WishIcouldmain
WishIcouldmain
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@Science_Guy said:
Nothing here hasn't been brought up by ad nauseam by many other people, including on this very forum. You should try backing up your opinions without relying on some streamer to validate what you think.
Disagree he brought some stuff I hadn't heard before Michael 99 percenting to tier 2 with one hit. And having Iri head like Iri coin. So what did you disagree with him about in the video?
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@Thedogofdeath said:
Just because a popular streamer says something is good doesn't mean it actually is.
Some stuff I did disagree with such as seeing spirit partially while she phases. But overall he put in some good ideas especially buffing the lower killers. And having Iri head like iridescent coin where the throw has to be 16 meters away for an instant down.
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@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1655053#Comment_1655053
Do you have any idea how quick those totems get cleansed?
Devour and lullaby have always been memes because they go in 30 seconds. Hell they’re still memes that fail more than they work but at the moment Undying actually gives them a chance.
People keep crying about Undying but its only Ruin that is the problem. If you gave Ruin tokens that would fix everything.
But I've had many games were devour hope gets to three stacks and it still lasts the whole game.
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@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1655013#Comment_1655013
No he’s just got this list from the community thats why half of the ideas are junk
I don't think so I watched the video and he had some pretty good ideas I haven't hear before. Mainly with Myers and Clown.
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@Science_Guy said:
https://forum.deadbydaylight.com/en/discussion/comment/1655041#Comment_1655041
A. Learn what a strawman is because you clear don't know what one is.
B. Point me to where I said I disagreed with what was said in the video.
C. Point me to where I said I didn't watch the video.
D. Yes. This streamer worship is childish. Omg this guy said the same thing fifty thousand people have already said but it's really important because HE said it, listen listen listen!!! Enough.
I don't think so the thing he said about myers getting 99 percent to tier two with one hit I haven't heard before.
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@Science_Guy said:
https://forum.deadbydaylight.com/en/discussion/comment/1655018#Comment_1655018
Omg he worked really hard on it, okay then, such quality, wow :(
The only thing that's nonsense is this childish belief that anyone cares about your favorite streamer as much as you do.
What in the video do you disagree with him about?
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@Science_Guy said:
Just because a streamer says it doesn't make it important.
But, he has been playing this game since near the beginning he knows what he's talking about. Otzdarva is very experienced.
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PGTW is weaker but it still has that 25 percent reduction which still makes it strong. And thanatophobia still works I like the change because before I always would work through Thanatophobia because the gen speed wasn't much of a problem. And I use thanatophobia and people push through. Now with a buff to it's repair slowdown. People will need to heal and this will still be good with sloppy.
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@ToxicMyers said:
https://forum.deadbydaylight.com/en/discussion/comment/1650744#Comment_1650744
35%? and silent sniper still works on other killers, you take 3 seconds to take out the weapon and need to aim for 1 second to fire, it has an effective range of 32 meters
Okay that works it just seem a little funny seeing trapper pulling out a crossbow on you.
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For the pope I like it. Think the speed is a little much reduce it a tad. And how would silent sniper work for other killers?
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@SloppyKnockout said:
https://forum.deadbydaylight.com/en/discussion/comment/1650562#Comment_1650562
I get that - and I agree, but I just don't think the comparison is valid, when one setup is vastly stronger.
The way the DS and UB work their intention is fine however DS timer should get the PGTW treatment and have tier 3 to be 45 seconds and Unbreakable reccory should be put down to 15/20/25 percent.
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@SloppyKnockout said:
https://forum.deadbydaylight.com/en/discussion/comment/1650524#Comment_1650524
Undying/Ruin is not nearly as powerful as DS/UB. It can be ignored completely, and countered. DS/UB has no real counter, and during end game, there's straight up nothing you can do but take it. There is no valid comparison there.
Powerful doesn't mean the same. Invalid comparison.
I meant from the very beginning it would be hypocritical that Undying/Ruin get a nerf while DS/UB would still be unchanged for 2-3 years.
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@SloppyKnockout said:
https://forum.deadbydaylight.com/en/discussion/comment/1650275#Comment_1650275
(imagine comparing Ruin/Undying to something like DS/UB)
They're both powerful combos.
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@Xbob42 said:
https://forum.deadbydaylight.com/en/discussion/comment/1650324#Comment_1650324
I think a global totem count for all 5 players would be great, as it has been suggested many times. Maybe on the survivor side you can't tell if one is lit until you either are under the effect of a hex (so if you let go of a gen and it reveals ruin is active, the totem icon on-screen lights up) or if a survivor gets within X meters of an active hex totem and it's in their field of view.
