UnknownKiller
UnknownKiller
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- UnknownKiller
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@FlameGNG said:
I dont really know how to play against Dredge i know his powers and all that but how am i suppose to play against him when there are 2 - 5 lockers in every room besides some upstairs and in the middle... Im not 100% sure but he has some kind of cooldown right? but that doesnt matter if there are 4 lockers in a room... so What can i do? its basically free hits. Like which playstyle should i use, and im specifically talking about the game other maps are fine since you can mostly loop him normally :)
Close the lockers and have a escape route prepared.
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@[Deleted User] said:
We really should wait until we have experienced these charges in real time. Change can be, and often is, a good thing. Experience the changes first and then make critiques. People are complaining without actually playing. Just wait and see, you might be surprised.
Well if u hear a bear inside a cave you wouldnt enter right?
Think as certain changes as the bear inside.
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@yobuddd said:
No need to worry! Here’s a quote from the Dev Notes yesterday under the heading Transitioning to the New System.
”When the system releases, we’ll be automatically awarding existing players an appropriate number of prestige levels based on how many perk tiers they’ve unlocked. If you’ve left all your characters at level 50 and focused on unlocking perks, your work won’t be for nothing.
It's also important that you don’t lose anything when the system is updated. You will keep any perks and bloody prestige cosmetics that you’ve already unlocked. “
In other words, you don’t have to restart your Nea and Dwight. They’ll still have everything that they currently have. If you don’t need perks from other survivors, then just ignore them and focus on these two. Put your money into items and add-ons. Prestige them for skins/charms or just a higher number to show off on the results screen if you want to. There’s no downside, so you might as well.
This big part is when a new survivor comes out. Prestige the new person once, and your Dwight and Nea (and all others) will automatically get those 3 new perks! Then you have a choice - prestige the new person 2 more times to give everyone the perks at tier 3, OR just go back to Dwight and Nea and get the new perks to tier 3 by going through a few bloodwebs on each of them (like we currently do now).
Im dreaded with this new system I can already see that something disastrous may happen.
I will just in case take some pics and my Cloud ID
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@keepingitril said:
"I dont know if cuz of devs languaje not being English they explain themselves too bad or they just think we are plain stupid."
Your language, your tone and your attitude really lost me at your first sentence and you really shouldn't be lecturing anyone else on language usage.
The language of the change was very clear.
If you do or don't agree with the actual content you should say that not imply something else.
It does becuz or they might explained themselves bad becuz its not their main languaje or they say I like you do X but I give you a tool that if u dont do X you have Y to do it later when game ends and doing X is completely useless.
Basically instead of making totems also secondary objective of importance at the begining of the match lets do 1 at the end and hey we can see them now!
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/3019839#Comment_3019839
no, it's offering the same choice people had before. Also waiting 30s is not always viable, doors may be open, EGC has already started counting down, the person hooked might not have 30s to wait, so survivors will go looking for the totem - the aura is only visible close by initially.
I think that they maybe have enought time.
1 Doors opened and the killer knock down one surv,they have roughtly 4 mins to find the totem.
2 EGC already started so in which time becuz imagine someone is on hook when I knock down someone.
First of all situations where there is only a minute to find a totem and rescue a surv are minimal.
EGC idea was to make survs GTFO of trial.So if you are roaming around 1:30 you deserve no escape.
3 The person may not have 30 secs.In that situation the common scenario is that surv got hooked previously someone opened the door and someone went to rescue and faced NOED.Be serious that guy that was hooked before its 100% dead.
We wont have time to find NOED and cleanse even if i find the totem instantly We have roughtly 20 secs and we need to quit the time to reach that hook.
That change will boost SWF to basically make NOED a minor inconvinience and not a punish for rushing.
While on solo people will leave and those enought brave to rescue the surv will hook trade
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@jesterkind said:
I saw someone else explain this pretty nicely- basically, if you know you're going to see where the totem is once it spawns, you can feel more confident cleansing the dull totems you come across because you're not going to end up with absolutely no idea where the lit totem is at the end of the trial, if you only got four totems instead of all five.
