YaiPa
YaiPa
About
- Username
- YaiPa
- Joined
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Comments
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I thought undetectable would be a buff to stealth killer, to counter OoO. Tho, as it seems, it won't change anything.
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Iron grasp doesn't have effects on wiggle speed (or maybe you meant that if boil over had a wiggle increase effect, iron grasp would counter, idk).
Still, it's a very strong effect, dropping survivors is the biggest momentum lose killers can get. It should be an increase so little that in the end it wouldn't matter.
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You really don't know the game well enough to think that pallet resetting wouldn't be broken.
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@TheUnendingNightmare said:
https://forum.deadbydaylight.com/en/discussion/comment/712015#Comment_712015
Not exactly, I'm more talking about general lights/torches/campfires around the map. When around them you'd get a status like "photosynthesis" and recharge your perks a bit faster.
This means it would work every time on the Game, never on Mcmillan's, around the fire barrels in Cooldwind, and so on.
Unless you're going to create different tiers of light (like low=the moon on Mcmillan's, medium=Haddonfield streetlights, high=fire barrel) this perk might create some confusion.
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With a light source what you mean? Like those light pole attached to the gens? If yes, should they be completed (hence, enlightening) or not?
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Without: You get gen rushed.
With: You enter the game, after 20 seconds you hear a thunder, then you get gen rushed.
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As for the SWF based, yeah, I suggested the change many times in SWF related threads.
As for solos, no, it's still pretty bad, as rank 6 being matched sometimes with yellow or brown ranks.
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People comparing noed to adrenaline, despite one can easily be denied and the other grants super strong bona... smh
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Clown's "HUH" when he vaults is way louder and more hindering than Demogorgon's footsteps.
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I've had one game where i died and yet i got gold survival emblem. And other games where we arrived at egc by opening a gate, then i died and still get bronze emblem.
Emblems are super busted right now.
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No. They were still awful when we tested them in the pre-demogorgon PTB. Dedicated servers are postponed to Fall. If they keep doing so bad and slow, we will get them at the start of Spring.
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Super broken, and also her lullaby isn't her power. Is something built in the killer itself, there aren't any addons that grant such changes.
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I mean, now egc timer is bugged, the soft lock bug is still there and macthmaking around solos is still problematic. But yeah, thanks devs.
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It would reduce incredibly the build chances.
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@grtf47 said:
@Cynical_Simplicity I agree with you, and to@YaiPa why would it look stupid if a survivor jumps in when they have a key? Is it not logical for someone crawling with a key to be able to open a hatch? They can recover and are not actually dead so it makes sense to be able to open the hatch. @TheHoodedOne This would be a minor logical buff for people with a key in the dying state.
I said that dying survivors can't open the hatch for mechanics in the game. And I said that the current animation for escape through the hatch while on the dying state is illogical, I don't buy that someone so injured he needs to crawl, all of a sudden jumps in the air from the ground.
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No. As stated long time ago you can't because you can't use any object while downed. Plus is already stupid seeing dying survivor taking a big jump entering the hatch.
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Wind up the hatchet the first time, to understand if they're smart. If they don't drop down, then is kinda a 50/50, where the survivor have a slight advantage, since they can drop the pallet a little further after they ran.
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These "every killer is strong if used properly"/ "every killer is F tier against top tier survivors" arguments needs to stop.
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Nothing you can do, if its hex mechanic was removed newbies would complain. Don't get me wrong it's a good perk, potentially, but as every other hex perk, is always a gamble running it.
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Devotion 4 level 87?! You're already being a scum for DCing on purpose to exploit the game ranking system, and you still complaining that at low ranks people don't know how to play properly?
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Most: Nurse and Billy, really strong and with exciting chases, not your average m1 killer
Least: either Trapper, because stepping on random traps and taking risks isn't that funny, and Spirit because she has an annoying power, awful """"""""""""""mind games""""""""""", lack of feedback and yada yada.
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The game arrived up to a point where it's not convenient for newer players to start playing anymore. The ranking system can match you without any problems with people who played 3 full years, and even the average players increased their skill level.
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@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/707139#Comment_707139
Rancor is in the shrine.
Yeah. That 0.001% chances when rancor kills every survivor. It could be devour hope too, but that's not the point. Until there's that achievement, ebony will stay.
