Volfawott
Volfawott
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- Volfawott
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Empathy and bonds trump knock out because they're not the downed aura they completely separate.
Open handed simply increases your aura reading range so it reduces the restriction that knockout implement
Buckle up is most likely tied to the downed state aura so I doubt it would trump knockout
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Usually wouldn't say go for both because you can end up in situations where ruin gets destroyed really quickly and survivors just go immersed for corrupt intervention now you have two perks out of your four completely useless.
If you're playing something like Trapper or hag it wouldn't be too bad as you could use this time to set up so you could start snowballing but still
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It would work like any other stealth ability you can't proc The Chase if they're in stealth.
Goes for a both
Cloaked wraith
Crouching Pig
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@Carpemortum said:
https://forum.deadbydaylight.com/en/discussion/comment/773764#Comment_773764
Then you feel like eating DS.
You either take precautions for something which is apparently super common, or you willingly take the hit. You cant complain about it after you willingly decided to not wait a few seconds.
Alright fine then play a killer game and after downing a survivor wait a full 20 to 30 seconds ( depending on how efficient you are at downing other survivors) before picking them up.
Then see how optimal the game is.
For some reason you seem to be thinking I'm talking about directly chase some who's just got off hook immediately.
However when I'm talking about is if someone has just gone on love hug and you have already taken the time to down other people and you happen to come across this person doing a generator.
At that point you're not tunneling you've already downed one or two other survivors why would you be thinking that you're going to get decisive strike.
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@premiumRICE said:
https://forum.deadbydaylight.com/en/discussion/comment/773093#Comment_773093
Dude, thats basically the core mechanic of the game lmao
Did you read my post at all.
Looping and wasting The killer's time is a fine process however there is a major difference between doing it skillfully and just running a super safe loop.
If you managed to waste my time I rather it be because you juked me and mind gamed me rather you running me through several super safe loops.
Once again if you're forcing the killer to have to to use bloodlust tier 3 who hit you at a mind gameable loop you are wasting their time
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/773456#Comment_773456
Why do you grab them anyway? Lunge at them and slug them.
I usually don't tunnel so I don't normally keep a mental track of who just got off hook or not mostly, when I hook you I'm already dealing with other survivors
I don't honestly feel like slugging every single survivor I come across just in case they might have 20 seconds left of decisive strike
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For Killers it basically means blocking somebody in an area where they are not able to leave unless they disconnect for a long period of time.
Trapping a survivor for a short period of time just to use your power is perfectly fine.
Also if they do have a timer or something that would get rid of them, it's fine granted I'll probably be looked down upon but you won't get banned.
This means trapping someone in a corner with endgame collapse or an active reverse bear trap timer. They have a timer and they will die eventually it's not considered taking the game hostage but as I said it's not looked highly upon.
As for survivors this basically means trapping another survivor in an area where are they can't escape unless they disconnect.
Doing it to sandbag would fall more under griefing and if you're doing it to work with the killer well that's a bannable offense its own
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Honestly the only problem I have with the new decisive strike is a lot of survivors use it as a free pass to do a lot of annoying things in your face.
Completing generators
Doing totems
Very unsafe hook rescues
Any time you try to punish it by grabbing them you're basically getting decisive striked even if you didn't tunnel in the slightest.
It's not even much of an anti tunneling perk it's more of a hey you can't touch me for one minute whether you're tunneling or not.
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Sorry to be the bearer of bad news but overly safe pallets also take no skill.
You could literally run around it for free and the killer is forced to break the pallet that's not skillful that's a time waster.
Also if a killer can't mind game has to waste their time to get to bloodlust tier 3 to hit you at an unsafe loop then that means they have wasted about 45 seconds which is more than half a gen if they keep doing that they're going to get gen rushed to Oblivion so why complain.
Sorry it's not like some ColdWind Maps or Macmillan maps where you could easily just run the killer around and where there are two or three incredibly safe valid within a decent distance from each other
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They say that they mean that in terms of you can easily prepare to counter a specific killer's power.
It's a very dumb idea to set your build one specific survivor's perks.
Especially considering there are three more survivors who are more than likely running different perks that could screw you over.
