White_Owl
White_Owl
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- White_Owl
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Comments
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Literally unplayable
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@Jirobeko said:
As far as I know, it should work for the first skill check.
About the second skill check, it has been acknowledged: https://forum.deadbydaylight.com/en/discussion/307595/pc-brand-new-part-not-working
Nope to me it didn't give progress at all, not the base 15, not the first nore the second skillcheck.
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I always thought he was a complete mistake. There's no much wrong in him that I don't even know where to start.
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@Mooks said:
I think there is one perk that was created based on fan concepts (it was one of Myers perks, maybe Save the best for Last? Not sure)
otherwise, I have asked this question before in a dev Q&A stream and they answered that they love to read these fan concepts but they don’t intend to turn one into an actual character in-game.
Yes it was Save The Best For Last.
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In the past they changed hatch/keys and moris in different moments, there's no reason to think that since they haven't mentioned it yet they haven't something planned. The two systems are not strictly tied to eachother, so changing one doesn't require to change the other at the same time.
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She looks like someone you could meet everyday.
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The Trapper gives the best feeling when your well placed trap works.
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@Seraphor said:
The same is true for any instant healing perks, such as Inner Healing and For the People. Deep Wound is treated as an additional health state.
Yes but with those perks you decide when to use them, with Renewal you're in the hands of others.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/2942817#Comment_2942817
It was brought up because it follows the same activation criteria regarding the hatch. I was right to as well since they then went on to lead the argument to them not being comparable and not being willing to keep their logic consistent.
As far as I know if you're the least survivor and Adrenaline activates you don't automatically win. It's a very stupid comparison because NWO is problematic in a certain scenario, completely removing the options for one party, the other one is not. Trying to keep this comparison is grasping at straws just for the sake of saying yourself you're right.
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@Valik said:
I honestly, honestly, honestly do not understand the hubub.
It's like being upset that Agitation counters Breakout, Blood Echo counters Dead Hard, Corrupt Intervention can counter Prove Thyself, Iron Maiden counters Inner Strength, Haunted Ground counters Small Game, Coulrophobia counters Self-Care, Franklin's Demise counters items, Hex: Third Seal counters ALL aura-based information perks.. what gives?
Should Breakout gain Haste relative to killer movement speed so it doesn't get countered by Agitation?
Should Blood Echo get cancelled when a survivor is in chase, so that they can use Dead Hard?
Should Corrupt Intervention give way when a survivor with Prove Thyself approaches?
Should Iron Maiden be cancelled when a survivor uses a locker to heal with Inner Strength?
Should Haunted Grounds not activate if it is cleansed by someone running Counterforce or Small Game?
Should Self-Care, CoH, and Medkits ignore Coulrophobia?
Should Items of high resist Franklin's Demise?
Should certain information perks like Object of Obsession override Hex: The Third Seal?
The answer is as unanimous as it is obvious: no.
When a perk or factor of the game exists, it does not mean that the perks that are directly harmed or countered by this factor must become exclusions.
Especially when considering the extreme rareness of such interactions.
How many times do you use Resurgence or Solidarity while Hemorrhaged and don't have the option to get healed up relatively soon?
Solidarity especially - if you're healing someone, they can turn around and heal you with hardly a second's pause.
I just do not at all see the problem, nor do I understand the unique logic or perspective reasoning behind the request.
If a perk is countered by an effect that is designed to counter these exact prospects, why should they be made exclusions?
All the perks you mention don't get made completely and utterly useless by a status effect that is very common between perks and addons.
How many times do you use Resurgence or Solidarity while Hemorrhaged and don't have the option to get healed up relatively soon?
Rarely happens because nobody uses those perks.
Solidarity especially - if you're healing someone, they can turn around and heal you with hardly a second's pause.
You didn't really read the post, did you? If you heal someone with Solidarity while afflicted by Hemorrhage, you don't get any progress at all since Solidarity is not considered a heal and doesn't stop the regression. By the time you finish healing, your progress will still be zero.
If a perk is countered by an effect that is designed to counter these exact prospects, why should they be made exclusions?
Because if that perk is severly weak so that nobody uses it beside for the adept achievement, it deserves to at least be functioning. Or do we want everyone to run the ever-hated meta?
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/2942554#Comment_2942554
The killer got to that point with 3 perks, not even like a hex totem that gets removed less than a minute in, but they just stomped without at least one of their perk slots doing anything at all. For a relative comparison, do you think Adrenaline should do anything when the hatch is closed? It could easily be the difference between a slug securing a 4k and an escape.
If you're fine with one but not the other, you are biased.
Lol who ever talked about Adrenaline? Stop this us vs them crap, this thread is about No Way Out.
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I agree. The 1v1 endgame is already heavily skewed towards the killer without a perk making it impossible for the survivor.
It would also be an easy fix, make it like Rancor so that it activates when the last gen is repaired rather than when the exit gates are powered.
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Have you tried looking away?
