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@RamblinRango said:
https://forum.deadbydaylight.com/en/discussion/comment/1818304#Comment_1818304
Well in my opinion, if it happens through normal gameplay then it is okay.
I would not call intentionally killing yourself on the hook early in the game "normal gameplay" much like how I would not call intentionally dropping all the pallets ASAP "normal gameplay."
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@RamblinRango said:
https://forum.deadbydaylight.com/en/discussion/comment/1818284#Comment_1818284
Sure. But one is through gameplay and one is a button, can you not acknowledge that?
Oh, I absolutely acknowledge that. I just don't think that the fact that it happens through gameplay means that it is okay. For example, throwing down pallets is a natural thing that can happen through gameplay, but you can still get in trouble for griefing if you intentionally deplete your team's entire supply of pallets just to screw your team over.
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It is true that keys can potentially screw over the Survivor team if the one using it is being selfish and bails on the team.
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@RamblinRango said:
https://forum.deadbydaylight.com/en/discussion/comment/1818277#Comment_1818277
The time it takes to press a button and the time it takes to get on a hook and die?
So the differences are negligible, then? Because both scenarios result in a player ejecting themself from the game early and completely screwing over their teammates?
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@RamblinRango said:
https://forum.deadbydaylight.com/en/discussion/comment/1818271#Comment_1818271
You just said it, the menu and the hook.
What makes them different in terms of consequences?
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@RamblinRango said:
https://forum.deadbydaylight.com/en/discussion/comment/1818262#Comment_1818262
Because leaving by pressing a button isn't okay, but dying through gameplay is. I shouldn't have to simply things for the sake of your question
What is the difference between ragequitting through a menu and ragequitting through just letting yourself die on first hook?
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@I_am_Negan said:
https://forum.deadbydaylight.com/en/discussion/comment/1818242#Comment_1818242
Ruin what game if their team isn't doing ######### their all going to dive bomb the hook they pretty much gave the match to the killer.
Now if their leaving while their team is doing gens and getting ######### done or the killer isn't camping and playing I'm not defending them suicide on the hook.
https://forum.deadbydaylight.com/en/discussion/comment/1818247#Comment_1818247
I'm not defending DC
You just said that you can't force someone to stay in the game. So I ask: then why enforce DC penalties?
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@RamblinRango said:
https://forum.deadbydaylight.com/en/discussion/comment/1818247#Comment_1818247
Hitting the leave button and playing your way to death are NOT the same thing
Did not answer my question.
The other person said that you can't force someone to stay in the match if they don't want to. So I ask: Then why enforce DC penalties?
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@I_am_Negan said:
If they want to take the chance to get off the hook their allowed to it's in the game.
If the killer is camping their team is not doing anything no gens getting done why should they stay in the match?
😂🤣😂🤣
😀You can't force people to stay in the match if they don't want to😀
Then why enforce DC penalties?
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I am of the belief that something should be done about hook suicides. I disagree with the idea that some people put forth that "you can't force someone to play" because the entire idea of punishing DCs is straight-up to keep people from leaving the game prematurely.
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Dating simulator
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I go by # of kills vs. # of escapes. So for me, that would be a loss.
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I believe it has been confirmed that Legion is currently bugged?
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@Withered8 said:
https://forum.deadbydaylight.com/en/discussion/comment/1816108#Comment_1816108
How do you play around it? Try and hit great skillchecks? That's what most people do regardless of gearhead or not. Count everytime the killer gets two hits and then time 30 seconds after the second hit to determine when to count hits again, whilst not touchign gens during that 30 second period? Sounds pretty realistic.
Every two hits, count 30 seconds. and during that time period, if you hit a good skill check, simply let go of the gen and immediately start repairing it again. Gearhead only reveals the gen for as long as you are working on it, and if you immediately let go and immediately get back on it, it counts as you having stopped working on it and stops revealing it.
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@Withered8 said:
https://forum.deadbydaylight.com/en/discussion/comment/1815902#Comment_1815902
If like you said no-one does it, doesn't that negate the fact that it's easy to play around? At the end of the day, you'll actualyl never know if the killer has gearhead or not until you reach endgame chat, and if the killer comes over to ur gen you're not going to instantly assume they have gearhead are you?
