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@Clevite said:
https://forum.deadbydaylight.com/en/discussion/comment/2059784#Comment_2059784
Oh...okay. Maybe I understood it wrong. So you can get healed and it still works, until you are 100%? Or even after until you perform an action?
As long as YOU are not the one performing the healing action, you are allowed to be healed to Healthy by someone else without deactivating DS.
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@dezzmont said:
https://forum.deadbydaylight.com/en/discussion/comment/2059741#Comment_2059741
You generally can get a full state off a vault.
Again though, I agree that its insane it decays, considering Plague's does the opposite and goes UP over time.
The utility of being able to get the second down off of the ranged attack (by default even, plague can do it too with a resource) is not higher than:
Basic killer movespeed (which means you can use every mechanic that requires M1ing effective), survivors spreading the injured state to each other, the ability to track survivors better by infecting objects, the plague meter going UP instead of DOWN over time, never having to reload, a more accurate spread pattern, and the infinitely superior addons.
It is just wild when you compare him to plague how bad he is. And plague isn't even that good!
Eight knives while a Survivor vaults sounds unlikely to me unless you are referring to doing it when the Survivor already has several lacerations in.
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@Clevite said:
I thought it wasn't affected by healing yourself. I think it should remove when fully healed, but not if you just started healing.
So just starting to heal yourself, removes DS?
It isn't affected by someone else healing you. That way, you don't get screwed over if someone taps you incidentally.
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I'll just throw caution to the wind and tunnel every time. :P
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I am going to try this later today when I have the opportunity. I am not sure this will be better than Surge as my current fourth to this build, but the buffs given to the perk from PTB at least gave my attention.
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https://www.youtube.com/watch?v=MO1G-wp3mX4@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/2057786#Comment_2057786
Where did you see the others?
Here you go.
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This is an idea for an alternate playmode, not the core game.
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@marciamarciamarcia said:
https://forum.deadbydaylight.com/en/discussion/comment/2057334#Comment_2057334
But wouldn't saying GG WP after every match dilute it of its purpose too? To me, it would be like adding an exclamation point (!) after every sentence. It would quickly lose its value/meaning.
I don't think extending a friendly gesture like that is bound to lose its meaning.
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@DoritoHead said:
https://forum.deadbydaylight.com/en/discussion/comment/2056619#Comment_2056619
I only replaced Medical File because in my mind there's not a reason to run it over tape.
I used to think that too, but the idea is to use it with the tape.
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@LexTalionis said:
https://forum.deadbydaylight.com/en/discussion/comment/2055249#Comment_2055249
It is when you're 19th, and Euro Truck Simulator is 18th.
if memory serves, Euro Truck Simulator is actually very popular.
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Maybe instead the survivor can't see their death timer and the RBT will randomly beep?
I had an idea like that for a Pig add-on. Only it was a common.
Anyways, I don't think any of the Pig's add-ons should deal with Skill Checks at all. They are likely to just be trash against good players. John's Medical File idea seems weird; I think it is fine as-is. Combat Straps base kit seems good.
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@KrazyAce13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2055126#Comment_2055126
lol 30-45k people isn't good for a game with 15 million registered users...
An ongoing analysis of Steam's player numbers, seeing what's been played the most.Not sure what standards you have, but top 20 ain't anything to sneeze at. 🤷♂️
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Take away the progression bars. Just to psychologically mess with Survivors. :P
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@celesteismore said:
There's an add on where she can't see them but can see when someone is trying to take off the trap
And that add-on is definitely among the weakest Killer add-ons in the entire game. :P
@IronWill said:
Well then Freddy should be able to see his clocks as well, no?
Sure, I don't see why not. It helps Freddy a lot less than seeing the boxes helps Pig.
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Has that person been eating enough fiber?
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The Doctor should get medical tools to attack people with. The Clown should get a clown car and throw pies at people. The Demogorgon should have Survivors roll for initiative.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/2052768#Comment_2052768
Give it a crapload of tokens and everyone will.
Okay, then follow the first suggestion OP made: Reverse the super unnecessary nerf.
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@MadLordJack said:
The problem with Coup is that it's like Dead Hard - it interferes with normal chase mechanics in a pretty unfair way. Making it stronger could literally turn it into the killers Dead Hard, which would just make everything worse.
This was never a problem in the PTB. Not one person complained that this perk was too strong..
