White_Owl
White_Owl
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- White_Owl
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Comments
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Bamboozle is a nice perk on Wraith, but imo STBFL is way more useful because it makes you more dangerous against a group of survivors. He's also quite good at getting tokens since often he gets a free hit at the start of the chase.
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Trapper:
-Starts with 2 Bear Traps, one Bear Trap is removed from the map to compensate.(Buff)
-The ability to quickly reset disarmed Traps on the ground. (QoL)
-Escaping Traps is now a fixed channel, affected by perks and addons.
(QoL, i think that affects both sides positively)Good suggestions. I think it would be nice if escaping traps had skillchecks, so it would sinergise with Unnerving Presence which is a Trapper's teachable. Traps should also get a little bit bigger, it's awful when survivors can somehow circle around the trap even if the placing was perfect.
Wraith:
-Increase the Speed Burst to 1.5 seconds OR increase the Uncloak movement speed to the point where he can consistantly get close hits in the open with his speed burst after uncloaking (Buff).
-Is now completely invisible outside of 32m range (Buff / Affects SWF the most).
Not sure about the first point. It might be that I got used to him, but sneak attacks aren't hard to land atm. The second change is something I'd like since forever.
Clown:
Travel speed of bottles increased
(Many maps are painful for him because of slow travel, especially when multiple options or a lot of cover is involved)Movement slowdown and attack cooldown upon throwing is removed.
-Gas now affects pallet vaults
- Red Stain is removed while intoxicated or the Clown is within the gas himself.
I think the Clown is mostly ok. The 3rd and 4th suggestions are nice though.
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@Condorloco_26 said:
points are supposed to reward performanceI disagree. I think points are meant to incentivize and reward doing certain actions. How many would cleanse dull totems if it didn't give boldness or coop repair if it didn't give more bp while being less efficient? The same with killers, even though to a lesser degree, points incentivize to use their ability, break stuff and hook as many time as possible.
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That would be cool.
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@Peanits said:
@Fenrir said:
They totally need to get rid of double pip and safety pipI'm okay with the double pip. If do really well you should probably get to your appropriate rank faster. But you should have to totally destroy that match to do it. 100% down with getting rid of the safety pip, though. It makes it too easy to rank up on average.
I agree. Double pips should stay because they're not so common and give a nice sense of accomplishment (especially as survivor), which is good in this kind of game. Safety pips's only purpose though is to hold the player's hand... they should be there only at rank 20-15 for newbies.
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Bloodpoints are not tied to emblems
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The Nurse is kinda over the top, but she is actually counterable with mindgames. No easy at all since her power allows to recover from mistakes quite, but it can be done. She needs an addon rework though.
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@TigerKirby215 said:
@White_Owl said:
You don't need to rush to the hook though, you can slug until the perk icon lights up literally telling you you can use the perk.And any smart Survivor will just heal the Survivor back up and then open the gate and escape.
Only if you let this happen.
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@Poweas said:
@White_Owl said:
@Poweas said:
@White_Owl said:
You can loop even a Nurse if she's bad. When I play Doc I rarely allow more than a lap around a loop. Judging a killer based on bad players is anything but smart.
No I'm rank 1. I judge them based on the ones I face/play. And I'll happily admit Doc is not effective at all against a loop. I don't base it on bad players.
You're judging him off of bad survivors. Same thing.
I play him at rank 1, so? The ones you face clearly suck, and it's not astounding considering how easy is to rank up, especially with the Doctor. I spent a ton of time practicing his shocks, but whatever, I guess everyone plays against good survivors except me.
No of course you face good survivors. You should've mentioned you've got practice with his shocking. I know for a fact, if you get enough practice with it, you can shut down a loop first try. I used to be like that when I used to be a Doctor main myself. It was a long time ago though. Now I can't shut down loops as well as before. But yes you're probably right in saying he's strong. But I won't consider him top tier because he's got so much in his base kit but he has it at too little value. If snapping out of it took 10 seconds longer, his shocking range was increased by 40%, he gets his time to shock sliced in half, built in mindgame pallets and they made his terror radius more likely to shock a Madness tier 2 survivor, then I'd certainly put him in top tier.
I know for a fact he'd rival the Hag and Billy if they gave that. I'd probably play him again. Nowadays I have way too much fun with Billy and so much fun playing Hag.
No, I too won't say he's top tier, I just think the whole community underestimate him a lot. Imo it could be re-evalueted if he got some buffs to his shock attacks, which at the moment are very hard to use properly without hurting yourself and whose addons are more of an hindrance since they buff the "wrong" part of the shocks.
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@Delfador said:
@Eninya said:
I honestly don't think you know how to effectively slug as a strategy. One-hits aren't required, ever, and aren't even relevant to it.