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@Snort said:
https://forum.deadbydaylight.com/en/discussion/comment/704704#Comment_704704
The kill everyone achievement isnt a achievement, Adepting a killer requires a merciless round, which you can obtain without killing everyone, you also camt obtain it if you kill everyone super early or get dc's right away.
Wat? The achievement is called blood on your face. And to only way to do it without spending money is using an ebony.
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Wait for dedicated servers. If we are lucky enough, servers will be less awful on fall, yet still not good enough, then at the start of spring we will eventually get them.
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Surviving should require skill, you already have plenty of second chances, you don't need this one too.
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The problem with dying light is that when you start getting a decent debuff, you basically already won. Also there's no point in getting 6 tokens=18% debuff, which is still not that good, with mixed hooks, when you could just tunnel one survivor and getting an enormous advantage early game.
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They already did this in Ormond, with those big ass rocks. I don't think we need another Ormond.
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@Pugpablo123 said:
I did this on the Friday the 13th forum, but I said DBD was better, and they got so triggered. DBD forums seems to be much harder to bait.
Well, it's not really funny mocking the community of a dead game. Trust me, if these games were still in rivalry the results would be much different.
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@MegsAreEvil said:
https://forum.deadbydaylight.com/en/discussion/comment/704727#Comment_704727
And if survivors heal killers will complain, that they get too many health states. Sry, but this is just about complaining for the purpose of complaining.
Wat? Who ever complained that survivors heal in 2019? If you're talking about insta heals or old MoM they're not simple health state.
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Yes. The survivors Kindly decided that NOED is allowed now. Since we don't have a spine, and we need other people to decide what we can or cannot do, we now can run NOED.
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And with Legion you can 0k and safety pip. The pip system is busted since they changed it. The day devs will rework the pip system based on the killer itself, it will always be too late.
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@kate_best_girl said:
https://forum.deadbydaylight.com/en/discussion/comment/704727#Comment_704727
You wouldnt have to deal with decisive if you didnt tunnel the survivor, you made the decision to tunnel and they used a perk slot to counter it thats a fair trade off.
That's not the point, with ds the survivor is super safe for a whole minute. Plus sometimes you get DSed even if you don't tunnel.
@Mochan said:
I disagree, there are survivor builds that are based around being injured, mostly using Resilience.
Killers also have Thanatophobia to punish injured survivors. Thanatophobia was already given a buff to counter this very issue.
And there are tons of downsides to playing injured. There are people here who are acting as if being injured isn't a bad thing. That's ridiculous. There are no builds that eliminate the risk of running injured. That is one less hit when the killer whacks you before you go down. You can lessen it with things like deadhard, but you do not eliminate the risk. Running around the trial broken is risky no matter what you say, and that's not even counting things like the blood trails and moans of pain.
https://forum.deadbydaylight.com/en/discussion/comment/704727#Comment_704727
The main reason this play injured playstyle came about is because of nerfs to healing. Killers who wanted those nerfs are to blame. The big healing nerf happened around the time MOM was released. So that just became a magical synergy that clicked in a lot of people's heads.
In addition, penalizing movement speed for injury basically means that every survivor is one-hit and dead. You are not going to be able to win a chase once you are injured, period. Or last more than a few seconds. Your suggestion also makes perks like No Mither even worse than they already are.
Yes and no. Anti healing was already being played by strong players and streamers When Legion came out, people in the first days of the release stop bringing self care, since it was useelss, when they saw that they could play really well without that perk, even against other killers anti healing became meta. Most of the people needed an healing nerf to become better. The same reason is why we don't see "hit into pallet drop" anymore, since spirit fury was added.
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Go on profile, click change avatar and select it. After a while the staff will change your pic.
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No, inner strength will never go meta because it needs at least QaQ and Head on to be useful. It will never be a dead hard or a decisive, that work perfectly alone and are very strong.
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@FireHazard said:
I agree with @GrootDude Its literally a risk vs rewards play-style.
Its honestly situational when to risk not healing to work on the objectives... Usually this is good to do when you're on a generator with someone else who can heal you after or something.
There's even builds centered around not healing so they get speed boosts in action speed. Its honestly just something that you the Survivor can decide is worth healing over or not in a Trial during the right times...
