Toybasher
Toybasher
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It's good vs console survivors since it triggers a hitch/stutter which can make the survivor deadhard into the nearest tree.
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@bm33 said:
https://forum.deadbydaylight.com/en/discussion/comment/1551287#Comment_1551287
For a killer it's extremely appealing because you are getting information without you or the survivor doing anything aside from moving around the map. For a solo survivor it's just another thing to make solo q worse.
You can always cleanse the totems. Cleaning a dull totem removes the detection from the area around the totem, and if Undying is cleansed the detection is gone completely.
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@bm33 said:
https://forum.deadbydaylight.com/en/discussion/comment/1551206#Comment_1551206
It's not the seeing aura when cleansing a totem that's a problem. It's being able to see a survivor's aura when they are just near the totem, like on floor above a totem working on a gen, healing someone, or just walking by and seeing the direction they are heading. There's 0 interaction needed for the killer to get that information.
Am I the only one who likes that aspect? I'd love to run Undying with Thrill just so I can use the totems to spy on survivors, although I doubt that'd be very practical.
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@idektbh said:
That sounds funny, but wouldn’t work as a perk. Imagine oni getting in a locker for example. Nope
Or Clown.
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Yeah I think it might be a bug. From survivor's perspective you seem taller than them but from the killer's viewpoint it's as if you're playing a tiny homicidal midget.
I kind of like the short viewpoint though. I am curious what it looks like if you ran shadowborn on him.
Would be neat if we got an actual dwarf killer.
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The only change I want is EW1 Myers being immune to it and premonition. Originally Myers was immune to both in EW1 (and aura reading) but when they added undetectable they removed the immunity to spine chill and premonition.
I understand why it was changed (consistency) but Mirror Myers is stuck in EW1 and has a slower move speed with a tiny lunge and doesn't get bloodlust. Stealth is literally the only thing he has going for him with that build. If a survivor has Spine Chill you won't be able to really catch them, ever.
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IMHO BBQ is fine. I definitely think it's a very strong perk though. The aura reading isn't exactly amazing but it gives the killer a guiding hand where to head next to keep momentum up and discourages camping. The BP bonus is the cherry on top.
Counterplay is assuming every killer has it, hiding behind a generator, faking moving one direction for a bit after the hook, hiding in a locker, running distortion, etc.
Ideally the BP bonus from BBQ and WGLF could be made base-kit (All killers and survivors have it), and BBQ would be JUST the aura reading, and we'd need to make a new effect for WGLF. (Unhooking a survivor shows the killer's aura for a bit? Although then it'd be too similar to Babysitter)
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@TWiXT said:
https://www.youtube.com/watch?v=1-o42q7yjA4
Based on the teaser trailer, My best guess is that they are finally going to add...
THE CRAPPER!
Power: Laxative
Activating this power you drink from a bottle of High efficiency laxative and leave a trail of Crap for the next 20 seconds while groaning in intestinal pain that can be heard by survivors within 16 meters. Any survivor who steps in a Crap trail suffers from the "Disgusted" status effect. You may only carry 1 laxative bottle at a time. You refill Laxatives by searching chests, or striking a survivor with a medkit causing them to drop one. Laxatives refills spawn in searched chests every 40 seconds.
New status effect Disgusted: Survivors afflicted with this status effect vomit periodically which interrupts any survivor interactions for 2.5 seconds and applies the Hindered effect for the duration of the vomiting. In addition they also leave a highly visible stink trail, and causes other survivors to suffer the same vomit penalties periodically if they remain within a 6m radius of a disgusted afflicted survivor for more than 3 seconds, these penalties persist for 5 seconds for those survivors after getting more than 6 meters away from an afflicted survivor.
Disgusted survivors must spend 16 seconds to wipe off their feet in a patch of grass in order to remove the status effect.
Obviously this sinister killer will have an amazing advantage on indoor maps that feature little to no patches of grass! I can already imagine the extreme backlash in the forums for this OP killer! Well done devs, Samination will be honored to see their idea come to life!
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I had the same issue and I used Better Together. I kept getting tunneled, camped, or farmed.
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@alaenyia said:
https://forum.deadbydaylight.com/en/discussion/comment/1544590#Comment_1544590
It is literally the only way a survivor can show a killer that their behavior is unacceptable, spicy post chat is just not detrimental enough. There was a marked increase in camp/tunnel/slug with the introduction of the DC penalty system. Why? Because killers knew that you were trapped with them and their behavior now had no consequences. But now it is gone, and it has improved. Unfortunately console players are really awful with the sportsmanship, but I found out just today I can opt out of playing with them, so win/win.
