Toybasher
Toybasher
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I've suggested this many times.
if like 20 minutes pass since the last gen pop, the killer should be able to hit a door open to manually start EGC. If it's been 20 minutes with no gens being popped I argue survivors are wasting the killer's time.
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Was the killer running Stridor? Stridor works in a very weird way and the survivors will also hear themselves breathing louder, and even grunting in pain if they have Iron Will.
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That's not a shadownerf as it was still listed in the changelog.
Shadownerf would be how Clown and Plague lose play with your food stacks when using their abilities. That was never in any changelog. Maybe it's a bug but its been several patches since.
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If it was really 30 days it must have been something you were actually reported for and the support team manually applied a ban. I think the max lockout for DCing is only 72 hours. 30 days sounds like some kind of unsportsmanlike behavior.
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Are you joking that the black gloves blend in too well? On a side note I loved the Rayman games.
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For the "Was it holding the game hostage" debate it depends on a number of factors.
IIRC it HAS been confirmed if 2 survivors simply refuse to do gens and stealth around the map for like 30 minutes hoping the killer gives up and DC's is a hostage scenario.
Running the killer around for 40 minutes or so and refusing to do gens just so you can run him around isn't really hostage in itself, but when it gets to the point the killer gives up, hides in the basement, and you still refuse to touch generators just to continue to bully him I think it's a little grief-y.
I've said it many times but the killer should have an option to open an exit gate and start EGC early even if generators are left if 20 minutes pass since the last gen pop. This way if survivors ARE ignoring gens and hiding for an extended period of time, you can force the match to end. Or in a case like the video where survivor's are not hiding, but are still wasting the killer's time even when the killer is giving them a chance to do gens and leave.
Anyways hostage situation? Debatable. Wasting the killer's time unnecessarily and prolonging the match for no real reason? Definitely.
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@bredbeddle said:
https://forum.deadbydaylight.com/en/discussion/comment/1678652#Comment_1678652
Would that maybe incentivise survivors to stall for longer than they would have if they don't think they can get out by doing generators?
No, because the other gate is unpowered, they're one hit downable, (and honestly maybe they should be moriable too just to rub salt in the wound) and they have a short time to try to leave through the exit gate the killer is guarding.
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I've seen that idea a few times. I think a point bonus post-match (+25% for each survivor in SWF) would cut down on dodging.
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Speaking of unique mori sound effects, Doctor has the creepy "HEEEEE...HEEEEEEEEE....HEEEEEeeEEEEEE" breathing/giggling from his original trailer during his Mori.
Leatherface sounds like he's crying during his Mori. (Both the Doctor and LF sounds are very quiet and hard to hear.)
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I'd add a mechanic where if a gen hasn't popped in 15 minutes the killer can manually open an exit gate to start a half-duration "Sudden Death" EGC where the other exit gate remains unpowered and survivors are exposed.
Harsh, but if survivors are literally ignoring gens for 15 minutes I think the match can be considered a potential hostage situation and the killer should have the option to force the match to end if he feels survivors are actually wasting his time.
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@DrunkenXSMonkey8456 said:
You do know the best counter to this? Focus gens down. Secondly. Pop is useless on this combo so be thankful. Also I can think of worse. Devour and undying.
Ruin won't stop decent survivors who focus gens and ignore ruin. If it was old ruin and undying, I'd agree. But new ruin is just an inconvenience. Not a real threat.
Undying makes noed useless as most survivors end up cleansing all totems. Noed is much more of a cruch than ruin and undying. At least this you need two perk slots todo it. Noed is a one slot cruch.
Real pain is Devour, Undying, Haunted Grounds, and Thrill.
With this build ALL totems are lit meaning all totems notify the killer via thrill when touched (preventing people from doing dull totems "stealthily" to reduce the cleansing speed penalty thrill gives for each totem still on the map.) and you can run it on Billy or something with the intent to reach 5 devour hope stacks hopefully before the totems get popped or the match ends.
You still give up all stall, tracking, and chase perks just for an entire build revolving around keeping your Devour Hope alive, so I think it's still balanced. (Same can be said about something like NOED + Remember Me + Blood Warden + Rancor or something. You're literally at 0 perks (besides the survivor location reveal via Rancor with each gen pop) until the gates are powered.
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FauxFalsetto on reddit had an idea for survivors to also get similar messages.
