White_Owl
White_Owl
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- White_Owl
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Comments
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@arslaN said:
I'm asking this for the "dwight the brave" challenge. It says " hide within 10 meters of the killers for a total of 60 seconds ". Does just not being in a chase within 10 meters of the killer count as hiding or do you have to crouch or something?
You don't have to crouch. On the contrary, I suggest you to run after the killer while he chases someone else. 60 seconds is a lot of time and this is the best way.
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It lasts 8 seconds, it's nothing. It will be useful only in very very niche scenarios or with a whole dedicated build.
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"The X Key's power cannot be triggered by itself. Various objects can be attached to its jump ring, which channels the X Key's remaining power into various effects."
It's in the description of the item. I don't get what is the problem, it seems pretty clear to me.
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It will obviously be The Gremlin.
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I'm mostly curious about the next year roadmap and what they have in store for us.
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@PigNRun said:
Wouldnt keeping track of the Haste icon on the right side of the screen be an already good enough way to gauge if its active or not?
I'm dumb, I forgot about that.
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I personally find boring only pallet Freddy, since chases have zero interaction. Freddy just spams pallets wherever he can and survivors just have to pray that pallet is real.
On a side note that passive aggressive attitude is not great to start a civil discussion.
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He needs some practice, but his shread is extremely effective and his portals are a good map pressure/time sink tool. He is definetly worth it.
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Hatchets have the hitbox of a basket ball and they can't be stopped by windows or pallets. It's not suprising people don't like that addon.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/153813/psa-do-not-stack-on-generators
There are VERY important facts you are missing. A completed generator doesn't lose regression from Hex:Ruin, Pop Goes the Weasel and just generally Getting kicked by a Killer. So you need to include the calculations for 2,3 and 4 survivors working on a gen and completing verses is it better than 2,3 and 4 survivors working on 2, 3 and 4 different gens and getting those gens kicked or Hex:Ruined. Also, getting middle gens are much more important which the killer can get to much quicker, so you need 2 or 3 survivors completing those strategic middle gens earlier in the game so you don't get 3 gened. 1 person usually can't get a middle gen by themselves unless the killer gets looped really badly.
Plus BPs. I think most survivors prefer to give up efficiency to earn coop points, which is one of the main source for them.
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Only if the "Hit it Joe!" is included.
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That would be too much effort to "fix" a very specific and not really problematic situation, since you could just wait the BT timer to run out and make the bodyblocker regret it.
Personally I would add a cooldown to the perk so it can't be spammed, but aside from that I find it ok.
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Seems a cool QoL change. +1
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I prefer Diversion, it is more versatile despite its long "cooldown" and limited range.
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@calem said:
https://forum.deadbydaylight.com/en/discussion/comment/1282644#Comment_1282644
Nah, it takes longer than 30 levels. You would probably get all of them at level 50 or a bit after. There's way too many perks in the game to get them before level 30.
There are 77 survivor perks and 69 killer perks. As much as I'd like a grind reduction, that would cut it too much though, especially since at lv50 you get to pick two perks per bloodweb.
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What if hatchets could go through walls?
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@SkeletalElite said:
Any balcony or second story window on haddonfield will do it.
The harvesters on coldwind work.
I'm fairly certain it will work on the hills that are present in most of the maps.
Gideon plant jumping from second to first story will do it
There's a ton of drops on Hawkins that will do it.
Anywhere you can trigger BL will get you this challenge.
The trick is that the chase music has to be playing when you trigger it. A lot of people jump to early before their chase with the killer starts and don't get it as a result.
Nope, hills don't work. Neither cranes do.
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I don't dislike the concept, but I find the way they are placed in the saloon very silly. You have one which you are forced to break or else survivor can loop it very safely, while the others are better to be left intact because if a survivor enters the room they give access to they have no way out.
The one in the shack is very cool instead. The killer is not forced to break it, but if he does it creates an alternative path for the loop. That's the kind of breakable wall I like.
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My favourites are Plague's and Clown's
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Can't answer because I'm 100% solo, but I got called a liar for saying I wasn't swf.
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A search bar for perks and a way to save perk builds. Not game changing stuff, but still QoL.
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Aside from the fact Distorsion is more an info perk as others already explained, having it activate against whispers would make the stacks disappear in no time. Overall it would be a nerf.
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I'm a huge Doctor fan, I mained him for quite a while way before the rework, and personally I would add a global audio cue for when his Static Blast is ready too add more counterplay, now it's too much a guessing game. Entering a locker because he might have it ready is 99% of the time a waste of time, and the 2 seconds of charging the ability is not enough to counter it properly.
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A Xenomorph would make me really happy
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I'm pretty sure most of the new players are scared or at least thrilled. But after dozens, or hundreds of hours of exposure the scare factor is inevitably lost. It's not a problem with the game.
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I would love it.
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If the killer player opens an exit, the EGC timer should be shortened to 60 seconds.