Aight. I am now justified to DC as soon as a survivor teabags or flashlight clicks to show that this behavior is not ok.
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Detective's Hunch is mostly fine IMHO. What if Open Handed doubled the duration of all aura reads for the person running it? So Open Handed + Detective's Hunch would make each activation last 20 seconds?
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@Unicorn said:
https://forum.deadbydaylight.com/en/discussion/comment/1544627#Comment_1544627
I’ve gotta try this.
I just find the aura reading from Detective's Hunch way better since it shows the totem's auras. You can rush over to the nearest totem, stare at another totem mid-cleansing to make a mental image of it, and then cleanse that totem too. Being able to see gen locations is also pretty good for minimizing accidental 3-gens.
Small Game is like using a metal detector. I find I waste too much time and I've had incidents where even with Small Game I wasn't able to find the last totem. it's also a pain in the ass to use on maps with multiple floors like THE GAME or Midwich since it's harder to narrow down which floor the totem is on. The warning also procs for stuff like Hag and Trapper Traps, Freddy Snares/Fake Pallets, etc. so there's a lot of clutter vs those killers when you're looking for a totem. Reminds me of trying to track targets via radar in flight sims and you have to try and filter out the actual enemy aircraft from friendlies, ground reflections, cloud reflections, etc. You want that totem and not Demo's portals but they both activate Small Game.
EDIT: Detective's Hunch also has a very large range and can be increased with Open Handed. Small Game has an ok range but it's not nearly map-wide like Detective's Hunch is.
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@Unicorn said:
I’m going to assume you’re a new player and inform you that cleansing all 5 totems on the map is what removes NOED.
If you’re solo queuing, I suggest you try running the perk “Small Game”.
It gives you a noise notification when looking in the direction of a dull totem.
NOED is a balanced perk. Some may argue it’s a “crutch” perk, but people have the right to use it just like Survivors have the right to use what others would call their “crutch” perks.
I find Small Game kinda poopoo and I actually find Detective's Hunch way better. If you bring a green map, even if it has no "Track killer belongings" addons, the totems shown from Detective's Hunch will be added to the map.
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@Zozzy said:
I eant to know why they seem obsessed with urban evasion.
Urban Evasion isn't really a bad perk in of itself, just often the people who run it tend to be the Blendettes who use the "I'm going to do literally nothing, never touch a gen, heal anyone, unhook anyone, or a totem, let everyone else die then teabag the baby killer at the hatch GGEZ" strategy. Usually they're a hindrance to a team.
Like it's ok to be "immersed" and play stealthy, as long as your butt is on a gen or totem whenever you are able to and you otherwise contribute to the team. (Personally I can't loop well, so I'm a gen jockey who aims to get gold lightborn) If you just crouch-walk around the map while survivors die on first hook and the killer isn't even camping, we have a problem.
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@Zani22 said:
https://forum.deadbydaylight.com/en/discussion/comment/1541548#Comment_1541548
Tbf... Tombstone makes you slow as #########.. Rember that aplies to t1 speed as well... (enjoy being nurse speed) til you get out t1... And then your stalk requirement if you are too effectively use it with tuft is like 3 ppl
Honestly if myers run that 99% of the time they probably depipping its a gaurennteed depip.
That or achievement.
I agree. I think Judith's + Tuft is a tad underpowered if anything. IMHO the only real "Problem" addon is Tombstone Piece because the smaller stalk requirement and lack of a movement speed penalty make it way better than Judith's.
I was just bringing it up because it seems weird for people to complain about Myers EW3 base-line. Usually almost all of the Myers complaints I see are people upset they got tombstoned even though IMHO Tombstone Myers are very rare.
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@Opex said:
https://forum.deadbydaylight.com/en/discussion/182673/dead-hard-is-overpowered
I agree with this 10000000%. Usually if you use Dead Hard you just get 3 second chances per game for no skill at all. You just have to press E and it can get quite annoying if you have to play against it every game. Many swfs and even solo queues just all have dh. That means you have to kill them 24 times instead of 12.
First argument of survivor mains:
You can just counter it by waiting for them to DH.
Yes you can do that but thats only rarely the case. If you play huntress and throw a hatchet at them. If you play nurse and blink to them. If you play gorgon and jump to them. If you DH through a trap. If you DH to a pallet or window where you would not have made it to without it. Like the very most times you cant just respect it because of situations like I just named them.