No because the moment Gearhead starts to see even the slightest bit of meaningful play is the moment people will start playing around it, which will be the moment Gearhead stops seeing play once again. If I started playing around it starting tomorrow for the rest of my time playing Dead By Daylight, exactly how badly am I hurting myself?
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People are entitled to maximize their chances of winning as much as possible.
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@Withered8 said:
https://forum.deadbydaylight.com/en/discussion/comment/1814745#Comment_1814745
Actually now that i think about it I think it was you yea LOL.
Agree, it does it's job far differently to that of other gen info perks and it seems alot of ppl go: is this better than thrilling or bbq? If not it's garbage.
It's not garbage because it's not better than BBQ or TT. It's garbage because it is too easy to play around. Again, the only reason no one does it is because Gearhead isn't meaningfully played in the first place.
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The number of gens that need to be completed to allow everyone still alive to escape through the Hatch with a key goes down by 1 with each death. Each Survivor that dies will effectively result in a gen automatically being completed if a non-green Key is in play. Not as OP as Moris, but absolutely not balanced.
Also, Franklin's is still a bad counter to keys. If it counted for whenever a Key was put onto the ground instead of only whenever you smacked it out of their hands, then we might have a somewhat different situation (though then that still does not help against Keys found in a chest).
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From about two months ago:
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1814712#Comment_1814712
Are you implying that there’s a reliable way for survivors to tell if a killer is running Gearhead in order to put into practice such a strategy?
That’s a pretty big call to make, because of all the info perks that a killer can equip, Gearhead is probably the most “invisible” (for lack of a better word).
I'm implying that the trade-off for counterplaying Gearehead is so negligible that the only reason people don't do it is that Gearhead isn't run in the first place on account of being crap.
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@MrDardon said:
I don't understand those: "But it's not BBQ, Thrilling, Surveillance..." comments. Gearhead works in it's own way and is easier activated than other Perks. I like GH as well.
Gearhead activates on M1s.
BBQ requires hooking.
Thrilling requires picking up.
Surveillance in my opinion is the worst of those since you have go out of your way and give up a chase to kick a gen. I only use Surveillance combined with Surge or Ruin.
Discordance activates when at least 2 People work on 1 Gen. So it's onto the Survivors if they activate it or not.
The upper 3 Perks have simple requirements and are in my opinion the best Gen Info Perks.
The bottom 2 either sandbag you or are activated by Survivors playing wrong. The best way is to split up on Gens, which makes Discordance useless.
So in conclusion. In my opinion Gearhead is underrated while some other Gen Perks are overrated.
Gearhead activating on M1s is a bad thing IMO. It means that Killers who rely on their M2 to do damage get even less mileage out of such an inconsistent perk. If it simply activated on any attacks, you would have a bit of a better point (and no, Gearhead absolutely is not one of those perks that somehow becomes OP if it triggers off, say, a hatchet).
Also, Gearhead is hard-countered by simply letting go of a generator for a split second after hitting a good skill check. It's like reverse gen-tapping.
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TEEEEEEEEEECHNICALLY, yes, but it's a really really minor one that doesn't really deserve any punishment beyond the DC penalty.
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Boop snooting is a punishable offense in over 10 different realms. Capital punishment includes hooks, a mori, and duh death hat.
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I'd say if there was a way to do that, it would probably have to involve buffing Victor with regards to being latched onto a Survivor. I don't know what that is, though.
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@ILoveDemo said:
https://forum.deadbydaylight.com/en/discussion/comment/1811136#Comment_1811136
Wow one Chase and then Tunnel of Hook... So much Skill. Just get gud Sir UwU
So you agree that you had to win chases in order to use Ebony mori?
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@ILoveDemo said:
https://forum.deadbydaylight.com/en/discussion/comment/1811048#Comment_1811048
Well no, old Moris are not good and very unfair. That's the reason why they changed it. It's very great from the Devs to lower the Toxic things Killers can do to you.
