Yords
Yords
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- Yords
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It kind of isn't and is actually manageable. But yeah, I feel like it was unnecessary. He only needed an add-on pass.
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She doesn't need a nerf, she needs a rework and some big changes.
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Because they think the perk is okay.
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@Mileena_Kahn said:
Because it doesn’t need to be nerfed. The perk makes you die more than anything, and your exhausted on the floor 99% of the time thanks to the killers amazing ping.
You mean you actually use the perk for trying to dodge a hit? lol
Seriously though, you use the perk to get just a little bit further than a kill in a chase to get to a pallet or a window.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/220909/why-wasnt-dead-hard-changed-in-the-ptb
Keep in mind that it's not gonna be a simple number change.
They have to rewrite it's code in order to make it work with dedicated servers.
How would they rework it though in a way that is balanced though? I can only imagine what BHVR can come up with. If they only make it work better with dedicated servers, it will not fix anything.
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@EvanSnowWolf said:
What needs to be changed about Dead Hard?
Just the dash itself. You can literally press e to extend a chase for a really long time and completely ignore the trapper's traps. It can also be used more than once and it takes no skill to use. I am not salty about it, I am just wondering when it will be changed since the devs said they would, surprisingly.
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@Kaiju said:
Old window angle's. Idk what was the point of changing that. No one even asked for it. Knowing how to fast vault from both angle's in cow tree was beautiful
Probably to make it fairer?
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The billy changes. All he needed was an addon pass.
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@Shroompy said:
I thought it was interesting that they mentioned new game modes, especially a competitive one. Because of MMR rolling in I think a ranked mode is necessary
I doubt the upcoming mmr will be good
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"Not too strong and not too weak, like every perk should be"
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cuz he has always been, his reveal mechanic is so stupid sometimes
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The only thing dry about bill is his lungs
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Frank cuz I don't simp for a fictional character
(its a joke...sorta)
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@[Deleted User] said:
I let someone go at the end game instead of killing them so they t-bagged me and called me a "dumb [BAD WORD]" so I mean; people gonna be people.
I just let it go, I am here to have fun and if people can take that away from me, why even play? Changing your mindset can help a lot.
Report death threats however, open a ticket as well that is extreme toxicity that needs to be dealt with.
Report death threats for what though? I feel like reporting does nothing.
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Sprint burst because it is more consistent. Dead hard, while it may not be as consistent, can do very well in a chase. That dead hard for distance in a chase can buy your team so much more time to work on gens. However, I choose sprint burst because it can also be used in a chase (the 99% strat) or make it harder for any killer to initially start a chase or help the survivor escape a dead zone.
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She has potential, unfortunately, because her power relies on RNG she is low tier.
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Very few times. Just ran into one yesterday. The last time I saw one was almost a year ago.
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Or they could just take protection hits. Giving survivors an extra health state is huge. This perk is only held back by the fact that protection hits are unreliable.
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@JohnShark said:
https://forum.deadbydaylight.com/en/discussion/comment/1884555#Comment_1884555
I Personally feel this game could go free to play cause of how much money you can spend on it. And it would be good for the playerbase to keep the game alive and more popular.
True
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Too many of these posts saying "omg I quit and lemme tell u y" when no one cares.
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@JohnShark said:
Because that would allow us to by cosmetics, killers and survivor's more and thats a loss of money for them
That really sucks. Especially since this game already has so much monetization in it.
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@dspaceman20 said:
I think k i have a better change for Babysitter
Babysitter
While you have a reputation for being self-centred, you risk it all to help those in need.
When you take a protection hit for a survivor they leave no scratch marks or blood trail for 10 seconds
Your aura is shown to the killer for 5/4/3 seconds.
This wouldn't really help though, the killer can still see where the survivor runs to and the aura reading would do nothing.
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Probably, it is just a simple UI. I think they will change it accordingly because it is super small, easy, and not much which is their specialty when it comes to content updates.