It means that you can see a dull totem spot, think "this'd be an awful place for NOED to spawn", and cleanse it. You'll still know where NOED is after thirty seconds if it's in play, so you aren't harming yourself the way you are currently by forcing NOED to spawn somewhere you haven't seen the totem yet.
Imagine that situation in a solo Q i cleanse a totem in a corner of the map.
My teammates did nothing so they think it may be in the place i did cleansed a totem.
Meanwhile I went to opposite corner and cleansed another totem.So... we have 2 places where my team will search and lose time.
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@Mandy said:
First of all, the language that someone speaks is entirely irrelevant and fyi a lot of us have English as our first language....and there's nothing wrong with the language that's used to describe the situations re the NOED explanation, it's very clear.
It's giving survivors a choice, cleanse the totems during the game, or take the risk and see if NOED activates in end game - potentially risking yours or another survivors escape. However, even if you do leave the totems, all is not lost as you will now slowly see the totem so there is still gameplay to be had.
But for one side u like that part but for the other encourage to not do em and just let them wait 30 secs to find it and cleanse it.
Thats what I dont get,you will encourage people to not doing totems.
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@Firellius said:
It doesn't. You may want to pre-emptively cleanse a godspawn totem if you come across it, but you definitely don't want to pre-emptively cleanse anything else unless you have strong indicators that NOED is in play.
Let me just lay the situations out...
Situation A: 5 totems cleansed, killer has NOED = NOED disabled, killer loses one perk. Does also mean a loss of 70 seconds of work, so it still worked as a slowdown.
Situation B: 5 totems cleansed, killer does not have NOED = Survivors wasted 70 seconds for no gain, making it work as slowdown without taking up a perk slot.
Situation C: 1-4 totems cleansed, killer does have NOED = NOED activates in full force, survivors wasted 14-56 seconds for no gain. Survivors still have to hunt down NOED totem in post-game.
Situation D: 1-4 totems cleansed, killer does not have NOED = Survivors wasted 14-56 seconds for no gain.
Situation E: 0 totems cleansed, killer has NOED = NOED activates full force, survivors have to hunt down NOED totem in post-game, same as situation C. however this time they did not waste 14-56 seconds.
Situation F: 0 totems cleansed, killer has NOED = No time wasted, no NOED in play.
Legitimately, pre-emptively cleansing totems is the wrong move in 90% of cases. I've broken more NOEDs by leaving totems up than I have by taking them down. The way NOED is currently constructed, it just makes it a mistake to try and cleanse totems, unless the killer is practically guaranteed to have NOED.
It is a risky gamble with a 14 seconds time investment to cleanse a non-hex totem. You are more likely to lose out than to gain.
This is not a comment on NOED balance-wise, but an explanation of something the devs seem to misunderstand.
What if the perk says hey im here before even appear but gives a 5% speed boost each totems reduce 1%
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@Bwsted said:
Yes.
Ok so im just lucky and my grabs became hits.
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@loothound said:
https://forum.deadbydaylight.com/en/discussion/comment/3019062#Comment_3019062
so how and when does the intangible apply for the unhooker?
If the killer is camping for 20 seconds or so.Do a PTB to see the distance of camping and the time.
But thats the only solution i find intangibility.
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@Annso_x said:
Camping can't get fixed by perks activating after the survivor is unhooked. Killer can still very much down you before you get the unhook, or trade survivors and still have one on the hook, even if it's not the same bc tunneling is made impossible.
Maybe a buff that make both intangible fpr camping.
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On the other hand im happy so i can quit BBQ and add another gen regress perk 😈
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@loothound said:
https://forum.deadbydaylight.com/en/discussion/330251/what-i-see
Issue once again is the speedboost doesn't matter if bubba over here doesn't let you get that unhook in the first place rendering it meaningless for camping.
U are intangible so you dont mind if bubba chainsaw u 15 times.This truly fix tunneling.