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@Atrushan88 said:
https://forum.deadbydaylight.com/en/discussion/comment/770902#Comment_770902
How would it be overpowered? It's like with a survivor, you don't KNOW the killer has BBQ and Chili, you EXPECT it, so you hide from it. As killer, this would only encourage killers to EXPECT Unbreakable, so they'd hook instead of slug. It's not overpowered to counter a killer's choice of playstyle, It's like a killer using NOED. You don't know the killer has it, but you have a way to prevent it. There's a way to prevent unbreakable, so in no way can it be overpowered. You make a conscious decision to leave them on the ground. They could be healed, or they could unbreakable up. If it was overpowered that would mean it would have no counterplay. The counterplay would be to hook them instead of leaving them on the ground to bleed out. There's nothing wrong with a perk doing it's job instead of being a one off perk. There're no killer perks I can think of that only happen one time per game.
No Mither's broken status effect isn't there to give information to the killer. No Mither is just a hard mode perk as it is and the ability to get up infinitely is in no way strong enough to warrant being broken all game or telling the killer that they can get back up.
What you're forgetting is the second the killer hits somebody with noed or Devour even if it's with their secondary ability or if the survivor is already injured it will still tell everybody.
Some Killers will just leave them slugged to waste time or if they simply have other things too preoccupied them not every time you down a survivor is it the most optimal thing to pick them up.
For example you down a survivor and you know this someone's destroying your hex totem the best thing to do is to chase person maybe even down or hook them.
Also that removes any optimal use on the survivors part if you decide to blow your unbreakable that's your fault.
Also killer perks that only happen one time per game
Blood warden
Haunted grounds
Corrupt intervention
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The only time I've ever done that was with Hag and that was before ruin was changed to affect everybody at all tiers.
So having it at tier 1 or Tier 2 just meant that there were people who were immune to the effects of ruin and could just progress with generators without any hindrance
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@SpaceCoconut said:
https://forum.deadbydaylight.com/en/discussion/comment/771232#Comment_771232
The Blight Nurse will probably be a Rift exclusive also.
If it wasn't, it'd be on the menu along with the others in the shop.
Incentive to get the premium pass from nurse mains however
They mentioned seasonal cosmetics coming out when the seasonal event comes out again.
While it might not be exclusive it's probably not going to appear on the store for a year
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@December_1863 said:
https://forum.deadbydaylight.com/en/discussion/comment/771186#Comment_771186
the key word here is most.
The only thing they have seemed to confirm is going to be locked to the Rift is charms
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If I'm not running endgame build or perks
Rancor, Noed, Blood warden or remember me
You better know that the second the last generator pops whoever gets downed or is currently on a hook is going to get camped I have no reason to leave.
Remaining survivors should leave or attempt their saves but if you're going for the save realise that I have no problem with you guys playing musical hooks
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@arslaN said:
https://forum.deadbydaylight.com/en/discussion/comment/770426#Comment_770426
I don't see any way for them to do that. The best way is to buff solos to swf levels and then buff the killers accordingly imo. They also already said in a developer update that they were looking into doing this.
The main problem with survive with friends is communication and coordination
To more effectively a team working the last time they waste and as a killer survivors wasting time is a blessing to you.
For example if I'm running a survive with friends group and I have deliverance I can easily tell people don't waste your time coming for me do gens I'll get myself off when the killers far away.
That means there's for less waste of time with multiple survivors running up for the save.
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@Mochan said:
https://forum.deadbydaylight.com/en/discussion/comment/769885#Comment_769885
No Mither seriously needs a rework or buff. There is no surprise factor to it beacuse you telegraph it to the killer right at the beginning of the match. No killer worth their salt will leave you lying around to get back up.
I agree that Unbreakable should have that portion of No Mither's power. No Mither needs to be reworked.
I mean, I use No Mither a lot but come on devs. It needs some love.
The reason why you get a warning with no mither is because the unlimited chances to get back up.
It's also why unbreakable is a one-time use thing it doesn't warn the Killer so you could do it with a higher chance of being left on the ground.
What both of you are suggesting would be too overpowered and annoying there would be no way for the killer to know you have it or if it was just you getting healed.
