White_Owl
White_Owl
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- White_Owl
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Comments
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@SwampDaddy said:
https://forum.deadbydaylight.com/en/discussion/comment/2297869#Comment_2297869
If that's what you got from my post, then perhaps you should think a little longer before responding.
For what other reason would you want a perk to counter DS?
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I tried a couple times, to bait survivor near a gen or something, but I found every application of Insidious very high risk/low reward since most of the times you just waste your time standing still like an idiot.
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If my math is correct, Dead Hard let survivors cover 4.4 additional meters, while a killer's lunge attack is about 2 meters long, so the answer to your question is no. Still latency and timing are the main factors to take into consideration.
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Have we come to complain about survivors running in a straight line and not loop? Strange times we're living in...
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It would make more sense to require to hit 4 contaminated survivors with a tentacle strike, to make it more in line with every other killer's daily.
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My first match as a survivor was against a Nurse. Didn't stand a chance, obviously.
As a killer, I first picked Wraith and face camped everyone I got on a hook. At the time it seemed the most logical thing to do. Needless to say I was flamed hard in the chat.
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Last time it happened, as soon as I downed the Claudette (of course it had to be a Claudette) everyone came to tbag on her and she DCed. After laughing my ass off I let them farm and get points.
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Come on, he played horribly as Nemesis, missing most of his attacks. How can that video prove anything at all?
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You played Trapper, a killer known to struggle at more competitive levels.
I am sure I have played without fail
Also, I'm sorry if I sound harsh, but you did not, and I believe this is the real problem. Overestimating your own ability and refusing to see your mistakes leads to fake expectations and to searching the blame in someone else. Instead of blaming the game, analyse what you did wrong and what you could have done better.
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Overall I like more Sprint Burst, it's a very versatile perk. Aside from using it in chases, it can help reaching places faster and can be used to semi-run without leaving scratchmarks which is very useful for being stealthy.
Dead Hard is good in chases, but 50% of the times it doesn't work.
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How's that from how people keep bitching about keys it seems they are used every match and work 100% of the time, but then I rarely find survivors using them and it's even more rare that they get to use them?
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How it should work: If the killer is suffering blindness when completing the pickup animation, they drop the survivor
They tried it once. It was awful and everybody hated it. I really doubt they would try again, so you better practice with those blinds.
ps in case you're curious the attempt was in patch 1.9.2.
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I really struggle to find a reason to use Lethal Pursuer over Whispers, but Eruption is a really nice perk, especially if you like being territorial and defend a bunch of gens. The ability to incapacitate survivors is great.
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Lol how can you guys say they nerfed Demo? They just changed 5 addons, two of which have been buffed and one is still extremely good. That after they overall buffed him the last patch. Honestly, you should take a chill pill.
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That's not useless at all. At mutation 3 the big majority of loops become unsafe since the tentacle can hit through pallets and vaults. When I play Nemesis I rarely go for M1.
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6 meters might not seem much, but it's enough to render most loops very unsafe against him. But I agree that the difference with 5m is hard to feel. Personally I would make tier 3 able to hit multiple survivors.
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While I was repairing a gen an injured Claudette came and started tbagging non stop asking me to get healed. I must say the bots AI is quite realistic.
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1 - not every killer needs mobility
2 - that's ok, some killers already function that way
3 - I agree, T3 should add more, like the ability multiple survivors
4 - reaching T2 is not hard, and once done his ability to break pallets is quite good considering he's the only one that hasn't his camera stuck during the animation and can even move a little while doing so
5 - I agree, the speed boost should happen only on injuries
6 - he's able to hit easily through pallets and windows, I guess it's a good compromise. Besides, his size make him quite terrifying.
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He is ok. Not too strong nor too weak. The only thing I'd change is to make his 3rd mutation bonus more relevant. One additional meter to his range attack is not really much, maybe it could allow him to hit more survivors at once.
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The autoban system would need a serious anti-abuse system built-in to work, otherwise strong killers can just say bye bye.
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Myers is seriously outdated. Considering he also has almost no cosmetic, he is in dire need of an update.
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Keys aside, which the devs have already said are about to get changed, it's actually a buff to the perk. Most of the times survivors were able to recover their items and use them, now they could recover them just to discover they have not enough charges.
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I was surprised too of the change. Hopefully they'll revisit the M1 requirement that's holding some perks back.
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Personally yes, I'm happy with it.
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It's best to just ignore them. You won't make them change and you'll just get frustrated otherwise.
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Makes sense. Even if the totem is cleansed, the survivors are still affected by its curse.
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You're not alone. Personally I think the Hag needs a bit of a rework. As much as I like playing as her, it's kinda bs that the counters to her power are flashlights and crouching.
