Warcrafter4
Warcrafter4
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@LeonxJiwoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2615344#Comment_2615344
😂 boohoo yeah your facts are hypocritical yall say this to us and we are getting back our justice. You whine just as us survivors do.
https://us.v-cdn.net/6030815/uploads/H35YF63VS0VF/n2gawblunjq71-281-29.jpg
Facts by definition can't be hypocritical...
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2615077#Comment_2615077
Never has been. Was still used a lot by the other side. :^)
"Doing Bones" Means to permanently remove a hex.
Since the only thing that can remove a hex permanently is camping/tunneling a survivor out of the game then that's the equivalent of doing bones.
So I along with all the players on the forum tunnel and camp with your blessing from now on!
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I feel like they should just implement what they already implemented with the Twins for everyone:
The Charlotte Solution:
If a killer or survivor hasn't moved in a significant amount of time(30+ seconds) then they lose player collision until they move for X seconds and Y meters away from said spot.
This would fix this issue for both sides along with already being in the game(But only for one killer for some reason).
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Wraith is an M1 killer with a potentially massively delayed first hit if the survivors know what they are doing.
Also his pallet blocking while it can give him hits its also is a massive risk as he gets a doubled stun duration penalty if he's stunned while stealthed.
Also a lot of recent perks hard counter him:
Flashbangs can just flatout both blind AND stun him mid chase while potentially instantly win a chase for the survivor.
Boon: Circle of Healing hard counters his hit and run playstyle. This removes one of his main strengths and is a fairly common perk atm.
He currently only has his mobility keeping him from being clown tier of bad.
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This being bait or not:
The devs keep on making killers having more and more objectives while also giving survivors what used to be unique killer features such as:
Obsession interactions such as PWYF: Speed boost from interacting with the obsession was also given to survivors in Bloodpact but can be an infinite boost unlike PWYF.
Hexes: Boons are hexes for the survivors that killers have to cleanse but can be infinitely reactivated unlike hexes.
I wouldn't be too surprised at this rate if the survivors could start to use hooks as its the last mechanic the killer has to them that the devs haven't given to the survivors...Yet.
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It doesn't have a cooldown because its activation is purely done by the survivors.
It wouldn't make any sense for it to have a cooldown while also being entirely controlled by the survivors.
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If we are talking about severity of their situation before being taken.
Then its very easily killers such as Hag,Wraith,Nurse,Plague,Twins, and ext.
I mean most of them are literally victums of horrible circumstance with both the Plague and the Hag being forced to become what was killing them before the Entity "saved" them.
Plague:To save herself and her people from the Plague she became its source.
Hag:Was slowly getting eaten by cannibals and now is forced to become one.
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@Johnny_XMan said:
There is a level of camping that is unfair, I agree.
There is also a level of camping that is warranted.
The problem is that there is no measure to which one the (killer) player will pick. This not only solidifies the current meta (BT/DS) but also further shows that they have no intentions on changing it.
Yeah yeah, I know they "tried it before and it didn't work out". My only argument to that is, why stop there? They could have at the very least allowed players who are holding M1 (3 remaining survivors) given more time, if the killer is actively idling at the hook with no other bodies around. That would have been a start.
They tried giving them more time...
It got abused by survivors.
Nearly everything you can think up of has been tried and abused by survivors as they tried repeatedly to fix it.
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I love david and I love Dead Hard(My main exhaustion perk) but why on earth does he it block/destroy M2 attacks now?
Its supposed to avoid an attack not block/destroy it.
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He didn't need a nerf is the main issue.
He was above average at one thing 1v1 and his only real special trait was he had stealth as a ranged killer.
Now he's not above average at 1v1 and has lost his stealth.
His nerfed destroyed the entire identity of the killer.
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I just don't get how the dev's have implemented the Idle Charlotte solution for body-blocking:
If a killer or survivor hasn't moved in a significant amount of time(30+ seconds) then they lose collision player until they move for X seconds and Y meters away from said spot.
This would stop both sides from body blocking someone in a corner and trust me survivors love pulling this too on other survivors...Usually 3 man SWF against solo queue survivors.
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@Nos37 said:
https://forum.deadbydaylight.com/en/discussion/comment/2605212#Comment_2605212
Head On does not give a speed boost. It is not a high reward perk. Why should PERKS take skill? What's the point of it being a perk.
In that case, BBQ should take SKILL to see survivor auras when hooking. Smh
Its actually one of the stronger distance perks giving you at a minimum of 12 meters distance by default and with latency up to 16-20 meters.