Second argument of survivor mains:
It doesn't work anyways you are always exhausted on the floor. Thats also right it doesnt work many times because of dedicated servers making you die while having exhaustion. But at the same time you are just kind of arguing FOR a DH nerf instead of against it. It is already really strong even tho it doesn't work, and even if it works wouldn't it not be even worse than?
Dead Hard is the only EXHAUSTION perk in my opinion that needs changes.
Sprint Burst allows you to gain distance but its not a second chance perks. Maybe it is as soon as you 99 it but most of the time you just don't have it 99ed. Its not often the case and this perk is usually used for gaining distance
Balanced Landing is a second chance perk yes, but the survivor first have to get to a high object to fall down from it. And not like Dead Hard you can also just respect it, don't swing just keep running after them.
Lithe is also just a perk that gives you more distance. Its not a second chance perk. It gives you a sprintburst after fast vaulting / medium vaulting a window. But you get it as soon as you are through the window the killer cant hit you anymore and you are save. It just makes you gain a lot of distance. And if the killer hits you while you are vaulting you are not gonna get the Lithe sprintburst.
Now to the NOT exhaustion perks:
DS needs a few changes. Its suppost to be a anti tunnel perk but its just a stupid second chance perk. These changes should be made:
It has no timer, it just stays until the next survivor get downed.
Your DS deactivates as soon as you start healing, cleansing a totem, working on generators, etc... it should just deactive as soon as you start working on your objectives.
Soulguard shouldnt give you the BT effect after SOMEONE ELSE heals you up from the floor. It should only active when you pick yourself up from the floor with soulguard. If the killer has no Hex perk but you got unbreakable and recover with it you shouldnt get the BT. Only if the killer has a hex perk and you get yourself up with soulguard.
Unbreakable needs changes, but I don't have any good ideas in my mind at the moment. Slugging is a completely fair strategy and is sometimes needed to build up presure. If all 4 survivors have unbreakable and stuff its just not fair.
They nerfed ruin because it was used in 80% of the matches and gave you really much for nothing. But these perks like DH, DS and Unbreakable just do the exact same. And I really want to know in how many % of all games these perks are used. I can already bet its even MORE than ruin got used before. And that on 4 players instead of 1 and with multiple perks. They have to stop sucking survivors dicks and just remove these OP perks. If you play against a strong swf its hard to win of course and thats how its suppost to be like. If you got 4 really good experienced players communicating with each other. But there is legit 0% chance to win against them if they all have full meta second chance perk builds. even if the swf is not even good its just enough to have them using these perks. And its just impossible to win against them.
Since you asked how often DS, Unbreakable, and DH is used.
Here's stats from a bunch of games from red ranks.
https://i.imgur.com/zr1U4jM.pngDS is used in 87% of matches (and 2 a match on average). Dead Hard in 76% of matches, Unbreakable in 54% of matches. That is IF I am comprehending this correctly.
Frankly I think Dead Hard is mostly fine but there's no actual counterplay for it if it's used for distance and not for dodging hits. (EDIT: Well, besides Exhaustion Addons but it seems like the devs have been taking them away from killers) Like if someone is looping me around Ironworks Of Misery and they dead hard from outside of lunge range. You can't physically "Bait" it since there's nothing to bait, they weren't using it to dodge a hit since you never swung, they used it to get that extra distance for another loop around Ironworks or to make it to a pallet.
I also think being able to dead hard through Trapper's bear traps without setting them off is pretty cheesy.
No idea if it still works this way but you used to be able to dead hard through the exit gate's "Headsplosion Trigger" with an active RBT on your head to leave the trial.
I think they should maybe see if it can be changed so Dead-Hard gives you a temporary endurance status for a few seconds but remove the distance gain. This way it can't be used for distance/dashing over Trapper Traps anymore and ought to be easier to use for no-selling hits.
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It's because the game populates your bloodweb with nodes (High level bloodwebs almost ALWAYS have one pink node, extremely rarely I've seen 2 or 0) and then fills in the nodes with items/offerings/addons of the corresponding rarity.
The green mori has to compete with the green bloodpoint offerings including bloody party streamers, the green hook distance offering, the various green map offerings, all the green addons for that killer, etc.
The pink mori has to compete with the 2 pink killer addons and that's it.
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It's just a early-game-teleport Tech. Survivors need to adapt.