For Escape
Barely Escaped - Depip
Escaped -Safety
Efficient Escape - Pip
Graceful Escape - 2 Pip
For Sacrifices
Sacrificed - Depip (Note from me, "Senseless Sacrifice" could also work)
Hopeful Sacrifice -Safety
Honorable Sacrifice - Pip
Heroic Sacrifice - 2 pip
DEAD
Useless Dead - depip (Dead Weight could work)
Ded - safety
Dutiful Dead - Pip
Dearly Departed - 2 pip
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I miss old Doc. Old Doc could actually grab in Treatment Mode (Shocking mode) and since there's no swing cooldown a Doctor can just go in front of the hook and mash M1 as fast as possible to "Auto-grab", even if someone tries to fake the unhook with a short click.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1676147#Comment_1676147
This is highly incorrect. This might work out against some Tournament Squads (but I know, every Forum-Killer goes against them all of the time), but not in regular DBD-Games, even with SWF-included. Dropping Pallets immediatly and not killing the team by doing so would work at max on Ormond.
Most Maps dont have many Pallets, even tho they are safe, which creates some bad situations (and honestly, there should be way more Pallets, but less safe ones) where god Survivors can run around Killers who need to break the Pallets and bad Survivors throw the few Pallets on the Map so that their team does not have any ressources left.
Like, I regularly have games where Shack Pallet is gone at 5 Gens. Like, just thrown, who needs it anyway. So saying that Survivors can just play safe and win is not correct at all. This only works if your team is actually doing stuff AND you have the right Map for that, but I can assure you that at least the first point is not given that often.
But a solution for that would be that instead of having 8-12 safe Pallets, every Map has like 20+ Pallets where like 2 or 3 are safe and the rest is quite unsafe. But sadly something like that would not work out since Bloodlust exists.
I remember one match where I went against a all no mither squad.
First survivor I found was pallet camping the entire match and I was literally "looped" for 5 gens. I think the map was one of the coldwind maps or it might have been Yakamota.
He'd go to a pallet, drop, go to next pallet, drop, repeat. IIRC I broke like 15 pallets or some ######### and they just kept coming.
I think it depends on the map.
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I run it on my main Tapp build (Detective's Hunch, Stake Out, Prove Thyself, Better together) and I think it's an underrated perk.
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Besides the other issues players mentioned, another problem could be if one "Bait" player with Object Of Obsession lets himself get hooked. Since he never advances hook state he can literally sit there calling out the killer's position for the rest of the team while everyone else rushes gens. Once the last gen is popped they can go back and unhook him so he'll heal from Adrenaline.
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The worst part IMHO is how Malicious gives you points for HITTING and not actually "Damaging health states" on survivors, but you still lose points for survivors being healed.
This means for example as Plague if you're using your vomit a lot you get very little emblem score in Malicious. If you're Myers and you insta-down someone with EW3, taking them from healthy to dying (Still 1 hit, so 1 point) and slug them, and someone heals them to healthy (-2 points) that's a net loss of 1 point.
Basically Plague and Insta-down killers have a harder time getting a high maliicous emblem which makes the adepts difficult, even if you 4K.
Likewise Legion is very good at getting an iri malicious emblem from all the frenzy hits he's inflicting.
I bring this up because to adept as killer now, you need a double pip. At high ranks the requirements to double pip are higher making the adepts unnecessarily difficult even if you 4K.
https://youtu.be/HwM5y4a5sOATo wit, it's possible to 4K as plague (Well, last one bled out) and depip.
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@DaKnight said:
https://forum.deadbydaylight.com/en/discussion/comment/1670203#Comment_1670203
I think they need to look into nerfing thantaphobia, and not the new healing build. The one that lets you self care 3-4 times with a medkit in under ~8 seconds; making target swapping and spreading pressure impossible for any non one shot killer. But don't tunnel or you are gonna get locker DS'd while survivors rush the gens.
What new "Healing build" Something like Self-Care (better medkit efficiency) with Botany Knowledge (MOAR EFFICIENCY and faster healing), Resilience (Faster healing when injured) and Desperate Measures/We'll make it (more fast healing) with an upgraded medikit?
Or is it something like a purple medkit with StreetWise, Selfcare, Built to Last, and Botany for an extra long lasting medkit?
First time I've heard of a "new healing build" and IMHO while stacking those perks does give you some great self-healing, it means you have no DS or exhaustion perks.
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@Godot said:
I don't encourage or enforce DCing. Nobody should do it.
