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@EvanSnowWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/1890932#Comment_1890932
So again, I ask, is that the whole argument? That it is ranged?
It's ranged, and the thing that's supposed to balance it out (the huge reduction in # of hatchets you can carry) can be heavily mitigated with another add-on. To say that it is mechanically no different from Billy is just wrong. Billy's chainsaw is not a projectile attack, no matter how you slice it.
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Irihead by itself is fine IMO because even though it's a ranged one-hit down, you only get one shot at it before you need to reload (and if you do it up close, you're kinda just a worse Leatherface). The problem is when you use it with an add-on that adds extra hatchets, which mitigates the downside of only having one bullet in the chamber.
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@Clueless said:
How about it makes her base lullaby range 20 meters and for each Hatchet she has loaded it increases by 5 meters. So at 5 Hatchets she has the same lullaby range but with no hatchets she has just her terror radius.
That is an interesting idea, not gonna lie.
If I may present a minor modification to make it less of an issue with, say, Irihead:
-Each time the Huntress throws a Hatchet, the range of the lullaby is reduced by 5 meters.
-Lullaby range resets to normal when the Huntress reloads at a locker.
This makes it so that with Iridescent Head, Huntress won't have a 20-meter Radius with a one-hit down.
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@sulaiman said:
https://forum.deadbydaylight.com/en/discussion/comment/1888953#Comment_1888953
Ah, then we could also have an ultra-rare offering that a survivor can´t be put on the 3rd hook unless every survivor was hooked twice.
Might be an improvement on the game. And moris might become intresting again.
So if one Survivor just starts hiding, then no Survivor can ever be sacrificed? Yes, that sounds balanced. /s
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@chargernick85 said:
https://forum.deadbydaylight.com/en/discussion/comment/1889096#Comment_1889096
Really? man I had one of these two nights ago was being held hostage by a claudette and a meg in gideon meat plant neither was doing anything I am pretty sure both were hiding in one of the 40 lockers in the bottom floor somewhere but idk on top of that I was oni and I kept activating my wrath from all the blood lying around so they just kept hiding lol. I went through that map a dozen times had wrath maxed blood orbs maxed and I guess they gave up waiting each other out they finally came out and touched a gen and I downed both game was def almost an hour thanks to them. No hatch that game.
Yes. The important thing is that you record it, as I believe they've said that they won't ban anyone without recorded evidence (except in the case of post-chat harassment, as simply reporting them in-game will automatically save the chat log for them to review).
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1889087#Comment_1889087
I mean, I can tag you daily with the same thing here on the Forums, if you like. Maybe every 4 hours or so, I tag you and ask you always the same question.
I guarantee that you will be annoyed (and I will be banned).
Not the same thing. I'm not a dev who is making things less colorblind-friendly.
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You need to record the incident happening, but it is something that can be reported if the footage demonstrates that none of the Survivors were trying to do gens.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1889069#Comment_1889069
Dont get me wrong, a Colorblind Mode should have been implemented years ago. Maybe not from the start, because the success of DBD was certainly a surprise, but it should have come long ago. (And it is a big oof that the new UI has features which make it harder for colorblind people (injured state))
But asking for the same thing over and over again will not speed up the process. It is not that this topic (and other topics) need to be brought to the Devs attention, they were aware of it.
I'd say the fact that the new UI is making things LESS colorblind friendly absolutely warrants bringing up the issue over and over again until the devs make it clear that they will rectify the issue in some way.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1889059#Comment_1889059
This is another big point, even if he knows that the Team are working on it, he is probably not allowed to communicate it. Especially not on Twitch where it can be clipped and distributed.
That does not excuse the response. You don't respond to disability concerns with "We're getting bored hearing about it."
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@Aven_Fallen said:
IMO Almo is correct here. Asking multiple times for something where the Devs already said they are aware of it and there is put work into will not speed up the process.
Thats like kids asking their parents on a long car ride "When do we arrive?!" every 10 minutes.
