Trwth
Trwth
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- Trwth
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It's handy and versatile.
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Would be a nice change. It’s little things like this that make the game ever so slightly more enjoyable.
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@fogdonkey said:
Sure, add a slider, but make 87 the max on the slider.
Why would…
Ohmygosh, are you one of those psychopaths who plays their game at 60 FoV??? How do you do that?! That’s like… torturing yourself!!
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@Bullettimegod said:
Im against fov slider. Not because i think its a bad idea. I think its needed. Im against it purely because my lack of confidence in some of the devs to implement this smoothly with no bugs, glitches, or hiccups. Fov slider? Now somehow the hill glitch is back.
Don’t be discouraged because of something like that. Besides, accessibility stuff like colorblind modes and HUD scaling (as far as I know) are glitchless. A little FoV change couldn’t possibly break the game.
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@Zenro said:
People acting like equipping shadowborn means you cant be spun and have a massive advantage now. Honestly it just feels nice. Thats it. Ive never been in a match and thought "man glad i brought shadowborn to win that match" just makes killer feel better to play. Thats all people want.
Well said
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I’d just buff up his stats. He’s super fun to play so I wouldn’t change that. I don’t think he would be that oppressive if he was faster either.
Remember guys. Any changes will go into PTB first, so anything goes.
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@MikeyBoi said:
https://forum.deadbydaylight.com/en/discussion/comment/2254736#Comment_2254736
1920x1080p is like looking through binoculars? Interesting, You played a killer that elevated that much more with shadowborn and now you can’t play normally without it. That’s on you, just because YOU now are accustomed to a perk doesn’t mean BHVR needs to add a dumb slider bar. I’d rather see them remove stretched resolution before adding a Fov slider first.
again. Go buy a PC and play on 1080x1080p
Alright, alright. I won’t try to force my opinion onto you. Now, I shall go and buy an $800 gaming laptop and buy DbD on there, grind my way back to level 700 and take full advantage of that sweet, succulent stretched resolution that me and my console brethren couldn’t even dream of having no matter how bad we wanted it :)
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@MikeyBoi said:
From what I remember shadowborn got nerfed waaaay back in the day because it increased visual brightness and had an even bigger FOV if I’m not mistaken.
No shadowborn should not be base kit nor an fov slider. It gives Nurses, Huntresses etc an edge on hitting hatchets and blinks more consistently. Even Billys run shadowborn to hit rev backs easier.
People who run shadowborn on all their builds are scared to run stretched resolution particularly on stream because they think they’ll get banned..
You can play on stretched resolution on console it’s just in 480p, I used this on my Nurse for a bit, it helps but I mean at a huge price of awful resolution..
If only killers had the option to have a fov slider that would be unfair to survivors and if both survivors and killers could have the option it would be unfair for killers who don’t like the fov slider adjusted from default at all because then trying to mindgame a good survivor on increased fov would be a nightmare..
Buy a PC and play on 1080x1080p.
Playing killer on console is just...awful in general anyways reguardless if there was a killer fov slider.. I couldn’t imagine ever going back to a controller after playing on M&K..
All in all I think playing ANY game on an increased FOV/resolution is cheating.. plain and simple.
Hope this helped whether you agree somewhat or fully agree.
The point of an having an FoV slider is so people don’t HAVE to stretch their screens, and so console players don’t HAVE to buy PCs (btw, don’t tell people to “just buy the game on PC” when it’s not that simple).
Yes, it gives the Killer an advantage. But as you said, people can use stretched res with or without the FoV slider anyway, including Survivors.
And either way, it’s hardly an advantage but more a quality of life thing so I can actually see my surroundings instead of looking through a binoculars all game.
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@tahilix said:
People keep bringing this up again and again, and answer dooesnt change. BHVR is not implementing FoV adjuustement not because they dont know how or they dont care. They do it because killers are supposed to have ######### FoV. This is why survivors can spin around you and why after fatigue/stun/recovery they can lose you easier. Its a hindrance, that you can mitigate with perks, like Shadowborn or M&A.
