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TAG
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People, please consider OP's post history before responding. Thank you.
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@Maximus7 said:
https://forum.deadbydaylight.com/en/discussion/comment/388982#Comment_388982
So she's a threat in the same areas as Leatherface, but LF has a chainsaw instead of some puke that does nothing but slightly annoy survivors.
Plague's kit is too bloated and was built to have way too many counters to itself from the start. In the end, she's an M1 killer with nothing going for her.
At least we agree that against good survivors she loses. I wish the devs could realize that if a killer insta-loses to good survivors, then said killer is weak, but then again BHVR will always be BHVR.
I'd say being able to break Survivors and down them from there is more than just "slightly annoy." The problem is that by nerfing her speed while holding fully charged purge, she lost the ability to properly set up her shot before releasing the stream, forcing her to use the same "charge and fire" strategy that Leatherface has, only as you said, Leatherface gets to insta-down upon even grazing the Survivor while Plague has to still focus her stream to just be able to put them in a position to be one-shot. She kinda went from being a better Leatherface to a worse Leatherface in that regard IMO.
I still wouldn't call her the worst Killer in the game, though. More a Killer that lost a lot of viability with a single nerf.
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Pretty sure before we start listing perks left and right, we need to agree on what it takes for a perk to be considered a "crutch."
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I'm pretty sure it does.
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Pig + Legion = Having to repeatedly Mend with an active RBT.
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Apparently they just reverted the matchmaking to the previous version.
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For what it's worth, I was put into empty lobbies on PS4 as Killer and stuff even before they announced they were reverting matchmaking and while the "expected wait time" thing was still there. Not sure if that meant they pulled the plug well before they made the announcement or something else.
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I think if the aim were to cause the gates to stay closed just a bit longer, a better way to go about it (in my opinion) would be to have two or three of the gens slightly regress a little (the severity of which could maybe scale depending on the number of remaining Survivors, so it's not useless againt 4 Survivors or backbreaking against 2) once the Exit Gates would normally be powered, with the Survivors having to top off one of them again to disable the perk. That way, no totem camping. :P
EDIT:
Gave it a whack:
When the last Generator is fully repaired, five/four/three other fully repaired Generators regress by X% (assume X is a tiny number) for each remaining Survivor. (Possibly also "You can no longer damage Generators.") The Survivors must finish one Generator to power the Exit Gates. This perk can only be used once per trial.
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@Condorloco_26 said:
Thanks for your replies guys.
Yeah thinking about it lore-wise, it would be hard to justify the presence of DEATH (the force) itself in DbD.
At most, the Entity would recruit a human and dress him up like the ancient and traditional physical manifestation of Death. Like @TAG already said. And even that would be only for the Entity's shits and giggles.
BTW where did you come up with those names? They are really cool LOL
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"Eugene Skullovitch was an ordinary bully. Then rage drew him to kill some high school nerds. The Entity was drawn to him due to his kinda punny name, and he became a Skeleton man forced to wear a robe and brandish a scythe to work for the Entity as the new harbinger of death. NEW KILLER: THE REAPER (and new Survivor: Farkas Bulkmeier)."
Boy, wouldn't that be a weird crossover.
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@ModernFable said:
https://forum.deadbydaylight.com/en/discussion/comment/382089#Comment_382089
As you said it’s useful for marking the hatch, but it’s also good for preventing 3 Gen situations.
You can mark generators that are too close together, that way the killer can’t patrol as easily late game.
That's actually a pretty good point.
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@PigNRun said:
Thats called a "marker". Its available with a certain map add-on; Glass Bead. It can be seen by all Survivors, not by the Killer. The Survivor using the map can use it to mark specific spots, like the hatch, a totem or just for fun.
That's actually really cool, though I'm not sure what use it has beyond marking the Hatch and I guess which Gen you're on.
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@se05239 said:
An "Operation Health" is never going to happen because fixing stuff doesn't generate revenue. DLCs and Store fodders do, so that's where the focus is.
The only way for an "Operation Health" to be even considered by the developers, is when all players across all platforms decide to not buy anything more.
Could always release paid cosmetics during an "Operation Health" to keep revenue going.
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@Malogen said:
https://forum.deadbydaylight.com/en/discussion/comment/381726#Comment_381726
Laurie's perks are the only survivor obsession perks atm and OoO is the only one that functions differently if you are the obsession. The new survivor that got leaked to come into the game also has an obsession perk but not even that perk will function differently. Only OoO does and it makes me sad :(
I see. Not gonna lie, it is kinda weird that the most common use of the Obsession mechanic as far as Survivor-side is to simply indicate who probably has Decisive Strike. Like, what is the purpose of a Survivor designating themself the Obsession if that mostly matters only if the Killer is running Obsession stuff too?
