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@DontNerf said:
https://forum.deadbydaylight.com/en/discussion/comment/1829958#Comment_1829958
Luckily i dont play tetris then
Too bad because that's the secret to getting good at Clown.
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@lucid4444 said:
https://forum.deadbydaylight.com/en/discussion/comment/1830853#Comment_1830853
Could be "new" as in "new to him". Harder than getting around the lawsuits is coming up with Jason's powers. He's basically the trapper without bear traps... so trapper with no addons? :)
That sounds like a very weird way to phrase it. It makes more sense that it's just a new game.
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@Mr_Slick546 said:
https://forum.deadbydaylight.com/en/discussion/comment/1831166#Comment_1831166
Well, it was my first Dwight vs Plague game so I don't know what his normal sick sounds are if it is in fact currently bugged, that being said, I think the majority of my post is still relevant, no one likes listening to vomit sounds and a green slime trail would be better.
There's an add-on that is reliant on Survivors vomiting.
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@Kaitsja said:
https://forum.deadbydaylight.com/en/discussion/comment/1830749#Comment_1830749
One survivor was dead, one escaped with a key via hatch which I promptly closed and triggered EGC, one survivor was slugged without unbreakable and one survivor was looping me at killer shack. Neither gate had been opened. Unless I'm missing something, it has to be hacks.
Can you confirm without a doubt that they didn't find a key in a chest (since I assume they didn't have one on-hand; otherwise you would have already known)?
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@DontNerf said:
https://forum.deadbydaylight.com/en/discussion/comment/1829287#Comment_1829287
The hell do cards have to do with bloody bottles
If you don't understand what the Clown throwing a bottle has to do with cards, then maybe you are not cut out for the cutthroat world of competitive Tetris. ;)
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@bm33 said:
https://forum.deadbydaylight.com/en/discussion/comment/1829889#Comment_1829889
https://us.v-cdn.net/6030815/uploads/PS95XFYR6DG0/screenshot-20201220-212158.png
Here's atleast one mod saying it is. I've seen Mandy say it as well too.
There we go. Game, set, match.
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I wanna say that the Wraith can be reported for griefing, but I am not certain on this. I feel like I remember a mod saying that something like this is a reportable offense, but I can't find a mod post verifying such.
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@ALostPuppy said:
https://forum.deadbydaylight.com/en/discussion/comment/1829287#Comment_1829287
https://us.v-cdn.net/6030815/uploads/OLDSTANBZO5P/image.png
I mean what else would you call it, because the wiki calls it a bottle, and he definitely throws them.
With that kind of mentality, you'll never improve your board game skills.
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@ALostPuppy said:
How do you play Clown wrong lmao you throw a bottle at a loop, double back, eat a pallet then repeat the process until you lose.
you throw a bottle
If you honestly think that's how you're supposed to play Clown, then you don't know the first thing about playing card games.
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Depends on whether we are talking about Tombstone Piece or Judith's Tombstone. Tombstone Piece we could potentially have a discussion on. Judith's Tombstone is in my opinion one of the weakest Ultra Rare add-ons in the game. That movement speed loss is just brutal.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1828257#Comment_1828257
And that's the change that'll make her more user friendly to operate?
No, I think that's a change that will restore something that was needlessly taken away.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1828226#Comment_1828226
Mmm. I see it the same as PH seeing the Cage's Auras.
It's QoL, but can be abused in a negative manner.
Doesn't stop it completely (Nor should it), but doesn't help facilitate it.
I believe the positive outweighs the negative. Largely because I think the negative is quite low.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1828193#Comment_1828193
Why re-add it in the guise of a "buff" then? IMO she needs a bit of a tweak to her Crouch/Ambush to make it feel and flow better. (As well as some things getting tweaked, like the Exhaustion add-on, that just benefits tunneling). If that doesn't cause her to become too OP, then maybe that can be looked at at a later date.
https://forum.deadbydaylight.com/en/discussion/comment/1828189#Comment_1828189
Been playing Pig a lot recently. She's actually pretty decent. Ambush/Crouch could use a bit of polish (not relying on addon's for starters to flow well, combat straps + at least one charge addon).
I've found that without any addons, the RBTs are sometime a joke, especially on coordinated teams. Leaving gens near completed is a good strategy. But once they have more impact (say the Facemask), Survivors tend to be more willing to take the RBTs off rather than focus on objectives. (And using Last Will along side it? Dang, they spend a while taking those things off, though more coordinated groups still do gens while the traps are inactive).
Bamboozle is a godsend though. Her Ambush is only really good at faking short loops/using from pallet if you crouch under them mid-chase. It doesn't do much against longer loops such as those found in the houses in Haddonfield as you're not actually gaining distance. I do need to use the Ambush addons more to actually get a better read on that as a whole.
