take.
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They are making Survivor add-ons single-use now.
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Sabo doesn't have a speed penalty anymore and are buffing sabo speeds in general, though.
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@Boss said:
Well it certainly beats Monstrous Shrine...
I never considered Monstrous Shrine for a fourth because it trash. :P I tried Thrilling Tremors, but I don't really like the perk because of the cooldown.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/1101165#Comment_1101165
You don't need iron maiden. Just vomit on the lockers until someone gets sick.
If you vomit on multiple lockers, you might not know which one they came out of.
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@RakimSockem said:
Sigh. I hate playing immersed and this going to make me do just that.
BBQ
Infectious Fright
Iron Maiden
Whispers
You ain't hidin' nowhere. ;)
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"Bear Traps can no longer be sabotaged."
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@Carlosylu said:
https://forum.deadbydaylight.com/en/discussion/comment/1100933#Comment_1100933
@Rizzo or @Peanits Sorry to bother you guys, do you know if luck affects getting the pig trap off?
It has been stated on video that it does not. Luck affects two things and two things only: Self-unhooks and Escaping a Trapper's Bear Trap.
