YOURFRIEND
YOURFRIEND
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@GoshJosh said:
Absolutely not. A breakable wall is not a pallet, they have two completely different functions. Plus some maps are loaded with breakable walls, and the synergy with Enduring is already questionable.
No they don't. They extend loops. That's it.
Spirit fury is a mediocre perk because the counterplay to it is already optimal play. Pre drop pallets so it won't proc. Simple. Survs on comms call it out then you're not getting any value out of it all game. If the killer has agency in investing some time to get at least one guaranteed proc from it, as at least some value out of breaking walls, then that's a big improvement for the feel of the perk, if nothing else.
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It's the only way survivors ever fail skill checks, so I can't say I mind.
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No, it's fine as it is now. The hooking process should be the least vulnerable part of the killer's routine. You've outplayed the survivor at least twice(three times if they have dead hard).
Current boil over can still cost hooks, especially in indoor maps where you can get stuck on small walls. Additionally even without accompanying perks you can wiggle off if the killer downs your somewhere high and leaves you alone for a few seconds. That's pretty close to being a decisive strike or unbreakable, for free potentially multiple times a map. It's fine. Situationally good, even.
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What.... What exactly is your suggestion to change it?
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@jesterkind said:
While you're not necessarily wrong, I somewhat doubt the impact is going to be that big?
This was already only a thing against soloq players, and it's also already a thing that sometimes happens anyway- if you're chasing the obsession everyone already knows that you're in a chase and that they don't have to check their surroundings, and there's a number of info perks in the game that can tip people off already.
It'll be slightly worse, but bluntly, it's acceptable collateral. The change is still a good one, and adjustments can be made from there to bring things in line again.
It'll be a lot worse. You absolutely discount how powerful information and communication are in this game.
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They literally just do stuff randomly and at whim.
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2802197#Comment_2802197
It’s a little easier to play around once you figure out they have it.
Yeah it definitely is. But that's four times of indecision over the course of the match. I just get sick of it. And heaven forbid you forget which identical bunny Feng has dead hard or lithe.
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I'm so sick of having to play around it every game. First injury on each survivor is a "do they have dead hard" guessing game until they hit E. It's just so so tiresome.
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Borrowed time base is happening. They won't give killers anything to compensate.
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He's pretty good as it is. Maybe before his most recent round of buffs.
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@GuyFawx said:
Royalties are what would hurt their cost just to add at this point when amanda is mostly silent sure voices add character. Just remember the more money they spend on frivolous stuff in the game is less money they spend on a better network and bug fixes. Sure it costs money to make money its just a lil too late imo
You can't be serious. This is like people in Overwatch saying "if we get a battle pass the money will go to new heroes!".
Of course it won't. It goes toward buying Bobby Kotick a seventh yacht. Extra money gets burned via executive bonuses. Behavior Interactive is a huge, extremely profitable company. No amount of money is gonna change how they operate, it's simply not a priority.
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@Mandy said:
Dead Hard affecting killer powers was brought up in the last Q&A so it is something that the team is aware of, they explained that due to it affecting powers and each killers power is individual it takes time to go through this, as it means each power has to be done separately.
An easy fix would be too just uhhh..... Turn off validation for it. Causes more problems than it solves.
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Item build is a blast.
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Do you have any idea how many games it took for the build to work? Did you miss the obvious counterplay of simply rushing the gate the killer is camping? Did you miss the obvious counterplay of cleansing noed?
Just because a streamer does a cute gimmick strat doesn't mean it's something to panic about. It's a dumb build with clear and simple counterplay.
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If? You mean when.
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You're aware the hilt tape combined with the passive use which does not drain charges puts survivors at a permanent 110% move speed? That's utterly broken. Otherwise yeah, pretty creative.
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I'm just here for the writing.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2786703#Comment_2786703
Then you weren't around when actual infinite's were a thing.
Myers House is annoying but there's worse structures on Haddonfield and they still aren't infinites.
https://www.youtube.com/watch?v=Ej1rl2nd_9E&ab_channel=Infinite
Here's an actual infinite from back in the day.
I wasn't around this game back then, but every time I see videos of it I find it remarkable that the game used to look so much better. What happened?
To OP: if you don't like doctor that much, simply run calm spirit every game. I do, and it's more useful than you'd think thanks to that scourge hook perk and Spies seeing more use than it used to. Otherwise as soon as you hear the shock start just book it in the opposite direction. Or, walk from where you screamed. It's a snapshot and if you don't leave scratches it can be difficult to find the survivor after depending on where they are.
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They don't need a rework. They need some minor buffs and quality of life stuff followed by an add-on pass.
Please don't ruin legion, behavior.
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@GuyFawx said:
You realize tho that killer addons are often almost equivalent to perks mind you not all of them for a killer but some are so killers have been having about 6 perks in theory
More frequently killer add-ons are required for the killer to function at a base level, but whatever
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Dead man's just needs a longer cooldown.
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A hook there is a temporary solution. A band aid.
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@Shaped said:
Have you looked at the society we live in recently?
It is always us vs them. Everywhere. Always.
