Tzeentchling9
Tzeentchling9
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There should be a points event each time a Survivor completes searching a jigsaw box, but doesn't remove the trap.
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Lack of communication and information is the foundation of the game. SWF will go up because it's artificially easier to do than getting good at playing Survivor.
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So after four pallets, the Survivor gets to extend the chase even longer? How about no?
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Because those add-ons are in a good place(for Survivors) because of the rework.
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All the extra free ones that SWF provides.
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Outdated is a good way to put this mechanic. It doesn't really accomplish anything except to confuse new players and annoy older ones.
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Because all those killers were made before the Legion backlash implemented the #counterplay philosophy of development.
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@prettyf said:
sb possible to make it 95% or 99% and active when you want
you never figure it out in game they exploiting or not
only can spectate to see it
sometimes not popping unintentionally makes survivors get hit
and now theres never happen like use multiple time or something
Only if you literally never stop running. The fixed it so holding shift while performing an action doesn't keep exhaustion from recovering.
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@FishFry247 said:
https://forum.deadbydaylight.com/en/discussion/comment/580669#Comment_580669
Don't remember or know what this is mind updating me?
It was a while back. There was an exploit that allowed Survivors to reach a point on the outside of the Crotus Institute and Killers could not do anything about it. Survivors would hold games hostage for ages with it. There were a lot of videos about it, so it was pretty much common knowledge.
Bhvr came out and said that anyone caught abusing this exploit would be permanently banned. End of story. Afaik, this was the first time such a declaration about an exploit was made(probably because it was getting too well known).
Survivors kept abusing the exploit anyway and some got banned, as promised. Weeks later, the exploit was fixed and Bhvr came out again and announced the inclusion of the soft ban system and those "permanently" banned would have that ban count as their first strike.
So even under the threat of a permanent ban, Survivors still abused the exploit, and Bhvr didn't have the guts to keep to their promise and let them off the hook. Is there really any teeth behind threats of bans anymore?
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It's because the Devs have already set a precedent of not actually banning Survivors ever since the Crotus Debacle.
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It's not the act of Stream Sniping that could be bannable. It's the obnoxious griefing and harassment that usually comes with it that is clearly against the ToS and should be punished.
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Yeah, tons of people camping the hatch and tunneling gens to completion. Absolutely rediculous.
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Survivors: "Just pressure gens and don't chase Survivors for too long."
Also Survivors: "OMG! Nerf these killers whose skill can end the chases before too long!!!"
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It only takes 80 seconds minimum to pop a gen. Losing two or three during the first chase is standard, especially without Ruin.
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The husk is supposed to face the Survivor that tripped the trap, but I don't think it actually rotates while you are teleporting. That might throw it off a little.
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Yes. Constantly. I honestly thought it was my mouse, but it doesn't happen in other games.
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@Morfedel So what happens when low rank people inevitably become higher rank people?
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"Extensive" Q&A.
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Want to take about how Freddy was destroyed in a week? Or how how Survivors got Tinkerer obliterated? Or how they got Myers and all his perks destroyed? Or the absolute refusal to even try get good against Legion?
Hell, we haven't seen a viable Killer since the Devs openly mocked players for coming to a conclusion from a PTB "too quickly" and then in the end giving the Spirit all the buffs that were found she needed only "two hours into the PTB."
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@Rich2015 said:
https://forum.deadbydaylight.com/en/discussion/comment/577040#Comment_577040
and what about if there are 3 DCs? End game is too unbalanced now.Close the hatch by all means but let the gates power up when the hatch opens.
DCs are an entirely separate issue, but since you brought it up, how is EGC so much worse than what we had before? Did you enjoy Survivors holding the game hostage by crouching around the map "trying" to do two generators to make the hatch spawn?
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Oh, it's possible. That would contradict the current philosophy of cOuNtEr-PlAy though.
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Add it to Small Game.
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You don't need a perk to make the killer lose their add-ons, the game does that already.
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@miaasma said:
stunning with a pallet doesn't break bloodlust iirc
It might allow the Survivor to break chase long enough to reduce Bloodlust, but it doesn't inherently remove it, no.
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Devs came right and said not all killers are meant to be viable at high ranks, so no.
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@Avariku said:
Can't imagine why more people don't play survivor, it's almost like it's not fun to play a game where you spend round after round being camped/tunneled/slugged by someone who holds 80% of the power in the game but still feels the need to rub your face in your defeat by slugging you at end game just to pick you up and drop you at the gate when your collapse timer reaches 5 sec.