You didn't respond to what I said. I said that in order to Mori someone with old Mori, you still had to win chases.
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@ILoveDemo said:
https://forum.deadbydaylight.com/en/discussion/comment/1811018#Comment_1811018
Yes Moris right now are pretty good I agree.
I'm talking about old Moris. In order to earn your Mori kills with the old Ebony moris, you still had to be able to win chases. If you could not win chases, you were not Mori-ing anyone.
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@ILoveDemo said:
https://forum.deadbydaylight.com/en/discussion/comment/1810566#Comment_1810566
What about Keys is unhealthy? You still have to earn your Key escape.
You also had to earn your Mori kill by being able to win chases against Survivors.
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I wish there was a way to avoid unlocking perks without having them clog up the damn bloodweb. I still have that one bug that causes the still-locked Pig teachables to not show up on the Pig's bloodweb, and I am still thankful for it.
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Should point out that the reason the rarity reduction was removed from Hoarder was that it was bugged, and they didn't have the means to fix it in a timely manner, so they opted to change the effect rather than leave it bugged for a lengthy period of time.
Also, I agree with bringing back the PTB values for Coup de Grace (or I guess improving the Tier 1 and 2 versions in your case). I really don't understand why it was nerfed.
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Pyramid Head, because you can buy either of the other two with Iridescent Shards.
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@Lazerboy88 said:
https://forum.deadbydaylight.com/en/discussion/comment/1809272#Comment_1809272
Oh right, yea um i believe that was always the case, but on the ptb when he picked up a survivor he lost all of his power.. if I remember correctly
On the PTB, he did not lose any of the remaining time for downing a Survivor and lost it all if he picked anyone up. On live, he loses some amount of time when he downs a Survivor and breaks out of Ogredrive (but keeps his remaining time) if he picks anyone up.
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@Lazerboy88 said:
https://forum.deadbydaylight.com/en/discussion/comment/1809157#Comment_1809157
They did, they nerfed his flick and just overall made him worse, then they buffed it back in and now he is pretty strong and crazy good at slugging
I'm talking about how they made it so Oni's Ogredrive mode takes a time penalty every time he downs someone with it.
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@Lazerboy88 said:
https://forum.deadbydaylight.com/en/discussion/comment/1808658#Comment_1808658
Its like people forget oni exists..
Didn't they change Oni from PTB to Live to try and mitigate that?
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@Almo said:
Appraisal's loss of the changing of rarity on items found was a technical issue. The loot tables are buried deeply in a bunch of systems, and adding a new loot table below the current lowest caused problems elsewhere.
Whether this feature will return is under discussion, and is affected by the amount of work necessary to adjust the loot system to support it. We've seen the feedback and consider it "high on the community wish list".
Figured it was a technical issue as opposed to for the sake of balance, but at least now we have confirmation.
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The only situation I am aware of where the death hook animation actually matters, as pointed out above, is with regards to the Hatch opening. And in that case, the longer death hook animation actually favors the Killer.
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There have been several games that have tried to compete against this, but most, if not all, have floundered.
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@Boddy604 said:
https://forum.deadbydaylight.com/en/discussion/comment/1808632#Comment_1808632
Disagree. They made a killer who's power is a super fast creature that can track blood better than basically anyone and chain together downs really rapidly.
Considering that sluggling is generally seen as an unfun thing, I can't imagine the devs intended to make an entire Killer who only really excels at that.
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You cannot. Unless they somehow ended up getting Auric Cells (premium currency) for free, it's most likely a bug.
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Honestly, Yellow Mori as-is is straight-up balanced enough to be base kit (as in, it is a trash offering).
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I don't see the point of waiting. If you know what sort of change you want to make, why wait? It's not like moris are the one thing keeping keys from destroying the game.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1805980#Comment_1805980
From a straight numerical standpoint of the point of the perk activation with the explicit 8% regression. Yes. That is not taking into consideration its residual effects.
Overall the perk is far too inconsistent that trying to make it better just through sheer number of occurrences is simply asking for trouble for a passive perk.
