TeabaggingGhostface
TeabaggingGhostface
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@Gladonos said:
https://forum.deadbydaylight.com/en/discussion/comment/3094883#Comment_3094883
Yea, but the survivor versions suck. Killers are not exactly raging about Hope.
Blood pact plus hope is pretty devious
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@Remedicist said:
https://forum.deadbydaylight.com/en/discussion/comment/3097822#Comment_3097822
Yup, did they ever say why they removed it?
From what i can remember, no
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We used to have that
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/3097290#Comment_3097290
Alright we’ll just pretend 10 extra second gens, pallet and gen kicking, insane killer perk buffs and attack cooldown buffs did nothing. Name one thing other than a useless 5 second endurance and Off The Record that really benefited survivors this patch.
Bt got buffed to 15s technically, and gives a speed boost
I still think basekit bt should be like 8s and the perk nerfed to 7s (exact same duration, just to clarify)
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Bbq is fine, leave it alone
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@Viskod said:
https://forum.deadbydaylight.com/en/discussion/comment/3095581#Comment_3095581
I already said I've never used Calm Spirit.
Pharmacy is definitely not useless. Now I've had matches where I couldn't get much of a benefit out of it because you've got that one person in the group that just has to open every single chest one after the other but there's nothing you can do about that.
But if I bring it I bring a coin to add a chest and I always get a med kit when I need one. It's nice to have in your pocket when you're not playing with friends and you can't rely on coordinating for a heal.
The removal of the first chest's guaranteed green medkit is a nerf imo, as i usually try and nab it early on, if they readded that effect then the perk would be perfect
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@Anara said:
https://forum.deadbydaylight.com/en/discussion/comment/3095526#Comment_3095526
Yes but you can paired it with Repressed alliance.
Or just hide with fixated, let the killer leave and just go back to the gen.
The killer has just lost his time kicking here.
Repressed alliance is bugged with blast mine atm
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Always pop out the central gens first, usually main building ones
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Can we have a plushie skin for dredge? Maybe mr puddles and all of his friends sewn together
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And you don't even need escapes
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Thats hackers
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Can we have shrek as a killer
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Thats the neat part, you don't
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I hate it but i think it should get reworked instead
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"Dead hard didn't need a nerf"
Sure and first down moris were ok
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I almost never used it, the few times i did use it i escaped way more than i should have
My personal favourite exhaustion perk is lithe, though i honestly don't run it unless I'm running something like quick and quiet, in fact, i don't really use exhaustion perks in general
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@BubbleBuster said:
https://forum.deadbydaylight.com/en/discussion/comment/3091087#Comment_3091087
repairing 2 gens solo gives you 2500 points...
we need a point overhaul i agree
The fact that theres no boop the snoot score event is just terrible
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Looks like we need a score event overhaul
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It didn't need the action speed debuff
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It needs to lose the way you lose the auras, just make it permanent
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I do think an addon to vastly increase the invigoration duration for yourself if you hit a survivor with a yellow bottle would be a pretty good idea
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@Ohnoes said:
https://forum.deadbydaylight.com/en/discussion/comment/3090825#Comment_3090825
If you hover over it it shows your exact ms. If you want something in game like PUBG has a setting to see all that stuff like packet loss in game... Yeah they don't have an option for that.
Im on ps4
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@drsoontm said:
https://forum.deadbydaylight.com/en/discussion/comment/3090076#Comment_3090076
Lobby, bottom right. That small colored bar shows your ping.
@UnknownKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/3090076#Comment_3090076
U got it on the corner right of your screen
I want to see exact numbers
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Fun fact: if you pallet stun plague while she's got red puke, makes her lose it
Strategically cleanse to force her to go to gens already completed, or on the other side of the map than the gen you want done, I've also seen people overcleansing to force her to use it or lose it with red puke
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Survivors would just abuse it by looping by the hook
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@Brhoom said:
Agree, maybe have it open the hatch in 10 seconds or something.
Nah, i was thinking to actually make them useful midtrial
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@Nirgendwohin said:
also it would be nice to see the killers ping
As someone whose wifi has recently been ass, I'd also like to see my ping when I'm killer
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Seriously, green keys are bloody useless, except as franklins bait when keys were actually problematic
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@Gylfie said:
What I want to know is how you have five to ten minutes queues for survivor right now? All my survivor games since the patch hit have been instant at any time of day because everyone switched to killer, apparently.
On topic: removing self unhook attempts will not make people who don't want to play anymore good team players. You can't fix people, I'm afraid.
It'll at least keep them in the game to distract the killer for a bit
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A few of the main problems with solos is that swfs (and everyone else to a lesser extent) treat solos like a resource, a game with a 3 stack is basically 3v1v1, as they'll just leave the random
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@Reinami said:
It's getting ridiculous. Last game i just had and luckily got video evidence of, the first gen was done in literally 10 seconds, so i started recording, the gens seemed to go much faster than they should, then endgame hit and i found the cheater who was able to outrun me, so i hooked someone else, and before i could hook they like, put themselves on the hook, then unhooked themselves as soon as i walked away so i couldn't hook the person.