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@lagosta said:
I said in another thread but here we go again. BBQ is not OP, it is overused due to how grindy the game is. If the extra BP tokens were tied to Monstrous Shrine killers would use it instead, just like survivors used WGLF when it had no extra benefits besides BP.
Until this issue is fixed, BBQ will continue being used by 80% of the killers. IMHO, allow players to sell items back to the entity at 50% rate.
Did you read the discussion? The OP is saying that it isn't overpowered and it encourages anti-camping.
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Wanna explain how keys are fine or balanced, please? I would love to hear your argument.
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@Steah said:
https://forum.deadbydaylight.com/en/discussion/comment/1880815#Comment_1880815
I mean we can be mad. Keys and Mori's have always been tied to each other. You see a survivor with a key? Bring a mori. The devs themselves have said that the first gens should go quickly because the killer gets stronger as the match goes on, to then have a key open the hatch and let everyone out kinda ######### over the killer. The worst part is they didn't even try anything. Not a a small nerf that they could reverse if it didn't work, legit nothing. They gut moris but don't even touch keys.
I guess so. Kinda lame that the existence of moris is used as a counter to key users.
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@Steah said:
This thread didn't go how op envisioned it
:\ yea was hoping to lay some neutral ground to invoke some thoughtful discussion.
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@Klakky said:
I dunno what u on about me and my friend escaped every match we used key in unless face camped( he got face camped twice even tho I was the one with the key lol ) it is OP, unless they ######### up bad 2-3 escape guaranteed if they're a team
Instead of nerfing it how about puting Franklins as base for every attack on every killer, not requiring a perk slot just hit and they drop their item
Those killers must have not known how to play killer that effectively.
Making franklins base kit is not the way to go, it still doesn't really solve the problem. It would also inadvertently buff hag.
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@EvanSnowWolf said:
The best change would be to remove them from the game entirely.
Yes, I said it.
REMOVE. KEYS.
That is a lazier decision than the mori nerf.
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@SilentPill said:
https://us.v-cdn.net/6030815/uploads/ALR1OA8IBLG1/c94b4f8e-2968-4597-808d-0e4f8001508d.png
I’m telling you it’s gotta be close to half my games with a key. I can hardly join a lobby without seeing one. And they are not even being nerfed in the mid chapter? It kills my motivation to play the game
I myself play at rank one for killer, and I can say for sure that the number of keys being used before the mori nerfs has stayed the same.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1880600#Comment_1880600
"All you are doing is guessing and hoping she messes up"
Kind of like playing an M1 killer and trying to mindgame and hope the survivor messes up?
With an m1 killer, you can still predict and react accordingly to the killer's movement and actions most tiles still allow the survivor to keep their eye on you if they know how to peek correctly. With the spirit, if she is standing still you won't know if she is phasing or not. So you vault the pallet but luckily, you guess she was phasing. Otherwise, you keep running which could get you to take a hit. This could go both ways. When you mind game at most tiles as the average m1 killer, the survivor can still keep track of you enough to the point where the mind game doesn't work on them.
With spirit, it is just a guessing game. The spirit gives no information to the survivors when she is phasing or not while they are in a chase with her. The sad part is that this was intentional to her design which should definitely be changed.
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@HollowsGrief said:
Almost like one of these things kept the other in check and now that it's trash the other one has zero counters now.
It was, but it was very unhealthy for gameplay. You also don't have to rely on a first hook mori to win against a key user btw.
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@SilentPill said:
You are right, it was so hard they had to shadownerf moris out of the blue after 4 years but leave keys totally untouched.
I just insidious facecamp keys half the time because I don’t feel like dealing with them.
It is not that bad most of the time as most people would have you believe.
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@Yamaoka said:
Just make it so the hatch has a proper animation that takes around 15 seconds and can't be interrupted like totems and causes a loud noise notification allowing the killer to defend it.