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https://youtu.be/AemY6nr_GCU?t=200 https://youtu.be/g2UKAqmJSH4257 votes and 68 comments so far on RedditWatch "dEcIsIvE StRiKe iS FaIr lOcKeR TeCh iS InTeNdEd jUsT StOp tUnNeLiNg AnD SlUgGiNg" on Streamable.370 votes and 58 comments so far on Reddit38 votes and 21 comments so far on RedditEven if the killer is trying not to tunnel you can still use DS as a safety net for borderline suicidal plays.
https://imgur.com/zr1U4jMDS is also used in 87% of red rank matches if I am interpreting this correctly. (And on average when it IS in a match, there's usually 2 DS's) Funny how Hex: Ruin being used in 45% of all matches and over 80% of red rank matches is justification for ♫Hex: Ruin being ruined and it'll never be the same again!♪
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Not really. As annoyed as I get with how often I get coldwind I still play.
It's not ok for survivor to DC either over THE GAME. Even they were sent there by a doctor main.
The ONLY situation where it might be "Justifiable" is vs an Object player on Midwich. They can run you around the hallway and you'll be unable to catch up, meanwhile they're telling their 3 SWF buddies where you are.
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All this complaining about base EW3 being OP and nobody brings up Tombstone which lets him delete you from the match without even hooking you?
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IMHO NOED is mostly fine. I think there should be an easier way to track remaining totems in the trial though. I've seen ideas like a shrine in the basement that displays remaining totems, putting a counter on Small Game, making the thunder-clap noise to signify all totems have been cleansed, etc. I've also seen an idea where at 4 gens all dull totems begin smoking if the killer has NOED as an early warning.
Either way in my opinion NOED is "fair" but frustrating to play against.
And frankly removing perks after a certain playtime is pretty stupid. What if someone wants to run it for an all-endgame build or on a weak killer like Clown? Or they just lack confidence in their ability for whatever reason and don't want to have to stress as much throughout the game? (I've noticed I'm less stressed and tend to play better just knowing I have NOED in my back pocket, even in matches where we never reach the endgame.) Doesn't make much sense for the game to give you something, and then take it away. (Granted I know many games that have special benefits to low ranked players as a "Crutch" that's automatically removed once you level up. I.E. 7 Days 2 Die's temperature immunity when you're low level, or how Metal Gear Solid 3 prevents you from obtaining serious injuries until after a certain part of the game is reached and the enemies up until then are deliberately designed to be extra incompetent by being less aggressive, and having no radiomen meaning you can gun everybody down without fear of an alarm being tripped provided nobody flees the screen transition to manually get help.)
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@Slashstreetboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1538941#Comment_1538941
He´s referring to the feathers, they reduced the cooldown after throwing a bottle, hence reducing the slowdown slightly afaik.
Those addons technically still do something. After throwing a bottle you can't throw another one, vault a window, and I think even attack during the cooldown.
Granted the main reason people hated the cooldown was because Clown slowed down to a crawl to the point it negated the slow you inflict on the survivors. He doesn't slow down anymore but the feathers are still good for additional responsiveness. (Throwing multiple bottles, throwing a bottle then vaulting in the middle of a loop, etc.)
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@sad_killer_main said:
https://deadbydaylight.gamepedia.com/Decisive_Strike
Here is it the wiki.
And actually yes, this piece of text says: "Succeeding or failing the Skill Check will disable Decisive Strike".
But it doesn't say something like for the whole game.
I'm not a main survivor so I don't know this for sure, but I remember that I tried the perk once they changed it, and I kinda thing I used it twice tho, once per unhook.
It will be nice if somebody can confirm me this please.
If you DON'T press the skill check button at all and let the skill check "expire" your DS is saved. Basically if you decide to use it, and hit the skill check, or miss the skill check, that's it.. If you "save it for later" you can use it next time when you meet the conditions.
On a side note here's a spreadsheet of survivor perk usage from about 270 games at red ranks.
https://imgur.com/zr1U4jMDS was used in 87% of matches.
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@Kisagi1990 said:
https://forum.deadbydaylight.com/en/discussion/comment/1532980#Comment_1532980
Cool. Congrats. It's a pain in the rear. It should be. When people use borrowed time on my, I will body block players who are near me. You gonna say BT should deactivate withing a certain distance of another survivor too? Come on and stop the complaining.
Aight take a look at these clips and explain how the killer was tunneling.