I’m asking for your opinion on the matter. Whether or not the devs care is determined by whether or not it’s in demand.
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I actually included in one of my builds and ran it for longer than I’d like to admit. Hearing the little “ding” noise every time my teammates die was the only enjoyable trait of this perk.
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@Milo said:
While it makes it generally more powerfull for it's intented purpose, having two survivors run with each other to activate this effect 24/7 would be just big oof.
Kinda similiar to Blood Pact.
I try so hard to like Blood Pact but my teammates never make it easy
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@[Deleted User] said:
Am I missing something, or is this almost identical to the current version? Seeing auras of survivors in chase shouldn't be necessary if they're getting hit within 16m of you, since you should be able to hear exactly where they are even if you can't see them. In most cases you should see exactly where they're going too, and in all cases if they got downed you'd already see their aura so the perk offers nothing else.
10 seconds of staying active after you leave the 16m range versus 10 seconds of staying active after the hit will probably only buy you a couple of extra seconds at the most versus the current version.
It's very similar, except the condition allows it to stay active for as long as you need to get away (and is easier to activate overall), especially if you're injured. As an added bonus, you can see which way they're coming from so you know where not to go.
For example, your teammate brings the Killer to you while you're healing somewhere. You see where they're coming from and crouch in a corner. The Killer doesn't hear you, so you run off without a trace.
As another example, you're following someone who's in a chase with a flashlight (even though you should probably be on gens but whatever, you're all about the altruism). They get slugged, and the Killer goes to kick a gen. While they do that, you reposition without leaving any tracks (since your teammate is downed, you don't leave tracks) and can easily line yourself up for a flashlight save. Killer looks straight at you when they pick up and
you mess up the timing because you're garbage. BUT hey, at least you tried.It's pretty niche, and you could easily use Empathy instead, but I think this change will at least give you more control over the perk compared to relying on the Killer scoring a hit when you're nearby and probably already seen.
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@Saltjar34 said:
https://forum.deadbydaylight.com/en/discussion/comment/2243260#Comment_2243260
Have you ever had an entire team with stealth builds? Yeah you can bet I got tunneled pretty easily. Wasn't even off the hook, the killer just found me after not finding the rest of my team. That's what I mean
That’s rough, and a bit unlucky. I get that most solos aren’t the best at holding their own but that’s on a whole other level. Did they at least do gens?
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@Sluzzy said:
As someone that despises POP, this perk has my attention. My hate probably stems from a Freddy effortlessly transferring to the survivor objective and removing a lot of objective progress with little effort.
This has got me to thinking….as fun as this perk will be, why does it not prevent the regression? It falls short and it is extremely weak when you think about it. A killer kicking the gen triggers an explosion. This perk will be fun but it hardly does anything in regards to objective. It needs to do more than what it does.
Kicking the gen sets off the explosion but it shouldn’t regress or have the additional effects of POP or other killer perks. The perk should be buffed so the killer has to kick the gen twice if they really want it to regress. This will make the perk actually worthy and not simply for memes and fun factor only.
Killers don’t use their meta perks for the memes. They use them for an overwhelming advantage to put the match totally in their favor. Blast Mine does nothing to help survivors other than it is for fun.
Dislike Pop you say? Look at my avatar. Just... give it a whirl.
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As a solo, I just want to see my teammates' perks and offerings before the match. That is all.
For SWF, put a little indicator above their names to let the Killer (and the solos in the game) know they're a team, so they can play accordingly.
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@Saltjar34 said:
https://forum.deadbydaylight.com/en/discussion/comment/2238172#Comment_2238172
It does give a reason to create exceptionally powerful perks while simply making it so you can't use multiple instances of them at once
Hexes and obsession perks fit that criteria better than Exhaustion if I'm being honest.
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@Saltjar34 said:
This seems pretty good though being invisible while your teammates are in a terrible situation is a pretty solid recipe to getting them tunneled.
Sounds perfectly in the character of Yun-Jin. Then again, tunnelers are gonna tunnel even if you bodyblock.