But I'm afraid it's going to happen A LOT more once the next update rolls around.
Why? What happens next update?
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@Xyvielia said:
RAGE quitting is a Stereotype that cannot be applied to ALL players.
There should be a differentiation between player’s current emotional status during Disconnects.
A intentional DC is a DC no matter what, always inappropriate and should be frowned upon by the community.
Nevertheless, to insinuate that ALL players who DC from a match are “RAGE” quitting would imply that their current mood or temperament is that of a infuriated nature.
We never cannot know this truth, ever.
I’ve personally watched streamers DC from matches calm, peaceful and content to step into another opportunity... no RAGE, no anger, no aggression, no hostility, no infuriation. Simply a mild mannered, calm demeanor, same-happy-mood DC.
Calling everyone who DC’s a RAGE quitter is both inaccurate and incorrect.
I cannot believe the players in any community, and especially the Devs of games, use this as a generalization toward other players.
Players should never DC, period... intentional disconnecting is Quitting (which absolutely makes them a Quitter) but they shouldn’t be labeled as “RAGING” when this isn’t always (quite possibly seldom is) the case.
Quitting is rude to everyone.
Calling all people who quit ENRAGED is also rude.
I hear people using this term all the time, and I just thought I’d spotlight that truth.
I disagree on the "Rage" aspect. I refer to it as a "rage" quit because the quit was due to circumstances the survivor didn't like.
Quitting because something out-of-game came up (Maybe you just realized you're late for work, or you suddenly have to take a bathroom break, etc.) is different than quitting because you don't like the killer, or the map, etc.
In many games people refer to "Rage" hackers. A "Rage" hacker is a cheater who is being super blatant and in your face about the cheating. I.E. someone in Counter-Strike who is using a spinbot to spin around extremely fast and using both auto-aim and auto-shoot script thing so the game pretty much plays itself getting headshots. Or he's using a cheat to see through walls and is making zero effort to hide it, even shooting through several layers of concrete with the AWP at peoples heads.
The cheater isn't really raging while he's cheating, (Although often there's cases where a player either won't be cheating, or will be cheating but be very subtle around it. Like he'll have wall-hacks, but WON'T preemptively line up headshots or try to shoot through the wall. He WILL still take corners without enemies carelessly/quickly, but every time there's an enemy around the corner he magically takes it slowly even if nobody else saw the enemy player there and he wouldn't have had any reason to know. Then, after his team is losing, near the end of the match, he suddenly turns on auto-aim, spinbot, etc and carries his team to a comeback.) we still refer to it as rage-hacking. (As mentioned, there are times where someone starts the match either clean or pretending to be clean, then toggles on the blatent cheats after his team is losing.)
Same can be said with quitting. There's a difference between quitting unintentionally (Power outage, internet outage, game crashes), quitting intentionally due to out-of-game reasons (Something IRL came up) and quitting intentionally for in-game reasons. (Killer did something survivor does not like.)
It's the latter that most people refer to as rage-quitting. Even if the player is calm and collected about it, he's still obviously upset or unhappy enough to the point he's deciding to leave the match to find a different, more "Favorable" one.
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@SweetTerror said:
Not a campaign in the traditional sense, but one that mirrors what we saw in the Twisted Metal games. Twisted Metal was very much centered around multiplayer, but each character had their own campaign with a unique beginning and end. I would love to see that for the killers. Naturally that would mean BHVR would have to incorporate bots, and sadly I don't think the devs have any interest in doing that.
God I miss Twisted Metal so much. I think a mini-campaign could be cool if there was also side-objectives for the killer like having Wraith start without his bell and having to find it, or Billy having to put together his chainsaw/get fuel for it. (Early "missions" you have no power at all, and later in the campaign you either put together your power yourself, or the entity gives it to you.)
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@danielmaster87 said:
I've said this with the Deathslinger PTB version of Hangman's Trick as well. It's Just information, nothing crazy like instadowns or the Mangled effect. So why did it need a nerf? For those who don't know what Gearhead is, because nobody plays that garbage perk, here's what it does: After hitting a survivor (with your basic attack) twice, the next time a survivor hits a good skill check on a gen, the gen gets highlighted as long as it's worked on, and this effect lasts for 30 seconds (at tier 3). The old version used to last 45 seconds and happened if a survivor hit any skill check on a gen. Still not great, but at least doable and could even take the place of a perk like Surveillance or Discordance. But no, it had to be changed for some reason. Why is it that everyone complains about the same 5-6 perks being used on every killer/survivor, yet the devs continue to nerf already-weak perks or buff them to such a small degree it doesn't even matter? The meta needs to be shaken up desperately, so maybe reverting some of these unpopular nerfs could do the trick? You'll never know if you don't try.