That would be a huge buff to Blood Warden, since it would be easier to activate it to block the gates until the end of the EGC.
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Prove Thyself greatly reduces the coop penalty but doesn't completely remove it, that's why the bar is still red.
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Enduring reducing DS stuns was kinda ok when DS could be used on the first down. Reversing the Enduring change would just promote tunneling by giving tunnelers a tool to be more efficient. Definetly not healthy for the game.
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I only miss the Deathslinger, but only because I decided I want to max out the perks for all the others first.
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I think the main problem in this case is not the "pill" but the hatchet hitbox, which is a sphere in contrast with the very narrow shape of the hatchet itself. You think you're being hit by a hatchet, while in reality you're hit by a cannon ball.
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I think the perk is ok as it is. The haste effect is very good for bodyblocking and to avoid hits, and since the killer doesn't have a lunge and can't close the distance 6 meters are actually a lot.
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They are two completely different killers. Legion is very reactive, while with the Trapper you have to think two steps ahead and force survivors to play by your rules. Personally I think Trapper is more rewarding, he has a tremendous snowball potential and the satisfaction you get from the "snap" of your traps is fantastic.
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I think the only way to make it a decent perk worth using is if it didn't have a duration (so the area around a completed gen becomes very dangerous) or if it affected an area around the killer so that it could help ending a chase faster.
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@thesuicidefox said:
LOL no. Very very very bad idea.
1) Your a killer main, basically asking for a mechanic that makes it so survivor don't have to stop doing gens to save someone. MASSIVE 4head moment.
2) Because I totally trust this game to not spawn me right next to the killer thus negating any benefits and giving them a free chance to STILL tunnel me to death.
3) Going back to number 1, that's going to be boring AF. There is no such thing as altruism, or game awareness. Just sit on a gen all game no need to care about anything else.
4) This would require an entire rework of the game's core mechanics. Everything changes if you do this. Perks, bloodpoints, emblems, game flow, everything. Might as well just ask BHVR to make a new game at this point. It would be a lot faster, easier, and cheaper.
IMHO both Hide or Die and Last Year (along with F13) are very gimmicky based games, meaning there is little to no skill involved and the designs are very generic. It's all just a bunch of silly stuff thrown on top of each other, hobbled together to make a "game". DBD is very skill based and competitive, but it can also be chill and fun.
This. The hook mechanic is a big part of what makes this game unique and is a central part in the gameplay for both survivors and killers. Changing it to a generic "you ded, now you are somewhere else lol" would not be DbD anymore.
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Corrupt Purge Plague. It's strong sure, but it can't be activated at will like EW3 for Myers and it has a loud audio cue, so it's very easy to counter it with stealth. Having the whole team one-shottable and loud af, so unable to stealth, is much worse.
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Because it's known that the fat guy is one of the first to die, second to the black guy.
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The perk can be really useful for jukes and stealthy maneuvers, but I feel everyone who has it uses it to crouch all around the map, even when they can tell the killer is far away or buisy.
Self Care is close second. It wastes people's time, but it's people who can't do anything while injured so at least after a while they become useful again.
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He's fun and with a bit of practice he's good, so I'd say yes.
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It does what it is supposed to do: force survivors to stop what they're doing and spend some time mending themselves. It's not supposed to get you kills or "be threatening", whatever that's supposed to mean.
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Originally it was B. Then newbies thought it was A, they got mixed and now it means nothing. You're better off running Kindred if you need others to have that kind of info.
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I think the biggest strenght of this build is the map, kinda like Scratched Mirror Myers on Lerys.
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Stealth all the way. Not the immersed kind though, I'm not the best runner but I have no problem facing the killer.
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According the her lore she is kind of a lone wolf, so she probably doesn't really care.
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And thinking that I recently found the right settings to make the game look somewhat decent on my potato PC, and now it's all blurry af again.
Seriously, we need proper graphic options in-game. Since the .ini modifications have been disabled, this should be top priority.
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@DelsKibara said:
https://forum.deadbydaylight.com/en/discussion/comment/1239390#Comment_1239390
You do, some people like myself and @GrootDude don't. In fact we would love to face against killers like them more often.
Why so defensive? I just stated a simple opinion.
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@DelsKibara said:
https://forum.deadbydaylight.com/en/discussion/comment/1239354#Comment_1239354
You know you can counter that by running away from her and out of LOS right? then hiding? Or using a flashlight to confirm whether or not she is phasing (You won't blind her if she is actually phasing)
If Spirit stops, it's generally a good idea to NEVER run into her.
EVER.
That doesn't change that I find it lame.
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Tbh I prefer her this way. Always found the stand-still-to-win tactic very lame.
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This game needs a proper graphic options menu. Having to mess with .ini files to change basic stuff like resolution and antialiasing is terribly user-unfriendly and shouldn't be a thing in 2020.