261 votes and 68 comments so far on RedditDS from survivor in an otherwise suicidal unhook (I refer to these "In yo' face" unhooks as Hook-Yeets) after an interrupt. He downs the hook-yeeted survivor, downs the hook-yeeter, downs a third survivor who was unhooked earlier in the clip. (Notice how far away the third survivor is on the hook at 0:13. Kinda close but not that close, meaning the survivor approached the killer after the unhook.) He picks up the third survivor and gets DS'd. Finally, with all momentum lost, he attempts to pick up another survivor, (the hook hook-yeeted one) and gets DS'd.
https://youtu.be/AemY6nr_GCU?t=206Survivor does the infamous hook-tech and hook-yeets. Once again, interrupted and DS'd for an otherwise braindead, game-throwing play on the survivor's end.
https://www.youtube.com/watch?v=g2UKAqmJSH4Survivor rushes up to the hook and unhooks the survivor (Not really a divebomb/hookyeet). Killer downs both, picks up the unhooker, gets DS'd. Picks up unhooked survivor. Get's DS'd. Adrenaline procs, all momentum is gone and the game is over.
Watch "dEcIsIvE StRiKe iS FaIr lOcKeR TeCh iS InTeNdEd jUsT StOp tUnNeLiNg AnD SlUgGiNg" on Streamable.I don't have any context for this clip but it sort of explains itself. 3 locker-DS's, literally back-to-back.
369 votes and 58 comments so far on RedditMore back to back DS's.
39 votes and 21 comments so far on Reddit2 guys hooked, third survivor unhooks, he downs the guy doing the unhooking, DS'd.
So, can you explain how the killer was tunneling in these clips? (Besides the 4th one, no real context for it.)
It's these scenarios that are why I want DS changed. By the way, I never mentioned borrowed time.
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@CaulDrohn said:
https://forum.deadbydaylight.com/en/discussion/181349/i-feel-like-dying-light-would-be-better-if
This suggestions keeps getting repeated again and again. And I honestly don't understand why people think that would be good thing or necessary. If the obsession is dead, you only have three survs left to manage, which is BY FAR easier than handling all four (you could see it as a constant, unchangable 25% debuff for ALL survivor actions). Why do you still need your DL stacks then? If you play it right (which is not that difficult in this situation), the remaining likely won't get another gen done, esp if you had many stacks before.
Also, it's not like you hadn't any control over the obsessions death. So if you feel you still need the stacks, don't hook the obsession, but slug it, and hook / kill the others first.
You can slug the obsession but if you're playing against a super-tryhard SWF the obsession will be all like TACTICAL DISCONNECT, INCOMING!!!!!!! and DC to shut off your perk once it's obvious you're not hooking the obsession and slugging him to try to keep him alive but off gens. (With OG Dying Light a obsession DC screws the survivors over, which is how the game should be. Quitting a match should never give your team a competitive advantage ever.)
As badly-designed the OG Dying Light was (Kill obsession, 25% debuff on everyone else) I liked how evil the concept was (One survivor is given the gift of fast healing and unhooking, but is marked for death and if he dies, everyone else is punished for the obsession's failure at staying alive) and it was also a hard hit for the remaining survivors.
On a side note, this also means running obsession perks as a survivor is ALMOST ALWAYS a good thing, as almost every single killer obsession perk revolves around keeping the obsession alive in some way or another. The only 2 perks where it's "bad" to be the obsession is Remember Me (Obsession can get the doors, killer gets stacks when hitting you so he's encouraged to tunnel) and Rancor (You're given the gift of seeing the killer's aura after each generator popped, but the killer can insta-down and mori you after the final generator is complete. Even then many killers will ignore the Rancor obsession until the end because they want that mori.)
I'd rather be tunneled out of the game as a Dying Light obsession so I can enter a new match than be slugged in the corner of the map with Knockout for like 90% of my bleedout bar before the killer finally starts hooking me. Both suck, just one is quick the other takes ages.
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I'm too lazy to link it (I can if someone wants me to) but I've seen many, many cases where someone with DS up goes for an unhook, the killer grabs them during the unhook animation, and they get DS'd.
Always pisses me off.
Personally DS should deactivate if you touch a generator, totem, heal someone else, (being healed and self-healing is allowed) try to unhook someone else, sabo a hook, etc. I think entering a locker shouldn't deactivate DS by itself but progressing the game-state by working on generators, totems, unhooking someone, etc. definitely should.
Remove the skill-check too maybe. Dunno why BHVR exempted Unnerving and Huntress Lullaby from affecting DS because they originally didn't.
Either way DS is just a pain in the buttcheeks and cocky survivors running up to you flashlight clicking after an unhook trying to bait you into getting DS'd has encouraged me to run Moris in all of my games to counter DS if it's obvious the survivor is trying to bait me.
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Until only recently Clown had a hefty slowdown when throwing a bottle and in a straight line chase it was so bad he practically got no advantage out of it, and that's in a controlled setting where you land your bottles. if you missed the slowdown would literally work against him.