The LOL button is sorely missed.
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I had a match against a Ghostface who crouched the ENTIRE match(even chased us crouching) while using the "increased movement speed while crouching add-ons. It was certainly interesting. Needless to say, Survivors are still faster than crouched GF with those add-ons.
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Of course not. They will pretend it doesn't exist to remain ambivalent until they fix it.
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You've already failed doing gens and finding the hatch first. A 50/50 shot at your third chance for escape is generous.
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Oh, sure. I see it along with Unrelenting, Shadowborn, PWYF, Remember Me, and Dying Light.
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I have not tried it yet, but I don't see way they will let Blindness effect the alarm clocks. The same reason it doesn't effect pig boxes.
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Tru3 is playing them. It looks like the same tiles, but completely rearranged. One version has the actual preschool in the corner of the map instead of middle for example.
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Of course, I watched it. My response was a meme and then an attempt to foresee Bhvr's excuse.
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Pretty good job so far.
In b4: The "stun time" is only 1 second. That time after the 1 second is the "recovery." Totally different. Enduring was buffed.
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So, it's fine to use SWF to cover up your mistakes, when the game is balanced around Killers being able to capitalize on Survivor mistakes?
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/568477#Comment_568477
Having both the snares and pallets at the same time would be pretty excessive. You would have the slowing ability of the clown with no reload time, and then you would have a cross-map teleport and fake pallets to boot.
You say that like the slowing ability of the clown is tearing up the meta right now and he isn't one of the least lethal killers.
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Tired of getting bullied by SWF, probably.
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@ASpazNamedSteve said:
https://forum.deadbydaylight.com/en/discussion/comment/567655#Comment_567655
Yeah seems like a bad reason to me. Just ignoring things that are commonly asked.
They can only answer, "Why the ######### did you nerf Ghostface?" in a limited number of different ways.
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Deep Wounds is so pathetic and the cooldown for FF is so long, there is literally no reason that Legion can't vault at their old speed or the FF movement couldn't be faster.
That's all I want. I want FF to FEEL worthwhile to use, not be a joke that can get looped over a Coldwind Farm pallet.
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@sluc16 said:
https://forum.deadbydaylight.com/en/discussion/comment/567367#Comment_567367
I don't think that not cleansing dull totems should be a punishable action, clearly gens have a higher priority over dull totems. But tks for the opinion.
Gens are currently the ONLY priority outside of NoED. That's the problem.
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Hag when facing SWF with a flashlight is an 110% ms M1 killer.
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Urban Evasion. I don't think crouching makes much noise.
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I hope for a viable Killer.
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I'd argue that Freddy actually does the Clown better than the Clown does if placing snares really doesn't slow him down the way Clown throwing bottles does.
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Try playing killer past rank 10 without it and see what happens.
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@[Deleted User] said:
I doubt they are masochistic enough to play another 100 games just to prove a point. Also as I mentioned before I'd like to see them play against well known good killers not just some random trash potatoes.
They did play against several well known killers, and many more actively dodged them during the experiment. I think that says way more than the games played do.
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SWF: "We JuSt WaNt To PlAy WiTh OuR fRiEnDs!"
"Well, if that's REALLY all you want, then you won't mind a few minor detriments to go with along with the inherent advantages SWF provides. For the sake of balance."
SWF: "REEEEEEEEEEEEE!"
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@Rydog said:
https://forum.deadbydaylight.com/en/discussion/comment/563351#Comment_563351
This is a dumb strawman reply, and I'm not sure what point you're trying to make.
Anecdotally, I've seen a handful of really proficient Nurses from low to medium ranks. Overall, she has the opposite problem (shaky at low ranks, very strong at high ranks) of old Freddy (powerful at low ranks, underpowered at high ranks). On balance, Nurse's is a way better problem to have in an asymmetrical roulette-wheel game like this.
Yes, and according to your logic, those very strong Nurses at the high ranks are all "edge cases in the grand scheme of how a DBD game goes. You cannot use those as a yardstick for Dead by Daylight overall."
Therefore we must look to only the "shaky" Nurses in the grand scheme of things in the mid to low ranks. Where we can clearly see that Nurse must be buffed. @Rydog
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@ceridwen309 Clocks actually wake you up and you don't start falling asleep again for another 30 seconds. So, if you use a clock, that's 90 seconds until you are fulling asleep again.