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That has a lot of potential for abuse among particularly trolly SWFs. I would rather pebble just go on a simple cooldown without the need for being in the Killer's Terror Radius.
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I am all for having the option for a downed Survivor to let themself die after being on the floor for X period of time, but IMO X should be long enough that the Killer still has some chance to go for the 4k.
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@legacy said:
https://forum.deadbydaylight.com/en/discussion/comment/757088#Comment_757088
I don’t think it’s broken, the problem with the plague is that no one cleanse so you don’t use your power so you don’t get a lot of point in deviousness
I think "broken" is the wrong word to use here. I would go with "heavily flawed."
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@zodbones said:
https://forum.deadbydaylight.com/en/discussion/comment/761284#Comment_761284
So it was in an old test build, but never made it into the live version. Odd, wonder why that change didn't make it through.
The mettle of man token bug should be addressed asap.
It didn't make it to live because they determined it was too easy to get MoM active with those requirements.
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Maybe I am missing something, but what does being Marked For Death do to a Survivor as far as base kit? I know there are add-ons that inflict penalties to anyone Marked for Death, but does it do anything besides just let the Legion summon a henchman? I ask because it seems like the Mob Mentality ability does not care about who is Marked for Death, only that someone is Marked for Death and that you summon a henchman within a minute of applying Marked for Death.
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@Mochan said:
https://forum.deadbydaylight.com/en/discussion/comment/757603#Comment_757603
And while that is true, now imagine a game of freeze tag with an invisible "it"?
That is not any kind of game I would like to play.
This would be a game of freeze tag where the invisible "it" has to play the vuvuzela before being allowed to tag anyone.
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If they do this, they'd have to drop the rarity of the offering considerably, as it would only be useful to kinda counter DS. I'd rather have the Mori offerings removed and two-hook Moris be baked into the bloodpoint add-ons myself.
@Mr_K said:
Then killers will just camp you until second stage.
Easy solution: Make it so that Survivors have to actually be hooked two times to be targetable by a Mori. Having them be on the hook for two stages would not count.
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Being held hostage means you can't end the game without DCing.
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I don't mind just:
1) Turning off struggling and having a self-kill button instead.
2) Giving players maximum struggle points anyways despite letting themselves die on the hook as long as all other Survivors are either dead, on a hook, or in the Dying State when they do it.
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@TheClamMan said:
https://forum.deadbydaylight.com/en/discussion/comment/759558#Comment_759558
But how? What do survivors have that makes the game lean to favor them more than the killer? I haven't experienced anything in my 2 years of playing this game that made me think that with the exception of the original MoM.
I would argue map design is for the most part in Survivors' favor. Because new players can't take advantage of map design, the Killer ends up being favored against those new players.
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@Alice_pbg said:
https://forum.deadbydaylight.com/en/discussion/comment/758346#Comment_758346
But pig only crounches if shes around people (usually) OoO would probably work better against her than gf or wraith that are in and out of stealth all the time
The issue is that if you trap the Obsession, it is super easy to just make sure they NEVER EVER get that trap off. Like, they are just done.
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@Alice_pbg said:
https://forum.deadbydaylight.com/en/discussion/comment/757799#Comment_757799
There's also 3 and a 1/3 stealth killers in a pool of 17.
Sure, you might pick OoO and completely destroy a trapper or hag. But it also might backfire and you face ghostface or wraith.
It's like how spine chill hard counters stealth killers, but the other way around.
And no stealth killer is always in stealth (besides tier1 myers). You can still use OoO when they are "active"
https://forum.deadbydaylight.com/en/discussion/comment/758198#Comment_758198
3 and a third killers from 17, none of them is considered top tier.
The perk will be fine
I have no problem with OoO vs Ghostface or Wraith. My problem is OoO vs. Pig.
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@GH0ST3D said:
https://forum.deadbydaylight.com/en/discussion/comment/740246#Comment_740246
Again you're missing the point. You are fighting me on a perk because you apparently love it. What's the point of Franklin's Demise if there is no toolboxes then, then you'll probably say medkits, keys, and flashlights right. So pretty much survivors just shouldn't have items right? Because trash killers want an easier match, where's the fun in that. I play killer and don't need it, I'm a wraith main and still don't use Franklin's, and flashlights are strong against wraiths.
