Trwth
Trwth
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- Trwth
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Key rework means hatch rework, which means a rework to the endgame as a whole. It’s truly amazing how one item can create such a huge problem in the game’s mechanics.
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@ShamelessPigMain said:
All of these are great but where the hell is autodidact
Autodidact can be extremely good... but only if you're lucky. There's really no way to make it more consistent without a full rework, which for it I would recommend something similar to Brand New Part in terms of skill check frequency. But I dunno. I use it and I like it, so I can't do much more for it.
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Omg ikr Deathslinger is immediately SO much better because his gun makes crows fly away BHVR pls add
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Collision with objects smaller than your foot blocking your movement on just about any map.
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I used Repressed Alliance plenty and I assure you it’s very effective when used correctly. It’s situational, sure, but it can single-handedly save you whole gens.
Another thing to note is that it reveals the gen when you block it. So it lets your teammates know that the gen is almost done and they should head over to pop it before the Killer does.
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@Mak0 said:
https://forum.deadbydaylight.com/en/discussion/comment/2022386#Comment_2022386
I- You do realize how broken this would be with remember me and no way out stacked right? even then it wouldn't even stack with noed as you want it to. It turns all dull totems into hex totems meaning there would be no hex totem for noed to activate on. sometimes i'm glad this community has no control over perk design and balancing
Yes, I do. That's why I said- Oh wait, I didn't. Whoops. I don't actually want this is in the game. It would be too strong and Blood Warden would fall into obscurity.
But if it was, then NOED would take precedence over my perk. My perk includes active hexes, so if Thrill were to be active at the time of activation, then it would count as a stack for the perk. NOED will occupy a totem space, and then the perk will check for hexes. Each hex = 20 seconds. So, yeah, I do know things work. I don't think I can say the same everyone on this forum though...
But again, this should not be in the game. It would be broken-strong.
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It's essentially No Way Out as a hex. Actually, no. It is No Way Out!
I had a similar idea, so I'll share it here:
When Survivors open the exit gates, all dull totems become Hex Totems and both exit gates are blocked for 16/18/20 seconds for each Hex Totem.
While this perk is active, if a Survivor cleanses any Hex Totem, 16/18/20 seconds are deducted from this perk's active timer. All previously dull totems return to their dull state.
It's practically Blood Warden if it was a hex. I'd say it's map-dependent, as it would kill on Lery's but struggle on Autohaven. Paired with NOED and Thrill, it would literally be a monster. Blood Warden would fall into obscurity.
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The only maps they haven't touched yet are Haddonfield, the Swamp, and Coldwind. We didn't get a map rework this chapter (like we got Ormond and Autohaven last chapter). If they manage to do all three in the next mid-chapter, then we'll finally start getting new maps!
...still want more maps tho
(OH and Red Forest. Sooo... yeah, I'm wrong)
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Cool concept. I thought they'd be used to abandon RNG-dependent spawns and allow more ways of entry for Killer, but instead they added more RNG. Nevertheless, I don't mind them, though their placement (especially on reworked maps) tends to be quite questionable.
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@Seraphor said:
Yeah this seems strong enough to be a killer power. If it were a perk, it could be combined with other killer powers for a pretty OP effect.
Imagine hurling a bottle as the Clown just as you 'drop down' next to a survivor or something. They wouldn't stand a chance.
But on it's own, as a killer power, it could work.
New Killer: Bowser
Their power lets them breathe fire and summon Thwomps wherever they please. Fire deals lingering damage and can down. Thwomps insta-mori Survivors.......... and stagger nearby Survivors.
Random idea I got. Don't take it too seriously.
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I think the meter shouldn’t regress. He’d be able to apply pressure much easier then.
Either that, or make the meter regress much slower.
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Like the guy above me stated, the maps that are weirdly-shaped, you shouldn’t worry about the far gens. However, the center area of the map usually has the strongest loops, so you best wanna get rid of those fast.
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@AChaoticKiller said:
Strictly speaking...yes
However this ignores any aspect outside of chases and even some chase mechanics. For example huntress can quickly down survivors by using a hatchet followed by a basic attack and she is the only ranged killer here that can actually snowball well and pressure multiple survivors.
Deathslinger and The Trickster are actually pretty similar as both are very oppressive and will down you if they are good but Deathslinger is just so much faster at it.
Also you missed plague, she is a ranged killer and her corrupt purge if your good at it is on the same power level or higher than Deathslingers depending on the map as she suffers more so then any ranged killer on indoor maps.
I suppose that is true, like how Trickster and Slinger lack a lullaby, but I can say for a fact that Trickster can indeed do follow-up melee like Huntress can (saw it in an Otz vid). And I can see Trickster being able to snowball as well since he has so much ammo, not to mention Main Event. Deathslinger, however, cannot.
