Warcrafter4
Warcrafter4
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- Warcrafter4
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Mine would be Borrowed Time as i primarily do safe unhooks(Including body-blocking when necessary) so a lot of the time unless a killer is camping and tunneling hard It never activates.
as for your two:
Dying Light is an extremely overrated perk as it only has a noticeable effect once most of the survivors in a given game are dead and at that point slow down doesn't matter.
Monitor & Abuse is only good on killers with a low Terror radius like Deathslinger or Michael.
It also requires that the killer doesn't have an external special terror radius like huntress whom its useless on.
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@jakesotto said:
I agree 100%. Plague is very balanced but shes underperforming due to bugs and lack of quality of life changes. She has always been my favorite killer since she was released but she is so frustrating to play because she doesn't feel polished and her power is in survivors hands.
It should take survivors a while longer to cleanse themselves.
Her FOV needs raised because she is very tall.
She needs her hitboxes readjusted to feel more accurate.
Her corrupt purge should probably project a bit further, survivors dont seem to be threatened by her collecting corrupt at all.
It's just some small balancing tweaks that she is lacking overall.
Another thing to add to it is that pallet stuns SHOULD NOT REMOVE CORRUPT PURGE!
Survivors already dictate if she can get more then one of them per game; In two ways mind you by either not cleansing or cleansing in areas that the plague can't realistically reach without losing the game.
So why can they also strip her of it after they have finally given it to her?
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I say this on all of these thread but it has to be said:
The doctor is a noobstomper because of his detection/constant chases but is only average against better players due to his lack of mobility and lethality.
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@PyroDude said:
How is a map unbalanced for both sides?
It can either favor one side or be balanced.
No, really. I would like to know
Simple: Its buggy as an ant hill both with map generation bugs and normal bugs.
It can be horrible for killer if the "Fat Shame" map generation spawn makes an true infinite loop somewhere on the map that survivors can abuse.
Or the middle of a map is a freaking 3+ connected god pallets set up.
Other times the middle of the map has literally no pallets nor objects in it of any kind turning most of the map into a giant dead zone.
Also fun fact: Both totems and the hatch can spawn partially inside of other objects on the map making the normal visual/audio queues for them not play/display until your physically touching them(they can always be interacted with even if its a bit buggy).
This makes getting hatch or cleansing a powerful totem as the survivor effectively impossible a lot of the time.
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The overall issue with blindness is that unless it effects the whole team it disproportionately effects solo queue survivors over a SWF group.
As a single non blinded SWF can effectively negate the blindness of the other 3 by telling them where things are.
So I doubt they'd buff it given that solo queue players already have a tough time compared to SWF.
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BT play spam is already a very miserable body blocking simulator as it is. It SHOULD NOT be baseline.
It also makes people play worse on average because they want to use their perk/not want to try to respect the killer
Trust me when I say this: Its very easy to tell when a survivor relies on BT to do all their saves and even more so when they try them without it. I have died so many times from people who clearly rely on BT too much trying to do saves without it.
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@Laluzi said:
I noticed the no panties thing when I was turning around her new outfit and went :x That strip of cloth in the middle needs to be wider.
She winks because she normally only has the left eye, so her face isn't rigged to blink both eyes. Hell if it isn't adorable, though.
Plague has always been rather revealing with her clothing.
However its usually covered up by her leprosy plague causing no real normal skin to actually be shown because of well the plague.
Ps. The hag is even more revealing then the Plague but she's also half tree so look at the above but replace the leprosy plague with bark.
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Wraith has good mobility now making him at worse an auto B tier killer as good mobility is one of the best possible attributes a killer can have.
Mobility and Movement speed are the kings of DbD.
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Is no one going to bring up the fact that the Dwight brought an abdominal dressing on his brown med-kit making it so it couldn't even heal 1 health state?
That Dwight somehow manged to nerf his own brown med-kit into uselessness before the game even began!
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Another reasons that hasn't been brought up yet is that Surge is also one of the few ways to get an insane amount of damaged generators for archives in a game.
As since its last buff a while ago it can now damage generators so its one of the only ways to get extra generators damaged while they are still regressing(Ruin doesn't count as it doesn't do the generator damaged event).
So its not unheard of for archives that have Break/Damage X things challenges(Like the very first one on this archive for killers) for people to use Surge to blitz through them.