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No. It's certainly much better than it's ever been, but it's still not there yet.
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@Exerlin said:
https://forum.deadbydaylight.com/en/discussion/comment/2052312#Comment_2052312
I'm not trying to make it a survivor vs killer thing either. Sorry if it came off like that. I just want to figure out a few things:
What would the homogenized builds look like? I think I have a good idea of what it would look like for survivors (BT, UB, SB/DH, Adrenaline, DS?IW?), but I don't really have anything for killer other than ruin + undying which is already a thing.
What's the possibility that a new meta will arise? We might see a resurgence of Self Care since you can use botany right alongside it and still have 3 more perk slots.
What would be the most unbalanced and/or unfun builds to go against, and how can we best balance them?
Admittedly, I've spent the longest time running a meme build, so it's not really clear to me what's just generally considered meta among most/all Killers (especially in the wake of the Undying nerf)/
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@Exerlin said:
https://forum.deadbydaylight.com/en/discussion/comment/2052260#Comment_2052260
My current view is that 4 perk slots limits variety since each slot is so important that you can't experiment with stuff or risk running mid-tier perks or synergies. There would definitely be a similar meta to what it we have today, but I don't think a 5th slot would push already strong meta survivor builds into something much more oppressive. But, I could be missing some important detail which is why I created this discussion!
Can you think of some build(s) that would be much more oppressive than their 4 perk counterparts? For either side? I see you around here a lot and I really value your input
This isn't even a Survivor vs. Killer thing for me. If you add an extra slot, sure you could say "oh, it allows us to try more combinations of perks and stuff", but in reality what will happen is that the meta builds will look a little bit more like each other because there will now be less of a need to make a choice between two different perks.
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My issues are a reduction in variety and the fact that the strongest builds will just become a lot stronger due to being allowed an extra free addition to the build.
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I mean, we didn't need Leatherface, but we got him. :P
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I'd be down with just a complete rework from scratch for Insidious.
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That'd be really cool, actually.
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I play the match out to the best of my abilities anyways.
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It would not negatively affect gameplay for killers that don't intentionally tunnel.
Respectfully disagree. You're basically incentivizing and rewarding bad saves by allowing the unhooked person to immediately divebomb the killer to let the unhooker escape, knowing that the Killer can't actually do anything to the unhooked person during that time.
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@MeltingPenguins said:
https://forum.deadbydaylight.com/en/discussion/comment/2048889#Comment_2048889
I never denied that?
Good. :P
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@MeltingPenguins said:
https://forum.deadbydaylight.com/en/discussion/comment/2048816#Comment_2048816
'fits with his personality' well, it is very bland and uninteresting and pretentious, i see your point
I'm beginning to detect a hint of bias. ;)
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I wanna know what "strengthen the nut" means.
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Rouuuuuuuuuuuuuuuund TEW
I voted for:
Group A - Deathslinger
Group B - Oni
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2045363#Comment_2045363
what if it's against someone who isn't pig???
Survivor: "Goddammit, I was killed by the Bear Trap."
Trapper: ?????
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@Seraphor said:
Well you should be questioning why you can see the Killers aura when gens get completed. Then stay as far away from them as possible when the gates are open.
This happened to me once:
"Ah, I see the Killer's aura hooking someone just as this gen finished. Thank you Kindred."
"Wait, why can I see the Killer's aura as this gen is finished? Did I accidentally equip Dark Sense?"
*one gen left* "I keep seeing the Killer's aura when a gen pops. But I don't have Dark Sense? The only other thing I can think of is Rancor, but that only affects the Obsess...*glances as HUD* OHCRAPOHCRAPOHCRAPOHCRAP"
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/2041597#Comment_2041597
Nemesis changes the obsession when being stunned or blinded, how does this encourage tunneling?
It encourages you to tunnel the same one person if the Obsession doesn't change mid-game.
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Your team screwed you over by not bailing to give you the Hatch. Blame them, not the game.
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This doesn't seem worth the perk slot. Might be interesting if you balance it around the concept of being a base kit mechanic, though.
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You know, if BHVR is still at least slightly buddy-buddy with Valve...
That "Meet the" Video did paint them as a pretty messed up character.
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Saboing seems pretty weak to me atm (ignoring the taxi meme build I run which hard counters saboing). The only time I find it actually is impactful is if they attempt it just as you are approaching a lone hook in the area.