Not really a risk. The reason why anti healing became meta is because survivors have multiple lives. Dead hard, Adrenaline and Decisive are the best examples.
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Getting two perks since lvl 40 is very easy, totems gives you 1000 bp, they added a new score event to die or survive as the obsession.
Removing perks tiers was really a change too big.
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It's not that simple, those things are depth in the game since almost day one. A lot of stuff should follow these changed: the kill everybody achievement, the 4 survivor escape through hatch achievement, and so on.
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It's a good perk, but no way it's better than BT, DH, DS or adrenaline.
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Camping is an effective strategy only if played well. Facecamping gets insta punished by genrush. Proxy camping to wait for a survivor to reach next hook state it's very good. Also proxy camping with Trapper with a survivor in the basement is very good if done well.
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Most of it is map memory. There's that tiny space on that jungle gym of Gideon that always fools survivors, because it seems to be the open, yet it's a little further. Also some collision are really bad because the game itself, like the car near the house in Badham.
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@ColoursBleed said:
https://forum.deadbydaylight.com/en/discussion/comment/704056#Comment_704056
Yeah I think your right. I guess knowing when to stop the loop comes with practice really, and getting better at the game.
Thanks for the advice, I appreciate it.
Consider also running bamboozle, despite its bad fame, it's a decent perk, especially to counter infinites.
Ask anything you need to.
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@armandfm11 said:
https://forum.deadbydaylight.com/en/discussion/comment/704008#Comment_704008
Harmless ? Except the ups of dealing with healthy survivors ( specially groups), he's like the Trapper, or Wraith, or, idk... A basic killer vs. injured survivors.
(Just now it crossed my mind) Wait ... does he have a lower base movement speed ? I may have completely missed that point..
Yeah, that's what the teory looks like. Yet, dead hard, adrenaline, borrowed time, and such perks counter the penalty from being injured. Nowadays survivors don't heal against anyone but Spirit, and your power is useless against injured survivors, which is why Plaugue is also boring.
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If their looping you around an infinite (or really long loops, like Grim Pantry central building, McMillan ironworks, fractured cowshed, torment creek god window) there isn't a guideline to follow for every situation. If you're a Trapper you can block the infinite, Doc and Clown kinda too. But the thing you need to understand is when you have to leave a loop (this is also important when you come across strong setups, which you need to recognize).
Against swf, altruism is their biggest flaw, so expect to get instasaves or people around the hook. Camp survivors if 10 seconds remains for the next state, if someone tries to save always aim for the savior. To stall the game despite being bad, ruin is still the best, pop is also good. Also discordance is good against teams.
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@thekate said:
https://forum.deadbydaylight.com/en/discussion/comment/703894#Comment_703894
Yea survivors getting them all games(!)
And killers have the doors always close and visible, especially on Lerys and Gideons. Plus nasty setups are way more common than close doors.
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If you want to play a strong killer, No.
If you want to have fun, No (i mean, for me it's not fun being harmless)
If you want a killer to pip with, Yes.
If you want a killer for farming, Meh, there's Doctor.
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What's the point of the PTB? Don't bring out useless killer like PTB Spirit or PTB Ghostface.
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@Rokku_Rorru said:
https://forum.deadbydaylight.com/en/discussion/comment/703930#Comment_703930
So what would you suggest, fix the addons, or the base killers?
Addons of course, there aren't any killer op with their basekit, they either became super strong or decent with the good addons. I would delete every increase addon, integrating it in the killer if he's low tier. I'm much more willing to try scarred hand or mint rag Hag, than basically every other addon that increase the teleport distance/trap trigger zone...
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They don't really have the skill required to split the informations given into two tiers of players differenced by their lobby join. Plus it wouldn't be a nerf, if they play together they can tell each other if there's Ruin, sloppy or lullaby.
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@Rokku_Rorru said:
https://forum.deadbydaylight.com/en/discussion/comment/699801#Comment_699801
That's because Billy is an issue too I find, the top 3 killers are all suffering from powerful addon nonsense. Either that or Bubba needs buffed, the fact the killer the game is based around is not so great compared to his fake knock off is kind of a joke lol
The only wrong addon of Billy is carburetor because it does too much for a green addon, and instasaw but fixed carburetor so should go instasaw.
The top 3 killers are really good addonless, that's why with adding they seems (and are) very powerful.