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I don't think so. The Twins are a very powerful Killer, maybe even borderline OP in the right hands. As much as I love them, I agree that their design isn't perfect and Victor can be buggy, especially on slopes (ugh, I've been robbed of so many downs because of a slight incline in the ground).
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@Carlosylu said:
https://forum.deadbydaylight.com/en/discussion/comment/2238241#Comment_2238241
Exactly my point, it works on any killer. And you can actually use it the same way I did in the vid when she phases towards you, works every time.
The only downside I do see here is the one you mentioned, it's a DLC perk.
Yes, so it's not a Spirit counter, nor is it a counter at all. You can get unlucky and the Killer stands still or swings early.
The whole "spirit not having counters" kerfuffle comes from the fact that it's hardly interactive from the Survivor's pov during a chase. When she's phasing, you practically have to guess where she's gonna appear, and so does she sometimes. If you're injured and don't have Iron Will, forget about it. Try everything you can. In the end, whether or not you survive solely depends on how well the Killer plays.
So yes, blind the Spirit and juke her. Maybe it'll work once or twice but not everyone is running flashlights nor are all Spirits dumb enough to fall for that trick more than twice.
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Oh no, I hope you're prepared for an onslaught. Unless I just got baited.
Either way, you're saying Spirit's counter is a perk, which is bad design, especially since Fixated is a DLC perk. Not to mention your "counter" in this game is doing a juke that works on literally any Killer.
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Interesting idea, but I'd prefer cooldowns over Exhaustion for Killers. Exhaustion was created for Survivors because the perks that cause it would make them impossible to catch if it were a simple cooldown (not to mention, stacking sprinting perks). Plus, it doesn't really seem fitting that the monstrous Killer gets too tired to use its power (ahem, Legion).
The Territorial Imperative idea is really cool though. There's also a typo in Dark Devotion where it says Coup De Grace instead.
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@humanbeing1704 said:
Also I would call it more of a noob perk but technician having a downside for absolutely no reason
The other day I had a troll in my game who had technician and purposely missed skill checks to keep us from doing gens. He then proceeded to body-block me in a chase, then spammed me by constantly following and unfollowing me on PS4. It was the ultimate sandbag.
Also, since Bite The Bullet is gonna be a thing, Technician's downside should be reversed to be the same way as BTB. So people can't do this ^ and so newer players don't sandbag their teammates.
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What Jack said. Cool idea, but it would create a character meta and force people to grind on different characters (namely Survivors) to get those benefits.
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Have you ever even ran any of these perks?
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@Raptorrotas said:
So someone escapes and you suddenly get 60% of the escape points just for being sacrificed?
This would boost sirvivors ditching each other, because the difference between escape or not would shrink.
(Its kinda the same BS with the escape points attached to the hatch points)
Yes, because you and your team got far enough to be rewarded for your efforts, even if you didn’t make it all the way. Remember, these are bloodpoints we’re talking about, not pips.
Either way, the conditions can be adjusted. Mine is just the simplest way I could think of.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2234438#Comment_2234438
David and his perks fill the slot of the horror cliche, and playing the fantasy of “dying a hero”.
The reason the killer is meant to know you have No Mither is so that you can make plays that help your team by going down for them, and making it so the killer can’t ignore you, or they’ve downed you for nothing. If the killer leaves you on the ground, they know they can’t just come back for you later.
The idea is nice, but I seriously don’t think that’s a valid reason to keep the perk as sad and useless as it is currently. It would be a missed opportunity to not change it to better fit the “die a hero” playstyle. I think if we took that mindset to reworking the perk, it would be a lot cooler. And, just so everyone’s happy in the end, turn No Mither’s original effect into a secret offering for Survivors that ACTUALLY yields extra bloodpoints for running it.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2234377#Comment_2234377
No Mither already does compliment David’s intended aggressive play style.
No Mither was the original anti-tunnel/anti-camp perk before DS and BT were introduced.
Someone camping the hook? You’re meant to rush in, DH to avoid the killers first attempt at stopping you, get them off the hook and expect to them go down. Now the killer is in a position where they’re allowing you a free revive if they don’t pick you up and instead choose to tunnel who was unhooked. Obviously most killers won’t let you do that, so now although you’ve hook traded, you’ve still given your team mate another chance at the game.