And Plague... I am very sorry I missed her. I'd rate her Corrupt Purge in between Slinger and Huntress. It's not hard to use at all, but it's very devastating in the right situation.
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@JPA said:
I disagree Slinger is necessarily harder than the Huntress. Sure you have less room for error, but he is much harder to juke and bait than the Huntress, since she has a long windup. I've never actually played Slinger though so maybe my opinion is worth nothing on the matter.
I didn't say, but that table is applied to both Killers AND Survivors. For Slinger, you have little room for error whether or playing AS or AGAINST him, and so on.
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Killer perks are pretty weak with the exception of gen perks, tracking, or snowballing perks. Obsession/gimmick perks aren't very practical when compared to that of the Survivors, who get cool perks like Blood Pact and Deception, while Killers get mediocre things like Dead Man's Switch and Hex: Blood Favor.
They should make Killer perks less reliant on other perks just to make one even remotely useful.
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I like the idea behind it. I'd be careful with making the numbers too high, but I think the perk can be simplified into this:
Lucky Break
You've had your share of scrapes and bruises, but luck's always on your side.
Lucky Break is active for as long as you're injured, up to 120/150/180 seconds. While Lucky Break is active, you don't leave any blood trails and the speed in which you are healing or being healed cannot go below 100%.
Lucky Break is permanently deactivated once its active time has fully elapsed.
...maybe not as simple as I pictured in my head, but that's the idea. Basically, you aren't affected by healing debuffs like Mangled, Coulrophobia, etc.
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Because
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@xXCAM3R0NXx said:
My theory is that the hits are unfair due to the falling animation when you're downed.
You fly forwards by like a few meters when you get downed as opposed to before the update where you just flop on the floor.
This means that the hit box is slightly back more so that they fall in the same place they'd fall if the original downed animation did.
Hmm, I don't think it's an animation issue. My theory is that hits register as soon as the Survivor's hitbox even grazes the Killer's weapon during a swing. As you know, the attack hitbox is always bigger than the actual weapon (except PH), so that could be why. I dunno. It has something to do with hitboxes though, as the devs have confirmed that hitboxes are a little out of whack now.
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I'd say to increase the amount of tokens gained or keep your tokens on successful basic attacks. Five double lunges per game doesn't exactly win you games.
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I like'em. The injured animation needs more bounce and limp to be realistic though. It just looks like their body is petrified and trying to run while their legs are slowly being overtaken by frost.
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@VaJaybles said:
https://forum.deadbydaylight.com/en/discussion/comment/1933504#Comment_1933504
It's a movement.
Ah okay, so I am dumb. Very cool.
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I suspect it's a strange phenomenon that causes hits to register as soon as the Survivor's hitbox connects to the Killer's attack hitbox, even if they were gonna hit a whiff and/or hit a wall.
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Wait, so, is this a movement? Or to actually revert movement? Because movement is fine imo
As for the update, it's really just the UI, hitboxes, and some animation weirdness (injured movement is very stiff), not to mention a few dozen bugs as per usual.
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Ummmmmm
I... don’t think that’s the motive but yes, I HAVE been getting weird hits. It’s almost as if the hit registers as soon as the Survivor even TOUCHES the attack hitbox. It makes it hard to judge when and where you should bait.
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Sole Survivor and Fire Up. I have plenty more but here’s just a taste:
Fire Up
The increased pressure of losing your prey fills you with unsuspecting motivation.
Every time a generator is fully repaired, Fire Up activates for 60/70/80 seconds. While Fire Up is active:
- Gain a stackable bonus of 20% to picking up and dropping Survivors, breaking pallets and breakable walls, damaging generators, vaulting, successful and missed basic attack cooldowns, and searching lockers.
When the exit gates are powered, Fire Up is active indefinitely.
Sole Survivor
As more of your friends fall to the Killer, you become shrouded in isolation.
Each time an ally gets hooked, the range in which the Killer can see your aura is reduced by 6/7/8 meters.
Receive a notification when the Killer is attempting to read your aura.
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I'd just give it a speed boost during the heal, like Blood Pact or Hope. And the heal should bypass Deep Wounds. Then it'll be worth the hassle.
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In the Billy/Bubba PTB I believe it was. I heard about this but never actually saw it. It might've only applied to the default cosmetics, but I'm not sure.
I hope they try to bring it back though. Maybe when they update their models.
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Blight and Twins are killing machines. I’ve seen it with my own eyes too many times for you to say they’re weak.