"What's the point of Franklin's Demise if there is no toolboxes then"
I won't use Franklin's if there is no toolboxes because I can live with medkits, maps, and flashlights, and Franklin's is no good against keys.
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@Volfawott said:
https://forum.deadbydaylight.com/en/discussion/comment/757936#Comment_757936
You know you could look down whilst doing jigsaw boxes to avoid being seen or face a wall
Yeah, but if I see you running to a box, what good does that do?
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@Volfawott said:
https://forum.deadbydaylight.com/en/discussion/comment/757799#Comment_757799
I think it's more that stealth Killers hard counter for abilities now object of obsession is riskiest but one of the strongest aura reading perks in the game for survivors.
However the punishment for using such a powerful perk against the killer who hard counters it should be severe
I think that's fine normally, but the Pig specifically can spy on Trapped obsessions running OoO so they know which box to camp and force a kill on. I think that is overkill, personally.
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Pebble should just be on a flat cool-down IMO. None of this terror radius junk.
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@Alice_pbg said:
https://forum.deadbydaylight.com/en/discussion/comment/757757#Comment_757757
You chose to use OoO. Gotta deal with the downsides
I think there's a bit of a gap between "downside" and "chance of survival is pretty close to zero (unless the Survivor in question is way better than the Killer)".
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@AhoyWolf said:
Yes, it works like that, I tried it with the Pig.
I kinda hope that doesn't remain in live, as it could be miserable if the Pig knew at all times which boxes you were heading to.
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@AhoyWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/757052#Comment_757052
I didn't think about that, rip. At least I know this wasn't a good idea.
Points for trying something novel, at least.
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@Mochan said:
https://forum.deadbydaylight.com/en/discussion/comment/756924#Comment_756924
sure, a killer that turns invisible should in theory be stealthier than survivors... but again this is just bad game design. This is supposed to be a cat-and-mouse hide and seek game.
If you make a killer much stealthier and impossible to detect for survivors, survivors cannot possible hide from him. Thus you must compensate by making him much easier to beat in a chase. Otherwise he becomes a broken killer and nobody wants that. So what compensating nerf do you want to give Wraith if you turn him 100% invisible?
And again invisible killers are bad for the game. Freddy is the prime example of that.
And no, Freddy had the power to slow the game down, but the most frustrating part of fighting Freddy for a low-skill player is his invisibility (impossible to hide from) and when he finds you it is now impossible to get away from him (because he can see you no matter where you go).
This led to tunneling behavior from Freddy or he can just toy with the survivors if they didn't have selfcare to wakeup. And the dreamworld aura also allowed for easy slug builds, Freddy didn't even need to bother with BBQ or Deerstalker, which was even more unfun.
No low-skilled player cared about his slow-down builds. They would die easily long before the game slowed down. I speak from experience.
Fair on the Freddy thing, but as far as the hide-and-seek thing, I would argue that while that may have been the intent on paper, in practice the game has ended up being freeze tag more than anything.
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I say she is strong but happens to have a stupidly crippling weakness in the form of flashlights.
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@Kwanghyun said:
https://forum.deadbydaylight.com/en/discussion/comment/757164#Comment_757164
Well there will be no instaheals anymore so I’m fine with that.
We call this a "double standard."
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@Kwanghyun said:
https://forum.deadbydaylight.com/en/discussion/comment/756776#Comment_756776
Well the Nurse got fixed also. So it would only only make sense to nerf moris, if they fix their equalment too. (Both keys and moris are shortcuts to victory)
This sort of logic is used by Survivors who are unhappy that Styptic/Syringe were nerfed but not Moris. I don't agree with that logic there, and I don't agree with it here either.
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I think the biggest problem with balance, personally, are the maps. A LOT of them (mainly older ones) need to be relooked at, IMO.
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That's very dumb. IMO, it's dumb if you even black pip for 4k no gens done.
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@justarandy said:
https://forum.deadbydaylight.com/en/discussion/comment/756959#Comment_756959
I mean, how else you gonna collect opinions? Noone can be entirely objective.
You're not wrong, but there's a LOT of people who are just fervently beating their chests over their stance regarding the Nurse nerfs with no intent on changing it.
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If I had to guess, it might be because the devs don't expect many of the people who answer that question to do so with enough objectivity.