Freddy already loses bloodlust when placing a snare and I'm not 100% on this, but I think he might lose bloodlust when a survivor walks on a snare already placed earlier in the match.
Adding a slowdown would make his snares pretty bad. Clown currently doesn't have a slowdown and he can throw bottles ahead of you + they cover a wide area.
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@SloppyKnockout said:
I mean, generally speaking, Freddy's current power fits him pretty damn well.
His old power fit him just as well. Freddy was completely invisible while awake, and before he slept you, you'd hear the lullaby. When asleep, everything was slower, the dream world was MUCH, MUCH, MUCH foggier, and Freddy could now attack you. Freddy always had tracking on you outside the terror radius meaning Freddy always knew where you were but once he got within range he had to find you manually. (Although OG Freddy had a small TR and people always ran Monitor and Abuse on him to make it even smaller.)
I think the new one is more "Dream-Like" but I hate how there's no incentive to wake up like there was with the old one. With OG Freddy it was like "OH ######### FREDDY ALWAYS KNOWS WHERE I AM, MY ACTIONS ARE SLOWED, AND FREDDY CAN HIT ME I BETTER WAKE UP ASAP" while with new Freddy it's "meh, whatever I'll fall asleep again anyway".
Even if it's not buffs to Freddy I want more nerfs to survivors when in the dream world. I'm talking about bringing back the old Dream World foggy visuals only for survivors, reducing aura range, and making all audio nondirectional for survivors in the dream world. There should be more incentive to get out of the dream world besides Freddy having a slower teleport and not being affected by dream abilities (Which doesn't matter since as soon as Freddy gets that first hit you fall asleep anyway).
Perhaps something like a multi-layered dream system where staying asleep for too long (twice as long for layer 2, 3 times as long for layer 3, etc.) and having multiple survivors in deep-sleep can give Freddy new abilities like being able to block vaults, teleport to lockers or around corners, and even reduce the effectiveness of items (Making a flashlight emit about the power of a candle) etc.
Being in the dream world should be way more oppressive. I know Freddy is already super strong but I'd be willing to nerf snares if his power can be used to mess with survivors more.
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IMHO it's not but it's definitely frustrating to play against. Especially if all 4 survivors run it, since it tends to encourage people to not even bother wasting time healing and stay on gens instead.
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@Emelia said:
https://forum.deadbydaylight.com/en/discussion/180112/why-people-hate-mori-so-much
Game have basic rule - 3 hooks = Dead. Mori breaks the rules, and it is a Secret, so you will be surprised (badly). Basically it is also free win for a killer, no matter how good team you have in this round (i dont mean SWFs, random teams).
It's not really that secret. Literally the only secret killer offerings in the game are the 3 moris and the shroud of separation which usually hurts you as killer by making survivors start split up and often work on separate generators.
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@cyniChris said:
That's it. That's the suggestion.
Why do killers get quitter bonuses in brutality? Survivors get altruism if their teammates quit, because that's the category they'd miss out on the most. Killers should get sacrifice points, because those are the points the killer is missing out on the most. And as for emblem progress, all players should get a bonus towards the appropriate emblem - if three survivors disconnect and the fourth gets the hatch, the killer depips. If your teammates disconnect, you're likely to die quickly as a result. As much as I don't care for rank, others do. Why are the remaining players punished for the quitters' mistakes?
And as for the disconnect penalty, re-implement it. Players are disconnecting with zero penalty on a regular basis, and it's killing everyone else's enjoyment of the game. Punish these people harder. And as for the system not being able to tell the difference between a rage quit and a genuine internet outage, don't make me laugh. SURELY there's a way to tell whether or not someone has pressed the "leave match" button.
The lack of punishment means players can get away with whatever they like. Is it a killer they don't like? DC. Are they the first to be hit/downed? DC. Do they not like being outplayed? DC. Are the survivors teabagging and clicking flashlights? DC. Do you really not see how this is a serious problem?
There is no excuse for the appalling state the game is in right now. The MMR system is pairing new players with veterans, and ruining everyone's enjoyment of the game because they either get really easy matches or get absolutely stomped on with very little middle ground. The lack of DC penalty is making matches boring when people disconnect - especially when the wait times can still be upwards of ten minutes.
There used to be a way to tell if a DC was intentional or not. If you heard the "Death noise" (The "DOING!" sound effect) it was 100% intentional, while if they pulled the plug, lost connection, or crashed the DC would be silent. For some reason all DC's are "Silent" with the current patch.