Also, I am not sure on this but I think old Gearhead also gave notifications similar to Discordance, it wasn't just the yellow gen.
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For some reason many actions now use play with your food stacks. Previously ONLY the red corrupt purge would use a stack, now the green vile purge also uses a stack which is a bummer because it was a great perk on her.
As other said her emblem performance sucks. I saw Otz get a 3K as plague, let the last survivor bleed out, and still DEPIP.
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Survivors: Decisive Strike, Unbreakable, MOST Exhaustion perks (Dead Hard, Balanced Landing, Sprint Burst sort of, Lithe.) Adrenaline, Borrowed Time. Iron Will. Object Of Obsession.
Good but non-meta survivor perks: Self-Care, Prove-Thyself, Small-Game, Detective's Hunch, Kindred, Spine Chill.
Killer: Too many to list since it depends on the killer. I'd argue NOED, Pop, Ruin, Enduring, Spirit Fury (Especially when enduring and spirit fury are combined), Whispers, Nurses Calling, Infectious Fright, BBQ.
Good but non-meta killer perks: Save The Best For Last, Play With Your Food, Franklin's Demise, Brutal Strength, Blood Warden, I'm All Ears, Monitor And Abuse, Sloppy Butcher (ESPECIALLY with Bloodhound), Devour Hope, Undying (not really "meta" by itself, but everyone combos it with ruin.)
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Personally I think unlimited Distortion would be overpowered. (Unlimited aura immunity.)
However, I do think Distortion needs more tokens or ways to get more tokens in the middle of the match by doing certain actions. (I'm just spitballing here, but stuff like stunning the killer, unhooking someone, completing a generator, MAYBE being hooked? Not all of these actions, but pick 1 or 2. Maybe being hooked would reset you back to max tokens, but stuns, etc. could simply award one token each)
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@Xayrlen said:
If you think that bots or survivor's shells will stop DC's or help overall with the game: you are wrong. It's like implementing bots or singleplayer to a multiplayer game when game is bleeding it's community because how bad it is. It's not about covering DC's with punishment or something else, but about figuring reasons why people are pushed to DC. Developers need to focus on fixing game balance and bugs instead, and only then implementing something like that.
It won't stop DC's but it'll make the game a whole of a lot better.
Why the ######### is the DC'd survivor's body just an uninteractable waste of space? Let me slam that mofo on a hook for my BBQ stack or mori it for a tome related challenge. It'd also get rid of DCing to open the hatch which is such a ######### bullshit strategy,
Literally the only argument I have EVER heard against the husks is the killer is getting points he "Doesn't deserve" if he's playing toxic and making survivor's DC. Yeah because me hitting a guy the first time I spot him makes me toxic apparently,
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Easily "TACTICAL DISCONNECT, INCOMING!!!!!!" (DCing to open the hatch.)
######### people who do that. I go out of my way to write their name down and mori them in subsequent matches.
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IMHO more things should also count towards the "Survival" BP score category like searching chests. Currently only escaping, dying as obsession, very specific killer interactions (mending, snapping out of it vs doc, and I think cleansing vs plague? Heck I'm pretty sure removing Pig RBT's doesn't even count, even though you're doing it to literally survive) self-unhooking (usually very bad idea to try) and self healing give Survival BP. Struggle gives a pitiful amount (and is aborted if you're the last survivor) and wiggling free is very rare.
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You mentioned STBFL and Rancor. During the Mettle Of Man Crisis I used to play One Punch Freddy a ton. (OG Freddy with STBFL, Monitor, PYWF, and Rancor.) Ignore obsession all game, one-hit-mori at the end. No DS, MoM, Dead Hard, Insta-heal, etc. Just one-hit and they're downed because of Rancor, and then you can mori them with Rancor too. Since OG Freddy didn't show his aura to awake survivors the obsession had literally no idea you had Rancor until it was too late.
Even though the new dying light sucks it now has synergy with ignore the obsession perks.
The only thing that bums me is Rancor doesn't proc from shutting the hatch. I don't think the exposed + mori effect would be particularly "OP" (Definitely do not give a location reveal though.) and the "OH #########!" feeling from the Obsession would be priceless.
