Tzeentchling9
Tzeentchling9
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DS will still be obnoxiously strong. It'll reward poor saves and punish optimal plays from the killer.
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@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/comment/348127#Comment_348127
I know about the weakness's each perk has on the new killer without playing her due to her not being out, and that perk if its poor in the ptb, could be reworked into that manner
Except these devs have a long history of putting things into the PTB that they pretty much intend to release. At most they will tweak some values, but no real rework will happen.
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We don't know enough about the power to ask for reworks yet, imo. What I'm irritated about is how lame some of the perks are when this forum is an abundance of suggestions and it feels like other here have better ideas within hours of the perks being revealed.
Like the Corrupt Intervention perk. Why on Earth would you play a perk down for the rest of the game just block a couple gens at the beginning of the match? I've seen multiple suggestions here for a perk that blocks a couple gens each time one is popped for a long time. Wasted opportunity there. I would consider that perk as it is as an offering, not one of my precious four perk slots.
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@Theluckyboi said:
She looks like a combination between piggy and legion
i just hope she is 115% speed killer, i am tired of not being able to M1 survivors when i need to
The combination of Legion and Pig seems pretty accurate. She is confirmed a 115 killer. It will depend on how much work will be required to make the vomit worthwhile.
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I think a lot of it has to do with the killer being way more interesting than "teen with a knife."
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I'm expecting 30-45 seconds. It should 60-90 at least though. The fact that the killer is down a perk for the rest of the match is extremely disappointing as well. It should be:
Whenever a gen is completed this perk becomes active, while this perk is active the three generators furthest away from you are blocked by the Entity for 5/10/15 seconds. Locations of Survivors working on the furthest generators when this perk becomes active are revealed to you.
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There is no way they are going to make Corrupt Intervention long enough to be relevant, let along worth playing a perk down the rest of the match.
######### your pants might be cool on instadown killers, but I don't know if it's worth a perk slot.
The TR transer perk relies heavily on how long it lasts. Wether or not the killer will have time to make use of no TR(see: Tinkerer).
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@RSB said:
https://forum.deadbydaylight.com/en/discussion/comment/346637#Comment_346637
Killer's first 2 perks are mediocre at best, and her third perk (blocking 3 gens for X time at the start of the match) is gonna be trash, I think.
Syrvivor's perk with healing sounds kinda broken, the scratchmark perk seems weak and the locker one is OK I think.
The transfering TR to the obsession is cute, but depends on how long and SWF won't give a #########.
There is no way the gen blocking perk is going to be long enough to matter. It's probably going to be like 30 seconds max, just so you don't have to check a couple gens at the beginning of the game and then play a perk down for the rest of the match. It needs to be something meaningful like 80 seconds.
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Or you could use some sort of place where like-minded people gather to talk and interact and try to get a group together to KYF.
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@Ramxenoc445 said:
https://forum.deadbydaylight.com/en/discussion/comment/346029#Comment_346029
I agree that survivors shouldn't have a free escape but killers shouldn't have a guaranteed hook when using iron grip either. The perks survivors do have to counter that perk are very niche and rarely help you in those situations because it varies on maps. Someone will probably say perks aren't meant to be useful all the time but plenty of them are useful all the time or guarantee a good use. But in my opinion perks like DS and iron grip shouldn't exist period.
Iron Grip doesn't even add two seconds to the wiggle time. Hardly on the level of DS.
@MhhBurgers said:
Imagine how much survivors would cry if killerperks were as uncounterable as survivor metaperks, like if we had perks that gave us free hooks like DS/BT.
Uncounterable perks killers end up with tend to get destroyed, not just reworked to some just as powerful. Remember the Machine Gun.
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DS will still be meta and complained about. It still fits perfectly into the current meta of "Rush Gens, adrenawin out," it just guarantees an escape later instead of denying early game pressure.
60 seconds is way too long and the killer having no answer except to slug in obnoxious. So slugging will be way more prevalent as well. We'll have to see how much Enduring actually reduces the stun, because we'll probably still have that whole animation time vs stun time nonsense.
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I can already see SWF showing a BPS indicator to bait the Killer into not dodging the lobby, then quickswiching.
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That is a hella nerf to Ruin. LOL
You don't even need to bother looking for the Hex at that point. Just eat the one or two(reduced) percentage decrease and keep slamming gens.