It is quite ironic that the community, who throws ######### at the Devs whenever they get the opportunity to do so complains about a more direct answer.
I don't think colorblind people asking devs when they will be disability friendly is comparable to kids asking their parents when they will arrive. It does legitimately sound like being dismissive of the issue.
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@QwQw said:
Easy.
- Bring a whatever build you want.
- Bring the add-on "Amanda's Letter" and for some extra pain bring "Tampered Timer".
- Find the survivor you really hate.
- Down them, and put your only reverse bear trap on them.
- Pray to the nine devine's that the first box they search doesn't get the trap off.
- Crouch in front of the only remaining box.
If done correctly, the survivor now has to sit there for two minutes and then die because they can't get the trap off.
If you're going to go that route, I would suggest Last Will instead of Tampered Timer. That way, you have two shots at the 50/50 instead of one.
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My current Open Handed build is Detective's Hunch, Kindred, and Windows of Opportunity. I keep a map handy with the ability to see Totems for when the first Hunch goes off. From there, Open Handed is nice in extending the range in which Killer becomes visible post-hook and being able to see available pallets for days is also neat.
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@Mr_K said:
It's been nerfed.
Proclaimed dead by the community (even though some reconized the potential)
and finally back in the lime light.
The moving of goal post with this perk is astounding. The perk is fair. That's all we wanted to begin with with the original nerf. It no longer denies a hook and no longer punishes a killer for downing a survivor. If you can't keep track of 60s, thats on you.
Hell, I've heard killer mains say it should be basekit. I'm not going that far but it just shows how much the perk has changed since release in 2016.
When was it ever not in the limelight? It was nerfed and still heavily used. That's not a moving of the goalpost. That's people proclaiming that the perk still isn't fair.
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@IronWill said:
I can give you a helpful advice. Either take a break or simply stop caring. I had cheaters in my matches, I even watched them streamtheir doing openly and BHVR simply doesn't care. IF they ban them at all, they will be back 5 min later with a new account and continue their doing.
Just move on to the next game and forget about them.
Record and report in-game. Done.
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Reverse Bear Traps starting up automatically once all the gens are finished. To be fair, I would make one or two other changes to balance this in light of the EGC, but the point still stands.
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@AnnoyedAtTheGame said:
I love when mods come on and say its your net that sucks. They never say sorry about that. I know it's unfair you got a ban because you implemented bans in for people who DC.
If the game was balanced then people wouldn't DC and their would be no bans. These unfair bans boils right down to balance the game out and then no one would DC and receive bans.
No, there still would be bans for DCing and SHOULD be bans for DCing.
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100% agreed.
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@Sunbreaker7 said:
The traps are quite effective already. They make survivors waste time going over boxes, no matter if they get it right from 1-2 tries. What I find stupid enough about the Pig's design is the number of traps she can have for the entire match. I see no reason to limit her capacity of traps, seeing as everyone else is rocking with full load for the entire match. What makes her traps so OP that if she manages to down someone, she can just put another trap on them. After all, for as long as a generator has not been completed, they are free to do whatever they want. Limiting Pig's traps to 4 feels like just punishing the Killer for nothing.
IMO, an individual Trap would have to stall a Survivor for at least 3 Jigsaw Boxes for it to have been a good Trap. 2 Boxes is mediocre but serviceable, and 1 Box is awful. The other problem is that a Survivor wearing an inactive Trap does not really have enough incentive to stop doing gens until the Trap activates. If they really want to play it safe, they can simply check one or two boxes first before doing gens; that way when the Trap timer starts, they've already cleared some of the boxes. Against a good Survivor, the RBT simply does not light enough of a fire under them.
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@JPA said:
https://forum.deadbydaylight.com/en/discussion/comment/1884876#Comment_1884876
Unliftable + Unbreakable = new meta
Also Deliverance because the Survivor is still too heavy.
