White_Owl
White_Owl
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- White_Owl
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@UlvenDagoth said:
https://forum.deadbydaylight.com/en/discussion/comment/888841#Comment_888841
Sorry for being upset something we enjoyed got gutted and displayed on our front porch like a warning from the Mob.
He's faster and has better addons at the cost of losing a top meta sinergy with a couple of perks. The mending time might be slightly shorter, but now survivor must keep moving or mend, while before they could just ignore it and repair gens inside the terror radius.
He was definetly not gutted.
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The perk is straight up useless when exhausted, no longer providing a passive.
Just like every exhaustion perk? I don't see where the problem is.
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You people are being melodramatic and exaggerated.
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@snozer said:
So because survivors had the choice to leave, but chose to die to noed for one survivor, that is a valid strike against a killer to be used for balance purposes?
I personally would still like to see the disparity between end of game and 5th gen completed.
Yes, since survivors' gameplay is built mostly around altruism and that is what allows killers to snowball.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/876621#Comment_876621
In a perfect world, absolutely. Although people can (and do) use it to dodge lobbies, and that's not something we want to see return.
In a perfect world a red rank survivor shouldn't be paired with three green/yellow rank ones, which is what happens regularly to me.
As a solo survivor knowing who you're playing with is very important and that "bug" was helpful for that.
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I agree, but I think those charms are mostly about the lore (if you read their descriptions you'll understand)
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No but when you uncrouch it takes a while (iirc 4 seconds) for the terror radius to come back so you can use that window of time to get the grab.
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@TAG said:
I would only be okay with the option to self-kill aftee your bleed out meter has gone down a certain amount (at least half)
I agree. At least that would induce people to at least try and not leave asap, but at the same time not waste so much time for nothing.
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If they had to do custom chase music for all killers it would be a ton of work, and unless they somehow make it purchasable it would be work for free, and that would be very unlikely.
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The best way to deal with this kind of situation is to give up and go cleanse some totems, open chests, or have a good chase. You won't survive, but at least you'll get some nice points.
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I disagree. BW might be situational, but it can be a gamechanger. If it could be used more than once it would probably be easy to get to a point where the survivors can't escape before the EGC timer ends.
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For people who didn't abuse it, it's actually a buff. The falling sounds reduction can be super useful for stealth and jukes.
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@POTUS45 said:
https://forum.deadbydaylight.com/en/discussion/107465/why-are-a-broken-keys-even-a-thing
you know those things called attachments? you can attach them to a key and use them.
broken key is 10 seconds and doesn't open hatch. Add 15 second attachment and blood amber, you have about 25 seconds of seeing where the killer is, for example.
Just here to point out Blood Amber increases the consumption rate by 50 %, so the duration is 1/3 less.
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"Overperforming" it's not the same as "strong". In your example if everyone started playing Hag but the average was still a 2k she wouldn't be overperforming, only overplayed.
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I feel that would just promote a lot of toxicity knowing the community.
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@OnryosTapeRentals said:
https://forum.deadbydaylight.com/en/discussion/comment/862959#Comment_862959
Flashlight blinding can take a lot of time and practice to get right. I believe that @ChrisFuFuu was right with the timings; it seems to take just over a second to blind a killer with a flashlight.
To effectively use the flashlight to blind the killer:
- Point the beam at the killer's face. Playing the killer role can help you get a better understanding of the killer's POV and FOV to allow for better aim when flashlight blinding.
- Try to keep the beam steady when shining it at the killer. Moving the beam around too much will prevent a blind from happening.
- Hold the flashlight there until you see the beam tighten and you get the 'Killer Blind' point score event. This lets you know that the killer has been blinded successfully.
- Don't try to randomly blind the killer in a chase. Turning around mid-run and trying to blind the killer in an open tile will just reduce the distance between you and the killer, giving them a free hit on you. You should aim to blind the killer while they are locked in an animation and are therefore unable to turn their head away to prevent the blind. The pallet breaking animation, window vaulting animation and survivor pick-up animation are ideal for flashlight blinding.