I am considering the residual effects as well.
And I disagree. I think Surge is safe to buff by easing up the attack restrictions and removing the cooldown.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1805905#Comment_1805905
But the perk doesn't only effect one gen. And no, hitting multiple gens is nearly the same as pop (if you hit two), if not greater than Pop (if more). Since the time the gens spend regressing while you're carrying a Survivor to hook (or slugging them), is a direct result of Surge.
It affects a variable number of gens depending entirely on positioning. Sometimes one, sometimes three, sometimes none.
And no, you'd need to hit 3+ gens in one go for it to be Pop.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1805817#Comment_1805817
Not necessarily if the general gameplay loop itself acts as a pseudo cooldown.
Pop doesn't have an explicit cooldown, but you need to walk in-between hooks and generators on top of downing Survivors. And even if downing Survivors successively, after kicking the first generator, you can't re-kick the same generator if it's already regressing.
Surge would not have this restriction.
Yeah, and the trade-off is that an individual gen is affected much less than Pop. Even hitting multiple gens with Surge once is a smaller pay-off than Pop.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1805714#Comment_1805714
So, you want to remove the cooldown, and remove the M1 criteria, not because they needlessly offer barriers to the perk, but because you want the perk to proc more often?
Aren't those two the same thing?
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1805633#Comment_1805633
Right, sorry. replace common with possible, though the final statement is still the same. It'll mainly be a buff for already strong Killers, without much difference for other Killers barring Magical Christmas Land.
I think it would be a decent buff for even lesser Killers. I say this from personal experience of using Surge on a lesser Killer.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1805485#Comment_1805485
Lower Cooldown and general application make Magical Christmas Land much more common, whereas there is more counterplay in running the Killer to a 'dead-zone' with the general requirement of them needing to land an M1. The faster you get the down, especially with some Killers and their Powers, the less counter-play there is.
All the Cooldown removal and General requirement will do is make it stronger on already strong Killers, without making much of a difference on lower tier Killers, given, as you say, Magical Christmas Land isn't common.
No, lower cooldown makes Magical Christmas Land POSSIBLE. It is flat-out not possible to perform the scenario I described with the current cooldown.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1805283#Comment_1805283
My point is that the cooldown prevents Magical Christmas Land, where good Survivors aren't punished too much by a perk, but bad ones are impacted significantly more. Like old Ruin to a lesser degree.
Also, your focus for whatever reason seems to be that Surge only effects one Generator at a time. Dependent on Map it's more often only one or two gens at a time, but it isn't restricted to only one Gen.
If you want to improve it, focus on making the standardization of the number of generators effected more your focus. Not just removing the Cooldown to brute force the worst-case scenario.
Preventing Magical Christmas Land is not worth holding back the perk. Magical Christmas Land is naturally quite difficult to accomplish.
My problems with Surge lies with the attack restrictions and the cooldown. I have no problem with the fact that the number of gens affected by it depends on you being in the right place at the right time.
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@SasukeKun said:
https://forum.deadbydaylight.com/en/discussion/comment/1805225#Comment_1805225
you say that with ur OP perks and pink keys which guarantees a free escape most of the time
I'm a Killer main and I agree with @ALostPuppy
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1805100#Comment_1805100
Or hitting one gen and having it regress enough without you having to touch it, or hitting multiple gens at once, which can compound on all of them regressing without you having to touch it. All of which can compound if the cooldown was removed and you could down rapidly. AKA, a snowball perk that can at times be much better than Pop.
It's an area effect. It isn't limited to one gen, and activates regression on all of the gens hit, which is additional progress lost if the gens are unattended. At minimum it needs a cooldown.
Pop consolidates this to one specific gen at a cost of needing to walk to it and having to Hook a Survivor first.
While Surge's trigger conditions and how it is applied are certainly debatable, I would say that the cooldown is not.
Those things you described are just how Surge works in general. You don't need the cooldown to be removed to do that. The only thing removing the cooldown would enable is what I mentioned above, which, as I said before, is borderline Magical Christmas Land. I support removing the cooldown.