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/1660087#Comment_1660087
I used to think a timer would be an easy fix but then I realised Killers would just hard defend a 3 gen which would result in boring gameplay.
The other idea can be circumvented by tapping a totem now and then
The afk crows could use an update though they are way to easy to surpase
A solution I thought of was just 20 minutes since the last gen pop. If it's been 20 minutes and a gen hasn't been popped I'd argue in most cases survivors are simply hiding.
20 minutes since last gen pop, killer should get the option to hit open the exit gate and manually start a modified "Sudden Death" EGC. (Half duration, other exit gate isn't powered, maybe survivors auras are revealed? It's a little harsh but the idea behind it is it's supposed to be a punishment for wasting everyone's time so the new meta won't be to ignore gens, let killer open the gate, then leave.)
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@CharlieChatBox said:
@FeryGEN I am going to agree with you here. The activation of late game perks should be made consistent to the closing of the Hatch and/or the finishing of the last gen, instead of some perks activating after the last gen only, or only after the exit gates are open, etc, etc. This would buff quite a few survivor perks as well as killer perks, by making their activation consistent. Perks should be consistent, else you are running empty slots.
The problem is if Bitter Murmur for example revealed the last survivor after shutting hatch it would make closing the hatch almost unescapable for the survivor since the killer will see your aura and beeline towards you.
I do want Rancor to proc the exposed + moriable effect on the obsession when hatch is shut however. (Do not give a location blip though.)
It doesn't really change the outcome of the match too much and the synergy with STBFL, PWYF, and Dying Light for a "Ignore obsession all match, one-hit-mori at the end" build is hilarious.
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For survivor DC's I wish BHVR would have implemented the Husk system they brought up like a year or two ago.
Basically, if a survivor DC's, they get replaced with a "husk" (Basically a bot who is AFK and trapped in Dying State.) that can be hooked by the killer to get points, emblems, and perk stacks when available.
If not hooked, the husk eventually bleeds out.
Personally if I designed the system, I'd also make the husk moriable base-kit as a bit of a "Disincentive" for survivor's to DC. DCing and claiming the killer didn't kill you won't be a valid excuse anymore, because now he can. And if anyone thinks that would be overpowered, I completely disagree. Who the hell even cares if the killer can mori a dude who disconnected from the match or not? The DC'er ain't gonna be around to see it (Maybe force him to spectate the husk until the husk is sacrificed/mori'd/bleeds out to rub salt in the wound) and the net outcome is the same, a survivor is gone from the match. If the killer "Doesn't deserve it" how about don't DC then?
This would eliminate much of the BS like dcing for hatch, dcing to screw the killer out of points/perk stacks/achievements/rift challenges, etc.
If the killer DC's they go AFK and a 8 minute EGC timer starts. Gates power up but generators remain interactable meaning survivors can still work on generators for emblem progress and points, search chests for an item before leaving, etc.
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While I think DS needs some nerfs (Mainly to do with how it can create "lose-lose" situations for the killer where a survivor has DS up, but is doing stuff like divebombing hooks or is working on a generator or totem and hides in a locker when the killer approaches) I think your solution is a bit overkill.
It'd reduce almost all utility for actual anti-tunneling.
I think the concept of it making Iron Grasp and Flip-Flop more useful is neat, though.
Personally I think certain actions should instantly deactivate DS. Almost all of these actions are ones that would directly contribute to "Gamestate progression" such as touching a gen, touching a totem (Especially a lit one), healing someone (Being healed and self-healing is allowed), and starting an unhook. (I don't care what people say, if you follow me to the hook and literally hook-yeet the survivor before his scream animation can even finish, and I grab you with an interrupt, that's not really tunneling,)
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Dracula!
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As a former doc main I think he's definitely a pain in the ass to play against, that's why I play him.
Especially a doctor running a 3-gen strategy and burning a Jigsaw Piece. Doc on THE GAME is absolute misery.
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@Unicorn said:
https://forum.deadbydaylight.com/en/discussion/comment/1649832#Comment_1649832
Everybody compares Mori’s to Keys every time its brought up. Have you been living under a rock?
https://us.v-cdn.net/6030815/uploads/1GX5Q888RN8B/09ad55ad-6f22-4d28-a3cb-cc7b4295fcdc.jpeg
Also, don’t know if you play Survivor but its impossible for a Blendette to hide in a bush the entire game, crows exist. Either way, a Killer has to have a 3K for that Blendette to even have a chance at hatch, which is a W for me as Killer, don’t know about you. A mori requires the Killer to tunnel off hook, press R2/RT/M1 and remove a whole Survivor out of match. Thats not even close to genwork, especially if you’re playing against Survivors who potato/are bad at looping.