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2941351#Comment_2941351
Then what’s the problem adding it? It thematically fits the perk. Brutal can use a little love.
The only problem is that it would impact so little that is not worth to change a perk, risking to create more bugs.
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I thought about it too, but then realized it would make very hard for survivors to safely gain distance after a pallet throw.
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The animation for snuffing boons is already so fast that you wouldn't notice any difference and the overall time saved in the match would be very negligible.
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I might be in the minority but I find most moris concepts involving his beartraps silly looking. Plus this animation is too cartoonish for my taste.
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I see him very rarely and tbh I'm happy about it.
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I'm not having problems facing the buffed Legion. People should learn to not mend as soon as the killer hits them. If you're smart about it you don't need to mend non-stop.
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His core gameplay hasn't changed much though.
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@Notretsam said:
https://forum.deadbydaylight.com/en/discussion/comment/2929347#Comment_2929347
This takes the game way too seriously excuse in this community is weird to me, I don't take the game seriously, I take the way people interact with each other in a game seriously and we all should. Being kind to others doesn't just end when you log in to a game and using Head-On in the way it is being used is not fun for the person playing killer, that is a fact and its meant to be fun for everyone in the match, not just one side.
They were goofying around, you never mentioned them BMing. And no, using Head On is not BM. I was in the same situation you described, I decided to play along and we all had a lot of fun, so no, yours is not a fact.
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You take the game waaay to seriously. Those guys were just goofying around, and if you played along you could have enjoyed the match. It's not like Head On is a broken, OP perk.
Your pettiness is exactly the reason why survivors stick to the meta and rarely try fun builds.
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According to 90% of fanarts, he has always been gay.
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Not only that, but most of those pallets are extremely safe, many even "god"-tier.
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It's pretty embarassing. Really hope they make it optional so I can deactivate it.
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Tbh I like the concept of overheating and I think it would be nice if there were more addons that interacted with it like Pighouse gloves.
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I'm not a fan of the veins, visually speaking, but I like how they make the weapon kinda alive. Many weapons are already bloody, so without the veins the prestige version wouldn't be much different.
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Without it, Spine Chill would become a lot less useful, it would probably be used only in vault builds. It's currently the only counter-perk to killers without the terror radius, and still it's easily countered by not having tunnel vision on your objective. The only exception to this are Myers and Ghostface: if anything I would make it so stalking deactivates Spine Chill.
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I like the concept but her sound design doesn't click for me, I don't know why. Plus I don't like much her game mechanic of hold M2, click M1, then wait, than hit E, all to shoot a projectile. It feels sloppy kinda like old Doctor.
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Yeah that's the reason I stopped using it, it just showed things I didn't want to see.
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Annoying? Yes. Unhealthy? Nope.
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Her basic attack is essentially non-existent since who ever gets hit by a non-blinking Nurse? Making her blink attack a basic one would just reduce a lot her useful perk pool.
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He's basically the same since 2016, if someone needs a review it's him.
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It was a very unique map and I always felt it kinda balanced.
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The addon does literally nothing for an exprience Wraith...
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What if he could move really fast while using his chainsaw, but after a while it overheats?
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Yes. Yes they do.
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Old Ruin could be countered by hitting great skillchecks (it was in fact a very good training for me, I became quite good with skillchecks thanks to that perk). The original DS was just pure unadulterated BS.
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What would be the point of having BT if the killer can camp more effectively?
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My guess is their introduction in 5.5 was a bug.
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It's because the ones that are not are hidden in a bush and you don't see them.
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Personally I would rebalance maps, currently there is a lot of variety (and this is good) but there is also a huge disparity in resources. I just played a match in Coal Tower where the window of the shack was facing a strong pallet loop, with right next to it another average pallet and an L-T wall. Catching survivors in that area was a huge pain in the ass. The next match I went to Yamaoka's Estate and I face 2, maybe 3 pallets and a couple windows.
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That would make it too easy to harass a killer by keeping sabotaging their scourge hook to prevent them from using their perks.
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I have a feeling you play solo. Against solo Q Wraith is quite strong, he needs some proper coordination to be managed by a team. That doesn't make him op or too strong though.
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Chain tiles as if there's no tomorrow. Never stick to a loop for more than 5 seconds and she will have a hard time using her power.
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He's not entirely wrong, but the problem imo is that while in hockey and other sports there are strict rules aimed to make the game fair and enjoyable for anyone, in DbD it's free for all. Imagine if it was possible for a hockey team to get a point and then all players stand in front of the goal preventing the team from getting any points. At the end they would win, but a 1-0 played like that, is it really a win? Should that team be allowed to progress and demote the other one?
In addition, the win condition in DbD is not that defined as in sports. If I sacrifice myself and by doing that I allow my whole team to escape, I wouldn't say I lost but according to SBMM I did.
In conclusion, judging a match only by its outcome in this game is quite short sighted imo.
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She's still quite strong, but at least survivors can do something more than toss a coin.
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Definetly the skillchecks. I get more points and more progression and it's more comfortable.