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White_Owl

White_Owl

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White_Owl
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  • To me it seems a very painful blunt weapon actually.

  • It doesn't work that way because a dead survivor is already a huge penalty to the overall efficiency of the survivors. Having the additional Thanatophobia effect would be rubbing salt into the wound.

  • You guys really want to definetly kill that perk eh?

  • It's too early to say, but I think it could be an incentive for survivors to do more than gen rushing and getting out. High rank survivors will probably be the ones that spend more time doing more things than repairing a gen.

    Honestly killers needed a brake to not zoom through ranks. As a killer it took me no time to get rank 1 to the point I didn't even feel I earned it.

  • @Boss said:

    Nvm, still the same bullshit 10 seconds.

    Damn, that hurts.

  • We need a Indicator in the Killer Screen that shows em they are gettin minus points on the left Side of the Screen 

    I think this is a bad idea since someone that wants to camp would use that information to avoid the penalty.

    So to make it less attractive to Tunnel your first Survivor and kill him asap you could apply a Repair Speed Debuff to a Unhooked Survivor this way you can let em alive cuz they are less of a Threat than the other 3 Survivors. 

    I agree with this. We need more incentives to go after the unhooker.

  • There should be a more tangible penalty for DCing, like the deserter mechanic of many games in which you can't join a lobby for an increasing number of minutes everytime you DC.

    Personally this DC's epidemic made me take a break from the game, it sucks the fun out of it.

  • Oh boy, suggesting a reasonable change for the Nurse to make her more in line with the Spirit, on the DbD forums? Rookie mistake...

  • You guys never learn do you?

  • Nah, I think it will be called "Dead By Daylight | #117 - Creation of The Legion"

  • I think anyone that plays Trapper would agree with these. They're not even buffs, just time savers.

    I like a lot the idea of adding skillchecks to beartraps* so Trapper's own teachable Unnerving Presence would shine more on him.

    *personally I would make that freeing yourself from a trap gave you a series of skillchecks you have to succeed to fill a bar, so it would be more reliable for the killer and as survivor you don't risk being stuck there for 4 minutes if you're unlucky.

  • In chases he is pretty straightforward (until you find a survivor that know what he's doing), but I think he requires some strategy to use Deep Wounds at its best to slow down the game.

  • Not sure if applies to the rules, but I would change Play With Your Food to something like:

    You become obsessed with one Survivor.

    If the Obsession is alive, every time you hit a survivor and let them escape, you receive a Token up to a maximum of 5 Tokens.

    Each Token increases your movement speed by 1/2/3 %.

    Each offensive action that puts a survivor in the dying state spends 2 Tokens. Tokens received/spent are doubled against the Obsession.

    Only one Obsession  per trial.

  • What about the fact the timer doesn't progress during a chase or while hooked/slugged? Even that is an unfair advantage?

  • You got it wrong. People will jump to conclusion and say one of the survivor's perk will be OP and abusable by SWF, the killer instead will be ######### tier. That's what happened with at least the last 3 chapters.

  • It would basically be a huge nerf to Diversion.
    Personally I like how they changed Spies From The Shadows, I would love if notifications from perks featured an image of what it's related to (eg a totem for TotH, a locker for Iron Maiden)

  • @EntityDispleased said:
    I mean if you played the game long enough to face a Myers you'd know what the exposed effect is. It doesn't sound professional nor does it fit the game to just type out "one-hit down" to describe a status effect. Sloppy butcher mentions the mangled effect but it doesn't say anything about slow heals, you just have to learn by playing the game.

    Adding a list of all status effects and what exactly they do in the tutorial/help section would be pretty neat though.

    I'm gonna be that guy and say there actually is a section about status effects (it's in "The Game" section)

  • I get really really mad when I get hit with Franklin's Demise, especially if I'm running a chest raider build.

  • November 2016... damn it feels like an eternity.

  • This teaser, along with the "oldes killer" hint, gives the feel that the new killer might have something to do with Inquisition.

  • Yes, stop it. Let's hate Freddy instead.

  • I love owls, and in particular Barn Owls but as a username I liked more the translation of its scientific name (Tyto Alba).
    My old username (which I still use sometime) is bassixjm2, which is due to the fact I play the bass and my first "serious" instrument was an RBX JM2.

  • @George_Soros said:
    Legion is actually fun to play against. You have to time your pallet stuns perfectly, which is not easy, but makes me so proud when I pull it off. And you can also take advantage of them not seeing scratch marks while in Frenzy. Again, quite hard sometimes, but that's why it's so rewarding.

