White_Owl
White_Owl
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- Username
- White_Owl
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Comments
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@AvisDeene said:
Someone mind explaining the reference? I feel lost.
Also, Pineapple belongs with Coconut .
In the next rift there is a charm which description states BHVR's disgusting stance on pinapple pizza.
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You do realize making coop repair too punishing would push survivors to work each on different gens, which is worse for the killer?
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It's an old relic of Legion 1.0, but doesn't actually make sense with current Legion.
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I agree that the latest buffs were not really needed, but he's far from OP. The only thing I would change about him is to make him start with Static Blast on cooldown, as a tracking ability it's too strong to be ready at the start of the match when survivor don't even know who the killer is.
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Thsi thread shows why this is considered one of the worst game community.
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@aloneinmycoffin said:
https://forum.deadbydaylight.com/en/discussion/comment/1196245#Comment_1196245
So I guess there aren’t other ranks besides 3-1 and 20. Well, that’s great.
If you played 2-3 times you're at best rank 19 as killer
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I think I’ve played killer for 2-3 times in my life and even so I can make a 4 men...
This detail does the opposite of making your opinion more relevant. Being able to 4k against rank 20 newbies means literally nothing. To see the bigger picture you should consistenly play both sides.
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I'm ok with PGtW since it rewards playing good and not camping for the killer.
I totally agree about gate spawns. They should remove the RNG about it and put them in fixed locations so that they are fair for both sides, meaning close enough for the killer to patrol them in 20 seconds or less but no so much that they can be patrolled both at the same time.
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I agree about Bloodlust, it's a relic of old times where chases were hard for killers but a lot have changed and it's time to remove it.
As for the rest, smaller maps (like Coal Tower) are the best for everyone since there is more interaction killer-survivor. I wouldn't consider it a real nerf to survivors since they too have travel time to account for. Also smaller maps mean less dead zones.
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@GoshJosh said:
The only problem with making an obsession every match is that it would cause confusion on the survivor side of things. It would lead them to assume one or more or their fellow survivors have Decisive Strike, and/or that the killer has an obsession related perk.
What I would like to see is more viable survivor obsession perks than Decisive Strike.
I doubt people play differently if there is an obession, especially solos. Saving someone thinking "it's alright, they got DS" is a terrible play even if there is an obsession.
@elvangulley said:
Every survivor runs bt ds adrenaline there would be benefit killers already know that every survivor is coming with 3 crutch no skill no effort second chance perks
Did you even read the post?
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Usually I trick them into leaving the locker and I slug them.
But since this idiot decided to force me to eat a DS by spamming a locker in my face I decided nah bruh, you can go ahead and head on out this game.
That's what I do when someone DS me even if I'm not tunneling. Maybe next time they'll save it for when they are really tunneled.
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I don't think so. At red ranks it was very common to ignore Ruin and just hit great skillchecks, and ironically I got quite good at that thanks to old Ruin.
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But what about a beer hat?
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Personally I hate fake pallets. Unless you memorize every pallet location in the map they have no real counter except praying, especially since in the first chase you don't even know which power Freddy is using. That makes fake pallets very frustrating to face, but also too boring and braindead to use for me.
As for the rest of his kit, snares are a bit too spammable and his lunge animation is very misleading, but otherwise I find him ok.
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Kinda.
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I wouldn't free the Spirit as many said. Sure she did nothing bad in life, but she is a Yamaoka. Her memories show that it was just a matter of time before she did more than beat up some kid.
If I had to chose, I'd say Adiris. Without the Entity she would have never killed anyone (on the contrary, she tried to help her people). It's not even clear why she kills survivors, who knows what mean the Entity uses on her to make her. Susie is my second candidate, according to Legion's lore she was led astray by wrong friendships and peer pressure. She couldn't even stab the cleaner by herself, and would probably be able to be rehabilitated.
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I disagree. It's extremely easy to play around it and requires very good prediction and timing to be used decently.
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To rank up as Killer, you have to be good
Nope, you just need to play the right killers. Play Legion and you're rank 1 before you even realize it.
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I'm of the same opinion of Aven_Fallen, that's the only explanation that has some kind of sense.
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I have the feeling in this case OP means Overly Potato, referring to the survivors who clearly fed Myers.
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I admit that I haven't played against it, but you should still be able to dodge the shock or doing fakes.
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they're not pressured by EGC
Because that is not the purpose of the EGC. It's the killer who needs to pressure them, the EGC is there only to avoid standoffs.
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That would be returning to Legion 1.0, which literally nobody liked.
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Mostly yes. Really dislike people who use it as a failsafe for being cocky though.
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Strange, I haven't seen a survivor oriented patch in a long while.
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Pretty sure BBQ is the perk with most counters in the game.
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@CornHub said:
https://forum.deadbydaylight.com/en/discussion/comment/1177916#Comment_1177916
It was a question
The answer is no.
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@CornHub said:
https://forum.deadbydaylight.com/en/discussion/comment/1176241#Comment_1176241
So would you want to bring those things back?
Did I say that?