@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2271526#Comment_2271526
Where's that from? I'm guessing something related to vampires or the undead in general?
It's from Tokyo Ghoul
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I don't know exactly, but considering by the time you hear him it's usually too late I'd say not more than 8 meters. His noises are also easily hidden by generator noises.
If you want an advice for your build, worry more about Spine Chill. You can counter it by looking slightly sideways, you're guaranteed to make a Spine Chill user ######### themselves doing it.
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He definetly isn't. Windows are his Achille's heel and used right they force him out of his power.
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2269831#Comment_2269831
All of his mechanics were perfectly balanced, except one of them. I could prove it to you, but I would need a time machine.
Maybe they were balanced, but still were considered not fun by the majority of the community.
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I think in his current state he is quite balanced. His strenght is his aggressive playstyle but his weakness is that he must be able to snowball somehow, otherwise he doesn't have the means to slow down the game.
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I disagree. Repair regression can be very useful as it is if you know how to play around it instead of kick and forget. For example hooking a survivor next to a regressing gen, being territorial etc are all tactics that make sure the gens you're worried about will lose progress. Having automatic regression would just boost bad killers and make it really easy for the good ones. Plus it could make it way harder for newbie survivors, and the game is already punishing enough to them.
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Freddy was completely changed for good reasons, his old power was full of bs mechanics. Complete invisibility, unlimited aura reading, inability to interact with awake survivors... He was the personification of the phrase "You can run, but you can't hide", which works great in movies but sucks in a game.
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-Quicklearner: You learn quickly, by are easily demoralized by mistakes. Hitting a Great Skillcheck grants a token. For every token you gain x% bonus action speed, but the Great Skillcheck area is reduced by x%. Missing a skillcheck removes any token accumulated.
-Adaptation: You like to keep an open mind and, and sometimes help can come from unexpected places. Once per match, you can sacrifice an item by putting it into the basement chest in exchange for the ability to replace this perk with any other perk you own. The perk tier is determined by the rarity of the item sacrificed, plus 0/1/2. Common items grant no perk.
-Alternative Path: You always liked to explore and discover different paths. Press and hold the Active Ability button for X seconds while standing beside a Breakable Wall to weaken it. Weakened Breakable Walls can be smashed by a running survivor by pressing Space. Smashing a Breable Wall will deactivate Alternative Path for X seconds.
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Remove the injured condition, leave it as a beginner-friendly perk to help newbies learn to get great skillchecks.
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They're hated because currently there are two types of breakable walls: the ones the killer is forced to break in order to avoid an OP loop (e.g. Coal Tower's main building), and the ones that are better ignored because they make the area way less safe to survivors (e.g. Bedham main building). They are also not very interactive for survivors.
Imo they would be more interesting if survivors could build them. It would give them a secondary objective and would make them more tactical.
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Just go to the next window, the perk blocks only one at a time.
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Only if there is the FATALITY message after the mori
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I think the main point is that the Spirit's power could be countered by calculating/guessing what is happening if it had fixed values. For example you'd notice she phased for x time, so you'd guess she won't be able to use her power for x time, or knowing it takes her 1.5s to start phasing you know you have 1.5s to do something before she is able to move. The added complexity given by her addons though makes this process much harder (or impossible in some cases), unless you spend the match observing the killer and taking notes.
Also I don't think this is a SWF-vs-solo problem, unless you have an SWF in which each components tells the other "the killer stood still for 4.2 seconds and lunged for 0.6s, I now have 12.6 seconds before the next phase" or whatever. In this case the information SWF have over solos is barely worth of notice imo.
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It's broken af, completely unpredictable and unreliable for both sides. That's the main reason I don't play him much, even though I like him.
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Why nobody has thought about it before?
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Nemesis. If you notice his breaking animations he needs just one bare handed hit to destroy pallets, gens and breakable walls, while Oni, as strong as he is, still needs two hits when not using his kanabo. So I would say Nemesis is phisically stronger that Oni.
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Skillchecks are not there to be difficult, just to make you switch your focus away from the environment.
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Yun-Jin struggling. It sounds like an annoying toy kid (I think it's called groaning tube).
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I always loved the winter theme, it's so ominous and threatening...
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All I see is a nice decoration for my hooks.
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Tiers had a sense when there were few characters and few perks, but now that the difference between tiers is minimal in most of the cases, and the roaster of characters has become so huge (and is still expanding), there's no point anymore to keep them.
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That would be nice, especially since they aim at renewing the game and make it visually next-gen worthy.
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Blight. I haven't played him enough to get good at him, mainly because of his old crotch camera.