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@Mochan said:
Because believe it or not, Killers are not supposed to be stealthier than Survivors.
This game was originally supposed to be a game of hide and seek. Survivors were supposed to hide from killers. When survivors are found killers chase them down and they die, because Killers are supposed to be better at the Chase.
Somewhere along the line that changed. Somewhere along the line, Survivors learned how to run the Chase better than Killers. And even with all the balance adjustments, the best Survivors can still run the Killer around a long time.
Strangely now the design and nature of the game has evolved to killers being:
- Stealthier than Survivors
- Killers being better at finding Survivors, and
- Survivors surviving by running the Killer around.
Wraith just hasn't quite caught up to that yet, and it seems BHVR still resists the idea of making Killers too stealthy. And with good reason.
Freddy was the ultimate symbol of this discrepancy in BHVR's design. Freddy was a killer who was:
- 100% stealthy
- 100% able to find survivors
- He was also the easiest Killer for a skilled Survivor to run around.
As you can see, BHVR reworked Freddy because this was not an ideal game state. The problem is that new survivors without skills cannot compete against a killer like this at all, whereas a skilled survivor can utterly destroy him.
So the Devs are trying to change the design the game has evolved into into something else that is more balanced for everyone.
Turning Wraith completely invisible takes a step back towards Old Freddy, and the Devs obviously do not want that.
I would argue that a Killer with the power to literally turn invisible should be stealthier than a Survivor.
One thing to note about Wraith vs. Freddy is that Freddy also had the power to slow down the game immensely against lower-skilled players, which I would imagine was the more frustrating element about Freddy for those players than the fact that he was invisible (even though he had a blatant tell when he was in distance and, like Wraith, could not do anything to those Survivors until he alerted them to their presence).
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If there is one time where you can't complain about getting tunneled, it's when you are literally gifting the Killer your position.
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I still like the idea of Monstrous Shrine putting both basements into a map (though there is still the issue of some maps only having one basement).
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Sure, this seems probably healthier for the game and overall better than the current Insidious.
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@Raccoon said:
Victim Blaming Squad....ASSEMBLE!
Dude wanted to use his perks and have a fun, fair game, but in this topic:
LOL 3 v 1 ez LOL
I am not in favor of someone DCing to shut off someone else's Obsession perk, buuuuuuuuuuut on the other hand, this is a pretty classic case of "cutting off your nose to spite your face," and I'd be lying if I said I didn't consider this a profitable scenario for OP.
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@marvelmovie said:
https://forum.deadbydaylight.com/en/discussion/comment/755793#Comment_755793
I would hate to disagree with you , but for me I never found it scary or horrorish, when I was a kid, it just seemed really awesome to me how the Terminator was, and this was Terminator Judgment Day was the first one I saw. The aspect of technology taking over is frightening but not completely bone chilling in the movie sense.
Judgement Day is Terminator 2. That's the action sequel similar to how Alien 2 is the action sequel. I won't say Terminator 1 is on the same caliber as Alien 1 from a horror point of view (in the sense that Terminator 1 is closer to action than Alien 1 is), but it has the basic elements of it.
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@marvelmovie said:
https://forum.deadbydaylight.com/en/discussion/comment/753315#Comment_753315
Their not scary it's based around action like a predator movie it's just really cool but not horror
The first one kinda is. It's sort of like how Alien is a horror movie but Alien 2 is an action movie.
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I did that for Pig on PS4. This time I'll be a little smarter and not unlock every single teachable on PC.
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@harry14141414 said:
I dont know what you mean.
all I know that it should not let you transfer between the 2 sides of a safe loop without breaking the pallet or making a whole walk around the loop.
the idea of climbing then walking on top the pallet is so stupid I dont know why we are discussing either.
To put it simply, the alleged exploit (if it is one) isn't climbing onto the pallet from the rock; it's climbing onto the rock in the first place.
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@harry14141414 said:
just walked on the rock and climbed it then dropped on the pallet whcih was dropped and connected to the same rock .
so instead of breaking the pallet to eliminate a very very safe loop , he walks over the pallet without breaking it and get to the other side of the loop easily and downs you.
