White_Owl
White_Owl
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- White_Owl
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HITTING A DEEP WOUNDED SURVIVOR WHILE IN FERAL FRENZY
Decreases the survivor's Deep Wound timer (5 seconds)
Depletes your entire power gauge and ends your power immediately
Isn't this like old Legion, which everybody hated?
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/1576495#Comment_1576495
I didn't know obsession perks stacked like that. Thanks
https://forum.deadbydaylight.com/en/discussion/comment/1576502#Comment_1576502
That's a great idea
Be aware that it is still not guaranteed. I tried playing with 4 obsession perks and still had to try a few matches.
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It's a very outdated perk in heavy need of a rework, I wouldn't use it aside for the Adept achievement.
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Yep, ignoring them is the best counter. Often they will just chase you around begging for attention, which means one less survivor doing gens.
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Probably the same as "60 fps for everyone".
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I love Blendettes. They always think they are invisible, but for an experienced eye they are not and it's hilarious when their strategies backfire.
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@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/comment/1567361#Comment_1567361
Thats shockingly unhelpful and unrelated, survivor second chance perks like the ones above have high potential to erase survivor mistakes, the main thing that killers punish to win the game,
heres an example of what I mean by calling them a second chance perk, Chase a survivor, mindgame them into making a mistake, injure them, catch back up, mindgame them into making a mistake, go in for the down, survivor uses deadhard and gets to keep going even though they made a mistake, thats a free second chance for the survivor even though they made a mistake
also the poll is about should they have the potential to have or equip 4 of the meta perks focused around second chances not about killer chase perks, (none of which are good so remove both I guess)
Probably if that survivor didn't have Dead Hard they would have played differently.
I'm of the idea that people like to throw the term "second chance" around. The perks mentioned are fine imo, they should only be changed to not be abusable.
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If it didn't have the M1 condition I would literally use it on every killer.
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You don't have to moonwalk, you can just look slighltly left/right while keeping your objective at the border of your screen. You won't be able to stalk them without them noticing, but you can easily get a surprise hit (or grab if dedicated servers are magnanimous) since their Spine Chill being off makes them relaxed.
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Imagine being blinded and having to endure the fatigue on top of it, it would be frustrating as hell.
If you blind the killer he can't see you, so you can still evade him. Plus other killers can be blinded while using their ability and suffer no consequence besides being blind (like Billy). The only killers whose power is affected by light are Wraith, Nurse and Hag because they use the Spirit World.
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It's not being a jerk, survivors might not like it but he just found a strategy he is comfortable with and has the right to use it, especially if he does it without malice. It's also not true that it doesn't take skill, slugging so early in the match is an all-or-nothing strategy, with a high risk of backfiring.
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@Kilmeran said:
https://forum.deadbydaylight.com/en/discussion/comment/1567436#Comment_1567436
Well, they sucked.
In a bout of irony, I actually play worse with Spirit with Stridor on her. I play her a bit in KYF with crossplay family (I don't have Stridor unlocked on her normally), and I do far better with her without that perk. Odd, I know.
That's not odd, I too play her worse with Stridor, it might be because sounds in this game are incosistent. I prefer a lot Predator on her.
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It would help removing the stand-still-at-a-pallet strategy, which is good imo, but most people have a problem with her ability to track by sound (and Stridor enhancing this).
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I don't see what's wrong with the exposed status effect, it forces survivors to change playstyle and that's great.
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That would make harder to find perks in the loadout menu, since we'd have not 2-3 alphabetical lists, but up to 5. Until we have a search bar or something similar, no thanks.
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@Mikeasaurus said:
I've noticed it too. Theres been a few times I've hit someone, and they zoom off as normal, but scratch marks are non-existent for a second or so. Or when I see someone run from a Gen, you'll see the marks appearing after a delay. I get they can blame latency but theres latency, and then theres this happening on a stable connection.