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Game: Did you just DC at the beginning of the game?
Player: No, my game crashed.
Teammates: Yes, they DC'd.
Game: Good enough for me.
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@Alice_pbg said:
https://forum.deadbydaylight.com/en/discussion/comment/2043392#Comment_2043392
why legion over hag?
Legion's Mori is more visually engaging with the back and forth between the Killer and Survivor. Hag's is probably a close second for me in that bracket (just like the actual poll itself :P ).
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My personal votes:
Group A - Deathslinger
Group B - Ghostface
Group C - Legion
Group D - Oni
Group E - Spirit
Group F - Trickster
Of those, I like Deathslinger the best, I think.
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Not for nothing, but the part of Dead Hard you are trying to refute is not the part of Dead Hard that people are complaining about.
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/2041864#Comment_2041864
But that's the thing. There will be no more survivors to chase and maybe hit. They will all just run away the second they see the exposed effect.
You can run this with agitation and iron grasp to run to gens while carrying a survivor to force them of the gen but Mad Grit and this perk really fight eachother.
You can play what you want ofcourse. Just saying it probably won't have the effect you want it to have
You can run this with agitation and iron grasp to run to gens while carrying a survivor to force them of the gen
I already do that with the taxi build.
Mad Grit and this perk really fight eachother
That's what I'd like to find out, sort of. Before with Starstruck, it was really unreliable in the taxi build because you never had a way to really tell who was hit by it the moment it went off, and the cooldown kicking in upon letting go of the Survivor anti-synergized with the build. Now, if you can see someone while carrying the cargo and they're not waaaaaay in the distance, you can be assured knowing that they are Exposed for 30 seconds + however long you spend running after them while carrying your Survivor.
Also, do keep in mind that Starstruck has a cooldown, so Mad Grit is still a useful piece of the build during that period of time.
For me, the big question I would like to find out is "Is Starstruck worth giving up Surge in my taxi build?" I worry the answer is still no, but Starstruck as it will be in the live version is, at the very least, a decent bit more tempting than as it was in the PTB.
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@Dragonshensi said:
https://forum.deadbydaylight.com/en/discussion/comment/2041859#Comment_2041859
I’m not going to help my team by staying till I die while they didn’t help me at all. I’m not getting BP while on hook and I’m not going to let them acquire all the BP and escape. If they aren’t going to be team players I’m not either.
Again, I would say you were more responsible for screwing the team over than they were. Thumbs down.
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/2041093#Comment_2041093
Using starstruck in the taxi meme build makes no sense in the first place.
Why would you make an entire build resolving around bodyblocking and then add a perk that shouts don't body block me.
That's like using Overcharge, PGTW, Oppression and Trail of Torment to then never kick a gen
I don't use it as a build focused around bodyblocking. I use it as a build focused around actually being able to chase and maybe even hit Survivors while carrying someone else. That's why I called it a taxi build and not an "anti-bodyblocking" build.
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@Dragonshensi said:
https://forum.deadbydaylight.com/en/discussion/comment/2041280#Comment_2041280
Only one gen was done by the time I got to second hook. No way they could gen rush and save me after.
Doesn't mean you didn't cost your team the game. :P If you had died naturally instead of suiciding on hook, then you'd have every right to be upset.
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When I was in your position, I stayed alive as long on hook as I could so they could gen rush. They rescued me when I was well into my second hook state, and I managed to get out in the end. So yeah, maybe you just cost your team the game.
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Definitely looks cool, though Maiming Rake seems like too much.
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I'm pretty sure it's just a meme. I think the joke is that 2020 is everyone wearing masks, and 2021 is everyone just being exhausted.
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@Johnny_XMan said:
If they cared about survivors being “tunneled” then:
- DS (or some form) of punishment would apply/work on First AND Second Hook. I guess they think you’re only hooked once. 😂
- As killer, You wouldn’t be able to pretend to leave a hook, step away 15 meters and come right back to track that survivor down.
If DS was actually an anti-tunnel perk, and you were being tunneled, the killer wouldn’t be able to get around it’s activation, in order to deny the timer. Slugging would turn your DS timer into a UB timer. IF it was an anti-tunnel perk. Which it isn’t.
Anti-tunnel doesn't have to mean "anti-get hooked".