Lag can make the hitbox linger for a second or two after you get out, so you can be running before the killer is even stunned.
That being said as others have pointed out it SHOULD be buffed so it shows your locker's aura to teammates so Solo Queue players can use it more reliably.
It also can hard counter killers like legion who can't really bait it out(FF reveals survivors in lockers) so its possible to use it to knock them out of FF for a double stun at I think 7 seconds(?). Please correct me if I am wrong on that.
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@Nathan13 said:
we need the old rank system back.
What are you talking about THIS IS ONE OF THE OLD SYSTEMS!..Minus the monthly reset.
The first(Or was it 2nd?) rank system more or less only cared about the kills/escapes and it was replaced due to being defective.
It was defective specifically because it couldn't judge skill of the killer/survivor as for killer 8 hook 0k or 0 hook 0k were no different to it.
For survivor it couldn't tell the difference if you ran the killer for the entire game then got out vs being immersed the entire doing nothing and getting carried by a swf.
Yes this is the developers ACTIVELY REGRESSING the game's matchmaking reusing an old system that they themselves have called out for being defective.
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@Mileena_Kahn said:
They’re fine, it takes 24 seconds (of not doing gens) to bless one, but only 2 seconds for the killer to deactivate it.
please stop spreading false information:
Its 14 seconds for a dull totem and 24 for a hex.
Also you'd have to consider the travel time to the boon as part of its deactivation time so its never actually 2 seconds.
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I feel like it should make the current sloppy butcher's T3 effect being the new baseline for injured survivors who are afflicted and make it so they bleed normal injured state amounts of blood pools while healthy.
Without the bonus pool spawn from sloppy(Aka doubled spawn rate) its completely useless and it should have an effect on healthy survivors.
Also all perks/add-ons that inflict it should be buffed if nothing else with different modifiers for it. For example:
Wraith's blind warrior should make any survivor whose afflicted have their blood pools highlighted while the wraith is cloaked.
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@Junylar said:
https://forum.deadbydaylight.com/en/discussion/comment/2602712#Comment_2602712
You waste 20 seconds to relight the totem while the killer wastes 1 second to snuff it. Yup, definitely OP, plz nerf!
Its only 14 for dull totems and if the killer takes 4 seconds to get rid of it it still gives you a net of 2 total seconds(16 aka 4 x 4) of generator progression...
It also usually takes longer then 4 seconds(Counting travel time) for a killer to get rid of a boon.
Turns out its almost always a good idea to do relight boons as a survivor if other survivors actually bother to do generators.
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@Verconissp said:
Spirit is fine where she stands, Stop askin' for nerfs...
You guys got the counterplay you wanted. what next? you wanna kill her addons that don't work with her Power?
It's insane how people can't be fine with the spirit changes
This does show that people who wanted the spirit nerfed never cared about if she was fair or had counterplay.
They just wanted her gutted so thoroughly they'd never lose to her again.
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@Artick said:
Survivors should be able to see HEX auras.
Survivors can see hex auras with have both multiple perks AND items that show hex auras that while killer has nothing of the sort for boons.
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@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/2596472#Comment_2596472
Yea I don't really ha e a issue with the powers except CoH needs to be toned down a little bit that can snow ball really quickly.
Survivors have no Risk when it comes to boons. If the killer snuffs it out they can just wait for them to leave to re light it and they can do it as many times as they want. So if the killer wants to get rid of it they will ha e to take time out of their already limited time to hunt down the totems to snuff them only to do it all over again while survivors are doing gens
Another thing to consider is that a boon totem is time effective even if it only takes the Killer 4 SECONDS to get rid of.
Remember a killer taking 4 seconds to cleanse a totem is worth 16 (4 x 4) seconds worth of generator time as unless the totem is right next to a generator that is being worked on all 4 survivors are free to progress generators unimpeded.
All at the cost of one survivor taking 14 seconds to make a boon and killers usually have to spend a lot more then 4 seconds(Travel time included) to get rid of a boon let alone the opportunity costs; making relighting a boon totem actively advantageous if the killer goes out to cleanse them as it almost always gives you more time then you spent.
So being able to relight totem endlessly only gives the survivors more and more time outside of the absolute worst cast scenarios.
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From what I have seen most people are fine with the effects of the boons themselves.
People ARE NOT fine with boons being infinite/ lacking a cooldown.
Its old undying but for survivors and how survivors can't see that being an issue when old undying had to be nerfed for being too OP...
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2593823#Comment_2593823
Sorry, this is a genuine question and not a rhetorical one- what is the relevance of this here? I'm curious, I can't quite see it myself.