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I would like a skin and charms but...
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@Devilishly_Rowdy said:
Even Otzdarva has said that the new Dead Hard will be stronger in a lot of scenarios, like just pressing E before vaulting or putting down a pallet, guaranteeing a free escape along with a speed boost. That's why we're not seeing survivor mains crying about the Dead Hard nerf because it is actually better in some ways now. It's so hilarious that the devs completely destroyed killer meta perks, but the no.1 most used survivor perk still stays strong. No amount of extra bp rewards is gonna convince people to play killer if this unfairness continues lol.
Make surv intangible for one second while using the perk reducing distance.
Making intangible surv would be the solution to all problems but devs are blind to it.
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Yeah its a crap it would be cooler to be double at the end so 150k becomes 300k
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@Sludge said:
I bet the data shows kill rates would drop to nothing if camping and tunnelling were completely removed.
12 hooking is not possible friends, unless you're willing to sit on gens even longer.
Yeah, I feel in a fair match trying to 12 hooks i feel like goddamn can someone just ######### die already its really stressful
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@Zeon_99 said:
For solo queue, get ready for teammates to follow the killer for the entirety of the 80 seconds instead of doing gens or progressing the game in any meaningful way. Very similar to the flashlight kids who follow you and the killer for the entire chase and don't do anything of value.
For killers, get ready for someone with the perk to swoop in during your chase and body block you to force you to hit them.
This perk is going to be very obnoxious.
I told it already being intangible its what it need not stupid enduring effect.
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@JCZ said:
I read over all the perk changes and mostly im pretty happy with them. Other than the butchering of iron will, it barely does anything as it is. Now it doesnt even have the full effect. The exhausted effecting it is extremely dumb, it makes it completely useless to run with sprint burst or overcome. Idk what the thought process behind that 1 change was but thats not it bhvr.
I would let it 100% silence if not exhausted can combat tunneling while in exhaustion wont cut the chase.
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@[Deleted User] said:
Horrible perk idea, imagine doctor with a massive TR build on a three gen situation, he can hold the game hostage and the survivors have no counterplay to that.
Only one surv can be affected by the perk?
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@amazing_grace said:
I asked this question earlier. Mandy confirmed that the perk still has the timer. It now just deactivates earlier if they get the down.
Thats a debuff
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Ahhh man thats not good.
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@pseudechis said:
I like the idea of mimicking a survivor, in this form you can’t attack people but you move at an increased rate.
Hit M2 to morph out again for the attack.
probably wouldn’t work well mechanically with the game design I just think it’s a cool idea.
EDIT actually that is basically wraith so it probably would work.
The thing is if they see you running such fast people will notice you are the thing is better it appear like a survivor and use ur tp power to get close by gens.
Yeah a bit like Wraith it would be good to have something more like tiny spawn of the thing to pressure
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@StarLost said:
So a lot of people seem to like the idea of a killer that can disguise itself to ambush survivors, but BHVR discarded this idea - the primary reason being that this would be useless against SWF.
But...what about a 'mimic' killer - able to disguise itself as a chest, a generator or part of the scenery?
It would likely be difficult to design, but the image of a group of survivors sitting down to work on a gen that proceeds to get up and attempt to eat them is just too entertaining not to do...
https://us.v-cdn.net/6030815/uploads/3I7YLDP6UMOC/image.png
Thoughts?
I would like something like the thing in the game but impossible.
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Nope I mean people would be able to distinguish by weird stuff in a weird position.
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Aww man I would like a skin.
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@GiveMeTheBox said:
This is not a request - we demand the Princess Heart cosmetic. When's it happening, guys?
Also the ability to fire the Sexy Beam at the killer would be pretty cool, too.
https://us.v-cdn.net/6030815/uploads/2IVNC6XSVCQS/untitled.png
It looks like a jeryll with a kawai suit rather than a skin for cheryll
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/3012114#Comment_3012114
That's not doing something about SWF though, it's doing something about solo. Big difference in wording
Its doing something about SWF becuz if you dont make solo and SWF at same lvl and treat it as one we will be use our mental force to find futile solutions to the problem.
