White_Owl
White_Owl
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- Username
- White_Owl
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Comments
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At first I was skeptical, but after trying it I can tell it's definetly a good perk now that it works even on the second half of the gen progress. It seems particularly deadly on Leatherface in combination with Tinkerer.
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@dugman said:
The PTB is literally them testing it so they can do tweaks before it goes live. What would be the point of a PTB version if it never changed before going live?
Also keep in mind the devs are considering the 0.5 second cooldown reduction after his ranged attack a buff. Which it technically is, you can launch the attack and be back in the chase slightly faster now. Obviously 0.5 seconds is pretty small but I can’t say it’s negligable, in 0.5 second the survivor can gain 2 meters extra distance which, chasing them at 4.6 m/s and them moving 4 m/s, shaves off 3.3 seconds to your chase time to catch back up versus the old version. In 3.3 seconds the survivor can run an additional 13.3 meters toward a new loop so that 0.5 second extra lead time could make the difference between them getting to delay you a bit longer or not. (Maybe)
Is that enough of a buff to make up for the slower recovery when you fake a ranged attack? Probably not, it’s still probably an overall nerf. But I don’t think you should dismiss the reduced cooldown entirely, it can have an impact.
I feel oddly satisfied by your correct use of math...
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What they say is not set in stone, it's possible something changed in the mean time and now they can.
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There's no point, I already do that.
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Or... they just published them because they thought people might enjoy them and find them interesting.
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I vote for Recyclops!
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How many people use OoO in SWF? Most of the OoO I see are Lauries trying to get adept. That probably puts this perk way down in the priority list.
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I'm not defending anything because honestly I don't care much, but to me it seems it was intentional. The original has a very distinct Barbie look, and they probably wanted a more realistic take on the character. Remember also that the license holders liked the ending result, or else they wouldn't have allowed it.
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- Hex: The Third Seal - After hitting a survivor 2 times with your basic attack, your next hit will spawn a pinniped. That's it. "She touched your skin, you bear the seal's mark!"
- A Nurse's Calling - your pager beeps randomly, forcing you to interrupt whatever you're doing to respond.
- Bond - You have license to kill. After having sex with a female survivor, press the active ability button to kill one of the other players. "I'm Bond. James Bond."
- Dance With Me - Press the active ability button while standing still to start an irresistible dance, forcing any survivor or killer in a 16 meter radius to dance with you.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1674540#Comment_1674540
Wrong. Here's the timeline, starting with when DS was released:
- DS released.
- DS buffed and nerfed a few times, ending with the current version, but with a 3-second stun.
- DS buffed to 5 seconds explicitly because it was too weak with Enduring affecting it.
- Enduring nerfed to no longer affect stun perks.
- DS remains at 5 seconds.
This, to me, was the most blatant display of favoritism in recent DbD years (not that there are many of them).
The current iteration of DS was made with tunneling in mind (ignore the fact people learned to abuse it). A 3 seconds stun does nothing to stop a tunneling killer, just like the recent bug on some killers showed. It's not favoritism, it is balancing with a precise idea in mind.
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I agree that it needs a proper landmark, but I think a tree house would conflict with the whole McMillan's lore.
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I would make the cooldown work only if a survivor gets affected by it.
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That would clutter the screen quickly making it counterproductive for the killer imo.
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Assuming rank reflects skill, imagine player A reaches rank 1 in one week and player B needs 2 months to get to the same rank. After 2 months you would have at rank one both A, who is very good, and B, who is less good. This means at the same rank there are two people of very different skill level. Plus player C who just reached rank for the first time 8 can't find a match because everyone is at rank 1.
If you add rank reset, you get player A is constantly at rank 1 with others who reach it quickly, while player B keeps hovering between rank 10 and 5 together with people of the same skill level.
Obviously this is an over-semplification, but I hope it explains it well enough.
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For me it's a gg if the match was fair, balanced and engaging.
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The idea is not bad, but that would make it godly lategame, since if the gates are open you could end up with 2-3 survivors who are unkillable.
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It's a PvP game, its whole concept is putting people against each other and create conflict.
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Diversion is probably the best perk in the game, Deliverance can be very good to kill the killer's momentum (and to get sweet survival points) and Autodidact can be a game changer. I think his perks overall are all pretty nice.
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I generally don't like them. They only one I like is the one in the shack in Dead Dawg Saloon because it's optional and spices things up when broken, but all the others feel like either you have to break them to not being looped into oblivion or you could ignore them completely and not even notice. In the new Badham Preschool it seems there are way too many of the first kind.
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Oh so that's why the last match I hit a Quentin and he just ran away as if nothing happened.
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That would make it completely useless against tunneling killers.
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The day DS gets nerfed people will find another thing to whine about.
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Mmmh... do you know you can pick up downed survivors, right?
