TheGorgon
TheGorgon
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- TheGorgon
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@newavitar said:
https://forum.deadbydaylight.com/en/discussion/comment/589839#Comment_589839
You don't understand. The perk is still useable at the endgame. This just means that you can't combine it with other exhaustion perks, meaning that previous chases will be shorter, and give the killer more time to intervene gens.
You don't understand either. I'm not talking about your change, but that it isn't overpowered in the slightest and doesn't need a change. Killers are punished for their poor play, and if anything, just run NOED and see if you maybe can get 1 or 2. I just respectfully disagree.
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@newavitar said:
https://forum.deadbydaylight.com/en/discussion/comment/589743#Comment_589743
It's not a massive nerf, and it is overpowered. The perk still Functions the same. The only difference is you can't run it with exhaustion perks.
No it isn't. It awards the player the benefit because they have gotten to that point. If the killer can't kill someone at that point, who's fault is it other than his/her. It awards the survivors good play, and loses the game for the killer, which is answered because of their poor play.
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I totally disagree with one of your points for Spirit; How are you going to make a vault animation for a killer who heavily depends on the use of mind games; that's both ridiculous and silly. Plus, I don't know about Wraith, my man is sitting at one of the worst killers currently, c'mon.
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Known this for a while but everyone else should know.
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I agree
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no (coming from a survivor main).
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People are dicks, but remember not to take it to heart. Even if a person insults you, take it like it was a breeze that just passed by. Nothing to worry about, they are just trying to gain some type of attention or energy from bringing down someone else. Unfortunately, there is not a report system in place for before game actions.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/588941#Comment_588941
First of all, the Killer not getting any Kills does not mean that he got bullied. He can simply play vs Survivors who are better than him. Getting no Kills does not mean the Killer played vs some form of Bullysquad.
Furthermore, NOED will not help to get him Kills except for the Endgame. Because, when you have the Instadown, you only need half of the time for a chase than usual. Furthermore, with 4% movement Speed Buff, you will end Loops without any need to mindgame. And if you can simply get your Downs and Kills (even if it is most likely not 4) with your training wheels, you will simply not learn how to play (a) Killer.
To the first point, that's why I said "can". By kills, I obviously meant Endgame and referring to if the killer did come across the situation where they did in fact have a real difficult time, NOED doesn't guarantee, but it improves your chances of getting a kill, setting a side the possibility of being broken before then. :)
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@MaskedMurderer said:
Can you ban killers for abusing the aura reading buff?
You know...the Aura bug that lets killers see survivors in front of a generator and it highlights their shadow?
It can be used when a survivor is running by a generator and it's also a free Bitter Murmur when a generator is done because you can also see where they are.
Also when someone is hooked you can see their highlighted aura when the rescuer comes near the hook.
If you want survivors banned for abusing an exhaustion perk caused by this company, then by all means, ban all killers that abuse the Aura Reading bug.
Even as a survivor main, that's silly. Super silly. The bug of abusing the aura is not in your control, you cannot activate it whenever you please, it's just there. Killers objective is to kill, hook, and repeat until they are all sacrificed. What are they suppose to do? Sit there and wait? The shroud add-on for survivors is in the majority of my games, it's atrocious. In 30s, a gen will be completed and when I get to the next generator and start repairing it, another one is done. The point is, a game-breaking that isn't in control of the player should not result in any punishment, it's silly.
Now to SB, I mean I would also say no. While it's in complete control of the players hands, bans aren't given often because of bugs if I recall. Of course with some exceptions. I believe in general that, BHVR and other games should not punish for their own mistake, they should patch it immediately. Really looks like BHVR's motto is "Add, lay down". No disrespect, but game-breaking things like these really hurt a games picture.
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I think NOED should always sustain the effect of exposed, since survivors can just bully you to the point where you don't even get a kill. It does sorta force a second objective if you asked me. I will say adding a whole new status effect for NOED would be atrocious and BHVR should build upon the idea they've created and establish it for both sides as a used perk, but not over the top.
I have no suggestion other than keeping exposed for it, even as a survivor main. xqcL
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Ruin is another way of saying, "We gave you the tools, now you can make it easier on yourself" type of mentality. I totally agree, in general, not only in red ranks should Ruin not be a staple to extend a game for more than 2 seconds. Ruins objective should be implemented to base, not the perk, but the general idea is there.