I also wouldn't be opposed to maybe moving the aura reveal to after the totem is finished, although I'd rather see totem icons for everyone first before trying to pursue a change like that. If all four survivors knew how many totems were left, I think even solo queues would get totems done a lot more reliably. As it stands, you typically get one person out trying to do hexes, which makes it rough, since they get revealed and the killer, if they spot it, is likely to come running. If multiple survivors are working on totems, that's a massive increase in pressure for the killer to protect totems, which has the added benefit of making patrols harder.
I think if survivors were more willing to engage (and communicate pre-game where possible) with totems, they'd find that the combination isn't quite as oppressive as it seems.
But as long as the majority of solo queue players continue to want to hold M1 on gens outside of chases, this combination will be far more powerful than it should be. Trust me, if you notice Ruin at the start of the match and all the survivors just put gens on hold (pretend corrupt intervention is up) and get immersed to kill totems, the vast majority of the time it'll be gone before 2 minutes has passed, and is gone for the rest of the match. Don't forget to destroy every dull totem you see as well. Bonus: You guarantee no NOED as well!
This is absolutely an area where I can see "what and see" being extremely important for balance, because I truly believe survivors will adapt very quickly the more they see it.
This might be that I play on mobile and you get perks differently on mobile but I barely see Noed used and totems getting cleansed isn't usually a high concern because there's usually no Noed.
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It's in creations and I was always surprised that not a lot of people talk about putting it in the game considering it's one of the best horror movies and would be easy to put it's power to game.
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The Thing I feel it could have some things going for it that could put it above the other stealth killers I posted what I would like in a Thing DLC.
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@CashelP14 said:
https://forum.deadbydaylight.com/en/discussion/comment/1650308#Comment_1650308
https://forum.deadbydaylight.com/en/discussion/comment/1650311#Comment_1650311
I didn't mean an actual counter to totems. It would be really dumb of me to have made over 2,600 posts if I didn't even know all the perks in the game lol
I mean something to track how many totems are left in the trial. Just stick it on the left hand side just next to the number of generators left.
But I feel like you can get a general idea. Say you're going to a gen that just got kicked and the totem there is gone. Or you're in a chase and see another one cleansed that gives you the idea that okay my teammates are doing totems and there's a chance they'll all be gone.
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@CashelP14 said:
I don't think it needs nerfed. Though I'd say solo survivor would be horrible with that combo since you can't share information or coordinate anything.
Still believe they should add a totem counter.
There's already three of them.
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@Justalittlepeeck said:
https://forum.deadbydaylight.com/en/discussion/comment/1650275#Comment_1650275
It's not about survivors having a strong combo, although I could use that as one of arguments why Und&Ruin shouldn't be touched.
It's about this certain combo being healthy. It adds depth to the gameplay and forces more active gameplay from both sides.
I agree and it is counterable Ruin plus undying. Spread out the killer can only be in one place at once. So I agree undying shouldn't be nerfed.
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I agree if survivors can keep DS, UB, DH, BT for years if I'm correct. Then Undying and Ruin is fine.
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I like the idea of it. But I don't understand why it is a hex perk. It's like making Bamboozle a hex perk. So I say don't make it a hex perk and reduce the cool down.
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But hope already gives the haste effect.
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Survivor Perks
R.J MacReady
1. The blood test. You've got to be kidding. For every 12 seconds the killer undetectable or not is within 16 meters of you hooked the killer will gain up to a 5 percent regression to speed, lunge, and power charge up or setting time the effect will end immediately when the killer leaves the 16 meter area.
2. I have an idea. What's your plan? For every 4/3/2 good skill checks you make for 20/25/30 seconds all failed skill checks by other survivors regression will be prevented
3. Torch it. CHILDS! If the killer hooks someone before 20/25/30 seconds all survivors gain a 10 percent speed bonus to repair and heal for 10 seconds.
Ideas for R.J MacReady thought it also fit his character.
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I have some killer perk ideas.
1. No trust. No one can trust anyone. For every survivor within 8 meters of each other they'll gain a slowdown of up to 6/8/10 percent slowdown to repair, healing, cleansing, searching sabotage, and unlocking speed.
2 Adapt. You've learned the new environment around you. For every 12 seconds you're around the killer shack or main structure gain a 5 percent haste effect up to 25 percent. Effect disappears when you leave the area outside 8 meters for 3 seconds.
3. Hex. Time's ticking. It could be all of us soon. Every time you hook a survivor skill checks will come by faster and faster up to 5 tokens.
Perk ideas for The Thing tried to make it fit the character kinda.
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They should've made slippery meat so you can wiggle out faster. And with Cruel limits well not much. But I suppose maybe have it block pallets also? Maybe that could help.