Edit: Didn't see it was no longer a totem, but the point that it is pointless still stands. Thanataphobia would slow the gens down more, for Pete's sake.
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The common offering for lessening the mist is stronger than you think. It is the equivalent of two common thickening offerings.
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Agreed. Being literally blinded by GRASS is incredibly annoying.
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The mind games would be awesome.
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Feel free to advocate making more Killers viable to increase variety. I for one am bored out of my ######### mind of playing against Hillbilly.
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Nothing infuriates me more than watching the other Survivors fall like 9-pins and no one else is doing gens. Then, when the killer finally finds me and I lead them on 5+ minute chase, no gens get done then either. Like, ######### are you even doing, you boosted apes?
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The only time I've actually been cucked by this is there is one window on Lery's in the long waiting room that has a locker facing it. The problem is trying to get the angle for the fast vault brings you too close to the locker.
Everyone other time is on me for spamming spacebar too early.
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@Master said:
What fixing do hitboxes need?
Invulnerability after vaulting, obviously.
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Not sure why the Nurse needs special treatment when EVERY Survivor has that ability.
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I saw last night a Dwight tapping so fast that there was no way I could replicate it with my mouse. It didn't seem like it was slowing the gen progress down much either. Imagine being so bad at the game that you need to rely on macros.
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"Was that Ded 'Ard?"
-tru3talent -
I usually escape unless a DC ######### is in the game. Nowhere near 10%. LOL
Numbers where? -
Ah, please tell me where I can find the keybind for Push To Talk in the DBD Control Options, I can't seem to find it.The_Bogeyman said:@Tzeentchling9 said:
If you blatantly ignored outside cheats with voice coms, sure, what he said about using perks and strats the game provides is true.What foolishness is this. How are voice coms a cheat when its a sanctioned part of the game's swf. Get the hell outta here with that cheats crap.
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TangledNoodles said:
This is at high ranks (where I sadly end up being) meaning the killer already has all the crutch perks and keeps pressure on gens then you BARELY finish all 5 of them and they get NOED because we didn't have enough time to go do totems.
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So it would have been better if the killer didn't handicap himself with only three perks and completely destroyed you before the gens were done? -
If you blatantly ignored outside cheats with voice coms, sure, what he said about using perks and strats the game provides is true.Dwight_Fairfield said:
Common sense and logic. A rare sight around here.twistedmonkey said:I still fail to see why using things in game which are allowed is classed as toxic, if it's within the rules is just using the loadouts or strats they deem the strongest nothing more.
Toxicity can only happen in the end game chat, anything else is just playing the game and having fun, it may be at someone else's expense but thats life.
Unfortunately both sides fall foul to this, you just have to read these forums to see each side uses strats the other screams is not fair, it's a strange gaming community mentality where if someone plays to win using what they are allowed too they are considered toxic. -
Because Valve, who own and run Steam, own the rights to Bill and don't want console plebs to have him on an operating system they don't own.
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Stall Freddy is pretty freaking boring. That is for sure.
Of course, whenever I try it, explosions are going off worse than 2018 Chinese New year main menu.
When I play against it, I can heal full up through Dream World, Sloppy, Thanataphobia, and Self Care without ever seeing a skill check. -
You don't even technically need the wiki for that info. All the statuses are explained in the tutorial section too.darktrix said:That's what wikis are for and with just two minutes of checking the internet one would know what all status effects mean.
They try to use one word titles for statuses because if the effect of the status changes later they don't have to re-edit every single perk and skill that uses that status. Keeps introducing human error to a minimum. 'One-hit' is even open for confusion, of course all killers can hit you once. You would have to provide the entire phrase 'one-hit down' or 'places survivor in dying state with one hit except for huntress hatchets'' (unless you also don't know what dying state means). As you can see it can get wordy - just look up the name of the status effect to learn more. I presume anyone who can read this does have internet access.
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Since right after Myers release, when OG machine gun was a thing.
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It only takes 16 seconds to get healed, a lot of gens are near hooks, and Billy is one of the most played killers at high ranks.Saint_Ukraine said:@Tzeentchling9 said:
Brady said:Just don't tunnel
It's anti-tunnel
The only POTENTIAL problem will be the endgame. But that's what the PTB is for.
This is your first impression; play the PTB and try it out before forming an opinion!
