TeabaggingGhostface
TeabaggingGhostface
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- TeabaggingGhostface
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Comments
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Quentin
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You're not a tunneller until you get hit by 3 ds within 15s
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Needs less safe pallets
Theres at least 5 god pallets in that map
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@PBsamichShoe said:
Clicking the flashy is like half the fun in this game.
It's even more fun to bind it to the scroll wheel because then it makes a "dzzzz" sound that's really fun.
It honestly sounds like the OP just wants a nerf to survivors. I'm not saying the tweet or whatever is disingenuous either, but if you have epilepsy you really shouldn't be gaming, unless you're on meds for it and probably only during the day and even then you're taking a risk. This is all pretty well known in the epileptic community.
They probably should add a warning message in the beginning of the game about light sensitivity, for liability sake, but otherwise this just sounds like you want to make the game less fun for survivors.
Some people get migraines from sounds like that
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As long as anything that modifies healing speed will affect the total time
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Imo survivors should be fully locked in at 15s
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I like this, though id like to see insta ads come back, as he feels clunky without it, the cooldown after exiting ads is fine though
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Dead hard getting binned
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Only change it needs imo is that the items auras should be shown to that survivor
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If the bubba masks can get removed, then so can flashlight macros
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That's fair, a good change to it
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@IlliterateGenocide said:
If she Used head on facing backwards. it would make more sense ;)
Shed crush that poor hag
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@deKlaw_04 said:
https://forum.deadbydaylight.com/en/discussion/comment/2944464#Comment_2944464
And what is totem rushing?
What i do when i equip small game
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Man cannot distinguish teabagging and item pickup
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That guy is an idiot
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The entity getting shot
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@Seraphor said:
Just make snuffing a boon destroy the totem.
This makes cleansing and blessing equitable, both remove the Hex, and the totem.
This, it would punish bad placements, and solve the infinite boon problem
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Thicc
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Ah yes mmr is a good system
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Put the sunglasses on
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2941933#Comment_2941933
Everyone locked after readying up and playing the match made for them. Just like DbD Mobile.
Nah, there should always be an option to dip out if you see a person you know is gonna be toxic/useless join the lobby
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Cyberpunk oni, with new sound effects
Angry boi needs them neon threads
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2941889#Comment_2941889
It’s pointless. Smart survivors will last second switch anyways. And then everyone can enjoy a requeue experience when a whiny killer dodges!
Survivors should be locked in at 15s to prevent last second switching
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Deadzone city
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@HayaseRuriko said:
A nice proposal though I do see some issues with it being an multiple use and more frustrations it might cause.
Though I REALLY Like the condition of
If you're not in the Dying State and another Survivor is hooked, DS deactivates
I also really like the tiered stuntimes
Personally I'd make the following changes
Keep DS as is, but add a few conditions where it deactives along with decreasing it's duration to 30 seconds as mentioned by your suggestion
1st addition: If the next hit on the survivor doesn't down them, DS deactivates.
What it does essentially is prevent the abuse of Inner Healing/Second Wind or teammates healing to make it even MORE frustrating.
2nd addition: If the survivor enters a locker at any point, DS deactivates.
You can probably guess why this is here.
3rd addition (Or rather bringing back an old part of DS): When not the Killer's Obsession, succeed a Skill Check when the wiggle meter is at 45/40/35 % to escape the Killer's grasp.
This is to introduce some counterplay to DS other than slugging the survivor for however long you think they have DS. Which is unfun for both the killer and survivor. Granted they could use Flip-Flop to try and counteract this downside but that's a perkslot they're dedicating to doso meaning that's 1 less available meta perk they can use.
It also allows the killer to potentially be able to hook someone who isn't the obsession but is using DS because someone else has it and the game chose them.
Overall DS' current state is a mess to say the least, it's designed as an anti-tunnel but fails miserably at doing so and basically punishes the killer for literally doing their job at no fault of their own other than trying to win. It functions as an offensive perk rather than the defensive perk it wants to be.
No necroing threads pls
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Sunglasses go on when i see them
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Killer has like 2-3 perks related to survivor items
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Jeff needs an artist skin
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Tbh exhaustion needs some other downside aside from wombo combo prevention
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I like bleach, but no, it doesn't fit at all
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/2940804#Comment_2940804
you don't have to be in a swf for 2 or more people to have similar/same cosmetics.