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I'm ok with that.
But once you fully heal or you start touching a generator again you can't call tunneling
Slug you the timer doesn't go down but if you start actively making progress to the objective it should deactivate decisive strike because you're not being tunnel that stage
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@wimlin said:
Honest question. Survivor perks seem to get nerfed all the time in this game in the name "balance" but killer perks never get nerfed no matter how powerful they are. MoM was not that big of a deal and I rarely ran it, but now its just another of the many completely useless perks. The DS nerf was even bigger, but at least that is sort of anti-tunnel now I guess? Seriously though it does seem like the killer community is much more vocal in this game and they seem to always get their way. It is no wonder the queue time suck so bad and why I rarely play killer even though its easy mode at least at mid to high ranks. The only challenge is waiting for a game.
I've played off and on for a while and I can't understand why the game still isn't balanced at all. The main issue I'm talking about is playing SWF vs. running solo. SWF games(when my friends do play) I can sport an 80-90% win/escape ratio, but solo its 15-20% maybe and honestly if I don't survive usually no one in the game survives. I would estimate a full 80% of non SWF games end with the killer getting 4 kills. Everyone always talks about camping like JUST DO GENS AND WIN EZ. But is it for a non SWF game? Sure in SWF a camper will pretty much always just get 1 kill, but in solo games camping is pretty much an automatic win for killer because by the time other survivors know a camp is occurring its really too late to get on gens and win the game. I propose to combat this situation the Devs either make voice chat available for survivors to even the playing field for non SWF or make it only in non SWF games so that the sacrificial timer either dramatically slows or altogether stops when a killer is within X meters of the hook. Maybe even make it a perk so we lose a perk slot for it, but something anti camp besides just kindred which has a short range we can run.
Camping is totally fine in SWF, because you can counter it, but in NON SWF it is game breaking and something should be done to make it a losing strategy in both instances not just SWF. I know I'm about to get flamed by the toxic killer community here(most toxic community I've seen in 20 years of online gaming anywhere), but every survivor main know camping is the biggest issue in this game for non SWF players. The DEVs should do something to discourage it. I'm not saying against the rules, but just make it so it isn't such a great winning strategy vs non SWF. There has to be something you can do to balance it out and make the game fun to play even when a killer decides to camp. I know it isn't the killers job to make the game fun, but it IS THE job of the devs if they want people to keep playing. I'm not saying that survivors should escape every game or even 70% of the time, but there should be balance between SWF and non SWF.
Yes because you didn't really run MoM doesn't mean that it wasn't annoying and uncounterable for the majority of the roster.
That would be like me saying Omega blink nurse is completely fine I didn't run it so I don't know why people had such a problem.
Also the fact that nurse has got changes to make sure she wasn't that broken is for the name of balance is very convenient how you seem to completely forget about that.
The changes to Legion were for the name of balance as Killers they weren't overpowered or super strong but they were annoying and uncounterable. Once again it's convenient how you seem to forget that.
Endgame piggy was completely neutered to avoid situations where she could basically trap you and ensure that you would die even though there was suggestions of just slowing down the endgame timer. It was still considered risky enough of a possibility that they had to shut it down.
Are you getting the theme of convenience of how you tend forget these things.
Balance happens for both sides. However if a lot of balance changes are being focused to one side maybe it's because that side had a problem to begin with and it's being sorted out, not because the other side is being coddled
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https://youtu.be/EL1ymb_9z10
Good luck with that one
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It happens with a lot of hits.
Demi Logorgon's shred has the same effect
Legion's Frenzy
Speed limiter chainsaws
If I remember huntress hatchets also do it.
If they stopped it from counting as a basic hit I don't get why it still has a notification
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Hey some Killers want their 4k
They don't want to risk hatch escape.
Whilst they can close the hatch, it also appear no matter how many gens have been completed for the last person.
Some people don't wanna risk hatch RNG
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Honestly I don't really mind either way if it stays the same then there is still tutorial which I feel like they need to make tutorial more information letting you interact with each status effect gameplay wise.
But if they decide to change it's no loss to me
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I would much prefer a hillbilly cosmetic without bad facial hair.