At the core, the Doctor is like a different version of Legion, since you're forced to break Madness 3 before doing anything else, and the Legion forces you to Mend before anything else. The main differences are that the Doctor can pressure with Madness by proxy, and also retains full movement speed. Legion can't actively track people without following them, but the Doctor can trigger Madness 3 and an automatic scream just walking around with a massive terror radius.
I can't tell if you're trying to slug all four survivors from start to finish, but if that's what you're doing that's why it's not working.
I didn't say that you need 1 downs, most of the killers i listed doesn't even have them. Nurse, spirit, hag, huntress etc.
The reason why you have to have 1 hit down or the ability to cross the map quickly is because after getting 1 hit, survivors can almost reach the other end of the map and split up. Slugging works when survivors are together.
Nurse have great mobility and end the chases quickly and get back to the first slug easily.
Billy is the same.
Spirit is more or less the same.
Hag depends on her traps but at certain times, she can do it.
Huntress's m2 m1 combo works like insta down and she can down people relatively easy.
Myers and clown are different but they are not top tier anyway. They have snowball mechanics but definitely not as good as the killers that are listed above.
There is nothing you can do when you smack the survivor and survivor starts to run to the other end of the map. Are you going to follow him and leave your slug behind or are you gonna stay near the slug?
Madness takes something like 10 seconds and in that time frame, slug can heal himself anyway. It might help but definitely not a great tool by any means.
If doc is good for slugging, then any other killer is good for slugging which is not true. Doc has almost no special ability that can help him when he slugs.
I honestly don't want to continue this debate. I agree to disagree with both of you since I think there is no reason to continue this debate. We have made our minds up and I don't think we will change our minds. I prefer to not waste my time.
With your reasoning even the Nurse is bad as slugging if survivors don't stay grouped up, you act as if they slip up only against the Doctor.
"Doc has almost no special ability that can help him when he slugs." I mean, if completely preventing survivors to pick up their downed team mates besides being able to interrupt them from a distance is not good for slugging, I really don't know what it is. Instadowns are not everything, you know, just open a bit your mind. -
@Poweas said:
@White_Owl said:
You can loop even a Nurse if she's bad. When I play Doc I rarely allow more than a lap around a loop. Judging a killer based on bad players is anything but smart.
No I'm rank 1. I judge them based on the ones I face/play. And I'll happily admit Doc is not effective at all against a loop. I don't base it on bad players.
You're judging him off of bad survivors. Same thing.
I play him at rank 1, so? The ones you face clearly suck, and it's not astounding considering how easy is to rank up, especially with the Doctor. I spent a ton of time practicing his shocks, but whatever, I guess everyone plays against good survivors except me.
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You can loop even a Nurse if she's bad. When I play Doc I rarely allow more than a lap around a loop. Judging a killer based on bad players is anything but smart.
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@Delfador said:
Only terrible survivors who try to go hide whenever they hear a heartbeat think that doc is a good killer since they can't hide from him.
Doc is a terrible killer and against good survivors, he gets obliterated. No map pressure, can't slug, no 1 hit down, maybe he can get hits if he can use his power correctly and for games that last 3-5 minutes, it is not enough.
Yeah he is a great killer when survivors are useless and crouch at the edges of the map.
What? He can't slug? He is probably the best slugger out there, since he has free Deerstalker and can prevent survivors from healing. Come on, at least try to know what you're talking about.
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You don't need to rush to the hook though, you can slug until the perk icon lights up literally telling you you can use the perk.
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That would be kinda boring
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@SenzuDuck said:
I hate to link to my twitch but you can watch this match I used it with and see how useful it is.Thanks

@thesuicidefox said:
What they should do is reduce the number of crows per murder and increase the number of murders around the map, spreading them a bit more evenly in the process. That would make SFTS more viable on more maps without costing more resources.PS in case anyone didn't know, a group of crows is called a murder. Hot right?
Oh yes, that would be so nice.
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1) 110% ms killers all have an ability that counters looping. The Hillbilly's though doesn't and he is susceptible to pallet looping like most other killers. I too think HB has too few downsides for the strenght of his power, but changing his ms wouldn't "fix" him
2) No. People already feel powerless against him during chases, giving him more base speed is just dumb.
3) As a Wraith main, I say no to this. Part of the skill of using him is to use cover and LoS blockers to go to survivors, "exploiting" the fact that survivors think they can spot you easily. If you go out in the open don't complain you got spot.
What I would like though is to reduce his visibility with distance, but since the last engine update it kinda does.Daily rituals are random, and the system is designed to make you go out of your comfort zone to get a reward.