The crows do not appear if you're moving around and doing stuff (Hell, until recently EMOTING prevented crows from appearing. I saw super-sweat "Pro/Tournament" players literally spam emotes to prevent crows) meaning you can indeed hide all game.
In fact, a common issue I've heard of is when it gets to 2 survivors left, they both simply go immersed and ignore generators completely in hopes the killer gives up and DC's.
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@bubbabrotha said:
I hate trapper with a burning passion. It is horrible.
Trapper makes me feel like I'm playing Rising Storm 2: Vietnam as the US forces. Too busy looking down, get shot in the face. Look for the enemy players, step on a punji pit or even worse a landmine which ends up wiping the whole squad, etc.
I hate Doctor too even as a former Doc main. A 3-genning doctor is very hard to beat.
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@Lmronby said:
https://forum.deadbydaylight.com/en/discussion/comment/1644238#Comment_1644238
I don't know the numbers, so.. how many Killer perks have been Nerfed, vs. How many Survivor perks have been Nerfed?
This is off the top of my head.
KILLER
Spies From The Shadows had it's radius buffed for a bit, then nerfed back down. (Shame because I thought it went from "Bad" to "pretty good" during that period, as a neat counterpart to Whispers)
Enduring was changed several times and now ONLY affects pallet stuns, not wiggle outs, DS's, or Head Ons. (Although the stun reduction was buffed a bit IIRC)
NOED was made a hex rather than a timed thing.
Ruin was reworked, lost most of it's effectiveness.
Not so much a big nerf but Unnerving Presence no longer affects Decisive Strike skillchecks IIRC nor does it it affect jigsaw boxes.
Unrelenting used to reduce the cooldown from attacks that did hit, was changed because of people comboing it with the old STBFL for the machine gun build.
Dying Light was reworked, like Ruin it lost most of it's effectiveness.
Remember Me had the effect halfed IIRC because "What if the killer gets max stacks, kills everyone, and closes hatch"
Gearhead and Hangman's Trick was nerfed from the PTB.
Iron Grasp had it's effect SEVERELY nerfed. OG Iron Grasp was back when survivors could perma-break hooks though so it evens out.
iron Maiden was nerfed so it doesn't affect pulling people out of lockers.
Surveilience was recently nerfed so generators no longer stay white when fully regressed.
I'm sure there's more.
SURVIVORS
Self-Care was nerfed.
DS was reworked (Still remains a bit of a problem.)
Mettle Of Man was gutted. (OG MoM was more busted than old DS)
Balanced Landing doesn't reduce staggering from falls when exhausted anymore.
Borrowed Time no longer affects the unhooker.
Leader and Prove Thyself lost a little bit of effectiveness and leader no longer affects gen speeds.
Sabo was reworked several times. (I remember the days when it could perma-break hooks)
Exhaustion perks in general were nerfed since exhaustion doesn't recover when running anymore.
Object of Obsession (And general killer aura reading perks) were nerfed somewhat by the undetectable status effect.
I think overall the nerf "Amount" is around the same, but the killer nerfs often feel like they hit things that didn't need nerfing
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I swear someone made a version with his eyes bulging out of his head on stalks down towards the scope.
Anyways yeah I agree the camera is weird. I like it, it's if you're playing a homicidal midget with a substance abuse problem.
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DCing not cucking me out of emblems, perk activations, and instantly opening the hatch.
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@TheButcher said:
https://forum.deadbydaylight.com/en/discussion/comment/1635096#Comment_1635096
######### would you use paintbrush? 😂 This thread is killing me, someone hook me already.
Pre-rework paint brush was THE #########. Combo it with Z Block and Monitor and Abuse and you have a 3 second dream transition and 0 TR in the dream world. Run that on Lery's and watch everyone get scared.
@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1635044#Comment_1635044
So be fair before the rework (so a year of the 2 they've been playing) Black Box didn't prevent the obsession from waking up.
Nobody really used Black Box. IMHO the OG Black Box was only good for the infamous Black Box + Old Dying Light + Mori "Tunnel Freddy" build where you spawn in, beeline straight for the obsession, and tunnel him with the intent to mori him to proc Dying Light as fast as humanly possible.