Its relevant because one of the main complaints against boons is the same complaint about old Undying:
Having to destroy the same totem 3+ times is unbalancable.
So its Undying's design issues that got it nerfed literally coming full circle but now favoring the survivors.
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@Seanzu said:
https://us.v-cdn.net/6030815/uploads/WS6IYL7BN8HJ/deadbydaylight-win64-shipping-25-10-1635153464.png
https://us.v-cdn.net/6030815/uploads/BQISBIH3YSK2/deadbydaylight-win64-shipping-21-10-1634830429.png
https://us.v-cdn.net/6030815/uploads/UIO47XHDII31/deadbydaylight-win64-shipping-21-10-1634830617.png
You're telling me you don't find this fun? :P
I don't think they can do anything against it tbh.
Yes your team stomped the killer to the point they had to camp in games 1/3 to stand a chance as they only had 3 hooks by the last generator.
For game 2 YOU could have been the cause of the camp by sneaking near the hook.
I don't see the point in this as every single last one is justified other then you gloating about winning hard enough to force a camp.
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@Shroompy said:
The game is at a point where its too big for a rival to even have a chance at competing. And thats simply because of the number of licenses the game has aquired. Why play any other game in the same genre when I can play this game where I can play as Michael Myers chasing Bill, Quentin, Ash Williams and Leon S Kennedy in Midwich Elementary?
The game looks VERY appealing to new players and thats why theres always been a giant influx of them
The only way DbD dies, is if BHVR it self falls.
Given how much each patch gets increasingly larger parts of the game turned off and for longer times each time...
That might not be too far in the future where the game collapses because of the lack of proper long term maintenance from BHVR.
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@herpderp00 said:
https://forum.deadbydaylight.com/en/discussion/comment/2586288#Comment_2586288
I have got Boon perks on other survivors now so we'll see about that. But sucks that people have scummy mentality like this.
Welcome to one of the many reasons why people don't like unlimited boons:
They are forced to deal with the boon all game or tunnel the person who has it out of the game.
Making boons just as fun to deal with for the survivor as they are for the killer!
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@tennmio said:
https://forum.deadbydaylight.com/en/discussion/comment/2586110#Comment_2586110
Nobody but the person that dc'ed is responsible for it, therefore there is no need in stating the obvious. But it is selfish to just decide to make sure nobody but you will have fun, it is your responsibility if you decide to tunnel and camp in a 3 vs.1. Having no sense for fairness isn't anything to be proud of. Only caring for oneselfs needs and wishes is selfish. You don't like to be called selfish? Well it is your and only your responsibility how you decide on how to act.
Btw I don't care for bloodpoints neighter and I got out. This is not for me (I know I know, some of you cannot even a bit understand why I would care for unknown survivors but you know that is called emotional empathy :) You should try to get some it makes great people), but I do feel bad for those that spend the bloodpoint offerings getting nothing out of it and leaving the game with less then 10.000. What kind of person does that and does not care about others?
Just because I don't care about bloodpoints, doesn't mean I have to ignore and dismiss how others feel about it. It is not like playing fair, respectful and giving oportunities would cost me ANYTHING (or anyone playing killer for that matter). It would be pure egoism to not do play the game the right way.
You want to act selfish? Go ahead. No one will stop you. Except you don't get to ask for people to not judge you on your behaviour. That is a rightful thing for anyone to do: Judge people on how they behave.
I do generally play nice myself if there's an early DC as killer mainly because I know how much it sucks to have that happen.
However I do acknowledge that it would be horribly selfish of me to expect others to do the same when they aren't in the wrong for what happened.
The killer isn't the one who did anything wrong its the survivor who DCed who cause it.
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Your teammate is the one who wronged you and caused the game to be terrible for you, not the killer whom is just trying to play normally.
Why SHOULD the killer more or less concede a game for you by asking them to go easy on you(Which is what your asking for) when they did nothing wrong?
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People would be fine with boons if boons could be permanently or even temporally on a cooldown eliminated from the game by either letting the killer break totems or simply giving a boon a cooldown once broken.
Also because boons compound and we only have access to one of the 2 boons it isn't very fair to say we have seen the full power of boons yet.
So idk what your trying to prove here.
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I feel like if they'd ever want to buff the perk to be meta level then the generator repair speed would need to go.
As the generator repair speed being buffed with the rest of the effects would simply make the perk too powerful in general let alone in SWF.
That being said as it stands its fine, it removes 7.2 seconds off of a generator for the trade off of being downed in one hit for the entire generator if caught out which is fair.