I see it as more of a quality of life change that returns what was needlessly lost.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1828173#Comment_1828173
I get it, I understand it., and would welcome it if it's just flavor.
But it's talked about as though it's a strategy. And while I'm not against different approaches, I'm concerned that it's going to make Pig overtuned if this can also be leveraged consistently. I've honestly never played Pig before that nerf, so I'm used to placing Traps on instantly (or around 3 Gens left). All I can say is that if it's introduced it will simply up my kill-rate without a change in playstyle.
And hell, Pig is already up there with that Killrate.
Pig wasn't good (in my opinion) when she had access to that option, and she hasn't gotten anything meaningful that would warrant not re-gaining that. I'm not going to start playing an endgame cheese build if this were re-implemented because I don't think an endgame cheese build is anything more than a gimmick.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1828126#Comment_1828126
You can at least try to do something though. With this proposed addition of reverting the RBT killzone to its old version, there really isn't much you can do, if anything at all. At least if they get the EGC started and activate traps on the 5th gen, that's on them. But with this change it's simply because of the design of the RBTs. You get downed during EGC and get a party hat, you're almost certainly dead with little input from The Killer apart from standard EGC gameplay. Not even a hook trade will help, and that'll almost certainly hurt more than help.
You get the unhook, body block a hit to give the RBT Survivor a head start, and then everyone bails for the exit while the RBT person looks for the Hatch.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1828112#Comment_1828112
Sounds like thrilling and engaging gameplay on both sides...
From my experiences, that point of the game is usually filled with camping a captured Survivor anyways, so it's not like it's thrilling and engaging to begin with. :P
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1828092#Comment_1828092
Ah yes, I forgot that Survivors can pre-emptively cleanse RBTs before they're put on, and remove them remotely off of other Survivors when active.
I'm saying they leave the unfortunate Survivor behind. It's what I would do.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1828057#Comment_1828057
No, I'm saying that a RBT'ed Survivor at the EGC/Exit Gate powered stage not only has a Death Sentence, but any Survivor trying to save them will likely also suffer from the Altruistic Death Trap too. Double whammy.
Survivor gets downed during EGC/Exit Gate power, slap an RBT on them and hook 'em. Camp. Anyone that tries to save them gets slapped and hooked, and hey, look at that, the Unhooked guy still can't leave and you've got someone else on Hook (or slugged). Do ya wanna tunnel, or camp some more, how many RBT's you got left?
Alternatively, everyone leaves similar to NOED and that's that?
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1828013#Comment_1828013
https://forum.deadbydaylight.com/en/discussion/comment/1828008#Comment_1828008
It's about counterplay and usability. If you're at the EGC and the RBTs do not allow a Survivor to escape (because you placed one on them then), there isn't much counterplay. To have been applied during the EGC, or when the Exit Gates are powered, you will have needed to down them. That means you know where they are, and where they will likely be headed (since you see the Box Auras). And if they've been hooked, you have an Altruism trap, needing Altruistic Survivors to get you off of hook. As you say TAG, that is the altruistic Death Sentence that will be the most common.
Standard procedure at that point would be to just let the Hooked Survivor die, and everyone else escape. And that's boring. It's not even like NOED where Survivors can skulk around the map while the Killer is guarding the Hook to get rid of the effect.
And if her kit is "weak" without it, then buff something else. Her Ambush is a prime contender.
Death by altruism means little to me. If you don't want that to happen, leave. If that's the only issue with this, then I don't see a reason to not bring it back.
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Hooray! Ghost of Christmas Future made it in!
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1827954#Comment_1827954
Making one part of her power stronger so Survivors are weaker at the EGC, coupled with making that same EGC more punishing? They work off of one another.
Also, the EGC would always need to tick down, unless you want special cases to exist. And not a Death Sentence? If you're losing why wouldn't you follow the Survivor that literally cannot leave the Exit Gates? (Whereas other Survivors can, meaning chasing them is a lost cause).
Considering that 3/4 people (assuming everyone is still alive by then) can just leave easy peasy, I don't see that as an issue as long as it's not overbuffed. Sure, the Pig could keep Survivors trapped with a Reverse Bear Trap, but that is likely to affect no more than one person unless the others feel like being super altruistic.
And yes, I am advocating for a special case for the Reverse Bear Trap. As far as "not a death sentence", they can still leave through the Hatch as long as the other Survivors have the common sense to leave.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1827933#Comment_1827933
Why not both?
If Ambush becomes a decent loop Power, she may become over-tuned depending on how that interacts RBTs end-game stall.
I don't think so, personally. Given how the only point in the game where those two aspects of the Pig would intersect is the very end of the game, I can't see how letting those two things happen would end up pushing Pig over the edge. The only thing you'd really need to do is just ensure that wearing an RBT in the end-game would not be a guaranteed death sentence (which is pretty much as simple as making sure the EGC timer isn't running while someone's RBT timer is ticking down).