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@Sonzaishinai said:
Allow the killer to open the exit gates after 20 minutes.
Ensures games never last too long and can't be used by 3genning legion or doc to get easy kills
If its a 3 gening legion/doctor why would they ever open the gate? Them dragging it out for a slow win means that they are winning so...
I mean killers opening the gates has already failed as a stalemate stopping mechanic.
Also the if the killer is successfully stopping the survivors from doing the objective then why punish them?
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@AhoyWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/2170370#Comment_2170370
How can the game's design not support it? Do you mean the map design?
Either way Iri head needs to be changed again somehow, having one insta down hatchet is worse than having the regular five.
Map design and how the game integrates LoS blockers into its generation as a lot of loops have LoS blockers and you'd need a long unimpeded LoS to be able to hit it before skill is even factored in.
Also remember that skilled huntress achievment which is the achievement for downing 20 survivors in total that are 24 or more meters away IS RARER THEN EVERY SINGLE NURSE ACHIEVEMENT!
As for the usefulness: Your suggestion is about as useless as you claim the one insta down hatchet as its virtually impossible to reliably land. Let alone being HEAVILY map dependent as good luck getting it off on any indoor map.
My guess is that the developers did try your parroted suggestion and realized like I have that it doesn't work in DbD as they have the code for it in iri coin so it would be easily tested.
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Can we just let the idea of trying to turn iri head into iri coin die already?
The game's design doesn't support it which is probably why it wasn't used.
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@WiiFitTrainer said:
Because it's a strong but scummy playstyle. It's not just twins, I've been 4 man slugged vs oni numerous times.
Well with the Oni you can't blame a killer who literally loses their power the moment they pick someone up for mass slugging.
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She's a survivor with her(in my opinion) keystone perk "Smash Hit" requiring stuns being released with a glitch that can make you lose your pallet stuns.
She was always going to be overshadowed simply due to the horrible timing of the bug happening that made her strongest perk at times unusable AND it not being fixed until two patches later.
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@WexlerWendigo said:
I don’t feel obligated to bring decisive anymore, as usually I’m too scared that there won’t be an obsession. This is definitely fair considering the DS nerf.
It also goes to show how game warping DS was given that the chance of it existing in a game completely changes how one side plays.
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Obsession being baseline should do something to make it more interesting for the survivor and killer to interact with the mechanic outside of perks.
People will just ignore it like they do totems after a while if it does nothing.
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@Sup3rCatTree said:
Yeah, there is apparently a pallet shortage
I think whomever maintains Gideon meat plant(The Game) is stealing all the pallets from other maps for themselves!
But ya I think we might be seeing a pallet shortage due to the devs over compensating for how bad the Gideon meat plant's insane amount of pallets after the rework was received(And justly so for having over double the average amount of pallets).
As the devs seem to be stuck in one extreme or the other(Too many pallets or too little) currently for maps.
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She desperately needs a LOT of bug fixes that were causes by her gutting AND An add-on pass.
Most of her add-ons do nothing as perk add-ons are worthless and most of her non green add-ons are useless gimmicks.
Finally the less we talk about her BP gain add-on line the better(Why do we even have BP add-ons at all, let alone multiple on the same character).
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@Friendly_Blendette said:
https://forum.deadbydaylight.com/en/discussion/comment/2159785#Comment_2159785
He was talking about a dev not being able to loop billy so I mentioned lullaby which was nerfed cause devs couldnt hit skillchecks xD
Also don't forget that the dev who got it nerfed lied about it saying it didn't effect all skill checks and even changed its description after the nerf to try to gaslight the community into believing it.
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Its a long overdue change but I am very glad its here now.
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Its when you forsake all other objectives and altruistic actions to hammer out generators.
Mind you this is genuinly the only viable strategy against things like infinite T3 Michael where altruistic actions don't help you all that much if at all and the longer the games goes on for you the worse it gets.
Another example is completely ignoring totems/chest/waiting for the last moment to do a hook save to max out generator completion and thus risking a hook state for generator greed.
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I honestly don't feel like the change ultimately well changed anything as demo still has all of their issues with really nothing new added.
Its probably their most pointless set of changes to a killer yet.
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I feel like it could have the effect that basic attacks prevent item usage or dropping for 35/40/45 seconds in addition to its current effect.