In that sense, it's another way of saying the phrase "Good idea, poor execution" since it executes well, but something should be similar to it and be put in the general game, and the perk itself shouldn't be a thing when that entity comes a long hopefully. The execution shouldn't limit you, Ruin limits a perk slot who can be used for smarter chases, and shorter.
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thats dumb
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@ClogWench said:
When I was a new killer the biggest problem I had was a sharp difficulty spike once I started getting matched against greens and purples. I was using primarily low tier killers like Freddy and Hag(this was before her trap setting speed got buffed) so all of a sudden I went from consistent 3-4ks to getting completely demolished time after time. Got better as I got more used to it but the spike felt very abrupt and I can see why it turns a lot of players off from playing killer.
Hope you have found the potential in Hag, she's insanely difficult to play against for a survivor main like me who doesn't use a mental checkboard to know where the traps might, and are. Definitely a gamble on the Hag though!
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don't like it 😁
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@Ark_the_Bonsai said:
Sorry about my wall of text by the way.
Well worth it, just finished reading it. Sounds good and I totally agree!
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You know, it might not be such a bad idea after all. Though if I have to be brutally honest, if a hit was done before the pallet was smacked onto your face, it will most likely result in a down, thus Spirit Fury in my opinion, still being better. Though this does spark BS some flare, I'd love to see it in a combo with Enduring. I bet the times are either the same or in a 1-2s range.
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@Awakey said:
https://forum.deadbydaylight.com/en/discussion/comment/587311#Comment_587311
Popularity and strategy have nothing to do with each other. My point still stands. If people don't like my strategies, then grow a pair and move on.
My point still stands. No one is disproving your or whoever tunnels, where are you getting that idea from, people like me are totally fine with it, just taking account the playerbase psychology. Believe me, games like Overwatch who suffer from metas and bad strategies, I don't hear or play it as often.
EDIT: Of course it does! It will decide if players enjoy their experience playing in games, it's an acceptable strategy but is it enjoyable for the others? Because others also don't care with what the counterpart does the majority of the time. The playerbase and balancing define the general health of the game.
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@Awakey said:
https://forum.deadbydaylight.com/en/discussion/comment/587305#Comment_587305
If you guys don't like how I play, then just get some thicker skin. It's as simple as that. And that "decrease in popularity" lie has been disproven multiple times.
Don't think you read my post. I said or.. stable. Also, no one is complaining on how you play, we are talking about how we could combat it and what it means for the future of the game. I was never quite sure, but I acknowledged the players. Never I said I had concrete stats, I made the reference in what it could mean in the future, not right now. Please. 🤦
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@Awakey said:
https://forum.deadbydaylight.com/en/discussion/comment/587297#Comment_587297
I couldn't care less whether my strategies are likeable. If you close the application, there are still on average a few other thousand people to play with. If I want you dead I will make that happen. And oftentimes, Tunneling IS the best strategy to utilize. It eliminates one person, which does wonders to stop the gen blitzkrieg that happens every single match.
Valid point, but I still don't think you get the main point; The game has been decreasing in popularity ever since, or kept a stability. No one is denying the point on the present, I totally agree with you and I don't think you knew that. I'm talking long-term, and how such strategy can affect the game in general.
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@Awakey said:
No, no, no, and more no.
Tunneling is a LEGITIMATE STRATEGY used by killers to eliminate a target from the game. Once one player is eliminated, you can start snowballing easy. Like this:
-Down and hook, which forces a save.
-Find the last person on gens. Start chasing.
-Down and hook.
Rinse and repeat.
No penalties to tunnelers. It's a perfectly balanced strategy.
"But wait!" You say. "What about the Survivors having fun?"
News flash: I. Do. Not. Care. Whether. You. Have. Fun. It is not my job. My job is to kill you and reap the rewards. Nothing else.
I mean if you are trying to make an argument, it shouldn't be so biased. Yeah, I think we all understand that killers have one objective, and I totally agree, they need to down, kill and get their rewards. Totally man, I respect it, but some "legitimate strategies" aren't always the best ones to utilize. Based on the community, a good portion doesn't enjoy that killers can use this.
