TheClownIsKing
TheClownIsKing
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@IWasLeft2Die said:
Guesses?
For survivor(s), I reckon we’ll get like a stranger Things. I.e. I think we’ll get both Chris Redfield and Jill Valentine.
Killer: it’s highly likely it’s either Tyrant, Nemesis, Jack Baker, or this new tall lady in the upcoming RE game (we don’t yet have a vampire in DBD, so this could be very probable).
Although I wouldn’t rule out William Birken either.
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@landromat said:
We gonna live forever can help with that
Or...
Buckle Up can tell me my time is better spent finishing the gen i’m currently sitting on, and they can just go rot in hell.
For all I know I could get them back up and they’re AFK, allowing the killer to just down them again.
A complete waste of time.
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Incredible.
I genuinely didn’t believe we’d see an RE chapter for a long time, if ever.
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@KingFrost said:
Run for the people and empathy. When someone goes down, pick them up with For the People.
I want to know a teammate is WORTH me going into the broken state before I do that.
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@[Deleted User] said:
Hmm when a Pig does that she is wasting her time and generators should be easy do.
It just camping with a different skin, I would keep it simply because camping is a thing
It still sucks for the player being prevented from searching jigsaw boxes.
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@Canas said:
There's literally nothing you can do as a killer except watch a survivor crawl through the exit-gate as long as they have this perk. If you attempt to pick them up you will only eat the stun along with the added humilation. This cannot be allowed to continue, the perk should deactivate once a survivor enters the exit gate area.
Look at this and tell me this is fair. This is the equivalent of rubbing salt into the wound, there's absolutely no way to win at that point anymore.
https://us.v-cdn.net/6030815/uploads/486CNQAK3URN/no-counterplay.png
So don’t let them have that late in the game. If you have the opportunity to down someone fresh off hook earlier in the game, do it and eat the DS stun to get rid of it. Then let them run off, and then go pressure elsewhere.
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Just use your ears.
Even when Hexes can’t be seen, they can be HEARD when close by.
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@Yords said:
Why?
Because I already run Bond.
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@eloise said:
on console which key must be pressed to do the main event?
It tells you at the bottom of the screen when Main Event is ready.
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@Withered8 said:
https://forum.deadbydaylight.com/en/discussion/comment/1515488#Comment_1515488
Completely agree, makes me loose braincells when demos walk around with their mouth open rather than actually learnign and choosing to use their shred at the appropriate times.
As per my previous comment they might be using Of The Abyss to detect survivors near portals specifically set up as a trap.
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The point of the add ons to increase seal time is because portals are also meant to be used as traps/bait.
It’s not whether or not you can replace the portal or not, it’s about using Of The Abyss to see if you’ve successfully tricked survivors into attempting to close a portal, and then having the time to sneak up on the survivors.
Using Demo’s Oblivious is WAY more powerful than Undetectable because in a lot of instances the portal sounds mask Demo’s sounds pretty well, until Demo is right on top of them.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2110550#Comment_2110550
What? You seem confused.
Rat Tail just affects portal placement speed why on earth would that be related?
Oops, my bad. Read “Rat Tail” as “Rat Liver”.
Doh.
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Umm no. 90 seconds is already incredibly strong.
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@ClownIsUnderrated said:
Now I hope they make some changes to Rat Tail as well, because I seriously wanted that to be a basekit thing for Demo.
That’s unnecessary.
This change to the base movement speed, plus new Rat Liver will mean Demo will be back to moving ever so slightly faster than survivors again.
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@SleepyWillo said:
https://forum.deadbydaylight.com/en/discussion/comment/2108335#Comment_2108335
At this stage I'm wondering if youre a Sluzzy alt account >.<
What?!?!
I mean I highlight issues, in sound, reasonable manner, for BOTH sides.
So I don’t know HOW you think we’re the same person.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2108792#Comment_2108792
If you have 2 stacks, that's 48m of being hidden.
8m out of the minimum range of BBQ
so yes it will
An almost negligible amount.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2108499#Comment_2108499
Actually she's saying that Sole Survivor is an extra reward for waiting out your teammates' deaths to escape hatch with a key. Being able to hide from BBQ easier without the need for a locker or other perk.
She didn't say it was op, she said it was an extra reward for that type of playstyle.
It won’t hide you from BBQ.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/2108333#Comment_2108333
It's like NOED: the killers that play normally and use it to mop up the last few survivors are not the majority of its users.