Then at the end they had the audacity to say i was a "noob" for camping when i started doing it because there was an obvious cheater.
If you were a noob for "camping" then they're something much worse
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This is inherently a map design issue, which i think we need a full overhaul of after swamp and red forest get their graphical updates
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@terumisan said:
https://forum.deadbydaylight.com/en/discussion/comment/3087903#Comment_3087903
It would probably just easier to code by making it apply to all survivors
That ends up being a buff for swf though
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@terumisan said:
You could do that and give people base after care bond and kindred and they'll be at the level at swf but all your games will be camping and tunneling. Why not just nerf swf to the level of solo then buff Survivors
Well, give soloq players the effects, and anyone that's in a group doesn't get the effects
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Mad at your panic button getting nerfed?
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@Viskod said:
The BT effect that's inherent should be extended so that if someone is hooked inside the basement they at least have enough time to run out of the basement and away from it for a bit before being able to be downed.
About 8s sound good?
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@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/comment/3086687#Comment_3086687
5 second isn't even close to enough the problem is the made it basekit so you don't need to run the perk but if you want to get value out of it then you need to run the perk. I'm also in the opinion to revert the stun nerf on DS because ive seen it used and 3 second just doesn't feel like enough time to get away.
I'd be fine with the ds stun reversion if enduring affected all stuns
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@tendyhands said:
https://forum.deadbydaylight.com/en/discussion/comment/3086663#Comment_3086663
People are still trying to argue 5 seconds is a lot. I don't think people that say that even play the game.
5s is pitiful for an anti tunnel effect
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@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/336771/borrowed-time-needs-a-nerf
I can agree that the basekit BT is a joke and as a killer main I was like really 5 seconds. I thought it would definitely get buffed after the ptb. I've only seen basekit BT active once and that was because I some how swung through the unhooker and hit the person behind them getting unhooked.
The game is funky when trying to hit the unhooker
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@Iron_Cutlass said:
I just think BT should straight up be reworked, and heavily increasing the base duration of Endurance after an unhook. Maybe BT can fit more into the name and become more "borrowed time", like each gen that pops increases the duration you can remain on hook for?
And we can rework camaraderie/kinship while we're at it
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/3086633#Comment_3086633
For real though, unless I miss aim a lunge at the unhooker I never really noticed the base BT. Granted, I now normally go for the unhooker (because I am a good killer! Notice me, Survivor-sempai) unless some extraordinary circumstances force me to tunnel, but on the other hand isn't this how it should be?
If you don't tunnel, BT shouldn't be a problem or even noticeable, and if the killer tunnels, then a basekit function shouldn't always cover you from all angles, that's what real slotted perks are for, but it should protect you from the most brazen of tunnels, ie the ones that hit you when your fert touch the ground.
I do try and avoid going for the unhooked guy, but i will take a swing at them to deny deliverance, i will leave them alone after that though
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/3080591#Comment_3080591
The good thing about Darkness Revealed is that (if you aren't playing Dredge) no one is expecting it and if you don't open a random locker right in front of a hooked survivor, they don't have any reason to suspect you got it and won't give lockers the Dredge treatment.
But I also like Rancor. Gens will be done, no matter what (unless you like totally dominate... and then you obviously don't need), giving you a, steady update on were everyone is.
And the occasional mori of the obsession is always fun and a welcome treat. Bonus points if you got Nemesis equipped and go for multiple moris. There is a challenge were you try to stall the game via blocking exit gates and blood warden and try to get 4 Rancor mori, but that challenge is as stacked against you as they can be.
Rancor roulette is fun
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@TheArbiter said:
Then whats the point of running BT as a perk, I honestly think it's fine as is
The point is to extend the duration of the pitiful 5s, which doesn't have much leeway as 8s imo
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@GentlemanFridge said:
https://forum.deadbydaylight.com/en/discussion/comment/3086604#Comment_3086604
I mean, just not starting the game until everyone is in is far more elegant.
This would be a better solution imo
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@Zephinism said:
are you playing on console? maybe you load in slower on ormond and they've already done the gen.
If a generator takes 90 seconds to complete solo, and they are at 70% then they have been on the gen for 69 seconds. Maybe you take 40 seconds extra to load onto Ormond?
Imo all gens should be blocked until the killer (at least,,in an ideal world it would be everyone) finishes loading in
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I've been running no one left behind, and my god i love it for endgame saves, it honestly makes a difference knowing where everyone is after the last gen pops
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I've swapped it out for brutal, its fun smashing the pallets
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Hat
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3084051#Comment_3084051
Pharmacy is decent. Now you can get multiple green medkits. Of course, you could just bring one of your own instead.
But i must be a goblin and hoard them
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That happens a lot when survivors are pallet camping I've noticed