The only one we've gotten was the blight cosmetic
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Honestly I just kind of get annoyed at being camp unless my teammates are all crowding around the hook like idiots or it's endgame can't really fault the killer for not going out of their way to see survivors butt dance at exit gates.
As for tunnelling I've never really had a killer who went out of their way just to find me specifically most of the time I get tunnelled because I get farmed.
Thanks Claudette that it's great that you had borrowed time but there wasn't any exit gates open and it's not very difficult for the killer to just hit me again
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Honestly they really need to stop it collecting tokens it's like the biggest middle finger seeing each token rise after it already got destroyed.
Thanks game it's lovely to know that I have 5 tokens too bad it doesn't mean anything when it got destroyed 15 seconds into the match.
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Yes yes and yes
I still wish to allow you to see how different clothing items would combined with each other without purchasing them.
I bought a Trapper body because I thought it would look good with a head that I was planning on buying turns out it does not and I couldn't test to see how they look because it doesn't allow you to
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I have three main that I alternate between
Amanda, Legion and Demi Logorgon
I typically pick these three because I enjoyed that Powers the most so I don't usually get bored playing them honestly I could play just one of them back to back for a couple of hours straight without getting bored.
The only time I get bored as if I tried to force myself to play a killer I don't typically like
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@FrodoWillis said:
I know i could make a "Pol" for that discussion,but i cannot predict all answers and makig all answer options like "That would be a greate idea"not my thing becasue am trying to come up wih ideas what would work for both survivors and killers and be balanced at the same time.
So,if there was no standart reading ability-Killers can't see gens,hooks and survivors wasnt be able to see downed or hooked survivors and they both would have to rely on perks-would it be better?(If yes-obviosly some perks and add-ons would have to be reworked).
People tend to forget is is survivors will have an easier time locating generators Killers already have a limited view having them waste time looking for the objective they need to protect is not a good idea
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This option would be heavily abused.
This person mains a killer I don't like blocked.
This Survivor ran me around for 5 gens blocked.
This Killers steamrolled us before we could even get a gen done blocked
They used an add-on I don't like blocked
You see the theme.
If you're using overwatch as an example blocking someone only prevents them from playing with you not against you.
If you want to prevent people from playing with you and against you as I said the system would be abused.
If like overwatch you just wanted to be to stop them from playing with you then it would only benefit survivors
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I would like to see them get some of rework to see that power makes the become more impactful the only thing I like about it currently is vaulting pallets.
If that's not the case then these will be some suggestions
Blood
Revert the blood-stained restriction moonwalk exploit is no longer a thing there is no need to have this.
Killer instinct
Can we have the orange outline back for killer instinct the pulsing in the corn is not helpful I have no clue where it was removed in the first place.
Missed attacks
With the restriction that you need a full bar to activate frenzy again there's no point in having a missed swing completely delete the bar but it can still cancel you out of frenzy but have it either cancel you out and half your current progression or just cancel you out of it and keep the remaining progression.
Double tapping
Have an incentive for double tapping a survivor ( no the add-ons don't count)
Firstly they're are add-ons the incentive should be baseline second the benefits they give aren't worth the add-on slot.
Pins: blindness, pseudo sloppy Butcher and even broken are not worth the amount of extra time I waste double tapping you then chasing you with a distance advantage on your side when I could just cancel my power and down you normally
Frank's mixtape: There is very little point in smacking someone with this if you're just going to chase them anyway. ( At least with the pins you can make the excuse of activating the condition and leaving to do something else)
Also considering all the things that will pause the timer it's unlikely you'll ever going to run into a survivor who is just about collapse from Deep wounds
As I said before you waste more time giving them a speed boost whilst going into fatigue then having to catch up and initiate the actual chase than you would if you just cancelled out frenzy and initiate the chase without the speed boost from the second frenzy hit.
So Bassline they need something to incentivise a choice between cancelling a frenzy and risking the double tap.
Add-ons
I've already made posts and comments about their add-ons before so I don't feel like fully going into it again.