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@SasukeKun said:
https://forum.deadbydaylight.com/en/discussion/comment/1805259#Comment_1805259
it is because with Survivors perks and SWF that teeters more towards them surviving considering it would restart the chase, all their perks and other players they can take more hits
That has nothing to do with moris.
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The Mori change is a bandaid fix... I think. They’ll get to all those pressing issues in time.
I would just like to bump this thread because whataboutism is an epidemic on this forum.
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Changing an offering makes the Killer experience unfun? Such a subtle change and immense outcry really says a lot about the community. Just chill out.
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Not_Queen made a good point about having LGBTQ+ characters in DbD in the recent QnA. It’s not that there’s something wrong with it. It’s more about how, if they are going to create a character like that, they wanna do it so the character isn’t defined solely by their sexuality. They wouldn’t want to create a character just for the sake of representation.
And she also added that it’s never explicitly stated in lore that particular characters have a significant other. But they could start doing so at any time. It wouldn’t be the first time they tried something different.
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Truuuue.
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I actually welcome getting hit by Power Struggle. I just want my games to last long enough for me to have a good time. Playing Killer and trying to learn and level up the Twins is so arduous and stressful with these gen speeds.
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"Devs! Stop trying to make your game better!"
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The Twins' difficulty is hard for a reason. Victor has some of the best map mobility/pressure on a scale we've never seen. He's punishing to miss, but he's a monster when the time is right.
But I agree that practicing is difficult, because Survivors are relentless against inexperienced Killers and it makes you feel miserable. It's a psychological thing, where even though you know you're not taking the game seriously, you still feel the pain. This is why I cannot wait until they add offline bots to this game. I simply cannot play Killer casually for those reasons.
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It's a little weird. It's a bug, but it's also what's gonna wind up happening anyway. Don't get cozy in those lockers, because Victor will soon be able to grab you out of them in an upcoming patch.
Also, just... don't do that. That's no fun.
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Hear me out: Dark Devotion
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Survivors get an Up-B recovery
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This is why bot private matches can't come sooner. I would just ADORE to play against bots so I can comfortably play Killer without being stressed out about gens.
But I guess in the meantime, we shouldn't worry about rank. After all, the lower the rank, the better.
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On the contrary, the gen rush was INSANE! Every game, at least one of my teammates had Prove Thyself and all knew how to loop properly.
Oddly enough, when I played with two of my friends, our rando teammates were... for lack of a better word, potatoes. We threw our lives on the line to sabo-save this Felix, who didn't even look behind him when running and slammed down pallets immediately if he felt threatened. Also, the Killers we faced just face-camped all of us despite the fact that not a single gen was being done.
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As Killer, you get Deviousness for hitting Survivors. As Survivor, you get points for kicking him... and maybe for dodging him. I don't recall.
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Don't get me wrong, I love Demo and Oni's chase themes, but I definitely think from the Killer's PoV the music should be a quieter version, which is what it was. Oni's was a really good example because his was his PTB chase theme, which was intense but quiet enough so that it's not numbing to the ears.
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@Dustin said:
https://forum.deadbydaylight.com/en/discussion/comment/1788269#Comment_1788269
I'm of the opinion that The Twins need a faster release animation for Victor overall because the animation and pausing is what makes them feel so awful and clunky to play ignoring all the bugs.
I'd have other suggestions too but in my view this is the most glaring issue that makes them annoying to play in terms of fun. That slight pause is like a speed bump in a fun chase.
Ehh. The unbinding animation is barely a second long. Plus, there's a brown add-on that speeds it up. If anything, Charlotte waking up feels really encumbered because your camera is locked until she's fully awake.
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I actually like this. Especially since there's bugs with switching too quickly, I sometimes wanna just drop Victor to keep watch, but have to switch about four times to get it working. It would also be cool to body block places with Victor during a chase without going through all of that.
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I think this Killer's gonna be buggy for a while, but I'm still optimistic that they'll get everything sorted out in time. Victor's fun to use, and switching between the Twins provides a different level of strategy that I'd love to tinker with...
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It's a complicated subject, but I disagree. When facing Victor, you don't loop him because he's way faster than you are, thus nullifying looping completely. You're better off dropping a pallet or hiding behind walls. Try to crush him ASAP.
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In my experience today, Autohaven was just empty. It might've just been bad luck, but there was a severe lack of pallets on the map. I was on Gas Heaven, and the only pallets on the map were on the edges in very obscure locations due to the lighting. Not to mention, some parts of the map are completely empty except for a rock and a few trees.
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Victor reveals Survivors that are moving. The only time he doesn't is when they're crouch-walking. That's why if you walk past Victor carrying a Survivor, they'll get revealed.