    I only find Frank's Tape a little too much. Otherwise, all those complaints and DC-s are just because people like it easy.

    I agree, vsing Legion is not that bad. Sure chases might feel a bit cheesy, but there is a lot of counterplay outside chases. A pity most survivors can't go beyoud "me injured, me heal" and just waste time.

  • @HavelmomDaS1 said:
    After thousands of hours, nothing makes me jump but getting unexpected pallet stunned. Am I the only one who still jumps because of that?

    No you're not alone. I also get scared when survivors randomly jump infront of me when I don't expect it, especially on short killers since you have them literally on your face.

  • @NuclearBurrito said:

    @NightmareReborn said:
    Monsterous shrine?

    We are talking about a perk that literally makes the game harder

    Predator. Say goodbye to seeing scratchmarks unless the survivor is right in front of you.

  • @Faceless said:
    I'm fed up with this character, the traps are directing the camera to the trap being impossible not to take a hit, it's a pretty broken character.

    Gotta work on your reflexes

  • I don't completely agree, since I think Moris would have no meaning (besides being cosmetics) if they didn't allow to skip a hook phase. On the other hand I hate that killers with moris tend to camp and tunnel the hooked survivor to get rid of them asap, which is not very fun (just to be clear, I don't find it fun even when playing killer, so no "but it's fun for me" crap argument). If there could be a mechanic to prevent this Moris would be fine imo.

  • I don't understand either. They also are very different perks, and NOED is very easily countered if people stopped genrushing for a moment to cleanse one totem (which means 600 risk-free points btw)

  • Neither of the two. DS just changed its purpose to be a mostly defensive perk. As a killer that mostly goes for the unhooker though, it's a huge nerf since I won't see it very often.

  • If I'm not wrong they once explained they didn't add proper gore for tecnical reasons (mainly due to having a lot of survivors each with different cosmetics).

  • @Delfador said:

    @Ihatelife said:

    @White_Owl said:
    The main building has more pallets and windows than the rest of the map.

    Crotus Prenn Asylum ez.

    I mean, Crotus Prenn main building might have the most pallets in a single building but rest of the map actually has plenty of pallets too.

    I insist on grim pantry lol

    When I play on Crotus Prenn the whole map has a couple pallets at the perimeter but the rest is a huge plain of nothing.

  • @Delfador said:

    @White_Owl said:
    The main building has more pallets and windows than the rest of the map.

    Grim pantry?

    Nope. But I just realized the description fits XD

  • The main building has more pallets and windows than the rest of the map.

  • Hey guys, do you remember when Borrowed Time was insanely buffed and was going to become top meta perk because OP in the end game?
    spoiler: it didn't
    This is the same all over again, you guys jump on conclusions so fast it's baffling.

  • I think it's a very smart change. They turned a perk used (mostly) by toxic survivors to a perk useful against being tunneled/farmed. Plus it's not a counter to moris anymore, so it's even a buff to Dying Light.

  • Buff? Can you guys read?

  • @NoShinyPony said:
    I don't like a general action speed penalty since there are a couple of perks already that slow down healing.

    If that perk would only slow down gens, that could work. Like a Coulrophobia for gens. Maybe that could be a new perk instead?

    I actualy wasn't thinking about healing, more like totem cleansing and sabotaging.

  • @NurseMainBTW said:
    You see... when you're playing Nurse. Nobody dares to stand behind a pallet and teabag

    So you don't know the joyful feeling of being tbagged behind a pallet only for the survivor to step on your trap the second after.
    Jokes aside, what you say is the reason I stopped playing Nurse after a period in which I mained her. She makes things too plain and boring, with little variation between matches.

  • The Huntress is extremely dangerous when she chatches a survivor off guard, without the directional lullaby she would be way way stronger. Personally I think she is balanced right now (except for Iridescent Head, again, my opinion).

  • @ThirdSealOPplzNerf said:

    @White_Owl said:
    As a killer your survival depends on other three guys that might be literally braindead? No.
    NOED rewards you if you fail as killer, the hatch compensates for having a bad team.

    So what your saying is noed is rewarding losing but somehow failing to complete all 5 generators and running out of the exit gates and everyone dying but one equals spawing a free escape on the map isn't rewarding a player for losing? Ok lol

    Yes, unless you're so delusional to think you're able to repair 5 gens and open the gates while keeping the other survivors alive all by yourself. This is not a team game, if the other survivors fail it doesn't mean the last one did. The killer on the other hand is alone, and his mistakes are only on him.