However
Fuming mixtape
Frank's mixtape
Stab wounds study
These need to be reworked they don't really work that well with the new kit
Get rid of all the add-ons that increase the killer instinct detection range and just replace increasing movement speed again. If I wanted a larger detection range I could just bring monitor and abuse or distressing
Also if a survivor starts running in advance you're not going to hit them so the last thing I need to do is just see more survivors I won't hit.
Make the pins either proc better effects or just have them proc on the first frenzy hit not the second I've spoken above about how ineffective double tapping is.
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Way I've always seen it is
Killer wise
0-1 kills / 3-4 escapes is a lose for the Killer
2 kills / 2 escapes is a draw
3-4 kills / 0-1 escapes is a win for the Killer
Survivor wise
When I play Survivor as long as I escape I'll see that as win because I mainly play Lone Wolf anyway so I'm not too fussed if other people make it out alive
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Even with his chainsaw Billy is still very susceptible to looping.
In fact a survivor that's smart will often use the speed reduction of Billy charging the chainsaw to get one or two extra loops in before dropping the pallet.
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@Eleghost said:
This is a really good question. Would be unique definitely and kinda cool to have your own charm for your character.
Honestly I'm hoping for some really interesting stuff in that category
Legion could have each members of original mask as a charm or a proper version of the damage photo add on as a charm
Claudette could have a botany book or a journal
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I have very few complaints I like the system as a survivor and as a killer but my only issue is Amanda got nerfed
I would have preferred something like her trap slowing down the timer giving survivors 4 minutes to get it off which honestly is more than enough time as you should be dead if you didn't get it off in half that time.
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The only reason pallets don't get blocked off is because you can break them you cannot break a vault spot.
The only killer who can actually vaults over pallets is Legion and I doubt they would make a whole mechanic just say one killer could utilise it with bamboozle.
They could give some or new Killers the ability to vault pallets in specific situations but even then I still don't feel like the demand will be high enough to add that
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I play this game to have fun.
If that means I use no one escapes death then so be it.
If I see reason to camp or tunnel then I will do it ( Survivors being too altruistic, survivors camping hooks waiting for saves or endgame)
As I've told multiple survivors who have messaged me calling me a scumbag camper if you give me a reason to stay by the hook don't be surprised when I stay by the hook
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@Theoretical_Heart said:
https://forum.deadbydaylight.com/en/discussion/comment/761750#Comment_761750
Because the Devs said so... lol
I don't think you guys even know what casual means. You are likely a casual. How many hours a day do you play? If it's 3 or less then you are a casual. If it's more than 3 you likely don't have any responsibilities yet.
Alright first off I'm going to rattle off some issues here
1. Yes I agree that some of the archives missions are completely ridiculous and rely on shed door lock or stupid opposition which things you don't have much control over.
2. The archives are very centred towards people who play both sides rather than people who play one side. Those types of people won't have certain perks unlocked for Killers or survivors to meet the requirements and grinding them out is going to waste a lot of their challenge time.
3. Like I said and put number one they really need to limit the amount of uncontrollable variables in challenges I don't mind challenges that require you to put some investment in but don't expect me to do the lottery to achieve it.
However the statement you just made this comment has to be the most ridiculous thing I've heard you come up with.
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If you do that then you can very easily just complete the archives within 69 days by doing nothing but just repeatedly skipping not to mention even earlier you're doing the easy challenges
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@indieeden7 said:
https://forum.deadbydaylight.com/en/discussion/comment/760687#Comment_760687
The devs have confirmed that all SURVIVORS are over 21, just because Laurie and Quentin were below 18 in the movies, doesn't mean that they didn't age after the events of that movie. The entity just took them later on in life.
I'm just arguing back to people who keep trying to pull the whole everybody is over 18 when there is clear evidence some of the Legion members aren't.
Using the survivors as well just makes it easier to get the point across.
As I've stated in the previous comments I'm well aware of the over 21 statement
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@silverwolf4455 said:
https://forum.deadbydaylight.com/en/discussion/comment/760687#Comment_760687
The dev's have always maintained that everyone is 18 or older... anyone that was younger in their franchise was stolen by the entity after they turned 18.
No they have always maintained that everyone was over 21 I don't know where people are getting the age of 18 from.
