White_Owl
White_Owl
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- White_Owl
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Comments
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That would make it kinda like an hybrid between Whispers and Nurse's Calling. That's interesting.
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At high ranks kinda yes. Meta builds helps a lot getting good results consistenly, but that's just the nature of a meta (aka most effective tactic available). That doesn't mean you can't get good results with other builds, if they are well thought, functioning, and fit your playstyle.
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I chose this mainly because the Demogorgon is my favourite licensed killer to play. Plus that DLC brought us Surge, which is among my favourite killer perks and is a staple in my M1 killers' builds, and as a bonus Fixated and Inner Strenght, which are fun perks to use.
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As a sort-of Wraith main I agree, with the speed he has now that addon is a bit overkill.
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I think I would play less. Imo anyone who says rank doesn't mean anything lies or has no idea what he is talking about, the lower the rank the less they mindgame and think one step ahead.
Playing with less experienced players is very boring, I'm still salty the rank reset bug pushed me back to rank 15.
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Completely agree.
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Maybe you should talk about why people use it. I use borrowed time, unbreakable, decisive strike and iron will since the rank reset bug because in yellow/green ranks (where I guess the majority is) it's a camp/tunnel fest and as a solo survivor it's a nightmare without them.
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I'm surprised it doesn't give them a massive headache.
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Your experience is not representative, and there are a lot more variables that affect queue times other than "one side is easier". For example where I live during the day queue times for killers are atrocious, while between 21 and midnight they are very fast, probably because in that time window people can hook up with their friends and play together.
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1 - Make characters' perk "library" shareable. You have a ton of perks on Jake but would love to use Ace? You can now share Jake's perks with Ace so Ace too has all of Jake's. It should be obtainable (so not automatic) and with a limit (eg you can share someone's perks only with one other character)
2 - More iridescent shards. Make them obtainable through the rift and/or daily challenges.
3 - Perks have no tiers, but only one perk bloodweb. Just removing tiers would be a bit too much, this would make progression 50% faster (if my math is correct).
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Kinda neutral on the subject. Overall I like Spirit, I just hate some of the things she can do (like the stand still "mindgame")
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I'm sure with practice he's not that bad, but I really can't have fun with him. Even just the fact he talks so much annoys me.
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If you do it just once to stop the scream, most will understand your intentions. BMing would be to keep hitting them.
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Not a full rework, but surely some changes to make him more relevant to the fast paced gameplay there's nowadays, compared to 2016.
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Would be nice, but knowing the community people would use it to flame SWFs.
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Nice, a challenge that calls for camping... the next week will be fun for survivors.
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For a moment I thought the request was to allow Wraith to walk through walls.
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Trickster. I hate playing him and won't level him beyond lv40 for his teachables.
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That seems fun, I like it.
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Annoying in some scenarios? Sure.
OP? Not at all.
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Fakes. Make him think you'll do something and do the opposite.
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Against Nurse survivors have a vast array of mindgames and jukes at their disposal, and the Nurse must read their mind and predict what they'll do (that's why she is considered the hardest killer to play). Against a Spirit who stands still at a pallet or window, what can a survivor do except choosing a random direction to go to?
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@Hex_SARS_2_CoV said:
https://forum.deadbydaylight.com/en/discussion/comment/2192292#Comment_2192292
I can see that it is a part of the problem and explains a lot of the losses but what I can't understand is how I got so much worse in chases vs killers, especially against brand new killers, many of them just started playing the game.
I do much better vs players who played the game for some time then vs new players for some reason.
Shouldn't experienced players do better than new players?
No, that happens to me all the time. Against experienced players I can juke and mindgame, but give me a rank 16 Trapper who doesn't double back or mindgame at all and I'm lost.
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Before the change the Hillbilly reigned supreme, it was in 80% of the matches in red ranks, and the reason is that he had everything a killer could wish: instadown, mobility, quick pallet breaking, insane slugging potential... and especially he was very easy to use.
Now his addons are more varied and his base power is still quite strong, since overheating is punishing mostly on edge cases. Personally I think he is in an ok spot.
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Maybe it's because he's similar to Legion 1.0 and shares some of their problem that lead to a rework.
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I think if it made scratchmarks brighter so they could be seen more it could be a good perk.
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Experience doesn't make you unbeatable. I have almost 4k hours and make stupid stuff all the time... Plus, in this game luck has a big role.
That to say that this anectodal experience of yours doesn't mean anything.
I agree that Spirit is busted though.