It still has the chance of letting everyone escape though. It also just stalls the game, a survivor could keep baiting the killer over to the hatch while someone does a gen. Also, I think you should be able to interrupt the animation.
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@Speshul_Kitten said:
You have to understand, people aren’t upset that Mori’s got nerfed. People are upset that they didn’t wait to nerf Mori’s alongside with keys.
Instead of finding a proper solution for keys, they released the Mori nerf and left keys untouched. This has led to a rampant use of keys in lobbies (higher than I’ve ever seen before).
I thought I said this? I talked about the mori changes more towards the end, but I did say why we shouldn't really be upset at the devs for not nerfing the keys with moris.
I myself don't think this statement is true. The amount of keys in my lobbies has stayed the same, I have seen no difference.
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They have always been.
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@Blueberry said:
I don't seem to have these same issues with Spirit at all. She's quite out playable.
She is not really out playable. All you are doing is guessing and hoping she messes up. Bad spirit players are the reason people think she has counterplay.
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lol mad grit here, was trying out a fun build on doctor. I used mad grit, iron grasp, agitation, and hangman's trick. All the survivors kept trying to take protection hits and get sick sabo plays.
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Brutal strength, enduring, STBFL, and spirit fury for a very aggressive legion build.
Surge, devour hope, thrilling tremors, and PGTW for a good all-round build. Can track survivors and get some gen regression. Devour hope can also create an immediate secondary objective for survivors if it survives.
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No, it is not OP. Even against a solo team. The perk is just very RNG reliant which is the problem. It is only ever near impossible to cleanse if the killer is a spirit or nurse with strong addons. Otherwise, games are definitely manageable even with undying + ruin.
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A perk that discourages the killer from going after a recently hooked survivor ISN'T an anti-tunnel perk?
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@KA149108 said:
https://forum.deadbydaylight.com/en/discussion/comment/1875469#Comment_1875469
I see what you are saying but unfortunately when you play quite abit of solo survivor you cant really rely on teammates (I know that isn't the killers fault but yeh). It's crazy how much can get done in the first half of a match if people do one or two gens before looking in chests or doing totems. Obviously people should do them but I always think just pop one gen before anything else early game but unfortunately doesn't always work out that way. But I do dislike going against clown and with this new update it's most likely going to be clowns every other match for a little while. :/
Yeah solo is always going to be a problem, the best you can do is run kindred and hope your team has at least 3 brain cells.
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Not really. Any decent survivor can hit the skill checks at gens.
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The iridescent stone is not weak. You aren't really supposed to really hide traps with this one, you want to be very blunt with your traps to completely shut down loops. Use it with the stitched bag and spend a good chunk of time placing traps at loops. I recommend using corrupt intervention to give you time for this.
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nice b8 m8 git gud
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@StibbityStabbity said:
https://forum.deadbydaylight.com/en/discussion/comment/1877324#Comment_1877324
I have had a theory about all of this, which is mostly boiled down to "We'd have to rewrite the game". I don't think the core of the game is designed in a way that is stable for the amount of modular mechanics they currently use, which leads to so many bugs popping up these days. It might also explain hit registration issues on dedicated servers.
But if they get it done now, then they will have less to worry about in the future. It is like waiting until the last day to start working on a project for school.
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Totems if they were reworked to be a secondary objective. I have said before on other posts that they are a missed opportunity for a secondary objective.
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If survivors could spend 10 seconds to get rid of torment, there would be no point in having it. The oblivious status effect is also pointless.
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@NomiNomad said:
I would 100% be willing to buy skins more if they set aside a chapter for health. That would show me they actually care about it. But simply put, they won't. The higher ups are totally okay with shoveling out content every few months, no matter how buggy it is.
It will come to a point where they HAVE to fix the game because of loads of spaghetti coding conflicting with other spaghetti coding and bugs being all over the place. It is better to do it now and just delay the content releases.