News flash: Taking the fun out of people will just make them become more eager to close the application, because people just don't like it, thus a slow decrease in players in a game you love. A good portion of my friends have given up solely because of that type of playstyle. Another thing, I don't think you notice is that "Borrowed time" was added to combat tunnelers and campers. The developers themselves do not encourage such strategy. Now it's there for you to utilize, and you can use it but it really is demotivating to the side, and if I have to be honest, I'm amazed you don't feel some guilt. Though yes, it is a valid strategy, just not like able.
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Howdy, have just come back to DBD after a long break, was excited to get back into playing after building a new pc recently.
Howdy brother!
Nothing much has changed around the corner, I invite you to get reacquainted with the system, it hasn't changed much though. Q times have been slowly dealt with, but nothing out of the world has changed since you've been gone. New things to utilize though! Q times are annoying and I'm always like "#########"! Haha.
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@Ark_the_Bonsai said:
I don't really watch Stranger Things but with the present DBD lore a killer needs to start out human. Did the monster in that series start human?
It needs to be humanoid, not specifically human.
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I see a contradiction, but no. Devalues players time spent on the game, game will become play to win. No just no, and even if such thing were to happen, 100VC is too low for 100k BP, sorry.
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Power: The Afterpiece Tonic
- ORIGINAL: Intoxicated Survivors will suffer from impaired vision, reduced movement speed (-15 %) and involuntary coughing for 2 seconds after leaving the Gas Cloud.
- NOW: Intoxicated Survivors will suffer from impaired vision, reduced movement speed (-17 %) and involuntary coughing for 3 seconds after leaving the Gas Cloud.
- ORIGINAL: Bottles carry amount capped at 4 per (clip)
- NOW: Bottles carry amount capped at 5 per (clip)
- The Gas affect spread is increased by a ratio of 1 meter each way.
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I advocate this idea, though remember, they stopped making splinters for killers a while back. No harm in bringing them back though
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Yeah cosmetics are beautiful, but at best, the best ones should be 350 and they should lower every cosmetic except event ones down 50 cells. It's ridiculous.
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@AsmodeusJones said:
You can't have three people heal one person. 0/10 shitpost
Not really a shitpost bud. Even without it, you're still healing super quickly.
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@thedevalex said:
Can we fix his face first
Agreed and he is also kinda a loss cause it seems.
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Pinhead is probably the most requested killer currently, I'm sure he'll eventually make his way into the entity's world.
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It affects the consumption rate of the item.
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Sorry but survivor mains receive much more hate than killer mains, that's a fact.
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@se05239 said:
While it puts a spin on it, its still just holding more M1.
The game revolves the use of the M1 click. They aren't going to rework the whole gameplay to change M1. I suggest making it more interactive, but we need to remember that M1 is common in many games and probably will stay the same. 😀
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@ClogWench said:
I mean no disrespect to the winners, everyone put in a lot of effort and creativity but....not necessarily the winners i would have picked. Especially considering Clown isn't the most exciting character to play
Subjective but, that clown skin is amongst the best skins lol. So does this mean the skin will be coming into the game?
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Definitely!
I think they are limiting themselves with "humanoid" characters. Abilities and other cool things would be amazing, throwing people in something, etc.. It does seem repetitive and dry, but they are never the less, fun and enjoyable.
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yeah we do
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I think you just answered your question. I didn't have a problem yesterday.
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Damn right.
I saw that Trapper skin that was supposedly in the PTB files, the head piece is honestly the best head piece he's gotten until date. It's so amazing!
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@RaginRendon said:
https://forum.deadbydaylight.com/en/discussion/comment/583260#Comment_583260
Remember, the stun only recovers 25% of the exhaustion status effect meaning that the survivor must stun the killer a total of 4 times which is not always guaranteed to happen.
This can either turn out incredibly strong or weak during a game. Some killers respect pallets, some killers try hitting through pallets. The thing is, exhaustion perks are already super strong, why buff them further? I'd love it since I'm a survivor main, but it sounds ridiculous!
No
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@graveyard_7777 said:
There isn't even a pack where you can buy 1188 ac. You have to buy the $20 pack which is way overpriced.
No you don't.
Just buy the 10 and 5 dollar packs once. It's still outrageous that they wouldn't even put an auric cell sale right now for 1200 for 12 dollars or something.