Someone being tunnelled? Same story. Run in and take one for the team. Again the killer is stuck with the awkward position of knowing they cannot ignore you and come back to you later.
I- whaaa?
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What a unique idea. However, designing this perk around countering an item is bad design (just look at Lightborn). Not to say that keys aren’t a problem, mind you. Its nerf will come in due time.
If I were to change this perk, I’d make it an endgame perk to run alongside Blood Warden or NOED like this:
Dark Requiem
When the exit gates are powered, hook a Survivor to activate Dark Requiem for 16/18/20 seconds.
While Dark Requiem is active:
- You are Undetectable.
- All unopened gates are blocked and have their progress reduced to zero.
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I would completely rework No Mither to fit in with David’s aggressive, protective playstyle.
Essentially, you take a hit for your teammate and for the next minute or so, you have Iron Will and stun the Killer for 50% longer with a pallet (which is a 3-second stun).
Not that strong, but it sounds pretty fun in my head.
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They're all perfect in my eyes. The devs really got creative when making the perks, especially the flash grenade/mine. They're all super good without being overwhelming, though Eruption and Hysteria could use a slight tune-up.
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Legion.
I think they're super boring both as and against them and, on top of that, their power is so controversial that the thought of a rework makes my brain hurt. (I'll eat my words if the devs do it right)
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This is exactly what I was thinking! A small buff that suits Lightweight and makes it more worth running. Love the presentation by the way
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@Kees_T said:
I would like the idea, but I'm sure some people will consider it a nerf for Survivors 👀.
It's not a Survivor nerf... but a Killer buff.
Shh, no one will know the difference.
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Hitboxes aren't the problem. It's ping issues, meaning a server-side issue. The problem is that Killers with high ping are prioritized, which isn't how it was designed (or so they say it wasn't, they explicitly stated it doesn't favor any sides).
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@HaunterofShadows said:
https://forum.deadbydaylight.com/en/discussion/comment/2188242#Comment_2188242
well I mean without proper matchmaking you can't accurately gauge what is balanced. In general i think its balanced but you can't be sure as long as rank 2's are going against rank 20's.
Very true, very true. I only feel like the game is mostly balanced... as balanced as an asymmetrical game can get at least. And yes, matchmaking is another hindrance. If you play at night (at red ranks), for whatever reason, your teammates are all green/yellow ranks but the Killer is always Rank 1. Yet, if you play during the day, the Killer is usually purple/green. So weird.
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Honestly, I feel like I can safely say the game has never been more balanced. For the past few weeks, I never felt frustrated by any flawed mechanics or that any of my losses were unfair. Sure, there's still a few hitches here and there (Spirit, Keys, etc.) but otherwise things are pretty alright.
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It's easy to get worked up about losses as Killer, especially if you're like me and think Survivors are silently judging your every move (which, honestly, they probably are, but who cares?). I have two rules:
- Hooks, not Kills: You'll feel a lot better about yourself if you scale your performance based on hooks. Getting at least one hook on each Survivor should suffice. The "Entity Displeased" text at the end of a game is disheartening, but only if you let it. (Not saying you shouldn't get kills. If you have the opportunity to win during an intense game, seize it!)
- Compare Survivor Losses to Yours: If you play Survivor, you should know that you die a lot more often than you escape. You'll often shrug it off saying, hey, at least I did my part. As Killer, you should try to preserve that mindset. You got stomped, or you made one too many mistakes which you'll be sure to avoid next match. At the very least, you put up a fight, and the Survivors needed to be strategic in order to get through you.
I hope this helps :) I myself have recently been getting back into Killer and these have been helping me shake off the stress
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I highly recommend Repressed Alliance for all your anti-slowdown needs. Combine with Spine Chill, Kindred, or Better Together for best results.
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Demogorgon for sure. He’s no longer add-on reliant so I can safely say he’s the most balanced.
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I use the perk regularly and it’s quite effective and satisfying to use, especially if you accidentally pull down a pallet when trying to heal someone.