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Question: How many Survivor perks currently care about being the Obsession (in terms of "the perk functions differently depending on if you are the Obsession or not")? I know OoO is one, but are there any others?
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@Wolf74 said:
"All I care is that whatever they decide on, they should:
1) Make sure the logic behind it is still consistent (i.e. if it won't work on Decisive Strike, it either shouldn't work while carrying a Survivor or it shouldn't work on any Stun perks.)
2) Make sure the perk description properly explains the logic behind what it may or may not work on (example: "Your rate of recovery from stuns is increased by X/Y/Z, except for stuns caused by Survivor perks." The perk's current description doesn't even properly note that it does not apply to Lightburn stuns or stuns caused by wiggling free, apparently.)"
So like the consistent logic behind "healing"?
So like Snap out of it is no longer considered healing to put it in consistent logic that mending deep wounds aren't healing either?
:P
I don't mind that change regarding healing. I'm more annoyed that using a Pool of Devotion isn't considered healing.
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All I care is that whatever they decide on, they should:
1) Make sure the logic behind it is still consistent (i.e. if it won't work on Decisive Strike, it either shouldn't work while carrying a Survivor or it shouldn't work on any Stun perks.)
2) Make sure the perk description properly explains the logic behind what it may or may not work on (example: "Your rate of recovery from stuns is increased by X/Y/Z, except for stuns caused by Survivor perks." The perk's current description doesn't even properly note that it does not apply to Lightburn stuns or stuns caused by wiggling free, apparently.)
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I won't lie, the first time I ate a Decisive Strike with Enduring since the Plague patch, I was caught off guard by how small the stun was, and that was just with a Tier 1 Enduring (technically, DS was Tier 1 too, but the only thing that changes between tiers for Decisive is the amount of time it is active upon unhooking). Doesn't mean that I necessarily think the interaction should be changed persay, but damn, unless you're right next to a loop or the Killer is a potato, you are not getting far from a Killer with Enduring using DS.
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What does the Q&A panel entail? I'm curious to know.
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If you mean stop the stream of vomit, I don't believe you can until the bar you charged up empties out.
If you mean cancel the charge without firing, press the Basic Attack button to cancel.
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Could be a Spirit situation where her misery/desparation/potential rage at the gods caught the Entity's attention in the same way Rin's rage towards her father caused the Entity to choose her over her father.
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We've known about this already. There were multiple threads yesterday about it.
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New Survivor - Jennifer Honey
New Killer - Agatha Trunchbull
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@Blueberry said:
It's in a weak spot now but it's also one of those perks that can't be allowed to ever be strong. Idk how long you've been around but we had a time when sabo was strong and trust me it was a nightmare and definitely wasn't balanced.
The way I see it, if it's in a state where it's bad but it can't be not bad because then it would be broken/unfun/unbalanced/etc., that's a sign that they may need to go back to the drawing board.
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@Killmaster said:
I'd prefer it if it had some killer specific interactions, an example would be sabotaging a trap would stun The Trapper when he attempted to pick it up also when you have a Reverse Beartrap on your head from The Pig you can disable the countdown timer but still need to remove it to escape. Just some small tweaks to make gettting matched up with Trapper or The Pig a fun experience, there are currently so many killers in the game it's time the devs started making game changing effects against certain killers if your lucky enough to have a perk that counters some of their abilities.
I personally disagree. I don't like the idea of Killer powers having direct counters built into Survivor stuff (such as Tool Boxes sabotaging Bear Traps or Adrenaline taking a huge dump on Freddy).
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@Orion said:
Make the countdown timer start right away, rather than once a generator is repaired. I think that's the only buff she needs, to make RBTs actively dangerous.
My concern with that suggestion is, oddly enough, that it won't change all that much. It's not terribly uncommon from my experience for the countdown timer to become active as soon as they're unhooked (because a gen popped in the meantime), and it's still pretty easy for the Survivors to get the traps off from there. Sure, it ups the stakes (in the sense that you'll always have the timer start as soon as you're off the hook instead of only sometimes) but doesn't seem to do a whole lot in terms of improving the RBT's ability to slow the game down (at most, it may dissuade people from healing immediately off the hook). It's kinda like Tampered Timer in the sense that it certainly makes death by RBT more likely, but it doesn't actually do anything meaningful unless it actually kills someone.
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I'm personally not even a fan of Slow-Release Toxin. It's only good IMO if you are pretty much tunneling the RBT Survivor because if you are not, there's a very real chance the trap comes off before the Exhaustion ever becomes relevant. I think the only RBT-penalty add-on that does anything potentially meaningful is Rusty Attachment, and as you said, Sloppy Butcher renders it pointless (not that I'd really consider using it all that much if Sloppy Butcher didn't exist).