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@noctis129 said:
I didn't even know they nerfed the pig.
On this forum, everyone tells me killers and their perks are essentially never nerfed but just a 'rework' due to some bull reasons like, it was OP, unfun, and boring.
And they're serious about their claims.
So now u can escape w a activated trap on ur head? Or it just simply deactivates once all gens are done?
Before, in addition to the timer starting when a gen is completed, a Reverse Bear Trap's timer would also automatically start once the Exit Gates were powered, which meant that attempting to cross through the Exit Gates while wearing a Trap would instantly kill you.
Now, the timer only starts ticking when a generator is a completed, and a Reverse Bear Trap will only kill someone trying to escape if the Trap's timer has started. If the gens are all finished (or the Hatch is closed), putting a Reverse Bear Trap on someone is pointless because it will never start up and thus will not kill someone trying to escape through the Exit Gate.
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1827894#Comment_1827894
I'd rather see ambush get a quality pass than see RBTs prevent escape when placed during end-game.
That drawback and risk is basically saying "Pigs basekit is underwhelming during a match and only useful later in the game as a crutch if I'm bad". And if you say "It's not that I'm bad, it's that the Pigs kit has less pressure earlier in the Match", well, that's the problem, isn't it?
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I dunno, I feel like you can get good items at a decent enough rate that an item whose sole purpose is to get items seems like a waste.
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@JPLongstreet said:
This is still a thing?
I know it was still a thing as of early this month because it happened to me.
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@chieften333 said:
https://forum.deadbydaylight.com/en/discussion/comment/1825476#Comment_1825476
Not a bad pick, sadly that perk may go over people's heads in post game.
Corrupt Intervention. Ghost of Christmas Past, Present, and Future intervening on each affected gen, which is now a ghostly white aura. :P
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Hex: No One Escapes the Ghost of Christmas Future :P
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-First box search per trap is always auto-fail
-Delay the ambush roar until later in the charge-up
-Trap timers will automatically activate again as long as all the gens have been finished, but the EGC timer will be paused while someone is wearing an active Trap
-Revise her add-ons something fierce
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I'd probably say the Doctor. I think MK11 has room for another electric-themed fighter.
His three styles would already have the perfect names: "Overcharge," "Overwhelming Presence," and "Monitor & Abuse."
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Slippery Meat
Monstrous Shrine
Adrenaline
NOED (tbh, I wouldn't mind for every hex perk in the game being re-worked to no longer be hex perks, but that's obviously just not reasonable)
Probably others, but these are the ones that come to mind first.
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I'll trade Victor for someone going AFK the whole game.
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"Cut it out."
"No."
Well, that didn't work.
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@LexTalionis said:
https://forum.deadbydaylight.com/en/discussion/comment/1823047#Comment_1823047
The problem with this argument is that you're advocating that new survivors should be given a hand up simply so they don't quit playing the game. By this logic, players new to first person shooters should be given aim assist so they don't get frustrated, and then wean them off it over time.
Better logic would be to balance for higher ranks, and force players who want to play the game to actually....get better. I know, a shocking concept, developing skill to advance to higher ranks.😂
That's not what I'm saying at all. What I'm saying is that it is good to mitigate players having a miserable time and that this applies to both low ranks and high ranks.
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@LexTalionis said:
https://forum.deadbydaylight.com/en/discussion/comment/1818757#Comment_1818757
Balancing for higher ranks matters more than some people realize. If something ends up being too easy to play against in a higher-skilled environment, it can very much push people away.
This is why they need to scale these things based on your rank - lower rank survivors have larger skill check ranges, and as they get better, the skill check ranges get progressively smaller, providing more challenge and requiring more skill at higher ranks. Then everyone is happy, and people actually learn to get better.
@Pythonheir said:
https://forum.deadbydaylight.com/en/discussion/comment/1818757#Comment_1818757
We really shouldn't only consider one sides perception on the game. By balancing the game so that newer players have an easier time playing Survivor - that directly makes the game harder for the Killer role. Too often I see dev's, and manager's advocate "Make the game easier for new players is our goal", but by doing so you are gradually making the game worse for the players you require to even start a match. It's just going to drive more players away.
Seasoned Killers and New Killer's can't play the game, because it's too easy for Survivors. It becomes stressful. They even get forced to play in a manner that is unfun simply to progress. This all drives the Killer away. More Killers that leave will make ionger for Survivors (4 players at a time) to get into games. Survivors sitting in lobbies are going to grow board. Start to distract themself. Play other games. Gradually float to those other games.