Exactly, it happens even where there appears to be no visible lag except for scratchmarks, which is kinda wierd.
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I don't like it because you have to spend time going to a gen and kick it, and at high ranks you can't afford to waste time.
Personally I'm a huge fan of Surge, since it allows you to break gens without losing momentum. Plus it helps when survivors are trying to finish a gen while you're chasing someone else in the vicinity.
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I completely support this +1
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Your definition of second chance seems a bit broad.
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Sprint Burst & co. make you 1.4 m/s faster than the killer for 3 seconds, giving you 4.2 meters of head start. Head On instead make you 4 m/s faster than the killer (since they are stuck in place), for up to 3 seconds. That should make you realise how making it possible to activate it at will in a chase would make it hands down the best exhaustion perk.
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@MeltingPenguins said:
https://forum.deadbydaylight.com/en/discussion/comment/1556830#Comment_1556830
yeah, but it tortures them to be effective. talbot's BS weakens them if i understood things correctly. lorewise we could argue that the entity had to spent extra energy to 'fix' the killers after their ordeal, i think.
Considering the effects the serum had on him, I doubt it would weaken them. If anything it makes them stronger, since in one of the cutscenes we see the Trapper is able to free himself after being injected.
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Actually I have the impression the Entity pulled the strings to make the alchemist become what it is now. Plus it's not like it cares about the killers' well being since we already knew it tortures many.
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Afaik the PTB is a different game sort of, so no it's not possbile
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Personally I'd like if the blurred vision affected skillchecks and he had a secondary bottle to create a gas cloud which lasts a lot longer but doesn't slowdown that could be used for map control.
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Desperate Measures doesn't seem bad, but the other two are very meh. Dejavu 2.0 was really unnecessary.
The killer perks are actually very good though.
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@TMCalypso said:
Personally, I'd just like it if the hatch NEVER spawns/opens if there is a disconnect at any point. Could reduce the DCs by at least half imo.
Do you really think people who DC give a ######### about the other survivors in the match?
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Probably just pure elitism.
One thing that I noticed about console survivors, thought, is that they tend to underestimate the killer a lot more than PC survivors.
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*Addon Rework
Her base power imo is good, it's her addons that are meh and need to be updated.
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Tbh I rarely see Hillbillies in high ranks, but since way before the change so I can't really tell the reason.
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To me it seems the major difference between PC and console survivors is that the latter try more often to 360 (probably because it works better against console killers)
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I'd like to add "the new killer is useless" to the list. You know there will come them too...
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Yeah his backstory seems pretty tragic. I love that they added so many entries for him though.
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Are we talking about Amanda's Letter? The "All Seeing - Blood" but worse in every possible aspect?
Jokes aside, stealth killers have always been strong in indoor maps, with or without addons. The 12 meters aura reading is good, but it's pretty easy as a survivor to guess the killer has it, and once you do you just stop playing stealthy and start playing aggressively.
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I honestly don't see all this toxicity. Sure it happens that someone trashtalks for something they think you've done, but most of the time I get ggs or nothing at all.
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That would be a fun perk. +1
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I don't have much experience VSing Pyramid Head, but I've seen survivors able to dodge his m2 attack after dropping a pallet.
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People not doing gens even when another teammate is being chased across the map.
Teammates running away when unhooked to self care in the corner against sloppy butcher.
Players going down to an m1 killer somehow in less than 10 seconds
I don't get it, what's different than the average match on pc?
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I don't hate it since the gameplay is different than other maps and that is a plus, but there are so many cons in this map, like stairs only in the corners, long corridors full of nothing, no clear indicator of where generators are and so on. It could definetly be improved, a lot.
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Happened to me (and a teammate in the same match) as well on Ironworks of Misery.
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I hardly see people using it, a nerf would just make it disappear.
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I don't think that's a bug. There's no point in changing it back if it will need to be changed again when they re-enable the new MMR
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You're not considering free weekends, in which a ton of people tried the game and decided it was not for them.