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@White_Owl said:
@aarongai said:
Check out my avatar, I play Doctor a lot.While I understand OP's complaint that getting unhooked into Madness 3 makes it nearly impossible to lose the Doctor in a chase, his idea to regress Madness to level 2 would have a major impact on generator completion times.
You can't take away Doctor's ability to stall the game without giving him something substantial to compensate. On top of that, he's already a low-mid tier killer in high ranks. He actually needs a buff, preferably to his shock therapy. A slight range buff and the removal of the 1 second delay after he releases his sparks would be some welcome quality of life changes.
I disagree on the fact it would impact a lot, and imo in capable hands he is definetly not mid-low tier. His problem is that he needs a lot of practice with shock attacks to make really use of them. Personally I'd like a rework for addons for the shock attacks, since currently yhey are more an hindrance and the shock are way more effective at base
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@aarongai said:
Check out my avatar, I play Doctor a lot.While I understand OP's complaint that getting unhooked into Madness 3 makes it nearly impossible to lose the Doctor in a chase, his idea to regress Madness to level 2 would have a major impact on generator completion times.
You can't take away Doctor's ability to stall the game without giving him something substantial to compensate. On top of that, he's already a low-mid tier killer in high ranks. He actually needs a buff, preferably to his shock therapy. A slight range buff and the removal of the 1 second delay after he releases his sparks would be some welcome quality of life changes.
I disagree on the fact it would impact a lot, and imo in capable hands he is definetly not mid-low tier. His problem is that he needs a lot of practice with shock attacks to make really use of them. Personally I'd like a rework for addons for the shock attacks, since currently they are way more effective at base
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@akbays35 said:
@White_Owl said:
@akbays35 said:
Throwing pallets help you avoid damage (.25s invulnerability during pallet throw animation). When stunning the killer with a pallet, break into a sprint at 150 % your normal running speed for a maximum of 3 seconds.
Causes Exhaustion for 60/50/40 seconds.Nah... first a stun already buys a lot of time to survivors, a sprint after that would be adding insult to injury. Second, if you drop a pallet and get hit it's because you [BAD WORD] up the timing, you shouldn't be rewarded for that.
it's not just about timing, there are issues with latency and lag
I know, but that is just a bandaid and is not even that balanced. Dedicated servers are coming, so just be patient and in the mean time consider lag when calculating the timing for a pallet drop.
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@Tzeentchling9 said:
I don't understand why people keep using this stupid SWF vs Solo excuse when the buff greatly improves SWF efficiency as well.It actually screwes over solo survivors who don't use it, since they'll probably (considering how many use SC) be healed slower regardless. I'd hate to feel SC being mandatory.
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What would be the point of escaping the killer's grasp if you get downed more with one hit? With even the risk of only getting the downside, also?
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The only thing I would change is to give Hillbilly the revving speed of Leatherface (and viceversa) and make the hitbox slightly narrower. Currently he does everything LF does (except multi-downs) but better, without requiring much more skill.
About the Nurse I would change her addons to make them more balanced and interesting (3-4 blinks or insane range with basically no downside is kinda stupid), but her base power imo is fine. -
Lol this community. This change has been asked a lot since Legion came out.
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Then who will supply us with pretty good memes?
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A devs said they're considering the idea (no source, sorry). I really hope they do because as more perks get added the more the grind to get them seems unbearable.
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As far as I know Fortnite doesn't have a progression systems like DbD. Adding grind on top of other grind doesn't seem good.
In any case this is the umpteenth thread about this argument, a quick search would be too much to ask? -
I thought the key was generated in a random box each time an RBT was used.
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The “Moonrise” event will pit Survivors and Killers against one another. It will require them to gather or destroy Lunar Vessels scattered across the map.
I guess you were too excited for your meme to bother noticing the event is different than the past ones.
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@Tru3Lemon said:
swf got nerfed and solo survivor got buffedYes if you use Self Care. If you don't, well enjoy the slower healing still.
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@slipttees said:
nothing new about optmization in consoles?"It's an ongoing process" is the official response.
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I think that's the kind of thing that makes vsing a killer interesting, trying to use their power against them. Trapper indoubtely needs buffs, but imo this is the wrong one. One would be to make traps bigger (so survivors can't just sneak around them) and darker so they camo better, another one would be to make escaping traps not rng (maybe you need to fill a bar hitting many little skillchecks)
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@akbays35 said:
Throwing pallets help you avoid damage (.25s invulnerability during pallet throw animation). When stunning the killer with a pallet, break into a sprint at 150 % your normal running speed for a maximum of 3 seconds.
Causes Exhaustion for 60/50/40 seconds.Nah... first a stun already buys a lot of time to survivors, a sprint after that would be adding insult to injury. Second, if you drop a pallet and get hit it's because you ######### up the timing, you shouldn't be rewarded for that.