Sole Survivor is a perk that rewards you for dead teammates. Easiest way to get that reward is to let them die. It doesn't matter whether or not you use it like that, because the next ten people in line most certainly do.
It’s not a reward though. It’s insurance.
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@SleepyWillo said:
https://forum.deadbydaylight.com/en/discussion/comment/2106960#Comment_2106960
Its these new killers that have been playing for a few days complaining about it.
I honestly laugh every time I see these posts because it has to be embarrassing for the poster when they learn how to play the game
You really are ignorant if you think I’ve only been playing for a few days.
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@MadLordJack said:
Good. Sole survivor is a terrible perk that encourages abandoning teammates. The less synergy the better.
That’s a very narrow minded take.
I’m tired of people pretending that it’s impossible for teammates to die when doing the very best to try to keep them alive.
There’s nothing wrong with “insurances” for “in the event of”.
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@HighQualityDonut said:
Your aura wont be shown to the killer, but you also cannot see the killer.
I was playing adept Laurie on PTB and someone died. I was sneaking past the killer and object activated, and because I was in the 24 metre range for 1 token Sole Survivor, the auras were not shown.
Hmm, ok...
So now Sole Survivor makes OoO weaker as tokens are gained. Whereas before it made OoO stronger.
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@Moundshroud said:
Dead Hard is fine. You can bait it out, or you can FORCE it out. There really is no difference. You just keep chasing them until you are so close they don't have a choice but use it or get hit. Then you follow them and hit them, a few seconds later.
Any survivor with half a brain will have themselves set up so it doesn’t matter if their Dead Hard was baited. They will have still reached their vault/god pallet/safe structure in time to avoid a hit and significantly extend a chase.
So a killer, that fairly gained ground on a survivor, within striking distance, can either:
a) whiff the hit, giving the survivor the distance they need to reach the above stated advantageous map spots. Or
b) bait out Dead Hard and still be in the EXACT same predicament anyway.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/2107089#Comment_2107089
no that is 32 meters. Its killer TR. Killer TR is pretty big. 80 meters is like from one side of red forest to another. Its nearly the size of Empathy. Kindred+Open handed is working as intended.
No it isn’t. You can clearly see by the perk icons that at least one other instance of Open Handed is being used by another survivor and is stacking.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2107045#Comment_2107045
That doesn't matter. The fact is that it is doing this.
Also it's BHVR, it could just get pushed to live and not fixed for weeks- which, if that happens, yeah I would take a break from the game for the duration of that.
I find that doubtful. This is the kind of bug that is 100% game breaking. Making it possible for all 4 survivors to see the killer within a potential range of 80m without the killer having any clue how/why will get fixed very promptly.
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@[Deleted User] said:
That is.....game ruining broken.
That is like, if it went live like that, I would just......stop playing the game entirely until it was fixed.
Relax.
It’s only because Open Handed is stacking (look at the perk and buff icons), which it should no longer be doing.
I’ve tagged Mandy to move this post into PTB feedback.
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@Haku said:
Another day on the forums, another DH thread and again and again full of absurd agruments.
First and foremost your very first sentences start with a big nonsense and show such complete lack of knowledge of game mechanics that I wasn't even sure if I want to read it all. Saying and I quote "avoiding a hit is pretty much the same as being able to take an additional hit" is just so so so wrong that I am not sure if u are trolling or just mad about the perk in general and so you do not think when you type this ? Shall I tell why it is not the same ? First taking a hit makes a) the killer to stop for few second in a place cleaning his weapon b) gives a speed boost to the survivor who got hit creating a huuuge distance betwen him and the killer if he decides to run away ofc c) the killer lose his bloodlust which is super important also currently. Missing a hit makes the killer to stop for a very very very short time not even close to an actual hit. The distance you gain from the DH is nowhere near close to what you gain from being hit. If u get hit u can run probably from one side on a decent map to another with no problems unelss you play vs BIlly or another killer with ability to move faster /or save the best is in play/. Vs DH you are stucked around the same spot. And yes the killer wont lose bloodlust either if he missed a hit which is super important.
From here everything else you said wont make much sense since you created your entire point on something you thought was the same but it is not obviously so what are we even talking about. Not the mention the avoiding part is extremely hard with DH vs any competent killer. Only the disitance gain is really really helpfull but that is something ANY exhausting perk can provide.
Also you failed to provide how so the perk "buys a survivor an absurd amount of extra time compared to all other exhaustion perks". Getting to another loop is something any exhausting perk in the game can do, it just requires different activatiion to happen. Also any exhausting perk can be activated once every time you chase someone it is not just DH and again will create disatance.