You get unhooked, get healed, and work on a gen for 30 seconds, killer comes checks the gen and downs you. Tunneling where?
Well, I highly doubt that 1 minute is enough time for a survivor to get healed, work on a gen, and then get downed again. Unless the killer has the ability to insta-down, of course.
60 seconds is a very long time in DBD. -
You get unhooked, get healed, and work on a gen for 30 seconds, killer comes checks the gen and downs you. Tunneling where?Brady said:Just don't tunnel
It's anti-tunnel
The only POTENTIAL problem will be the endgame. But that's what the PTB is for.
This is your first impression; play the PTB and try it out before forming an opinion!
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Farmers and Survivors who say stupid ######### in the end game chat get Mori spammed later with extreme prejudice.
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If the Killer manages to drop the Survivor by pressing R, the Flasher messed up the timing. They are just mad.
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Include a token count based on the number of totems left to Small Game instead.
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I seriously believe that a lot of people here were not around for when DS was originally released. This change is bringing slug meta is coming back. Get ready for the infinite whine threads about increased slugging.
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"Just don't tunnel for 60 seconds."
-People who have never played killer before, 2019 -
I love reminding all these kids that NoED still has several nerfs over DS though. They preach all this DS=NoED nonsense, but for some reason don't agree on more nerfs to DS to make it equal.
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Say you get unhooked, healed and start working a gen. The killer comes over the check that gen and is skilled enough to down you quickly. Where is the scummy play in that? You can literally work 3/4ths of a gen in the time that your free escape is active and the killer can do nothing about it.No_Cluie_Louis said:@Tzeentchling9 said:
60 seconds is too long and the fact that the killer can not do anything for that 60 seconds far outweighs other drawbacks. I don't know if I'd call it a buff yet, but it's definitely not a nerf.I think the devs took the Survivors whining about tunneling too hard to heart, while ignoring the importance of encouraging safe unhooks.
What are you on about can't do anything. You mean you can't tunnel down the poor guy who got off of the hook 60 seconds ago and be scummy. It's a buff against a scummy play style i'll give you that, but it's a nerf in every other sense against any skilled killer
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60 seconds is too long and the fact that the killer can not do anything for that 60 seconds far outweighs other drawbacks. I don't know if I'd call it a buff yet, but it's definitely not a nerf.
I think the devs took the Survivors whining about tunneling too hard to heart, while ignoring the importance of encouraging safe unhooks. -
nararatu said:
Why?
Because, clearly, there is nothing wrong with this:
https://www.reddit.com/r/deadbydaylight/comments/7xsyoh/flashlightpallet_saves_in_192/
It was a dark time.... -
My thoughts exactly. The change gives buffs DS with guaranteed pressure later in the game at the cost of being able to use it early in the game. It just fits too well with the current meta of "Rush Gens, Adrenaline out the gate." Dribbling and using hooks that Survivors are immediately under should remain options of counterplay for killers. I also see DS getting more use after this "nerf."
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Yes they will know because the game literally screams at them, "EXPOSED!!!! RANCOR!!!"Mc_Harty said:@The_Crusader said:
What if the unhooker is someone fresh off a hook? You pick them up and you're taking a strike.Then use Rancor?
Down them in one shot and mori them. Odds are they aren't going to know you have it since the Obsession will bounce around each survivor with DS. -
You forgot adrenawin too. Why they made it so the perk is on hold while on the hook, I'll never know. Imagine if Bloodwarden was put on hold if you hooked someone before a gate opened and activated as soon as a gate opened. There would be rioting in the streets.
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Why do people insist on treating the symptom and not the disease?
Nerf SWF, dodging solved. -
It's getting changed by losing early pressure to guaranteeing late game pressure if the Killer tries to maintain hook pressure.
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I'll probably try it a bit to see how it feels from the Survivor side, but I doubt it'll go into my usual builds.
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So apparently the skill check happens as the Killer is picking you up and there is literally nothing the killer can do about it. That part, I don't like.
Without giving the killer the option to waste his own time dribbling or the opportunity to immediately use a hook that the Survivor got downed under, you are giving Survivors yet another reward for unsafe unhooking. Hook diving with BT and DS will be the new meta.
Honestly, I expect killers will camp harder too, since the only way to play against it will be to hit rescuers on the way in and force trades. -
You know what happens when you make hook stages less relevant? You get left on the hook longer.