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It's bluer now
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Honestly, the nerf doesn't seem that bad. I played a few games yesterday and the 5-second cooldown isn't that bad. Yeah, it sucks you can't switch back and I hope they change that, but otherwise it isn't bad.
I'm trying to improve my Twins and I've noticed that going for healthy people grouped together as Victor is much more beneficial than going for downs. Slugging with Victor is now only reserved for stragglers, which is kinda how it was before but now it's just easier for Survivors. That's just what I think though. I also said "seem" because I can never be completely sure unless I test it for a while.
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@GrimReaperJr1232 said:
Off-Brand - Not terribly useful, except in some mind games while you're revving .
Black Grease - Just saying, THAT would give me a headache from the constant FoV changes, nvm its interaction with perks like Shadowborn.
Big Buckle - I... don't see the benefit here.
Tuned Carburetor - THAT is WAAAAY too much for a single add-on. There's a reason the Old Tuning guide needed to be changed.
Pig house - Mediocre. Might help somewhat, especially with the oil, but you're not going to want to be moving at rev-speed.
Off-Brand: That's the aim. To be like Beast of Prey but for revving. Not a huge game-changer but I could see myself using it when practicing around tall loops.
Black Grease: Oh gosh, you are right. Maybe I could limit it to Chainsaw Sprints instead? Not likely. Combining this with Monitor would be super jarring, even though (I forgot to mention this) field of view gains don't stack. Thanks for pointing this out.
Big Buckle: For gimmick builds using the terror radius. Yes, Undetectable is far more reliable for stealthing, but I think embiggening the terror radius could encourage playstyles more focused on confusion and aggression using TR perks. This is more of an experiment of my own if anything.
Tuned Carburetor: It's one of those trade-off add-ons, like Blight's Adrenaline Vial and Demogorgon's Deer Lung. You have one stat dramatically reduced, while somewhat increasing the rest across the board. The numbers can be tweaked and the downside can be re-thought (like reducing movement speed while revving or increasing the penalty for overheating) if need be. Trust me, I wouldn't want every Hillbilly I face to run this either, nor do I want Hillbilly players to feel like they need this add-on in order to play effectively.
Pighouse Gloves: I don't really know what you mean here. I figured this would be good for chases all around. My only concern is it might become too oppressive if the movement speed bonus is set too high.
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Hillbilly is based on Bubba himself, whose movie took place mostly in daylight. I think it's appropriate and makes the maps a lot more diverse. Horror isn't limited to darkness, after all.
the title of the game isn't a valid argument against sunlight :(
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@WexlerWendigo said:
Am I the only one that really likes her voice?
It's just her wiggling sounds I don't really like. Otherwise, I'd argue she has some of the best voice acting among the Survivor cast. As much as I know people would oppose, I do hope they go back and change some of the voices, particularly for Laurie, Bill, and Elodie.
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Yeah, it's a lot like Home Sweet Home. My only gripe with this idea is that it's random. There's no way to tell which component you will receive from a chest, which can be super inconvenient at times. But otherwise, it's a pretty solid idea. In my opinion, I think the endgame could use some spicing up to make the game longer and more interactive, but any rework ideas to generators are welcome ones.
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We gotta wait and see, but worst-case scenario, they could make the Lucky Break timer reset after being unhooked and pause while healing or being healed. But not increasing the timer.
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@Kebek said:
I knew it's going to be great and it is amazing for both sides. Very good survivor perk if you're good at chases + massive synergy with MoM giving you kind of an old OoO.
As killer it no longer gives information one way controled by the survivors whenever they want it, 30s CD can't be abused in any way.
It's great in every single way.
Ooh, I never thought of Mettle. I gotta try that
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I went against an Object yesterday and I think it's literally a perfect rework. I can actually deduce when their aura will be revealed and use it to my advantage.
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Third Seal is both annoying to go against and useless to use at the same time. Even when it's effective, victory isn't as satisfying when you got kills because the Survivors couldn't find the person on the hook. Other times, the hex is either destroyed immediately or does nothing at all.