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@dallasmedicbag said:
he's basically a ranged killer just like trickster, huntress and deathslinger, yet his movement speed is 115%. in tier 3, he moves at the exact same speed as survivors so he can literally just hold it down while chasing and the range of that tentacle is crazy, not to mention the fact that you could just drag it if you miss it.
he's an extremely easy killer to play (well, maybe trickster is easier) if you understand his hitbox.
His Whip attack range before level 3 is less then a lunge and the same as a lunge at T3.
If he could whip you in the open he could have punched you instead.
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@DelsKibara said:
I mean lie or not.
Their explanation for the MMR doesn't help the case.
I'm all for MMR but holy ######### #########, that QnA blew the lid on the whole thing.
What matters are kills and escapes, that's it.
Yep so its just again the first ranked system that they replaced for being Defective...Just without the monthly reset.
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@SunderMun said:
https://forum.deadbydaylight.com/en/discussion/comment/2584997#Comment_2584997
lol imagine thinking bhvr will do something about this.
If this isn't corrected then its grounds for a Class Action Lawsuit...
They very likely will not have a choice here soon.
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@Seanzu said:
Oh well - a few months ago when survivor queues were bad killers just said it's because all the killers are leaving because killer isn't fun and too hard, now the shoe is on the other foot I guess that just means all the survivors are leaving because it isn't fun or too hard.
You clearly haven't read the post this isn't a "Us vs Them" issue its a console issue.
Ps. The OP has been one of the main people trying to raise awareness of how bad consoles are getting and Killer was just their best example of how bad its gotten for consoles.
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@Freddy96 said:
https://forum.deadbydaylight.com/en/discussion/comment/2583328#Comment_2583328
Not really considering they gave him engravings buff
And a stealth nerfed at the same time as well just because.
Yep net neutral because it was both buffed and nerfed at the same time while also completely missing the point of why people stopped playing billy.
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You forgot one part:
They will also completely ignore the survey results anyways!
Thus wasting the time of everyone who participated just because they can.
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@Fantasy said:
Having a second chance at stopping a specific gen being done is fine but multiple is a bit much, when it's paired with pop at end game it's just zzz. It's a huge crutch for a lot of killers.
Given that tinkerer going off at all is solely dictated by the survivors because only survivors can progress the generators.
Also if the killer is successfully regressing a generator below 70% constantly that means one of two things:
The killer is using Pop on it and thus has won the extra detection by hooking a survivor and pressuring a survivor off of the generator.
The survivors failed to find Ruin or chose to ignore it making it entirely on them AND the killer is pressuring the survivors off of the generators.
This also requires the survivors to constantly go back to do the same generator again and again instead of spreading out the generator pressure as its impossible for the killer to do it if the survivors are focusing even 2 generators.
So giving the killer that many Tinkerer procs is the survivors misplaying.
TLDR: The killer has to play well along with dedicating at least 2 perks(Half of their build) to get it to go off more then once AND the survivors have to misplay to give it multiple uses on the same generator.
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Some maps the pools are spread so far apart that the plague can't realistically get them to activate them without losing the game such as on the Swamp maps or Groaning Storehouse.
So on those maps there is very little reason not to cleanse...Let alone on Groaning Storehouse plague's power barely does anything due to being almost exclusively high wall loops.
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@Nos37 said:
https://forum.deadbydaylight.com/en/discussion/comment/2571255#Comment_2571255
Then just do bones and get rid of it...
We would...But given that most totem spots were never designed for a killer to interact with there's a massive amount of unbreakable bones for the killer.
Nothing screams fair like an unbreakable totems...
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@That_One_Friend said:
I dont even know whats going on lol
Its a very shady non product that is part of the reason why graphics cards are so expensive.
They are also known for being scams.
There is no silver lining with NFT.
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Its almost as if a lot of totem spots were never meant for the killer to interact with.
I know this spot is glitchy however it is an working totem for the survivors as they had to interact with it to bless it meaning this is a one sided issue.
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@Impose said:
Thinking plague is bottom tier is laughable and ruins any credibility you have
Not overly given that she's easily the 2nd worse snowball killer in the game.
She's also insanely buggy due to bad design and a lack of future proofing making her perform a lot worse then her abilities would imply.
She'd easily be a B tier killer if her power worked as intended but it usually doesn't.
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I do not see any reason not to do it.
Its already more or less in the game but only for SWF so making it available for solos would make it much more viable.
I'd probably reduce the range to 16-20 meters just so its not distracting mid chase seeing a locker highlighted that you can't realistically reach.