This is why most games do not balance their game "around lower ranks". They balance it to be fun and fair across the board. At this moment if you're looking for my opinion - the dev's would do well if they straight up ignore survivors and directly only buff Killers till the Killer playerbase grows substantially. Then watch the statistics at this point a fair amount. Making even balancing changes to both sides only at this point.
https://forum.deadbydaylight.com/en/discussion/comment/1818855#Comment_1818855
I've never once tried to argue that balancing for lower ranks was more important than balancing for higher ranks. I've consistently advocated for balancing primarily around higher ranks because I believe that is how it should be done. That does not mean that lower ranks should get left in the dust.
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Allow you to receive the benefit while using a medkit, and increase the conversion rate if healing without a medkit.
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@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1818757#Comment_1818757
Like camping and tunneling at lower ranks?
Yeah, actually. It's just that those are difficult things to solve cleanly.
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@Almo said:
https://forum.deadbydaylight.com/en/discussion/comment/1818802#Comment_1818802
This is correct. As long as HHL affected some powers and not others, we'd have to make an independent judgement on every new mechanic involving a skill check. If you allow that kind of design, the number of perks that need individual judgements as you add more features slowly grows. It's not maintainable. You want as few exceptions in your design as possible. This is also why Kindred lost its "trumps all Killer stealth abilities".
Can't argue with that. Consistency is very important, so when you put it like that, it's a decision I can get behind.
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Balancing for lower ranks matters more than some people realize. If something ends up being miserable to play against in a lower-skilled environment, it can very much push people away.
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@AggressiveFTW said:
https://forum.deadbydaylight.com/en/discussion/comment/1818632#Comment_1818632
https://forum.deadbydaylight.com/en/discussion/comment/1818634#Comment_1818634
Why? It's not like you kick a gen THAT often.
I feel like in a vacuum, you make a fair point, but compared to Ruin (which basically needs a third perk to bolster it or risk it being super inconsistent) and Surge (which requires you to win chases with an M1), I think Surveillance would hit a bit too many things too easily if you removed the cooldown from Oppression.
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Ehhh, I dunno. Could be an issue with Surveillance. Maybe buffing it in some other way, but I don't think this is one where the cooldown should be removed.
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@RamblinRango said:
https://forum.deadbydaylight.com/en/discussion/comment/1818393#Comment_1818393
Hey ditto! That we can agree on. Also that it's normal gameplay (;
Alright, so now that I know that you're not discussing in good faith, I am finished discussing it with you.
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@RamblinRango said:
https://forum.deadbydaylight.com/en/discussion/comment/1818380#Comment_1818380
Oh I see now, you were leading off of my previous comment.
You ask a lot of questions you know?
Are you going to continue the discussion by responding to the question I posed, or are we done here? To me, it seems like you have long since stopped discussing in good faith, so it makes little difference to me.
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@RamblinRango said:
https://forum.deadbydaylight.com/en/discussion/comment/1818377#Comment_1818377
No I mean actually reread that. I dunno if you had a stroke or what
Why does my belief?
My sentence is grammatically correct. If you want me to rephrase it:
"Why does the fact that you believe that it is normal gameplay mean that I agree with you?"
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@RamblinRango said:
https://forum.deadbydaylight.com/en/discussion/comment/1818365#Comment_1818365
What? Reread that
I asked you where you got the idea that I agreed that it was normal gameplay from, and you responded with "From the fact that it's normal gameplay?" I think you are the one who misinterpreted what I said, not the other way around.
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@RamblinRango said:
https://forum.deadbydaylight.com/en/discussion/comment/1818344#Comment_1818344
From the fact that it's normal gameplay?
Why does your belief that it is suddenly mean that I agree with you?
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@RamblinRango said:
https://forum.deadbydaylight.com/en/discussion/comment/1818337#Comment_1818337
Ahh see a simple mistake, don't beat yourself up. It's normal gameplay, I'm glad we could come to an agreeable conclusion.
I never said I agreed that it was normal gameplay. Where are you getting that from?
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@RamblinRango said:
https://forum.deadbydaylight.com/en/discussion/comment/1818333#Comment_1818333
So you did say it's not normal gameplay? Cause it is
I did say it's not normal gameplay. Right here:
However, I would still not call it normal gameplay.
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@RamblinRango said:
https://forum.deadbydaylight.com/en/discussion/comment/1818328#Comment_1818328
No it's definitely normal gameplay when compared to hitting the leave button. We can agree to disagree?
I didn't say that it's not normal gameplay when compared to hitting the leave button. I said it's not normal gameplay. Please refrain from refuting something I did not say.
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@RamblinRango said:
https://forum.deadbydaylight.com/en/discussion/comment/1818320#Comment_1818320
Well that's that.
How's the weather where you are? We got snowed in here
Okay, so we agree that it is not normal gameplay and therefore is not okay.
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@RamblinRango said:
https://forum.deadbydaylight.com/en/discussion/comment/1818312#Comment_1818312
I would call it more normal gameplay than pressing a button, eh?
Yes, it is more normal gameplay than pressing a button. However, I would still not call it normal gameplay.