I remember when i was in soloq and the other 3 solos (i loaded in lobby first with a good space of time between the next survivors) were wearing the exact same cosmetic setup minus charms, it was a weird match
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@Lx_malice said:
They say it's not shown to prevent the killer from tunneling, but what they really mean is they want to prevent the killer from seeing who's been hooked twice even if they aren't even tunneling. Why? Because they don't want you to realize you can kill them right away in endgame because you had hooked them twice earlier during the match already. If the killer really wants to tunnel then they are going to remember who they are tunneling. The killer is NOT tunneling just because the game reminds them that they had hooked someone else twice earlier during the match.
There really is no reason to hide it. I even sometimes have the same problem as you and accidentally kill someone too early because I'm just on autopilot for the match.
I sometimes bring a mori if i cba to track hook states
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That spirit was being pretty cringe, imagine acting all high and mighty because you killed 3 no mither users
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Decent perk imo, its definitely gotten better since the haemorrhage rework
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@[Deleted User] said:
Dead Hard is hilarious TBH. You can completely outplay someone at shack and make them hesitate window vaulting (which would normally result in a hit) only for them to say "NOPE" and safely DH to the pallet. Apply this to any tile in the game and multiply the usage by 4 in the average match and ask yourself why anyone would play any killer other than Blight/Nurse.
In a game that's all about snowballing having a perk that can completely and consistently take a fat dumper on the killer's skill multiple times a match with no tangible downside is ridiculous and quite frankly gut wrenching at times, especially on M1 killers.
It needs a bigger downside than just exhaustion
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Make clicking the flashlight to turn it on consume more charges than holding it
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It would be pretty funny to hear survivors ######### themselves when i sneak up on them
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Destroy them, then draw dongs on the last survivor
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Put your sunglasses on and go to town
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Why
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Run resilience and mettle of man with saboteur for shenanigans
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@Plsfix369 said:
https://forum.deadbydaylight.com/en/discussion/comment/2936056#Comment_2936056
I have no problem with looping, My problem is If I'm using Built to last how am i suppose to finish a full heal when i have to do 12 second locker break every time I can't finish a full heal, it a waste of a Extremely Necessary MEDKIT that I PAID for with BPs.
It invalidates a whole Strategy regardless of Survivor playstyle, There's no avoiding it.
Run addons that give charges
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No, and ill keep doing it
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Keep padded jaws, my boi has done nothing wrong
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Get them quicker next time
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@Brimp said:
Nah this perk was long overdue. Ever since the final exhaustion nerf to where it doesn't come back 50% slower while running it has been used. So that's at least 5 years this perk has been allowed to just thrive in the overpowered monstrosity it is.
Overall I'm in the boat of "nerf exhaustion as a whole" cause I doubt they'll be reducing map sizes anytime soon.
Exhaustion should do more than just "no perk wombo combo for you", it should make the survivor louder in general
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Probably pig, and change my forum name while im at it
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@Phasmamain said:
Tbf the only exhaustion perks that are problematic are DH and SB. The rest would be unfairly nerfed by this
That's why they'd have higher uses than dh or sb
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2932705#Comment_2932705
This is the issue, and should definitely be changed to encompass taking hits for healthy teammates as well.
Do you know how many shenanigans i can get up to with mettle of man if protection hits applied when both are healthy
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@keepingitril said:
I play a lot of Trapper.
- Traps should appear in lockers, not on the ground needing to be picked up.
- Getting caught in a trap needs to be more impactful over the course of the game. I can't say which, but add negative status effects as basekit for getting caught in a trap. Perhaps they increase if you or your team get caught more., eg. Deep Wound, Exhausted, Exposed, Haemorrhage, Hindered, Incapacitated, Mangled, Oblivious.
- Similarly, consider positiive status boosts for the killer, as more traps are set off or even disarmed. eg. Bloodlust, Haste. Disarming a trap could have a slight risk and offer a small balance boost to the kiiller as you are literally taking away their power.
- DH should probably not work over traps. This is way too abusable, particularly as the ones doing it are getting trapped less before this, simply because of who the killer is and they know to do it. Doesn't make it ok.
- Get rid of Padded Jaws. I play a chunk of nice killer and even I can't bring myself to run it close to ever.
- Consider allowing a third trap to be held by default.
Most of these changes would move Trapper up a notch in seriousness but with the still downside that you can really go a whole match without stepping in a trap - which basically negates everything.
Trapper is a lot of work to play well and even then, it might not work out if no one steps on them. Would be interested in seeing some match wide effects take place (as suggested above), so that even if you don't get trapped, there remains some sort of disadvantage generated, even if modest.
Also, a mori that uses a large trap to finish the person whole but I'd rather gameplay improvements over new animations.
Padded jaws plus the self reset when they escape addon is pretty funny together