Ya, but why? Does it have to be? Feels wrong to me.
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I have a build I call high fiber legion. Fire up, brutal strength, enduring and spirit fury. It's truly awful, but also very fun.
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I'm scared it'll lose the little slasher movie diorama feel that haddonfield has. It's one of my favorite maps for this reason.
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Dunno, foot tree is pretty funny
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I played vs. it on Gideon and got stuck on a wall for like two seconds. Happened twice and cost me a hook each time. It's overtuned even without the drop-off bonus.
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@Mandy said:
We are continuing to monitor the situation with both perks - I am aware that certain maps are more of an issue than others with Boil Over in particular and it's something that has been brought up with the team.
Yall get the YouTube content and buzz out of boil over trolling you wanted? Satisfied now?
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Luckily it's becoming base kit, so you won't have to worry about it for long.
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They get hugs all the time. Are you familiar with the concept of a paycheck?
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I never said I wanted the meta to change. The lack of power creep used to be something i liked about dead by daylight.
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Yeah, that useless perk that 4/4 survivors run in nearly every single game
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@CluelessWanderer said:
Her spherical hitbox is the size of a bloody meteor.
Last night I was hit from across the map, through a thatchet of trees, through a window, and I was crouched. It's BS lol
Yeah, it's a casual game. Everything in it uses capsule hitboxes. If they were 1:1 with the size of her hatchets she'd feel terrible to play.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2771532#Comment_2771532
I think the only "event gives more bloodpoints" add-ons I've used at all recently just for the heck of it was the Clown's Party Bottle which makes it so that if you hit a survivor with the bottle you get some bonus bloodpoints and a bunch of party streamers appear. It's basically totally harmless, the bloodpoint bonus is very minor and the effect is just cosmetic, but seeing streamers is good for a laugh I guess? 🙂
Other than that I can't think of any of these I'd even want to use at all.
Hey weird question but is the pop noise for party bottles super delayed for you? For me the pop noise plays like a third of a second after the bottles land. I can't figure out if it's latency or design.
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@[Deleted User] said:
Hellshire Iron got reworked because his terror radius got increased, which would have the original version more powerful.
They didn't even try to see if it worked though. They just nerfed it out the gate.
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Used to be survivor queues during the day were instant and killer would take a few minutes.
Since like November? I've gotten instant killer games at any time. Survivor queue during the day is typically 1-3 minutes. After 8pm they start creeping up and after ten you may as well forget about it. EST.
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@Crowman said:
Of all the ways this event could be survivor sided, I would say this is a non-issue.
The event toolboxes are reskinned toolboxes that already exist, there's not an innate benefit to the toolbox besides the fireworks on hitting great skill checks.
The fireworks are one time use blinds that aren't the easiest things to use.
The extra BP has no effect on gameplay. If anything survivors are spending extra time at the start of the match doing envelopes instead of gens which is a slight benefit to the killer.
Far better than snowmen from the last event.
Yeah, those are little things.
..... But they're things. The killer doesn't even get those little things. It's sad, bud.
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@GoshJosh said:
I would like to meet the person who can hit all of these great skill checks. Without cheats.
It's literally the same cadence for all of them. I'm hardly the best in the world at skill checks but these are just regular bump..... bump....bump. it doesn't matter that the zone gets smaller when the center is stationary.
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@WeenieDog said:
They said that it only amounts to a 1 second time save if you hit all of them... however, on some maps it feels like even that 1 second save is pretty big.
One second is huge. Especially since the wiggles are macroed trivially.
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Oppressive on some killers, pointless on most. It's bad balance, but I don't know how to fix it.
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@indieeden7 said:
Only the dbd community would accuse a sound bug of being a nerf
Sound is incredibly important in this game. I got accused of hacking last week cuz I heard a crouching Jeff breathing beside a locker.
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I don't understand why they disabled it while working on it. It's not like one precludes the other. I quite like haddonfield, it's cozy.
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He's got one where he's making meat puppets of the people that sent him to the entity's realm and butchering them. He's real bitter, so it's likely I think. I'm hoping for the first dual killer/survivor.
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If the totems didn't make any noise, you'd never find them. Default killer fov is way too small.
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@Rizzo said:
https://forum.deadbydaylight.com/en/discussion/comment/2769990#Comment_2769990
I assume that if they find necessary to deactivate the perk, they will do it.
All they look at is numbers, bud. Boil over is gonna be hostile to the killer's experience. You're not going to see it often, but when you do see it it's probably not going to be a fun experience. You're probably even going to 4k on those games after half an hour, but it's not going to be enjoyable. Situations like that shouldn't exist and they certainly shouldn't be enabled by the devs.
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Lol, they nerfed clown.
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@Rizzo said:
Boil Over, like any other perk that received changes, will still be monitored, in case it needs tweaking.
Yeah, can't wait for that 2% nerf here in six months.
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Haha anything that enables swf to have fun at expense of the killer is just rubber stamped. Hope the devs have a good chuckle at all the content that comes out of it.
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Haddonfield doesn't bother me. There's a decent selection of maps that are equally hostile for killers.