- If you've been shining the flashlight at the killer for a significant amount of time and they aren't getting blinded, it is possible they're running the perk 'Lightborn'. Lightborn increases the amount of time it takes before killers get blinded by the flashlight beam.
- If you're trying to save a survivor who is being picked-up by the killer, start to try and blind them just as they're steadying the survivor on their shoulder and before they straighten there head. Starting the blind at this point in the animation should allow enough time to blind them just as they become mobile and cause them to drop the survivor.
Point the beam at the killer's face. Playing the killer role can help you get a better understanding of the killer's POV and FOV to allow for better aim when flashlight blinding.
You actually need to point at their neck because that's where their camera is placed.
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New Killers, New Survivors, New Cosmetics - Do we REALLY need those?
Before the second anniversary, when there was no roadmap and updates didn't drop at regular intervals, the player base dropped constantly during content draughts.
This kind of game, whose core is small and repetitive in its nature, needs new characters and mechanics to keep players involved.
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It's a nice perk at 3+ tokens, but the starting penalty is really inconvenient and could get someone killed in the early game. If it started at +0% progression and each token increased it by 10% instead of 15% it would be a really good perk.
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Yeha why not? Nobody uses Cypress Moris anyway, and it's just cosmetic with no impact on gameplay.
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That one solo survivor is gonna have a ton of fun
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@Boss said:
https://forum.deadbydaylight.com/en/discussion/comment/860705#Comment_860705
I made my comment while knowing about his Perks.
And I won't blame you for saying that.
But I see that description more as a baby figuring out the square block goes in the square hole.
I mean, kill in creative ways? He smacks and he chainsaws.
And if they mean his Perks with creative ways, then everyone else also has creativity in that way.
He might be smarter than I stated in my original comment, but I find him still lacking the most of all.
I think the part about "creating impressive tools out of scraps" is more giving. He is able to modify a chainsaw with scraps, you need to have some kind of intelligence for that.
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Actually it was said about Doctor that he keeps doing his research between trials, so I'd say even if he went nuts he retained his knowledge and intelligence.
@Boss said:
Idk about the smartest one, but Hillbilly's probably the dumbest.
Locked in a room for years, fed through the wall, probably only learned basics & maybe picked up some language by hearing them through the wall sometimes.
Bubba wasn't raised locked away, he might not know a language, but he sure knows how to skin people, prepare them, keep their flesh from expiring, etc.
And i'd put pretty much every other Killer above him, because of more obvious reasons.
Tinkerer's old description suggested he is smarter than he seems.
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Demogorgon has a high skill ceiling, both portals and Shred need quite some practice to use them effectively but they're both good.
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Personally that's one "bug" I don't want fixed. I want to know if I'm in a team of rank 15s, not discover it after a ######### match.
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On one hand you're right that there's some kind of recycling and that's inevitable, but there's something you don't consider which is the "flavour" of a mechanic. For example Myers and Ghostface both stalk to expose survivors, but each in an unique way that gives its own flavour
Same with the One and the Hillbilly, they might be able to run fast with limited steering and be able to one shot survivors, but they feel and play very different.
Essentially, until the flavour is different it's ok to use simlar mechanics.
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I just imagined her twitching during the vault, losing balance and falling on her face.
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@justarandy said:
https://forum.deadbydaylight.com/en/discussion/comment/852090#Comment_852090
Working as intended? Lmao ######### is this community...
Go read/listen all the countless explanations on how hit detection works in this game, then come back.
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That's how hit detection works. When the survivor was above/below you were looking at them when starting the attack, that means they were in the "attack cone". When on the stairs instead the chainsaw makes you look above, so the survivor stays outside the cone.
Not saying it doesn't look wonky, but it seems working as intended.
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@supersonic853 said:
Also ive been alittle out of the loop what perk is he using that allows him to be undetectable?
Beast of Prey. They changed it to make you undetectable during Bloodlust.
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Also, medkits.
Btw you know healing at 15% speed would take around 1 minute and 47 seconds?
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Those changes are skewed toward the kind of playstyle I like on Legion, I welcome them.