If everyone can comms devs can balance around it.
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I would like that both could be used at same time.
Basically charlotte release Victor and victor have two modes:
Patrol: Victor moves around gens patrolling it.When Victor is around a survivor that its running,stand up or walking will get killer instinct.You can take control like normal to jump on surv.
Stay close: Victor will chase surv with charlotte.When victor is close it will grab surv leg hindering and making all jump medium vault or slow vault.
Somekind of antiloop.
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@Zwergz112 said:
For me it's Wraith, partly due to me being bias towards him but the possibility of an ensemble of bells and maybe sounds from a wreckers yard would be pretty cool.
Plague
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@jamally093 said:
I'm not saying it's bad but I play on PS4 and when I watch people play on PC I get confused on how they can do it they use WASD to move and the mouse to look around simple enough but it's when it comes to abilities and wiggling it's stuff like LCTRL and such and it looks really hard. So how do you play with a keyboard so easily without button configuration.
I thought the same but I practiced and here im.Pc players thinks the same but of console.
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@anarchy753 said:
The fact that both BBQ and WGLF were on the list makes me think that both BP bonuses will be baked into the base game. BBQ alone is a fine perk, and will get some use but not be meta without the BP bonus, and that'll be healthy for the game and open up the use of many other detection perks. I can't see them just essentially halving killer BP gains with no compensation.
Since the center is usually "free space," I would say "BHVR completely misses the point of why a perk is popular/unpopular and nerfs/buffs it in a way which has literally no impact on how often it's used."
I would also say that I think BT and Corrupt will both be made base kit with much shorter durations, and the perks will be changed to extend that effect rather than add it.
I think WGLF gonna get more interactions included not only save and protection.
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@GoodBoyKaru said:
Name one thing they could feasibly do without jeapordising the long term game plan. The games survivors 6 years with SWF in the game.
Add comms and balance around a team with certain coordination.
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And Noed 😈
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@Viciusaurus said:
I adore Oni, only thing I wish is that he would passively gain his power so that he can't be completely denied it against good loopers.
He do gain power passively there is add on for it too.
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@WeenieDog said:
I'm assuming yeah. I thought the reward wasn't a cosmetic one, so I don't see why they would be left out.
Mmmh I would like @MandyTalk could confirm it.Maybe stuff in the arrangement deny the reward on licensed.
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@Aneurysm said:
"With all the perk changes coming in it is fair to say the gen regression perks will be absolutely gutted with zero compensation"
It's not fair to say that at all. We have no idea what the perk changes even look like, and they've said they're going to make base changes, aka compensation
I dont really think they gonna buff PGTW for example.
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@GillyBeannn said:
Just months ago, there was talk about solo q improvements but now it's like non-existent. Just simple changes like making Kindred basekit would be nice. It doesn't have to be giving voice comms or anything like that. I honestly would not for voice comms to be in this game. Guess we'll have to wait another year or something....copium
Edit: Don't get me wrong, I am grateful for all these changes we are getting for dbd, and I understand these things take time and of course implementing changes is not very easy, but I'm just a bit disappointed that this wasn't considered a higher priority
It have an easy explanation my friend
They are gonna nerf/buff/balance all perks and they will recollect data for 3 years to see if they finally add info for the solo Q
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@TheLastHook said:
Because I do.
It´s my permanent perk in mostly any build. I genuinely don´t see reasons why not have it always with any Killer.
Well you can hear people footsteps if u dont have a ever hunger god whispering your hears.
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@CashelP14 said:
https://forum.deadbydaylight.com/en/discussion/comment/3007647#Comment_3007647
You do realise that after dead hard is nerfed the good survivors are just going to start using comp strats. Basically predrop most pallets and basically not loop at all.