It would make it a dedicated item stall perk while leaving Franklin's as the item destruction/trapping perk.
The no item dropping is so survivors can't pass a key as easily to use the hatch if they want to taunt you with a chase to it.
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Eh depends on what you'd want:
Deathslinger lacks any useful perks while the Twins have oppression as their sole good perk.
Deathslinger is a chase heavy but lack pressure lacking killer while the Twins can do both pretty well but lack the time to hook survivors without multiple slugs.
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@Soulpaw said:
https://forum.deadbydaylight.com/en/discussion/comment/2159105#Comment_2159105
alot of people just dont find him fun to play against is all
He's a noob stomper sadly so new players tend to not like him while veteran players do like him because of his clear counterplay.
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I actually like the chest bug as both survivor and killer so I kinda hope it becomes a permanent feature(Minus the increased amount of keys being found).
Also as for others talking about the pallet stun glitch: I really haven't noticed as either survivor nor killer that it has effected out many times I or killers I have been facing have been hits through pallets.
It just means the killer breaks the pallet slightly faster or switches targets slightly faster which mind you is still a bugged advantage but how much it effects games is being overblown.
Remember a pallet stun isn't instant so there is a window for them to hit you if you mistime your throw.
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I really don't feel like the pallet bug has made me get any more hits through pallets then I would have before.
The only real thing it does is usually let you break the pallet slightly faster/go after another near by survivor slightly faster.
Also remember a pallet stun isn't instant so if you mistime it the killer will hit you in the small window where its falling but hasn't stunned the killer yet.
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@Trwth said:
Coin: Is fine as is, though there needs to be some sort of indication that the Survivor you hit is exposed.
Iron: This is exactly the change it needs. I use it often and it's quite nice, but the extra seconds are super necessary in order to get consistent value from it.
And Breakable Walls... this change would be cool if breakable walls weren't placed in obvious spots already.
Iri coin DOES have a tell its the sharpshooter score event.
You almost never see that event since the game isn't designed to let you get long range shots to proc iri coin.
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This is both a server issue and a general design issue given that her puke works off of blobs instead of being a constant stream.
Or as the devs put it a "Vomit machine gun" instead of a "Vomit Flamethrower".
So a way to imagine her power and why its so glitch is that you're shooting a slow non damaging Deathslinger bullets about once or twice a second which means that there's times were you'd miss simply because a shot didn't come out at the right time.
Ultimately to fix her issues they'd need to completely rework her vomit system entirely which is probably why its either taking forever to fix it or they aren't trying to fix it.
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@wxnickxw said:
Great to hear.
are you in favor of changing the game so that hook time doesn't progress when the killer hangs around the hook while he isn't in a chase? To stop other camping killers?
Tried hook slow down conditions on the PTB TWICE and both times it got abused so badly by survivors that it never left said PTBs and were never tried again.
Having an ultimately survivor dictated mechanic for how fast hooks goes will always be abused.
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@SkeletalElite said:
He's not unplayable you just have to learn what you slide on and what you bounce on. Some maps are worse than others, but once you've got it down you can actually use sliding to your advantage a lot of the time.
In my most recent blight games the collision became so wonkey I slid off of the shack's flat walls and even slid against the walls from one side of the shack to the other no matter how much I tried to move to be completely flat against the wall.
Something is up with his collision this patch as I never slid off of shack walls before(Let alone when I run flat against them).
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Being honest a pre-gutting billy without add-ons was the most average B tier killer even statistically given that he was dead even in most statistics and was dead even overall at 65% meaning he was neither favored nor hindered from getting a 3k win.
And given how hyper inflated those statistics are that's rather impressive.
Mind you the stats mean squat because of said hyperinflation but its something to note none the less.
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Yes I have:
It was back in an old rist where you'd have to stun the killer 4 times and I had the bravest meg constantly hop into lockers while I was in FF to head on stun me out of it multiple times.
At the end of the game I let her get the last stun she needed and gave her hatch.
I can respect a Head On to counter Feral Frenzy.
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I always seen it as a tie as survivors escaping without doing their objective means while I failed doing my objective(Kills) but, they also failed to do theirs(Generators).
Or vice versa if I am the survivor.
Hence why I consider it a tie.