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@silverwolf4455 said:
https://forum.deadbydaylight.com/en/discussion/comment/607433#Comment_607433
Everyone in the game is over 18
Except Quentin and Laurie
Also I forgot to mention the Legion is considered younger than Frank who is 19 and Julie is a senior meaning she is not over 18
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@myers_obsession said:
https://forum.deadbydaylight.com/en/discussion/comment/607433#Comment_607433
The Devs already said in a Stream, that all characters are 18+
No they said all characters are 21 + not 18
Which is disproven by
Every member of the legion
Laurie Strode
Steve Harrington
Quentin Smith
Nancy Wheeler
And even if they did mean 18 this can be easily disproven with
Laurie Strode
Quentin Smith
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1) I think the Stranger things and the darkness Among Us themes are my most loved with Darkness Among us probably being the best in my opinion. The 3rd anniversary and moonrise themes are also up I really love the Happy Birthday rendition of dead by daylight theme.
2) Demise of the faithful is really nice and very chilling in a tied competition with that would probably be the winter solstice the instrumentals of it make it frightening ( I refuse to make a chilling pun) yet just beautiful to listen to. Ghostface theme as well is really nice and it's probably though One theme that doesn't follow the classic Dead by daylight theme backbone.
3) I like the summer barbecue especially because it does have unique sound effects to which I find hilarious as to where they came from.
4) shattered bloodlines theme isn't bad but I can only listen to it for a certain amount of time before I can't listen to it for a while or gets on my nerves
5) I hate curtain Call, I hate how it was stuck there for the longest time and it would literally not go away one of the most disappointing things was when it got replaced with the barbecue theme only to come back. It was one of the main reasons I had my menu theme volume turned off until the spirit got released
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@VolantConch1719 said:
Best Killer: Clown. Don't get me wrong, I absolutely love Rin and Adiris's lore as well, and they'd be second and third, but Clown's lore is so detailed.
Best Survivor: Either Kate or Jane for me.
Worst Killer: Does Michael even have backstory? Same thing goes for Demi. (I would like to tell @Volfawott that we do know how it got grabbed, it's just hidden away in its power description. A hole literally just opened in the ground. No explanation, and that is not how the Entity grabs things).
Worst Survivor: Laurie. As much as I hate Nancy and Meg's lore, at least they give us something to work with. Laurie might as well not exist.
Holy crap you're right I mean it doesn't make its lore any better but it's something.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/757969#Comment_757969
I think you’ve misunderstood my post. Yes, Myers (before this patch) was entirely immune to detections perks and aura reading while in T1. But I was certain you never ever wanted to be a survivor running OoO against a Myers because while Myers was in T1 you would reveal your aura if accidentally looking in his direction, but you wouldn’t even know that because you wouldn’t see Myers aura.
To be fair even if it did work like then you would be safe considering object of obsession will will light up if You're Looking In The Killers Direction
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Halloween Head
Santa body or puppet body
Halloween weapon or P3 weapon
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@THEghostface said:
https://forum.deadbydaylight.com/en/discussion/comment/757967#Comment_757967
I already know it's current state, and if that's the way to trigger it again, that's horrible. It's hard enough to even activate it the first time.
The problem with the perk is that you can't really make it too accessible or it becomes annoying for the Killer and as you know when it's current state if it's to inaccessible it becomes not worth it for the survivor.
Honestly it really just needs a rework at this stage
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@ASAPTurtle said:
If your doing Forever Freddy I'm leaving the game. Not because it's "OP" it's cause it's a waste of my time. I'm dying either way. And perks or builds that relate to generators are so boring and old now. Get creative.
I mean can you blame some Killers most of them are so used to getting gen rushed.
The users build could actually buys them time.
I don't think you're ever going to see builds like this dying out until there's not much of a reason to use them and with gen still being done at really fast rates that doesn't look like it's going to happen anytime soon
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/757918#Comment_757918
I’m pretty certain that T1 Myers could in fact see the Obsession’s aura if the Obsession looked in his direction and was within the required range, it’s just that the Obsession wouldn’t know because they can’t see Myers until he’s in T2
No dice tier 1 Michael was immune to any detection perks period it's why spine chill and premonition don't work on him at least current Michael not ptb version.