Don't forget also that Sprint Burst will take it's place in the meta. You'll basically find a survivor, see them run away, take 10 seconds to catch up and then they'll predrop pallets and be extremely safe. Dead hard is annoying but with every big survivor nerf, they always find a way to work around it.
Well I hope they just make the pallets unsafe.
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@GoodBoyKaru said:
It's funny you should call them bad when Dead Hard For Distance™ relies on them strategically routing correctly to a tile they know they can hit and then loop. DHFD isn't correcting a mistake, it's enabling a play they can make knowing they have Dead Hard, and there's a world of difference between the two.
Yeah strategically when its always the same route.
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@Devilishly_Rowdy said:
https://forum.deadbydaylight.com/en/discussion/comment/3007646#Comment_3007646
Yup those "good survivors" will be dropping pallets a lot earlier when they realize they don't have their get out of jail free card anymore. That is IF the devs are brave enough to properly nerf DH.
Or making pallet less safe.
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@rooCraah said:
With 39 perks changing, nobody outside the dev team knowing exactly what the perk changes are gonna be, a lot of people have been concerned with the two main anti-tunnel perks (DS and BT) being slated for a rework, and for a long time the concern with a BT nerf or DS nerf has been that it would lead to killers tunneling. However, since 17 killer perks are also being changed, including the most meta gen-delay perks (except for DMS somehow), we don't know how Killer will play in the future, and how big an issue tunneling will be.
Which is why I titled the post with Grim Embrace and Floods of Rage; while we don't know exactly what the killer perks look like, there has been a recent trend in killer perk design to either:
- Encourage the killer to hook multiple different survivors (Grim Embrace, Hex: Plaything, No Way Out), or
- Encourage leaving recently unhooked survivors alone in favor of targeting others. (Scourge Hooks: Gift of Pain and Floods of Rage)
All the perks listed are from the last 6 chapters, as the only prior killer perk that felt like it actively encouraged anti-tunnel was BBQ&Chili. However, with the 17 killer perk rework (which notably includes Gift of Pain and BBQ), we're likely to get a lot more perks, and stronger/meta perks, that fit into the two categories above. And maybe some time in the future Grim Embrace will also be buffed because it's probably the healthiest B-tier perk in the game.
Imagine a version of DBD where survivors don't need to bring as many anti-tunnel perks because the killers themselves all run perks that encourage anti-tunnel. That's the best thing I coult think of that could possible result from the 39 perk rework.
If we had GE and Floods of rage as meta I would say that:
Killers now go at 140% speed
Devs killed their game
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@TheArbiter said:
Surprised DS is getting changed. It was absolutely busted before, but after it's nerf I think it's in a good spot. Prevents direct tunneling, and if the killer gets hit by DS now at 60 seconds, you know that the survivor was doing NOTHING for 60 seconds. I'm just a little bit concerned now that if this perk gets nerfed, tunneling might get much worse.
I'm hoping this change isn't a direct nerf but maybe a sideways change?
Well I would like that surv who have DS active bright red or something.
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@D3spair said:
By BHVR Standards, I am strongly predicting Basekit current Burrowed Time and Decisive Strike as for for Killers it's gonna be basekit Corrupt Intervention while Map Balance/RNG will remain untouched.
These are bad changes imo but Hey? This is really what I'm feeling what will happen in the future.
Full chase perks and sprint burst
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Doc just need the yellow electrode add on and the shock hit faster.
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@Hexbabylegion said:
Saw this top today for the first time, how can i get it?
https://us.v-cdn.net/6030815/uploads/PAC1E03P7YYT/screenshot-7.jpg
Rift?
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@NerfedFreddy said:
yes I "genrush" bc farming is boring on either side
I dont think u can say no to a 10 mins game for 180k
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@TheMadCat said:
The rewards you can see on the path of the tome, a part of Dredge outfit and a part of Haddie outfit.
But why a community challenge just make u have to hit 40 skillchecks and thats it
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The only buff he needs its chains to be more punishing for surv as the reward risk is very poor.