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@andrei_shugok said:
https://forum.deadbydaylight.com/en/discussion/comment/1530809#Comment_1530809
The overheat was just to punish face campers and rev spammers and it should have stayed like that because Billy already had weaknesses and a lot of counter play.Now it punishes players that play hin normally too and this is very bad because now it's very unfun and stressing to play as him and again,he didn't need a base kit nerf because he already had a lot of counterplay.
That is something the community started saying, the devs never talked about punishing campers or "rev spammers".
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A xenomorph is something I'd love to see added, along with Ripley as survivor.
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@Slashstreetboy said:
I think the most approriate way to enhance his Stalk mechanic would be to have survirors slowly regenerate evil. With 4 survs loading in, 40 points of evil are spread among them, giving each survivor 10 as of now.
I´d say let them regenerate evil at a rate of, let´s say 1 every 15 seconds (to prevent stalk abuse) and put it on the next PTB, see how it turns out or if Myers becomes too oppressive to deal with ;-)
I'm of the same idea. That way potatoes can't feed Myers at the start of the match, but at the same time they won't be unstalkable towards the end.
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As much as I'd like this addition, probably people would just use it as an excuse to trash talk in the chat.
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@Schinsly said:
https://forum.deadbydaylight.com/en/discussion/comment/1528344#Comment_1528344
yes, and now theyre changing it back so its very similar to ptb numbers
You might want to read the link thoroughly. The changes they made weren't expressed in numbers.
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Are we pretending they didn't change anything from PTB to live?
@Peanits said:
https://us.v-cdn.net/6030815/uploads/9GFJVAWQDYZZ/hbasset.png
It has been a few days since the 4.1.0 PTB began (click here for more info), and we have been closely monitoring feedback in the days following. Based on the feedback we’ve received, we are preparing a number of changes in time for the live release.
The Cannibal
We are happy to see a positive reception to The Cannibal’s update, so we are not planning any large scale changes. We are, however, making a small change to the tantrum meter so it only increases while the power button is being held. This will prevent you from entering a tantrum when you’re trying to put your chainsaw down.
The Hillbilly
We had originally mentioned that we were mostly happy with the way The Hillbilly played only wanted to add a small drawback. However, after watching people play on the PTB, it became apparent that the overheat mechanic was too strict, preventing people from using their chainsaw in interesting ways. This was never the intent, and as such, we are making a series of changes to ensure that your chainsaw is not overheating too quickly or frequently.
Please remember that the numbers mentioned below may be tweaked before the full release, or after based on the feedback received.
First, the amount of heat generated while actively revving the chainsaw has been reduced from 10 to 8. Additionally, the chainsaw will only generate heat while the power button is being held (like The Cannibal’s tantrum meter), allowing you to “feather” the chainsaw much more efficiently than before. Feathering is when you tap the power button repeatedly to keep your chainsaw ready before starting it, allowing you to get into a better position before starting your sprint. With these two changes combined, feathering your chainsaw will generate roughly 60% less heat than before.
Finally, we’re increasing the heat dissipation rate when not overheated from -3.5 to -5. Your chainsaw will also begin cooling down the instant the chainsaw sprint ends, rather than after the animation of missing, hitting an obstacle, or hitting a Survivor ends. These changes will make managing the heat of your chainsaw much more manageable.
We are aiming to have all of these changes ready in time for the live release of the update. We’d like to thank everyone who took the time to try out these changes on the PTB and leave constructive feedback, and we hope that these changes address some of your concerns.
The Dead by Daylight team
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He's a bit reliant on stalking speed addons, imo, but he is ok. Great snowball potential especially with Infectious Fright.
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Imo it's mostly about assessing the situation and get the most out of it.
Obviously looping, stealth etc are very important, but I saw many who are good at those things and as soon as something different happens they don't know what to do.