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@Orionbash said:
https://forum.deadbydaylight.com/en/discussion/comment/1884840#Comment_1884840
Imagine the perk synergy with boil over! Try and hook me now, Freddy
The one thing I miss about the previous DS is that it would be the perfect perk to represent a Killer trying to pick up a fat person only to throw their back because the Survivor's too heavy.
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Firstly, OP's suggestion doesn't work the way they hope it will. The speed-up gas has a delayed release, so hitting a Survivor directly with the bottle will not give them enough time for them to get the speed up unless they deliberately stand still, which means they get dunked on by the Clown. You could suggest that the gas works immediately only for them, but at that point, you are suggesting that the Clown should be much worse in a chase in exchange for this, which is laughable when you consider nearly every other Insta-down ability.
Secondly, Pinky Finger is not stronger than Leatherface. Leatherface is not OP. Ergo, Pinky Finger is not OP.
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@jeremycarinio said:
I have no complains on "SLUGGING" per se. it encourages slugging, YES. Thats why i am suggesting to nerf the BBQ & Chili's Aura Reading on "DOWNED" survivors because it makes it easy for killer to find the slugged survivor. KILLER can slug all they want, but it makes it more easier for them to slug and hook because of the amount of information the perk has.
YES, you dont need to guard anybody, because you are obliged not to because KILLER will lose instantly.
Deerstalker is better at finding slugged Survivors than BBQ. BBQ does more things than Deerstalker, but it is far worse at doing the one thing Deerstalker does. BBQ is a jack of all trades compared to Deerstalker's specialization. It does not need to be nerfed as a result.
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@Trashmaster said:
https://forum.deadbydaylight.com/en/discussion/comment/1882415#Comment_1882415
Pig is not wraith, and should basically never be played like wraith. And the crouch-mode isn't bad at all, you're still completely removing your terror radius with very low cooldown.
Also if you really need an anti-loop ability to do well as a killer, you just seriously need to get good. Pig's dash is very situational and you probably should be using her size in chases, not the rather clumsy dash that will likely just waste your time.
The hat is there to literally waste time, and damn it is effective when survivors don't luck out with first try removal. Not very lethal that's for sure but while they test their luck you have good time to at least get some people hurt
A situational chase ability and an RNG-based stall ability does not a good Killer make.
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Hangman's Trick is garbage. The change they made to it in that one PTB had some promise if it was balanced correctly, but then they decide that rather than balance it into a potentially useful information perk, they should ram it straight into the ground and make it weaker than before it was changed.
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Because Overcharge sucks even without the cooldown, and we shouldn't make it suck even more by giving it a cooldown?
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I say yes. I don't know if it'll be enough for him, but it's definitely useful. Get a speed bottle and a slow bottle going, and that distance closes quickly.
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@Komodo16 said:
https://forum.deadbydaylight.com/en/discussion/comment/1875532#Comment_1875532
Just fyi, if you fear DS or unbreakable you are gonna lose. By not letting them use it from fear they will use it later when it can ruin the match you worked hard to turn to your favor.
Not if you just camp next to both of them while one of them is waiting under the hook. At that point, the odds are pretty decently in your favor. :P
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@Mikeasaurus said:
https://forum.deadbydaylight.com/en/discussion/comment/1874650#Comment_1874650
My god, yes please. 24 years later of seeing this film so many times, that woman still scares me. Imagine sending survivors to the Chokey. Now that would be fun!
I always post this whenever I bring up the idea, but seriously. This scene right here is PEAK Dead By Daylight.
https://www.youtube.com/watch?v=02YwCuCZeqc -
I still advocate for having Miss Trunchbull from Matilda. :P
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Remove the M1 requirement. Remove the cooldown. That's what I would advocate for.
@Moxie said:
To remove the basic attack requirement, that would require WORK. We all know they work when they feel like it.
They have said to remove basic attack requirements, they would have to tailor the perk to accommodate every Killer power.