And no u cannot use it every 40 seconds - whichful thinking but sadly it works just once in a chase
Thanks for highlighting your immense lack of intelligence.
When I made the comparison for avoiding a hit is alike to taking an additional hit, specifically saying FOR ALL INTENTS AND PURPOSES, my point was BOTH extend a chase by a significant amount, AND give the survivor the additional distance required to reach their next strong loop or structure.
The distance other exhaustion perks provide is not as “on demand” as DH.
Also I said IN THEORY regarding the perk being used once every 40 seconds. This is not an actuality during normal gameplay. My problem is that the design of the perk allows this to be possible, regardless of how remote that possibility is.
Conversely MoM allows for the possibility for endurance more than once per match, but look at how improbable that is.
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@Tizzle said:
https://forum.deadbydaylight.com/en/discussion/comment/2106813#Comment_2106813
This is completely false.
The majority of complaints about Dead Hard since 2017 have been about being exhausted on the ground and not working, not that the perk is OP.
Almost 4 years later with no changes whatsoever and suddenly now it's a problem for Killers, yeah sure.
I’ve been on these forums for years (this is my second account). My claim isn’t false at all.
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@SkeletalElite said:
https://forum.deadbydaylight.com/en/discussion/comment/2106909#Comment_2106909
Except your reasoning for nerfing DH is that it's much stronger than MoM. That argument doesn't hold much water when MoM is literally so bad it's often worse than having no perk at all since the effort it takes to activate detracts from time you could be spending doing gens
You’re completely ignoring the point.
If MoM gave endurance EVERY TIME a survivor was injured andonce per chase, without needing to gain protection hits first, wouldn’t that be a problem?!
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@Alice_pbg said:
people really need to understand that while dead hard gives less distance than lithe or SB, it gives this distance PRECISELY when you need it.
sb? only at the start of a chase.
lithe? very first vault. and depending on the location, you might have to stay in the loop anyway.
the pallet one? gotta hit a pallet on the killer.
balanced? only after a drop, that some maps don't even have.
dead hard? exactly when you need it.
Precisely. Which is exactly why it disproportionately extends a chase much greater than any of the other exhaustion perks. (Often usually requiring abandoning at that point because the killer can not afford anymore wasted time, giving that survivor the time they need to recover their DH exhaustion for the next chase, to engage in the same BS as before).
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@SkeletalElite said:
If mettle of man is being used as our baseline of balance then literally every perk in the game needs to be nerfed because mettle of man is complete dog #########
It’s not being used as a baseline for every perk in the game. For all intents and purposes, being able to take an extra hit (endurance) is almost exactly the same as being able to avoid a hit the killer would have otherwise legitimately landed. Except DH can be used way more frequently than MoM.
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@th3 said:
https://forum.deadbydaylight.com/en/discussion/comment/2106805#Comment_2106805
Venomous concoction is 5s down from 90s exhaustion
It’s still surprising that it’s there at all though, considering the trend with other add on passes.
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@deadbyhitbox said:
https://forum.deadbydaylight.com/en/discussion/comment/2106805#Comment_2106805
Yes. They're 5 seconds.
Well that’s a surprise.
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I’m glad the corn is taller.
Survivors shouldn’t be able to get an easy hiding spot, but still be able to see where the killer is coming from.
Taller corn is fairer for both sides.
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@mintchapstick said:
https://forum.deadbydaylight.com/en/discussion/comment/2106801#Comment_2106801
Maybe, but now that DS has been nerfed there's 8738737 topics about DH popping up.
They’ve always been there mate. They’re just not overshadowed anymore.
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@Hi_Hello_Gooday said:
https://forum.deadbydaylight.com/en/discussion/comment/2104800#Comment_2104800
Thats not true though huntress still has exhaustion addons
She still has hers in the current PTB?!
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@mintchapstick said:
Is this the new thing to complain about all the time now that DS has been nerfed?
Hardly new. DH has been a source of contention for many for a long time.
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@RoboMojo said:
https://forum.deadbydaylight.com/en/discussion/comment/2106745#Comment_2106745
It’s possible that’s he’s simply standing at the very edge of the 32 meters. Wouldn’t surprise me though if it’s simply bugged and does stack.
No. You can see in the screen shot. The blue Open Handed icon only shows up if another survivor is running open handed (or more than one other). So that plus the Open Handed the one in the screen shot is already running, means stacking is occuring, something that should have been disabled.