Ideally I'd rather have DC husks. Change "leave match" to Forfeit, your survivor flops into Dying State, and you're unable to leave the lobby and forced to spectate your "husk" until the killer hooks it, moris it (Which can be done base-kit. Don't like the concept of a killer getting a mori for free? Don't DC then!), or it just bleeds out over the usual 4 minutes.
No more Tactical Disconnects to give the hatch, and the "Lmao I DC'd so you technically didn't kill me, GGEZ baby killer" excuse won't fly since you can't leave until the killer kills your husk or it bleeds out. You can still "hard-DC" by force-closing the game to bypass having to watch the killer kill you, but this means you won't be around to BM the killer in post-game chat either. (And the husk thing still happens, so the killer STILL gets to hook/mori your ass, just you won't be around to see it!)
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Survivor's DCing as killer count towards brutality and not sacrifice. Searching chests counts as Objective and not survival.
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I just noticed the description for Play With Your Food was changed so it says both "Basic and Special Attacks" consume tokens.
I am curious if this was another "Anti-Synergy" change and not a bug. I am actually queuing for a Doctor match this very second just to see if doctor's zaps also consume stacks.
EDIT: Doctor's shocks do not consume stacks.
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ARE YOU ######### KIDDING ME!?
How is that an offensive action? I get that "offensive actions" are up for debate (I know Plague's green puke last time I checked doesn't count even though it can indirectly injure you by applying the broken status effect, and Myers literally tombstoning you doesn't count either. Neither does Doctor's shocks.) but how is the bottle an offensive action? It can't physically injure survivors!
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@Huntar said:
Even better, just make it so when you use a token, it's just queued for the end of the current one, instead of forcing you to waste a bit of a token to avoid stopping prematurely.
I've seen ideas for either what you describe or just holding down the button and it'll use up tokens when needed.
Personally I feel those would remove the point of addons that increase the chainsaw window or his Iri that lets you use up all charges in one go.
I'm fine with having to time the button press and like the "Skill" element of it, I just think the timing should have some audiovisual feedback because it is very distracting to have to glance down at the corner.
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@UMCorian said:
I guess this company heard I just bought the game yesterday and decided to roll out a new MMR system to account for me...
https://us.v-cdn.net/6030815/uploads/A0Y8AO7AD3XB/lol.png
They got a few good licks in there, but I still feel I won the fight.
You did well judging by the amount of points you earned in the situation you were in. Be sure to do the 2 tutorials on the title screen for 50k points.
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IMHO Vanity Mirror is absolute garbage. It's the movement speed penalty that kills it. You move only 2% faster in EW2 compared to using Scratched Mirror in EW1. (Although you can at least get bloodlust in EW2)
I like using it now and then for variety but I prefer scratched mirror.
I think if they deleted the movement speed penalty it wouldn't be OP.
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What new aura update? And I thought DC penalties were removed again?
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They should change it so if a generator hasn't been popped in 15 minutes the killer can manually open the gate to start EGC. The whole point of you being able to open the gate was to prevent hostage situations where survivors finish gens but refuse to open the gate IIRC and just hide. If survivors decide to not do gens and just hide all game there's no way to manually end the match as killer other than DC and forfeit all your BP.
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@IIITweedleIII said:
https://forum.deadbydaylight.com/en/discussion/comment/1510692#Comment_1510692
Well that's not Franklin's Problem. That's The Ward's 🥴
It's sort of Franklin's problem.
Technically the white ward and the "Keep your key" key addons work by proccing if you die with an item in your hand. You can bring a white ward without an item, find an item in a chest, die, and keep the item.
Since Franklin's makes you drop your item, you technically are not carrying an item when you die.
Also something interesting of note: If you die with a white ward/weaved ring, your item will actually disappear with you. If you Mori a dude with a key and he doesn't bring a white ward, the key will be able to be taken by other survivors.
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Would make Evil Incarnate (Tombstone everyone) remotely possible since people can't hide in lockers when everyone else is dead.
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I think it'd be good to run with NOED, Blood Warden, and Remember Me since the other few endgame perk options for the 4th slot are pretty meh. (Bitter Murmur shows everyone auras for 10 seconds when the last gen is finished, it's alright for beelining towards a target to clobber with NOED. Rancor's obsession mori synergizes well with Remember Me so you can instagib the obsession but usually the obsession will be dead by then since you need to hit him for stacks, unless you ignore him once you have all the stacks. Fire Up is meh.)
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@oxygen said:
https://forum.deadbydaylight.com/en/discussion/comment/1493758#Comment_1493758
If we assume it's basically the same as a 100% AFK survivor, unless they're put on the hook or slugged they will never die.