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@DaS_only said:
https://forum.deadbydaylight.com/en/discussion/comment/582044#Comment_582044
Shift and W as killer? Yeah always, it's a habit of playing survivor lol, in my deep mind Im thinking I walk faster holding shift as killer, I'm a 4head
I was half asleep haha!!! I meant shift W and A D to walk straight. It feels honestly so weird to just press both and have your fingers hovering over A D. Has this ever happened to anyone.
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Sorry but even if someone doesn't like a perk, I have to disagree. Removing things to balance is not the correct thing to do, it's just a lazy motto move. Although it may seem difficult, many of these perks are good and are here to stay.
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Definitely change it to being automatic. Obviously someone can just make it into a macro, but do we really need to do that? I agree tunnel really bothers my hand sometimes, and transitioning to PC soon, I have to say, I'm not looking forward to it.
Another question though, PC players: Do you press W and shift at the same time to walk straight? I can't seem to press W and not feel the urge and press shift. Has this ever happened to you? I know it's silly to ask, but I want to know. :D
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The combination is not stupid at all.
Thrill of the hunt doesn't work to the point where it's OP for other killers. Spirit though is an exception and probably rusty shackles Hag. Other than that, combo-ing both in my opinion is a waste of a perk slot. Now for Spirit it can be ridiculous, but I honestly wouldn't see a nerf just because of 1 or 2 killers. Now Prayer Beads is a whole other topic.
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ok. Well, do you guys think the whole idea of the tokens is wrong, or something? What else would you like or do you think it's completely good where it's currently at. I'd like more in depth discussion. Thanks
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@Asssthetic said:
I'm pretty fine with Kate's new hair even though I miss the old physics
They did an amazing job fixing Feng's hair though and it looks so beautiful on her.
Nea's hair is also pretty fine.
But Claudette's hair just looks so small and ugly. It looked alright before and it definitely did not need changing. I'm pretty sure nobody likes the updated one.
As a Nea player, I say otherwise - it's actually at times atrocious to even look at her head in the first place. Not one, although Claudette is in most necessity, hair physics has been said countless amount of times and I think an update to hair is coming soon.
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I think it looks pretty cool either way.
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These actually aren't half bad, and they seem understandable and reasonable to my stand point. I personally wouldn't be bothered if this made it's way to the game and I think the Boil Over change would be great! I really like it.
I'd like to see Blood Warden act like Thanatophobia, in the sense that it would activate from 15s for each survivor who is in the injured state, not hooked. Would make the perk a reliable end game perk and make it much better, so I propose:
Blood Warden
- As soon as one of the exit gates are opened, Blood Warden is activated. The auras of any survivors located within exit areas are revealed to you. Hooking a survivor while Blood Warden is activate calls upon The Entity to block both exists for survivors for 30/40/50 seconds. Every survivor on the hook has a Warden visual notification that displays a timer in which, after the 60 seconds, becomes permanent/broken and the player cannot be hooked and issued again with the Warden effect, only once perk survivor. After 2 or more survivors have been hooked, the timer stays 60 seconds, but Blood Warden only works for 5/10/15 seconds each.
- Every survivor who is within the Killers terror radius is augmented with 4%/6%/8% action speed to healing and the open action.
- If you are 8/12/16 meters away from the exit gates, the entity blocks the exit gates for 10 seconds if not in a chase. If in the chase, the effect does not take action.
It promotes a second objective; Totems, since this would be greatly paired often with NOED, a potent perk for EGC. It also promotes players to not camp to extend the possibility of getting one or more kills for the killer.
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https://www.youtube.com/watch?v=ZdLmDD1qaHc@drimmalor said:
The old lighting was hard on my eyes, especially on the darker maps such as Shelter Woods. I much prefer the game as a test of ability (tracking survivors and chasing them down) rather than if my eyes are good enough to see someone crouching in the shadows (spoiler alert: I wear glasses, so my eyes are not that good). I much prefer the new atmosphere, even if it took a while to get used to.
The lighting should be similar to this, maybe a bit lighter but the atmosphere in Dead By Daylight categorized as "Horror" really doesn't reflect the gameplay. Sure, the storyline and the whole deal around the game is great and horrifying, but the atmosphere is dry and lackluster. Maybe consider suggesting something like this?
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In a forest, definitely Trapper.