Getting from the rock to the pallet isn't the important part because if it is possible for a Killer to be able to get on top of a pallet without a glitch (even if it requires the stars to align), that's fair game. The question is if it is possible to get onto the rock without glitching because from the sound of things, you need the rock to get atop the pallet.
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@blue4zion said:
https://forum.deadbydaylight.com/en/discussion/comment/755040#Comment_755040
So we can expect a return ? :>
Most likely.
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@harry14141414 said:
https://forum.deadbydaylight.com/en/discussion/comment/755036#Comment_755036
he climbed a rock which was connected to the dropped pallet .. walked right on top of the pallet and passed to the other side.
bro I have around 5k hours in this game trust me im not freaking out for ntn
I'm asking how they got onto the rock. Did the Killer glitch onto the rock (like how a Survivor can glitch onto a certain patch of elevated rock so the Killer can never reach them), or did they just do something that can normally be done to climb the rock like lunge from a certain point?
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@blue4zion said:
Actually things like this are allowed, I have no way of remembering the exact source, but the devs have said it's cool when players find these things and they're totally okay.
This was the same with the harvester tech. However even saying it was fine, it seems in the ptb they removed it.
Peanits said the removal of the harvester tech was not intentional.
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@harry14141414 said:
https://forum.deadbydaylight.com/en/discussion/comment/755021#Comment_755021
passing to the other side of the loop OVER THE PALLET without breaking it
That's not what I asked. For example, it is possible in very rare instances for a Killer to be able to fall on top of a pallet from a high place, and that is not an exploit. In order for it to be an exploit, there has to be some sort of glitch or bug being abused.
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Is the Killer glitching their way to the rock, or can anyone just reach the rock from a certain point (like with the hay bale thing on the tractor?) The former is an exploit, the latter isn't.
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@Tizzle said:
https://forum.deadbydaylight.com/en/discussion/comment/754808#Comment_754808
That's great in theory but 9 times out of 10 after an unhook the Hag is running straight back to the hook if the traps are not triggered and you end up setting them off anyway.
Especially in the basement.
That's why you identify the trap locations prior to the unhook so you know how to step around them or crouch past them without wasting too much time.
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I've been babyraging for Pig buffs since before the EGC. :P
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I mean, can't you just crouch when near hooks if you know you're up against the Hag to avoid springing traps?
If you know someone is in the basement, you crouch until you identify where the traps are, then you unhook the person, and assuming they are competent enough to know how not to spring a trap, you should both be able to escape.
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Can't the Mirror Myers thing just be fixed by giving his Mirror add-on the ability to make Myers immune to all detection perks at EW1?
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Really cool that this costume exists, but if I'm being honest, I think I like the DBD version of Ghostface better.
@Gibberish said:
No he isnt.
=======================================
Actual Ghostface - This new cosmetic
Original Mask - Differently proportioned mask
Rounded sleeves with some small tassels - longer sleeves with jagged edges
No belt - belt
Robe reaches just below knees - robe reaches to ankles
Robe is fairly loose around the torso - Robe is fairly tight around the torso
Hood opening is somewhat wide and more round - Hood opening is more oblong and oval-like
====
Its a cool cosmetic, but is NOT his original costume.
To say that that cosmetic is the original/real/proper/movie Ghostface is outright incorrect.
I think the best way to put it is that it's the legally safe knock-off of the movie costume. :P
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/753336#Comment_753336
Whenever I think that I always think about how much of a benefit you get out of the current meta perks that they could be running instead.
Sure 2 meters per chase is somewhat annoying, but is it more annoying than 10 meters and a free health state? Or 2 free health states after every unhook? Or a free get out of jail free card in the event that they mess up a mindgame and can't get to the pallet as a result?
Every perk ran instead of a meta perk is a meta perk that you don't have to deal with, and its much easier to deal with a minor speed boost and some temporary stealth than a major speedboost, free health states or both.
Mmmm, okay. I think you've convinced me.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/753289#Comment_753289
It's 2 meters while exhaustion perks are 6 with the exception of DH which has I-frames and head on which is 12 meters (4*3). It isn't enough of an extender to justify exhaustion, or at least not 40 seconds of it.
Hm, maybe. I guess I'm worried about even a slight boost like that being the straw that breaks the camel's back for killers that struggle to catch up the way a Nurse or a Spirit can. But maybe I am worrying too much, idk.