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@KolbyKolbyKolby said:
Probably because All Seeing Blood provided ridiculous information for a killer you can't hear or see in an indoor map and Vanity Mirror's speed penalty was so bad that it was one of the most killer handicapping addons in the game.
Can't hear:
Wraith:
Pick one because these 2 are mutually exclusive.
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I'm ok with the removal of the RNG first hook mori that tampered timer/Gears could cause.
However they really needed to push her add-ons into being more helpful outside of trying to gear heads to pop.
Imagine an add-on that made a survivor oblivious for 10-60 seconds(Depending on how long the trap has been active for) after removing a bear trap.
Or imagine instead of the failed skill check punishments add-ons they instead replaced those with survivors who take off bear traps suffer from hemorrhage and bleed even while not injured for 30/60 seconds.
She needs add-ons that are part of her power/thematic still but actually helpful in normal game and not just for noob stomping.
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@berrooz said:
Wasnt a key change it was a hatch change. Does the same job of nerfing a broken abused mechanic though.
They did change keys:
You now have to open the hatch like your opening a chest so its no longer instant.
That being said for the thread's Poster:
These changes are a year late. So its a lot harder to be excited for them when they are so long past due.
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@MeltingPenguins said:
https://forum.deadbydaylight.com/en/discussion/comment/2526685#Comment_2526685
well, nurse now gets 3 blinks if i saw it correctly... I expect a lot of Lethal Pursuer Nurses now
3 blinks but ALL blinks now recharge much slower.
Its still will never be used given that it weakens normal chases and make her even more punishing then before.
So I kinda doubt we'd be seeing more of nurse even after this change.
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I also don't see the issue with it outside of the already problematic items.
For the reason behind these not being an issue Aka the Non problematic items:
Normal/Rainbow map, Keys, and Flashlights: You shouldn't be running out of charges on them to begin with and their charges can be extended greatly with add-ons.
Brown/Green Medkits: Without other perks or great skill checks or + charge add-ons it doesn't even grant a single extra health state even on the first refill.
All Non-Commodious Toolboxes: It either loses you time to do or even in the best case with an engineer's toolbox only granting you 4 second faster completion time given the time lost by being in a locker.
For the problematic items:
First Aid Kit and Ranger's Medkit: Gives an obscene amount of extra uses even with the most basic extra charges add-ons let alone stacking it with botany knowledge. So anything that can make it noticeably better will be insanely powerful not because the effect is powerful but because the Medkits themselves are powerful.
Commodious Toolbox: This is still the most overpowered toolbox that is more or less responsible for all toolboxes getting nerfed once already. So anything that can make it noticeably better will be insanely powerful not because the effect is powerful but because Commodious itself is.
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@OrangeJack said:
This is a huge buff provided they haven't nerfed her base kit in some way.
I hope I am wrong but...
They probably will given their track record on it.
Remember they flatout said they weren't touching nurse's(Or billy's) base kit with their add-on reworks and gutted the base power anyways.
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@Rezblaze said:
https://forum.deadbydaylight.com/en/discussion/comment/2522279#Comment_2522279
Trapper Spring is a marked improvement above any of the spring family's current itetration.
Its actually detrimental as it punishes you for using your trap for blocking off paths.
As it will reset if you go for them and they escape the trap will reset forcing you to either waste time picking it back up or have it stun you.
Its a good in theory but the moment you put it into practice it will actively hurt you.
Also would you need a trap to reset within 2 seconds of a survivor escaping it?
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@Steel_Eyed said:
https://forum.deadbydaylight.com/en/discussion/comment/2521938#Comment_2521938
Except Huntress and Demogorgons passes were excellent.
Eh I'd say Demo's was mixed due to having multiple unneeded nerfs to things like rat's tail's effect being halfed(Btw even with its buffIts still now back to prenerf).
Along with deer lung losing 25% of its effectiveness(from 40% bonus portal travel movement speed to 30%) while also being given its 2 less portal downside.
However for me I am concerned for the add-on pass.
The main thing that makes me this way is the preview which had a total of 0 good add-ons in it including 2 detrimental purples to trapper with one being a massive nerf to a good add-on(Trapper sack aka stitched bag).
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@indieeden7 said:
Tbh a boon totem that actively punishes camping would be a really cool idea, e.g. while the totem is blessed, if the killer is within x meters of a hooked survivor, the entity progression bar is slowed by 50%.
I doubt they'd ever add that because that is already a failed anti camp mechanic they have tried(The slowed sacrifice within X meters of the hook).
It also would just result in the same exploiting that happened before with it that got it removed.
Let alone think about this in a 3 gen scenario where the killer is forced to be around the hooked survivor.