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The simple answer is that wiggling out by yourself can never be viable without breaking the game as every time you do it you're effectively giving yourself an extra hook state.
Its kinda weird though, that the devs keep making these attempted self saving perks while being carried if they know they can never be allowed to be good.
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@ukenicky said:
I feel like it would be a mess to balance and Killers would legit go on strike and cry if there was a way for Survivors to stun them outright without any sort of pre requisite
Being honest it would just make hooking survivors impossible as they'd just force stun a killer carrying a survivor.
Remember ANY stun releases a carried survivor and well we all know what happened when they removed the timing requirements from pick up saves(And how it was the fasted removed feature in the game's history).
It also would render flashlights irrelevant.
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The answer is it depends:
Maps can spawn with effectively nothing for survivors to work with making it a landslide for the killer and almost always a 3-4k.
While other times it spawns with so many god pallets survivors have to be trying to lose to not get a 3-4 man escape.
Also This is ignoring imbalance created by the current rank based Matchmaking.
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@JovialCub said:
Why was breakdown buffed to permanently remove hooks from the game?
Why are all the squads running 4man breakdown no mither tonight?
Its a glitch as you can see after the 3 mins of breakdown duration the hook repair dust cloud appears but the hook doesn't get repaired.
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To TLDR what all these people are asking for:
They want Deathslinger to be completely useless and loss nearly all of his power.
I mean how else can you explain them asking for gutting his zoning and quick scoping.
Removing deep wounds from his kit entirely.
Finally want his shot to be dodgeable even at point blank.
They also want him to have to charge up his shot despite him not charging is one of the main differences between him and huntress.
Needless to say they won't be happy until they never have to play against him again. So no change short of effectively removing him from the game will ever make them happy.
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Square hitboxes would never work for the hatchets as its a spinning object and would make the hitboxes extremely unruly.
Coin hitboxes would probably be the best but spheres are close enough to make the ranged attack work...Most of the time as phantom hit hatchets are still a thing.
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If you can play him well wraith can easily max out deviousness and brutality nearly every game at every rank.
It becomes borderline impossible to max out deviousness on someone like legion at high ranks because survivors tend to split up more.
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I wouldn't mind if prestige 2 or 3 removed all brown add-ons from said killer's blood web and made them free to use for said killer once they have reached that prestige level.
I am torn if it would be a good idea to give survivors the same treatment given how powerful some brown add-ons/items can be if used every single game.
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@zombitehdeath said:
https://forum.deadbydaylight.com/en/discussion/comment/2154340#Comment_2154340
Mine is also specifically fixing it downside by removing the current affect it has and giving it a way better affect so I don't get why you made this comment.
Ah then I misread you're suggesting I thought it also said running scratch marks were also smaller not just the new walking ones.
My bad.
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Given how many different complaints about wraith are suddenly coming up out of no where I'd have to ask:
Which Streamer/Youtuber complained about wraith this time?
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So you want Old Brand New Parts to come back so you can speed run completing all generators and opening the gates in under 50 seconds?
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What Streamer/Youtuber complained about wraith this time?
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@zombitehdeath said:
https://forum.deadbydaylight.com/en/discussion/comment/2154315#Comment_2154315
This is kinda like my changes on predator
Yep but my changes are specifically to fix some of the downsides current predator has given how much tracking scratch-marks on walls gives you in more open maps(Like the corn maps were scratch-marks on trees are one of the few tracking options that's un-obscured by the corn) as the current predator removes these scratch-mark.
Hence the secondary trail with the current effect that also keeps the wall scratch-marks.
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This has been my suggestion for Predator for at least a year now.
Predator: Survivors now leave a secondary pearl white with a black outline wavy entity Tendril legs?(How else would you call the Entity's hook sacrifice limbs) scratch-mark trail.
This secondary scratch-mark trail will try to Near perfectly follow the survivor's movements and lasts for 3/2/1 seconds less time then normal scratch marks.
This fixes one of predator's main issues as the current predator prevents scratch-marks on walls making finding survivors with said scratch marks worse which makes current predator solely a DEBUFF.
It also fixes the likely hood that the scratch marks will be inaccurate with two trails trying to track the survivor.
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I am still hoping for an ice themed killer whose main gimmick is effecting the map itself(Freezing pallets to make throwing/vaulting them break them or freezing generators to force extra time thawing on that one specific generator).