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Thanks. Hope they pin this so people can see this and stop using wrong math.
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I put Wraith as ineffective because I'm biased towards him, but I couldn't decide between him and the Trapper. They both received an addon rework, but I think they need another one since they both rely too much on addons and they feel bad to play without those which change the base power (in particular Trapper's bags and Windstorm/Shadowdance).
As for too oppressive, Freddy without a doubt. He is very fun to play, but he has too much going for him with very little requirement.
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I hope they make it so Predator makes scratchmarks glow more and last longer. That would make it a good tracking perk.
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It won't change much. I used Pop when it had a 30 seconds duration and it was perfectly usable. People are just overreacting as usual.
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Yeah but what about Déjà Vu? It also has a duration of 60 seconds...
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What about a sidegrade?
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DS and PGTW are completely different perks, the fact that they share a similar timer doesn't make them comparable. Just reducing the timer for DS would have a much bigger impact, that perk need a less simple approach to make it fairer for both sides.
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It seems next patch will get us a lot of nice changes. Especially perk changes are welcome to shake a bit the meta.
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Yes, but only if the Endurance status effect didn't work on protection hits. If there's something I hate is people using it to protect the unhooker while I do my best to be nice and not tunnel.
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It's not uncommon for modern games to take a lot of disk space, and frankly 120Gb for a PC is very low especially if you want to play on it.
Anyway I know some people install games on external hard disks, you could try that.
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At first I was kinda neutral, but now I'm disliking breakable walls. I feel they don't really add nothing good to the gameplay and in many cases they just feel like forced timesinks.
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@Soulslayer618 said:
@SleepyWillo @White_Owl a source would be appreciated so I know 1) what youre talking about and 2)prices
@HamletEagle putting struggle on mouse wheel works but doesnt help with vaulting dropping pallets etc
Google is your friend:
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- Implement an anti-camping mechanic. Strategy or not, everybody hates it and especially at low ranks it is a problem, driving away new players.
- Implement a "cooldown" system for generators, so you can't have 3 generators pop in the span of few seconds.
- Change many survivor perks to affect both you and others to help solos.
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Diversion and Detective's Hunch. The first is fun af to use, the latter gives so much useful infos especially now that Hex: Undying made hex builds more popular.
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@Soulslayer618 said:
https://forum.deadbydaylight.com/en/discussion/comment/1633008#Comment_1633008
wireless mouse 1/2 - bought by best friend
wireless headest2/2 - bought by ex girlfriend
no ports remain but I guess I could spend an absurd amount of money to rectify that
edit: not to mention the absurdity of having no space on my desk for a keyboard with my laptop in the way
You can use an USB multiport, they're cheap and very useful.
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The hooks are too much part of the core of the game to remove them. Also as someone else said most of the problems you described are "non-problems" or could be fixed singularly.
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You don't need to smash your keyboard to struggle, you know?
Skillchecks on PH cages don't make me feel like I'm struggling, they are just a minor inconvenient which I can do almost without looking.
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'Cause the description is a lie. You have to get 9 hooks and kill everyone to get iridescent.
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The "Legion incident" should teach that people detest going down without a way to avoid it, even if the time required is long.
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The Doctor likes this suggestion.
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@Gruo said:
https://forum.deadbydaylight.com/discussion/comment/1627522#Comment_1627522
https://deadbydaylight.gamepedia.com/Hallowed_Blight
It's marked as "23 October - Experiment".
Thanks I forgot about those.
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A bit off topic: I know he was bitten by a rat, but I can't remember where it was showed, can someone help?
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@AetherBytes said:
https://forum.deadbydaylight.com/discussion/comment/1626479#Comment_1626479
This might be an edge case actually. iirc 110 points are required for iri, so somethings missing.
Nope 100 is the max.
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@AetherBytes said:
https://forum.deadbydaylight.com/discussion/comment/1626427#Comment_1626427
No problem.
On another note, now that I actually look at the screenshot, OP only earned 10 hooking points. (1 hook iirc). I doubt he's lying considering iri gatekeeper (edit: "All survivors hooked - 10", yeah, iz bug), so it has to be a bug where the game didn't recognize the hooks.
I think you guys are confusing emblems. The one that penalizes camping is the Chaser emblem, while the one that gives points for hooking is Malicious. Devout gives you 20 points for every killed/sacrificed survivor, plus 10 if you hook everyone at least once and 10 if you get 9 hooks (source: DbD wiki).
In my screenshot you can see I hooked everyone, got 9 or more hooks and killed 3 survivors. The only reason it's not iridescent is because I gave the last survivor the hatch.
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Actually I hate the "struggle phase" or PH's cages, I find it dull and "anticlimatic"
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I like the idea of making generators more noisy, but the sound of a car engine which won't start seems kinda out of place.