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I remember a similar idea I read on this forum or on the subreddit I think almost a year ago.
When repairing, there'd be a small debuff (like 10%) in repair speed if you're not looking at the generator. It was either that, or repairing is at normal speed and looking at the generator gives you a 10% buff.
It's a small change but it'd make stealthy killers a little more viable. Survivors could still 360 the camera around when repairing, but they're not working at maximum speed if they are.
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@Slashstreetboy said:
It´s a decent combo that might not do anything at all. Way too op /s
No but seriously, if a Killer with good map pressure (like 3 or 4 out of 21) runs this it forces survivors to actually pay attention to totems.
Expect a nerf in the midchapter patch. Propably something along the lines of: "While we are mostly happy with how Undying pairs with other Hexes, it is overperforming when combined with ruin. We implemented a unique mechanic to prevent perk combos we deem too strong and unfun for the other side. We currently do not see the need to implement this for Survivor perks".
I pitty Survivor mains. If only there were tools to either help with or benefit from totems!
Predictions for combos that would be nerfed/banned:
Ruin + Surveillance. (Too much tracking)
NOED + Blood Warden (Too good in endgame)
Enduring + Spirit Fury (Lets you ignore a pallet stun)
Unnerving Presence + overcharge (No more 3-gen doc)
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@EqMonkVeeshan said:
https://forum.deadbydaylight.com/en/discussion/comment/1629460#Comment_1629460
dude a counter to unbreakable is to just pick them up! a counter to ds is to slug them. easily countered. you dont even have to bring in a perk to counter it like survivors have to.
But they bring both, meaning you're screwed either way unless you bring a Mori.
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1629179#Comment_1629179
Press alt-f4/close your game on a secret offering. Since you cant load in the game they cant mori you and since you closed the game others wont get mori'd
Checkmate, killer mains!
But that means I don't have to play the match against the Smol PP combo user and I keep my mori for next game.
@Sluzzy said:
For all high rank survivors, heavy nerf BBQ, PGTW, NOED, Ruin, Whispers, all aura perks/addons. I hate when killers slow the game down and there is no counterplay in the endgame when they have whispers and NOED. Infectious Freight should be auto-disabled in the code on all super fast killers. Slugging sucks every game. If the third one is left to bleed while killer sweats for the fourth, the entity should pick him up.
BBQ: Hide in lockers. Distortion. Walk one way and move the other after every hook to fake where you're going.
Pop Goes The Weasel: The Heather perk can be used to block the gen.
NOED: DO BONES. Detective's Hunch can help with this.
Ruin: Again, detective's hunch. I only think Ruin is a problem combo'd with surveillance.
Whispers: You got me. There actually is no real counterplay to Whispers.
Infectious Fright: Calm Spirit.
Now the only counter to the Smol PP build is a mori.
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@Orion said:
Yes, it's wrong to abuse bugs.
Except when it's a bug that benefits survivors.
Then it's TECH
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Bring ebony moris every game. Since you don't pick them up, they can't DS you, and since you mori them out of the game, they can't use unbreakable.
Checkmate, survivor mains!
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@NekoGamerX said:
https://forum.deadbydaylight.com/discussion/comment/1625404#Comment_1625404
I've encountered in every match so far and survivor starting to play Putrid Oak a lot isn't this gameplay abuse of the bug/exploit and bannable? if not going start dc every time I see this offering played not fair.
Don't forget Ash being completely silent. Suddenly everyone is playing him. Also don't forget the influx of Quentin's when Wake Up was bugged and applied an action speed buff to ALL actions from the start of the match.
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@Owlzey said:
I definitely think he should've had an instadown add-on of some sort. He was very lethal in SH2 (Pretty sure that overhead swing with the knife was a oneshot in the first fight, tho I could be wrong) so it makes sense for his character. Maybe make him 105% movement speed idk.
But yeah, overall his current add-ons are boring. I wish they were more creative.
What about similar to Myers, an Insta-Mori addon? If you're using iri addon that slows you down to 105% it ought to be really powerful to compensate.
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@AggressiveFTW said:
https://forum.deadbydaylight.com/en/discussion/comment/1621451#Comment_1621451
Why can't I delete my own thread? I feel so stupid rn
I don't think it's worth deleting. Clown's addons are pretty hit or miss (He has mostly decent ones) and I think they need looking at.