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@Mr_K said:
In other words, the devs thought that MoM provides enough of a strong enough advantage that it requires stringent conditions to earn it, and requires a downside if used successfully.
Thats where you are wrong. The backlash to MoM was the reason. To the Devs, the effect was perfectly fine to activate after normal hits.
Even in its original iteration, it required conditions greater than DH to activate. I.e. you didn’t automatically gain endurance the first time you are injured.
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That looks like Open Handed is still stacking, which it shouldn’t.
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@SleepyWillo said:
I think its fine as is. It gives distance? Every exhaustion perk gives distance. Arguably DH gives the least.
Activation? Requires injury. 1 hit down killers ignore it. Exhaustion addons can ignore it.
Ignore a hit? Doesn't really work most of the time and you just get exhausted on the floor anyway. Or just bait the hit? idk
Where have you been hiding. In a few weeks there will be no exhaustion add ons.
Only Mindbreaker & Blood Echo.
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@[Deleted User] said:
I am just alt tabbed atm, waiting to bleed out because I had the audacity to spin a Pig like 10 times in a row after she tunneled everyone to death one by one- so she got mad and dropped me at the hook and is making me bleed out instead. The usual pig things.
https://us.v-cdn.net/6030815/uploads/GX50CGH3FHB6/image.png
Anyone having better luck than I am tonight?
My games, whether as killer or survivor are fine. That’s not to say I’m always winning, but almost all my games feel fair, with just one Pig (hello) wasting traps on downed survivors because she’s immediately tunnelling anyone she sees with a trap on.
Total douche.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2104222#Comment_2104222
It deactivates if you are put into dying state, so how does that work?
That’s what I meant sorry. It doesn’t stop bleeding in the dying state, so it deactivates and pauses the timer.
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@BioX said:
You are absolutely silly if you anyone is going to drop the second chance perks
If you can’t be found, you don’t need second chances.
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@Superyoshiegg said:
Lucky Break starts ticking down the moment they get injured, and doesn't stop until it either runs out or the Survivor heals up.
90 seconds is not a long time. The majority of that time will likely be wasted in the Killer's LOS (they did just hit the Survivor after all), in which case Lucky Break isn't of any use because the Killer can actually see the Survivor.
It's only going to be useful on the Treatment Theatre and Hawkin's Laboratory maps, due to the ease of breaking line of sight. Even then, that's not a bad thing. Making more perks useful expands the selection of viable perks to choose from, and helps keep the game fresh.
It pauses while slugged or hooked.
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I’m extremely happy with the iri head change
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@Sonzaishinai said:
Lucky break is about to get a buff that when combined with iron will allows survivors to just dissapear when they get hit. Which will be very problamatic.
Thankfully killers have a perk that will mitigate some of the shenanigans from this perk that being spies from the shadow.
Which brings us to the next logical conclusion. Yes, you heard it here first folks. Calm spirit will become meta!
When they put it as only perk in the shrine last year's april fools we were all laughing. But who's laughing now?
Calm Spirit is currently bugged. It doesn’t suppress location notifications when screams are suppressed.
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@GannTM said:
Sac wards are more of a meme offering. One time I played in a swf with two others and one said they are burning a Midwich offering. I said "do it I dare you" and burnt the sac ward. Hate Midwich so much.
I beg to differ.
Although it’s pure pot luck, sac ward can totally change the dynamic of the match.
Before the Autohaven reworks, I just threw a sac ward up randomly in one of my survivor games. When the offering screen popped up, another survivor had thrown up a Hawkins offering, and the killer threw on a Lery’s offering.
We loaded up on old Blood Lodge.
It was a T1 wall hack Myers.
The DC’d once the last gen popped after getting zero hooks all game.
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@Azshhh said:
https://forum.deadbydaylight.com/en/discussion/comment/2103343#Comment_2103343
Agreed. I said this in a different thread, but I think they clearly used this patch to give survivors some more tools to help deal with tunneling & camping.
It’s gonna be a great perk paired with Off The Record.
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think it’s best purpose will be better someone’s chances of getting away from a hook quickly after being rescued. That’s not to say it won’t help during regular chases, but leaving a hook after a rescue and not leaving blood or scratch marks will be pretty damn helpful.
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@Tsulan said:
BT is OP now. Or in other words, BT nerfs stealth killers hard. Stealth killers usually have it harder. But now it will be almost pointless to play any stealth killers/builds.
I guess people want to see Oni all day.
Sorry, but this is a silly response. If a stealth killer isn’t camping or proxy camping, this change doesn’t hurt them.