Sure that gets rid of DC for hatch, but if a killer wanted to they could even choose to not hook an early "I went down I DC!" player's husk and have an insurance that the hatch won't spawn for the last actually present survivor until the husk is "dead". Unless every survivor exclusively runs a 4man they're sometimes gonna run into that sort of ragequitter.
EDIT: Pressed post too early.
But yeah, if they had some sort of "expiration date" I'm not too sure what the problem would be either. Sure a killer could farm STBFL stacks on them by downing them and forcing them on their feet lmao but that seems like a waste of time 😄
I personally think even a very basic bot that can't be ignored or it will eventually progress the game is better though. Don't make them too good or anything, just something that has to actively be taken care of eventually.
Ideally if it's a husk, they should be "locked" into the Dying State. If you pick them up, they try to auto-wiggle free. If they wiggle free, they flop right back down into Dying. Basically no matter what they'll bleedout unless Mori'd/Hooked.
Either a bot or husk is fine. I just don't want DC'd survivors to just instantly flop into Dead state and be uninteractable like now. People who DC deprive the killer of perk procs, BP, (The quitter bonus goes to brutality and not sacrifice) and Pips (It still counts as a kill, but IIRC you don't get the emblems for hooking them so 3-start of match DC's 1 hatch escape will make you depip). It also insta-opens the hatch which is sometimes exploited by survivors. Finally if I have a Mori daily, I have a Cypress Mori, last survivor DC's, not only do I not my get my daily or challenge done, I lost my mori offering.
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This is an idea I saw elsewhere on the forum like a year back. I think it's probably the best way to implement a totem counter that's not tied to a perk and is still thematically appropriate. Maybe Monstrous Shrine could also hide the number of candles or something.
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Or the chainsaw could start sputtering like it's almost out of gas at the last 25% of the meter. There's a ton of ways to change it so it's more obvious.
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I think there should be a search box in the perk screen.
Like if I type in "Ove" it'll filter it down to Overcharge and Overwhelming Presence.
It's currently a pain in the butt to find the perks you want, especially considering perks are sorted alphabetically and then by rarity. Often I know what perks I want but I have trouble finding them in my perk screen an being able to search would make it so much easier.
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@PigMainClaudette said:
You think that it's fine to be removed from the game after a minute because the other 3 survivors fed the killer and you just so happen to be hit? Yeah, it does completely change the game, but for the worst. Myers can barely rank up, if at all and on the survivor's side it just feels miserable, not terrifying.
Besides, Ebony Mori's change the game to "just survive as long as possible and pray for hatch, or completely gen-rush" and they're currently the most hated thing in the game.
I'm all for spicing up the game, but Tombstone Myers is a terrible starting point on so many levels.
But for tombstone and tuft he has to suck 3 and a half survivors dry to hit EW3. Meaning he COMPLETELY drained survivors A, B, and C, and drained HALF of you.
I had a tombstone tuft myers get EW3 with 4 gens left but I chalked it up to our team ######### up since I didn't even notice Myers draining me until it was too late. We let him tombstone us because there's no way we were escaping and everyone knows how hard Evil Incarnate is to get. (Most people literally only run that build for the achievement and never touch Tombstone and Tuft again)
I think the only "Busted" combo is Tombstone Piece + J Myers Memorial since there's no movement speed penalty and you can still tier up reasonably fast.
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@Oicimau said:
https://forum.deadbydaylight.com/en/discussion/178525/what-does-it-mean-being-listed
Oh, those lists! I know i figure in one of those cause ppl are entitled to survive and mark whom uses Memento Mori once in a while. The funny part is how much energy they expend to take reveange.
Come on! Once upon a time i tought about a list of gate tbagger and toxic players... just to discover it should be soooo big i couldnt remember and should have to do much effort to keep it up and making it useful.
So, lets them undertand few by few this is not a game for lists... you just remember the one or three worsts toxic ones by some reason and get your reveange if the chance comes. If not, go on until their names fade away in your memory.
And that's the thing. I don't write down names (usually) but if someone was such an absolute insufferable piece of ######### I actually recognized their username 2 months later, I argue they deserved the Mori. I'm talking about the bully squads who all bring sabo, butt-dance as they drop hooks, run OoO on midwitch and just teabag and run the killer around the hallway forever, then talk mad ######### in post-game.
IMHO those are the people that are so unfun to play against I actually remember their username, remember how much of a shitter they were, and bring me an Ebony or some kind of toxic build like 3-gen doc (Now with Jigsaw Piece edition) or Tunnel Me Pyramid Head with REAL facecamping.