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Hope they're not really removing it. Matchmaking keeps pairing me with rank 14-16 even though I'm currently rank 8-9. I don't want to discover it only after a ######### match.
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Not to be that guy , but the concept of restoring pallets is around since a loooong time, you definetly weren't the first one.
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@Nobsyde said:
https://forum.deadbydaylight.com/en/discussion/comment/849079#Comment_849079
I don't have any of them, I thought that they would charge with M2 and attack by releasing it.
Well, then change it to attacks using M1 without having M2 pressed at the same time, is it how it work for them?
No only the Demogorgon, with the Pig you just hold M1 while crouched.
Anyway I think what separate special and basic attacks is when the attack is the actual power. In the case of the Wraith, for example, the power is the cloaking. It might let getting hits easier, but the hit itself is not part of the power. Same with all the others mentioned.
In the case of Legion instead, FF changes the nature of the attack, allowing it to not have a cooldown and apply a status effect to waste survivors' time, so it can't be counted as a basic attack. If that is a good thing or not is questionable.
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What you want is to define Basic Attacks as attacks using M1 (or: base attack trigger).
Legion attacks with M1, not with M2, and that also applies for all the other cases above.
I don't think that would be a correct definition, since both Pig and Demogorgon use M1 to do their special attack.
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@TheRoyalOwl said:
They just decreased the mend time to 12 from 15. That's 3 seconds less for what increased speed, vaulting and certain addons are better.
I don't know why they decided to lower the DW timer but it certainty isn't a nerf.
Yeah it's more of a sidegrade, pushing emphasis on hitting all the survivors with the power and then finishing the job with normal hits, which the gameplay I like Legion for.
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As others said, it's the stagger reduction which was a problem.
Personally I like the change, it will make BL usable as a stealth perk by dropping silently and moving at almost run speed with no scratchmarks (since the ms increase applies to walking too)
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That's... not how balancing the game works
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There's an easy solution: sandbag the obsession 😈
A bit off-topic, but it's funny how being the obsession nowadays means mostly being ignored by the killer.
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Camping always existed and always will, it's the most primordial instinct (it's literally the first thing new killers do) and it's somehow effective. If you have a problem with it, which is perfectly understandable, include BT in your builds. It sucks to have to sacrifice a perk slot but it's worth it.
@ChainsawCharlie said:
https://forum.deadbydaylight.com/en/discussion/comment/847014#Comment_847014
I mean some of the complaints are valid. You're a Nea survivor main so I'm not surprised at your aggression towards killers on this post. You do realize without killer mains, you can't play the game right? Settle down girl.
The prejudice is strong in this one.
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I did, it wasn't hard. All I needed was a camping killer and teammates good only as cannon fodder and ta-dah! Three gens done all by myself.
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Personally I'm ok with the current system. As others said killers get consistenly more bloodpoints than survivors, plus their addons are generally speaking more valuable than the survivors' ones.
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@aregularplayer said:
Why did people think it was 18% regression? Isn't it written 8% on perk description?
Probably because it has the same wording as Overcharge, so people thought it worked in the same way.
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Yeah, for a perk which has 3 conditions (basic attacks, 32 meters range AND a 40 seconds cooldown) its effect is quite pitiful.
In any case the wording in the description suggested that 8% was added on top of the normal regression from a gen explosion so it's either a bug or bad wording.
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I have a hard time deciding because they're all very cool.
The most underrated imo is the Wraith's, which in its simplicity shows the rage hidden behind Philip's apparent calm.
The lamest one is definetly Freddy's.
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LoS blockers for the exit gates. They would add more counterplay during the EGC, making it more thrilling and interactive for both sides.
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Definetly not fun, especially considering how wonky the hitboxes are. Not counting they are mostly used with Infantry Belt to circumvent the penalty and an Ebony Mori for added toxicity.
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For survivors it's Bond imo. It's the only thing that allows a solo survivor to understand what is going on and to coordinate with others.
Killers are too different to declare a perk best for everyone, though.
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Nah... first, it would just result in your tokens getting consumed early with no chance to keep them since lockers don't work against Killer Instinct. Second, the purpose of KI is that it trades the high precision of auras for not having counters.