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It was almost for sure an accident.
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@The_Crusader said:
https://forum.deadbydaylight.com/en/discussion/comment/376590#Comment_376590
we'll make it or botany, your teammates will thank you for it.
That's not fat at all. :P
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I don't really play Survivor, so I never got to create my "Fat Survivor" build (Decisive Strike, Deliverance, Breakdown, Dead Hard). Now that Decisive needs you to be hooked first, it doesn't really fit the theme as well anymore, so I'd like a substitute. Any recommendations?
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@Nicholas said:
What about a countdown timer begins when the Exit Gates or both are opened? Obviously hooking or chasing someone would pause or extend it to factor that in. Maybe this should only occur when it's the last Survivor? I agree something to discourage wasting the Killer's time would be nice.
Maybe if we ever get Predator as a Killer, Self-Destruct could be one of its perks. :P
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Having fun as her so far, but I'm playing in green ranks on PS4 currently.
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I don't see why they would only do it on console if it were deliberate.
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I suppose compared to Fragrant Tuft of Hair, the NOED idea is easier to deal with as long as no one on the team is a potato (not to mention no speed boost). I guess my question is if the best way to incentivize Survivors to look for Totems beyond active Hex perks is to scare them with the boogeyman of a perk that a Killer may or may not have equipped.
To be honest, it makes me wonder if there's a way to tone down the idea enough to just make the idea base kit (my first instinct says no, though).
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Just to make sure I am understanding this correctly, once you successfully use Mettle of Man to sponge a hit, you can never do so again for the rest of the trial?
Also, when the hit is sponged, does the Killer still get a successful hit cooldown (since the Survivor apparently does not the damage speed boost)?
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@Eveline said:
Why not make something different than suicide then?
I don't see why not. I just suggested that first because Mortal Kombat: Deception's Hara Kiris were the first thing that came to mind for me (since DBD's Mori animations remind me of MK's fatalities).
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/375313#Comment_375313
Do you seriously not understand how forcing a killer to commit suicide is more toxic as opposed to just having the killer surrender?
I get the logic behind it; I just don't personally agree with it. I see both as just a means to end the game, with one having a little more style to it.
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@Eveline said:
It would make people feel bad so no. It feels like a loss. Sometimes it is not a loss if you got 3k. You should walk out proudly not suiciding.
This is a fair point, admittedly. It would be silly to self-kill on what is basically a win (or, at least what I consider a win).
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I personally don't equate in-game lore/flavor/etc. with post-game harrasment, but that's just me.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/375302#Comment_375302
The forced suicide animation is more toxic than just the surrender. It's also more work for no reason.
I don't agree on the first part. Second part is fair.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/375287#Comment_375287
Surrendering is what killers already often do by going AFK. The literal suicide would just attract more and more toxicity.
I don't see how a surrender option with a suicide animation would result in a signifcant uptick in toxicity while a surrender option without a suicide animation would not. In both cases, a toxic person would think "lol, let's make the Killer ragequit because now we don't have to worry about holding the game hostage since the Killer can end the game themselves."
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/375265#Comment_375265
What do you think toxic survivors would do if the killer literally had to kill themselves to surrender?
The same thing toxic survivors would do if the Killer had to surrender to leave the game?
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@Nikkiwhat said:
Well, I guess it's good I cant access PTB and experienced playing her before this change. I'm assuming it's the speed of Doctor winding up for a shock?
I haven't seen any hard confirmation, but apparently she moves like Doctor in Treatment Mode while holding her charge (though she moves even slower while she is charging up her vomit).
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/375206#Comment_375206
No, nothing like that. That'd just be abused by toxic survivors.
? It's just the idea you mentioned with a little stylistic flair.
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I think Nurse and Legion (Nurse because I play on console).
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/375098#Comment_375098
The devs mentioned they wanted to introduce a feature wherein the killer could surrender once the gates were powered, which would force all survivors to escape instantly and grant them the escape bonus.
Sure, this idea seems good. Maybe get cute with it and give the Killers their own self-kill animation similar to a mori, kinda like Hara Kiris from that one Mortal Kombat game.
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@Detective_Jonathan said:
https://forum.deadbydaylight.com/en/discussion/comment/373882#Comment_373882
What i am saying is that they could make it another paragraph, just like they did with Bill. So this could just be a paragraph for console. I mean either way i could care less.
Right, but you could still get Bill's perks on console, so the perks showing up on console only isn't really much indication of Ash being console-exclusive.
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@Bravo0413 said:
Git gud
But not tu gud because otherwise the Killer DCs. ;)
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I dunno, five hooks to knock anyone you want out of the game seems too strong to me; at the very least, I'd probably never want to spend three tokens when I could just save up two more for the KO.