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/1176704#Comment_1176704
But for one the survivor on the hook was long gone, so they shouldn't have a hitbox there anymore anyways.
However, his hit recovery was just like when you miss a hit, since it was much faster than the normal recovery when hittin a survivor, so it seems like the hitbox was not there anymore, and it really just was auto aim, or what people mean when they say auto aim.
That's probably because the survivor (or what remains of them) was moving upwards dodging the attack.
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Intoxicated Survivors move -15% slower (- 0.6 m/s). 0.6 * 2.5 (basic intoxicated duration) = 1.5 meters
I'll be that guy and point out that the slowdown lasts 2.5 seconds after they leave the cloud. With a base range of 8 meters and assuming you threw the bottle before them and they run in a straight line, this results in 2,35 additional seconds of slowdown.
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The BP bonus is nice but I wouldn't like to restrict my build just for that. On the other hand the aura reading has so many counters I wouldn't use it much without the BP bonus.
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The "gen rush" problem people these days keep complaining about is the result of years of stripping away from survivors tools to fight back. When survivors were at their absolute peak (insta-everything, double pallets etc) nobody complained about gen rush because survivors wanted to interact with the killer and generators were kind of a secondary objective. Now survivors are much weaker on their own, and their best tool is generators to get out asap.
Also, the Hag needs an overhaul. She's awful to play against and most people suck at/hate playing her.
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The idea is nice but 3 minutes is really too much. Big portions of the map would become all red with such a long duration.
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What's the point of this? He literally said he gave up and decided to tunnel Jane, despite the survivors 3 gennied themselves in the easiest map to 3 gen.
Now try to think it the other way you're probably thinking about it: the guy played very bad, tunneled and camped and didn't get a 2k only because he ######### up big time. A 2k by playing bad and scummy. If gens were slower, it would greatly promote that kind of gameplay. Do we really want that?
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Nope. Scratchmarks exist so you have to make a choice: move fast and risk being found or move slow but more safely. That would completely remove a big part of the survivor gameplay.
@Nyxis_Fier said:
I agree 100%. I play both sides and personally it's easy to find survivors simply because the scratch marks last for a good minute. Lol
It's actually 10 seconds, of which the last 3 the scratchmarks are barely visible.
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I think there are already a lot of things that impact the game. I'm personally ok with offerings being mostly about maps and bloodpoints.
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It removes only 3 generators, this doesn't mean you can't repair the remaining 4. Also 2 minutes is not necessarly a long time, especially if survivors are good at hiding (and the reason this perk is mostly good on killers like the Trapper who can actively use that time even without survivors).
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@SpaceCoconut said:
https://forum.deadbydaylight.com/en/discussion/comment/1169799#Comment_1169799
Like I said before, the outcome is irrelevant.
The feeling of losing 3 gens (which is 60% of the survivor's objective) without being able to do anything about it is the issue.
The outcome is not irrelevant because the game is designed to have the most intense and decisive gameplay when 1-2 gens are remaining. The fact you feel entitled to have survivors not doing gens at the begininng is what causes your loss of morale, simply because your expectations are irrealistic.
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I don't dislike it. I don't like it either, but I think it would be wierd having my Jake struggling for his life while I chill looking at my phone. Having to press the button makes me participate with his struggle.
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A generator takes 1 minute and 20 seconds to be repaired. If you let 3 survivors repair 3 gens undirstubed it's natural this happens.
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Oh yeah, can't wait to play solo with other people who do everything extremely slowly!
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I don't think so. I remember reading that Sony won't accept changes to an achievement unless it becomes literally impossible, and BHVR won't change the achievements for some platforms and not for others.
Your best bet is to farm and have survivors let you get it.
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Am I the only one who thinks he has nothing to do with Huntress? The only thing in common is they have a ranged ability, but they play completely different.
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Iron Will is probably the most useful perk a survivor can have, since it helps both in chases and with stealth. Personally I always have it in my builds.
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Survivors are skins, but if using a skin means having to farm for weeks it's no surprise people stick to their old mains.
There should definetly be a way to share perks and inventory between survivors, otherwise the old ones will always outnumber the new ones.
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Usually I use this build: Thanatophobia, BBQ, Surge and Spirit Fury.
No need to explain why BBQ, Thanatophobia make survivor waste a bit more time either they heal or not (win win for you), Surge gives info and saves the time to kick gens (the bonus regression is also nice), while Spirit Fury helps getting the second hit on a survivor.
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Dark Devotion is very good on the Oni, running around the map with zero terror radius is amazing.
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I actually find him very strong, there are few loops he can't shorten with a well placed harpoon.
As for the Iridescent Coin, I've been trying it for a while and I managed to pull it off only once. The fact it has only a 3 meters range and no visual feedback at all makes it very meh. Personally I think it should highlight survivors beyond 15 meters (or with a tone which scales based on distance) while aiming.
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That's something that irks me everytime I see it...
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27 seconds for a gen is no news, coop repairing is a thing since the beginning. With 3 people it takes 33 seconds, you only need a little speed increase to save those 6 seconds.