Why not just make it like Play With Your Food, which only triggers on Basic and Special Attacks?
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Yes. By itself it's fine (arguably weak), but the problem is when you add extra hatchets to heavily mitigate the downside.
Pinky Finger still requires you to get close within a small period of time to actually get the insta-down. Not really the same as an insta-down that can happen from a reasonable distance.
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It'd have to be an Ultra Rare add-on, and there'd probably have to be a penalty/condition involved beyond simply "do it out of stealth".
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Sadly, I doubt it. If we're lucky, an add-on pass would make her better by changing all the useless add-ons.
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That would make him garbage IMO. He wouldn't be able to use his slow down at any loop because then he'd have to either run the loop quite inefficiently to dodge the gas or take the gas and move slower. I don't think there's anything interesting about that.
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What's the point of hiding the hook states for Survivors from the Killer? I can literally count the states.
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IMO, Solvent Jug is legit as hell.
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Also putting up the full list, just so people can see it for themselves in the context of the in-game descriptions.
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@HellDescent said:
Stake out. Remove token cap. Now that old ruin is gone and great skill checks only give you 1% towards the gen it doesn't need a cap
Stake Out reverts the nerf to Great Skill Checks, does it not?
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Disagree.
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Not saying I agree or disagree with the nerf to Undying, but this logic doesn't hold when you apply it to something like "Coup de Grâce," a perk that Killers believed was bad and were upset about being nerfed.
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So that means we should get rid of the second change since it apparently never happens, yes?
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I often forget about this perk. Yea, this probably is the worst perk in the entire game. It's a perk that only does two things: Makes it more likely to get out of bear traps (which itself is being changed) and makes it more likely to self-unhook (which is just super outclassed by Deliverance).
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Is this about Judith's Tombstone or Tombstone Piece? Tombstone Piece I think we can have a discussion over. Judith's Tombstone I think is one of the weakest perks in the entire game.
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@ukenicky said:
I've noticed two kinds of people with these Clown changes:
1. People who actually main Clown and are appreciative of the buffs to reload speed and that he will be able to give himself a mobility increase, addressing one of his BIGGEST flaws. Players who see the potential in this and are already thinking of ways to utilize these, literally nothing but buffs.
And
2. Afterpiece Antidote gives Survivors a speed buff? WOW Behavior you just can't do anything right huh? This game is disgustingly Survivor-sided. Killers are a joke and I'm upset.
Clown is one of, if not the best anti-looping killers in the game. He's scary. Afterpiece slows down survivors. If Antidote DIDN'T speed them up / cure the effects of the Tonic (It is an antidote after all) then we're talking about a Killer who could slow people down while speeding himself up, how is that fair or balanced?
If Antidote DIDN'T speed them up / cure the effects of the Tonic (It is an antidote after all) then we're talking about a Killer who could slow people down while speeding himself up, how is that fair or balanced?
What stops him from doing that with the new tonic anyways? Throw the slow-down gas ahead, then throw the sonic tonic close. Boom, you are now moving fast while they are moving slow. Is there something I'm missing?
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1860537#Comment_1860537
As a Clown main, I really think RHPF should be nerfed, or changed entirely. It’s a totally unnecessary add on on Clown.
Unnecessary to me doesn't mean OP.
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@chieften333 said:
Exhaustion addon is definitely going to get axed. Pinky finger could provide a downside of some sort, like reducing the amount of bottles or decreasing reload speed.
One thing I feel they should do is give clown an extra bottle or two to make up for the fact he'll have to reload much more often now. Especially when you use the antidote for map pressure.
Does Pinky Finger really need a downside? Even with the speed up bottle, it still at best only really comparable to Leatherface.
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Username checks out.
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100% agreed. I don't like the idea of it being RNG, even if the RNG is flattened.
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NO
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/1858754#Comment_1858754
a lot is a bit of a stretch when totems never last to be fair
Devour Hope now lasts for at least two totems, so I will still call it a lot spicy.