  • Well it's not that MCote snaps his fingers and the new chapter magically appears. There are not even just chapters (that are quitebig), there are midchapter patches skins, events, balance changes, bug fixing... In video game developing there is a lot more going on than players can imagine.

  • @George_Soros said:
    Rex_Huin said:

    Spirit can make some godlike plays but against decent survivors I feel like I’m playing rock, paper, scissors.

    We both take a guess of what the other is going to do and it may turn out good, bad or the same.

    Exactly! Often we feel she is very strong, when in fact we're just getting lucky.
    No way she's stronger than Nurse.

    Not that the Nurse's gameplay doesn't involve luck... I've seen (and done) a lot of totally random plays or plain mistakes that just happened to favouring the killer

  • Blasphemy!

  • When I started it was the time when Trapper was the most common killer because traps under hooked survivors made saves almost impossible, the machine gun was a thing, the Hag got released and they trapped/camped everything and there was no way to not trigger a trap. As a new player it was hell and I died most of the times.
    Newbies these days have it easy compared to then.
    I agree that deranking is a problem though since it messes things up too much.

  • @The_Crusader said:
    Now before people cry "ClEaNsE tHe ToTUmZ", how about the devs actually make that viable for single player by giving some notification of when dull totems are destroyed? or after doing 4 am I meant to run around the map searching every nook and cranny just to be sure?

    You know that totems are arranged in a circle around the map*? Knowing this it's easy to count how many totems have been cleansed.

    *sometimes there is one around the center, but you can tell by the distance between the ones in a circle.

  • @HavelmomDaS1 said:
    White_Owl said:

    @Milo said:

    Well if someone is destroying a hook right in my face they will get downed (eventually cuz i suck) and put on the hook. I would say im changing target (if im chasing someone already)

    Actually it happens also when I'm sabotaging minding my own busieness, often they follow the notification and obsessively try to find me.

    @HavelmomDaS1 said:

    Hooks are the only real thing to apply pressure on the other survivors who aren't in chase. It's also the only objective of the killer. Sabotaging removes the pressure + as killer you can't make steps forward to kill someone. Slugging is no real pressure btw.

    That's the issue if sabotaging killers have and in hands of SWF it's really frustrating to verse 

    Hooks respawn, and it's not true that slugging is no real pressure. Defending generators is a way bigger priority than defending hooks, since by the time you tunnel the guy going for hooks the other 3 survivors are free to repair gens. It really doesn't do any good to the killer.

    Slugging is no real pressure, the survivors can still work on gens and don't have to worry about a "second stage" like on hook. A hooked survivor forces at least one survivor off the gen to rescue, while as killer you can chase someone else. This means 3 people are not working on gens.

    But if you slug, there are 2 people off gens at best. The slugged guy can crawl closer to someone, gets picked after a gen got finished you won nearly nothing from it as killer.

    I've seen (and done) impressive slug plays, it depends a lot on the situation.

  • @Milo said:
    Well if someone is destroying a hook right in my face they will get downed (eventually cuz i suck) and put on the hook. I would say im changing target (if im chasing someone already)

    Actually it happens also when I'm sabotaging minding my own busieness, often they follow the notification and obsessively try to find me.

    @HavelmomDaS1 said:
    Hooks are the only real thing to apply pressure on the other survivors who aren't in chase. It's also the only objective of the killer. Sabotaging removes the pressure + as killer you can't make steps forward to kill someone. Slugging is no real pressure btw.
    That's the issue if sabotaging killers have and in hands of SWF it's really frustrating to verse 

    Hooks respawn, and it's not true that slugging is no real pressure. Defending generators is a way bigger priority than defending hooks, since by the time you tunnel the guy going for hooks the other 3 survivors are free to repair gens. It really doesn't do any good to the killer.

  • @Plu said:

    @White_Owl said:
    If rank didn't reset, even very bad players would end up in the high ranks, although slower than the good ones. In the last days of the season you can already see that. Rank resets allows for ranks to resettle and be more accurate until it all gets mixed up again.

    It already happens even with rank reset tho, alot of high rank survs/killers are potatoes, SWF creates alot of boosted survs as well

    Sure but imagine that, but worse

  • If rank didn't reset, even very bad players would end up in the high ranks, although slower than the good ones. In the last days of the season you can already see that. Rank resets allows for ranks to resettle and be more accurate until it all gets mixed up again.

  • I'm not sure, but are you suggesting to give the killer a small window to hit the survivor that just used DS? That seems dumb.

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