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Disabling perks would be extremely powerful, especially considering that the AoE nature of Doc's power makes putting survivors in madness 3 quite easy. It also doesn't have a duration, so we're looking at a potentially unlimited duration effect.
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It's pretty good, especially on stealthy killers and in combination with perks that make gens regress (Ruin, Surge, Oppression...)
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I'm pretty sure a FOV slider would break first person animations for the killers.
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Sadly the majority of people don't form opinions by themselves but just copy those of the people they admire.
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You do the same thing you do with other killers, you enter ultra-stealth mode and make them waste time searching for you.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2176865#Comment_2176865
Yeah, 75% from a -really bad base value-. If Vigo's jar of salty lips is supposed to be 'considerable', why does no one ever consider it?
That's the general point, too. These value judgements are made by someone else and are thus utterly unreliable. As also proven by the slightly/considerably mess-up where both are about a 15% heal speed increase.
Just give an option to switch between value judgement and actual percentage.
The problem here is that you're mixing the base mechanic with the addon effect. Luck is a very low chance and you're right saying that it's a bad base value (that's the whole point, but that is a different discussion), but the effect of the addon is to almost double that chance. It doesn't say that it makes luck a considerable/high number, just that it has a considerable effect on the base value. No one consider that offering because the base value of luck is so low that even with a 75% increase it is still a low value.
In other words, your problem seems to be with the base value of luck, not the addon effect, which that does exactly what it says it does.
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It's a fricking perk/game mechanic, how can it be toxic?
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I agree with Orion, the majority is not able to handle numbers. Just remember when people thought that changing Enduring from increasing recovery speed by 75% to reducing recovering time by 50% was a nerf.
@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2175276#Comment_2175276
Those words are assumptions by someone else's standard though, which is a problem.
Take Vigo's Jar of Salty Lips: It is said to 'considerably' increase luck. So if your chance to jump off the hook is normally 4%, how much do you get if it is a 'considerable' increase?
7%
You still have no realistic chance of getting off the hook. That 'considerable increase' is pretty negligible.
Giving the percentage allows people to make the estimations for themselves rather than relying on the judgement of someone else. And it's not like DBD is averse to using them either, because perks, more often than not, DO include percentages in their descriptions.
Ideally, we'd have a toggle option to give players the option to simply choose whichever they prefer, so everyone can get exactly what they want.
You made the possibly worse example. Vigo's Jar of Salty Lips increases luck from 4% to 7%, a 75% increase from base, which is considerable.
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If you look closely at his default skin, you can see his left leg is padded. This means lore wise he takes stepping in his own traps into consideration since the beginning. Because of this I'd say he does it intentionally (to give false hope to his victims) or he wants to be focused on the chase and not care to where he steps.
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As far as I know, it works.
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Aside from opinions on the theme, it's objectively too bright. The problem is that the whole game is very dark so the contrast with the reworked maps is really strong. If your eyes are adapted to the dark, bye bye eyes.
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Hag's Abomination... I have it but I honestly can't use it, it's too hard to look at. There's so much wrong in that skin...
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The grass is lava
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@Bangarang said:
https://forum.deadbydaylight.com/en/discussion/comment/2165186#Comment_2165186
Can’t say I’ve ever used that perk. 😳
It's surprisingly good on Spirit.
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That's a coold combination of skins. :)
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*Laughs in Predator
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This picture seems accurate. If we assume that Freddy is 165cm (Jackie Earle Haley height), we have the Wraith standing at 198cm and the Demogorgon at 220cm (the distance between every line in the background is 5.5 cm)
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I played with the Twins yesterday and onestly the nerf wasn't that bad.
I agree that camping is too strong with them though. New BT can help, but it's still a problem that playing with the Twins you end up camping even if you don't want to.
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Good point.
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I mean, you could just afk for a minute and you're dead anyway. And if someone unhooks you it's just an opportunity for some more BPs.
You should take it more easy.
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They are all terrifying one way or the other. The only one I don't find fisically scary is Freddy, since he's a burnt wierdo with a weapon of dubious efficacy (I actually think it's more likely to hurt the wielder's fingers than the victim). Obviously I'm talking about his fisical appearance, not his lore.
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Diversion for survivor. it seems like a meme perk, but it can be extremely useful if used right at the right moment.
For killer, Surge. It became a must on M1 killers for me, it allows to get gen regression without interrupting the flow of the action to go and kick gens, and considering that momentum and time management are extremely important as a killer this is very useful. I'm surprised I see it so little used.
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Not gonna lie, as a Jake main I don't like it. He seems another person.