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@ChesterTheMolester said:
https://forum.deadbydaylight.com/en/discussion/40581/is-surveillance-active#latestOne of the Devs confirmed that its not active at the beginning. Its just a bad way to say there is no limit how many gens can have that effect anymore.
The ingame perk description is actually very clear about what it does. I don't know why they worded it that way in the patchnotes.
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@Speshul_Kitten said:
So if I understand correctly, at the beginning of a trial while using the new Surveillance perk all generators are highlited in white.Nope. The description is a bit misleading (I got tricked too), but that means only the perk doesn't have a limit on how many gens can be affected.
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@Peanits said:
It does sound awesome, but I wouldn't sell short the amount of time it would take to kick all the generators. I think the hearing part is going to be great, personally. You can shave off so much time by not patrolling as close.I agree. +8 meters is huge and can be very useful for sneaky killers. I'd say it fits Amanda quite well, since she's not so fast while crouching.
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@Peanits said:
So the gates are open and instead of leaving, you decided the stick around and vault spam windows to waste the killer's time? I haven't reviewed that report yet so I can't say if it's bannable or not, but it's not exactly unreasonable for someone to report you for unsportsmanlike behaviour when you sticking around spamming vaults when you could have left. That's like touching the stove, realizing it's hot, and then getting upset with the stove.Nothing stopped the killer from going there and chasing them away, though.
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You're asking for hatch buffs?

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@Tzeentchling9 said:
Self-Care: All healing action speeds are reduced by 45%/35%/25%. This action speed penalty replaces the previous Self-care penalty (-50% speed) and applies a flat penalty to ALL healing actions. *DEV NOTE: This is a change we are trying out for the PTB. It may not be included in the final releaseSo speed up Self Caring at the "expense" of a penalty when using med kit or healing others? Really? How is this something we are even considering?
Why not? Everyone asks to try all possible changes in PTB, now that we can you complain? If it plays bad for you just give negative feedback, but at least try it.
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I honestly don't see a problem. Addons are a core mechanics to killer gameplay, if they weren't required matches against the same killer would all feel the same. Imo it's more worthy to ask for less grind.
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Coldwind maps are the ones I like less but not because of the corn, but for the see-through walls. Mindgames are impossible if survivors can always see you.
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@xllxENIGMAxllx said:
@White_Owl when nerfing solo gens people complain that it's too long forWhat you prefer 120sec solo for 60sec for quatuor we know what will happen.
I just stated a fact. Anyway gen time shouldn't be increased because holding M1 is boring, and people don't want to play a game to get bored. The solution to gen rush should be found elsewhere.
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@Gonzalo said:
Decisive strike and deliverance not work if they is only 1 generator left.
Adrenaline only work if you are outside of killer's terror radius.That's kinda ridiculous. Those are perks that shine in the end game, otherwise they would not be worth using, especially Adrenaline.
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@Milo said:
ShyN3ko said:@Milo said:
What
Survivor can hear the pig breath.
But Stridor make the audio from the survivor breath louder.
Is the breath from the survivors louder than the pig breath?
If yes, then the survivors cant hear the breath from the pig.
Thought stridor only affects hearing from the Killers perspective huh
I'm not sure after the engine update (and considering stridor users are so rare), but Stridor makes survivors' breath louder even for them.
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@Master said:
Gen rush is executed by spreading and each survivor doing a single gen^^^^
Nerfing coop repairs would lead to more people doing gens alone which is more efficient, making the gen rush even worse -
@RSB said:
Yes, because being penetrated by a damn hook is so [BAD WORD] soothing.You know the realism card doesn't really work here...
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And giving you my precious points? Never!
Jokes aside, if you have this problem tell them in the chat you have Deliverance and to let you get the first save. But considering that letting you use Deliverance means loosing 3k points (first save + your save) don't get your hopes too high. -
How about:
- Most Hillbillies are tryhards and tend to be the most unfun people out there
- Nobody seems to get the Doctor and suck with him
- Iridescent Heads are bs considering the unpredictability of hatchets (hitboxes + lag)
- DS is not op and doesn't deserve all that fuss and is used mostly but bad survivors, so its benefit is compensated by their lack of skill most of the time. Sprint Burst imo is far worse.
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@TheCatLady said:
I can tell you now a lot of people would quit playing if Ruin was made a non-hex perk, myself included. The killer bias in these forums is astounding sometimes.Yeah, not everyone can play at 60 fps and land every great skillchecks, and being rooted on a gen for an average of 2 minutes (if not more depending on rng) is boring as hell.
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He has definetly asian origins