Yung_Slug
Yung_Slug
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- Yung_Slug
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@Marcavecunc said:
https://forum.deadbydaylight.com/en/discussion/comment/1087003#Comment_1087003
I know hahaha that's the whole point of bringing wards in kill your friends :p it's a thing we do, there's always someone bringing mist bottles and wards
But why bring wards when you won't lose any items anyway?
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@53nation said:
I've been running this on hag.. and I'm a bit underwhelmed. I can't help but think a more aggressive perk might do more for me, mid/end game.
I figured corrupt would be great on Hag, much like Trapper. You can just hang around the unblocked gens, setting up your web while the survivors either do nothing or walk right into your area.
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@Waffleyumboy said:
I'm curious too. If there is a way to pull this off, BT might need a nerf.
Nah, they'll probably just buff it for the fifth time.
I've actually never seen a survivor try this on me, but I suppose that's because I'm a Myers main and I could just stalk them.
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It doesn't do enough to be that good. Its best use imo is to mess up the timing for people going for flashlight saves.
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@ThisLadyRightHere said:
https://forum.deadbydaylight.com/en/discussion/comment/1086858#Comment_1086858
I play both roles equally Thank you very much. :P
Ah one of those *insert YOU SHOULDNT PLAY THIS GAME here*
Yeah just play Civ, it's BHVR-approved!
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what killer is this?, bye
So you're one of those people, huh?
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The forums have spoken.
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Devs confirmed that the Entity often tortures killers in between matches.
Feel bad for Bubba. He's constantly afraid of failing, which is only made worse by the fact that the Entity gives him a weak power to make his chances of succeeding low.
And if the Entity wants him to fail, it would make sense that the best perk for Bubba, Play With Your Food, comes from the same killer who often goes against the Entity's wishes.
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Maybe the Entity gets tired of feeding off survivors and wants physical food sometimes. So It just grabs a McDonalds or KFC or whatever and demands a meal from the frightened teenagers who work there.
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I would assume it's the face of Benedict Baker or Vigo. The symbols seem to be very generic (crows, 4 small symbols with 1 large symbol representing the killer and survivors) and don't point to a specific chapter.
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@TheBakedBean said:
Im tired of feeling Left out as a Lefthanded person
No longer will we be oppressed! Rise up! The revolution begins here!
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@Free_Hugs said:
My current survivor build is Open Handed, Bond, Kindred, and Left Behind.
Aura reading for allied survivors out to 44 meters means three things. Information on when the killer is in a chase when one starts to move erratically, effective healing without self-care and the best deterrent I've ever found to getting a killer off my back; running to another survivor and ditching them.
Kindred gives the potatoes the best possible odds of rescuing me, or me getting points off them and knowing if it's safe or if the killer is proxy camping up to 24 meters away.
Finally if all the lemmings die I find the hatch in a 40 meter radius. I tend to escape in 9/10 games even if all of my allies every game are straight potatoes. I normally don't play with buddies, so getting all the information I can as much as I can is paramount.
I use the same build but with spine chill instead of left behind. Sometimes I'll use detective's hunch instead and bring a crystal bead rainbow map.
Open handed gang rise up!
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@a_good_player said:
https://forum.deadbydaylight.com/en/discussion/comment/1081441#Comment_1081441
Ps4 is for plebs.
Now seriously:
I play on PC, so i care only about that. The problems of the console version arent included in my arguments
So your arguments are invalid since we care about balancing the game as a whole rather than for just one platform, then?
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@Primalux135 said:
https://forum.deadbydaylight.com/en/discussion/comment/1081544#Comment_1081544
They can turn off the micro, btw servers are regional and I think much people talk english. Its an easy solution another stuff its people doing the dumb.
@DanteMorello said:
https://forum.deadbydaylight.com/en/discussion/comment/1081544#Comment_1081544
I never experienced people who were not able to write English in the pre game lobby.
Judging from other games, people with bad microphones or background noises are the minority these days. Also don't forget push to talk.
I said depending on the area. In your areas, I'm sure people speak english. But I have been matched up with people who speak other languages from time to time, and this might happen more so in places where there are multiple small countries close together.
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@Primalux135 said:
https://forum.deadbydaylight.com/en/discussion/comment/1081464#Comment_1081464
Just by adding voice comms and done 🤷🏻♂️
Not a great solution. Some people will spam the voice chat with music/screaming, there might be dogs barking or some other distracting noises from one or more players, and they might not all even speak the same language depending on the area.
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@Primalux135 said:
https://forum.deadbydaylight.com/en/discussion/comment/1081272#Comment_1081272
Thats impossible they would need to:
Add obssesion claws to everyone.
Be able to know where are the gens that are being repaired by other players.
To know which pallet area were used.
More stuff i wont comment.
Solo will never be like SWF. It would be far easier to just add voice comms to survivor as base and then buff killers. But hey despite being an easy solution devs doesnt want to
Funny you should mention obsession claws, since I made a post earlier today in the feedback section about ways of getting more information to players and that was one of the features I suggested.
Solo will never be exactly as good as SWF, but we can definitely lessen the gap.
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Solo survivors should be given buffs (only by giving them information that SWF already has), so their power level is near SWF and we can balance around that power level.
Only then will killers be buffed to SWF level.
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@Marcavecunc said:
https://forum.deadbydaylight.com/en/discussion/comment/1081237#Comment_1081237
Plenty of time to chat if people are paying attention (which, honestly, I'm guilty of not doing, I often just wait for the game to start loading before paying attention to the game again) and most of the time people just use it to play around, or to tell others they're bringing party streamers or something.
Having to look at everyone's loadout manually would take the same time as asking them to tell you what they're bringing.. and honestly,if you're going to start caring so much about what other randos are bringing, maybe you need to find a group of people to play with. I know I sure as hell don't care what my friends bring when I play with them, unless one of them is bringing a party streamer or a key, but it's common courtesy to let others know, which is easy to do in chat "hey guys I'm bringing a purple key if someone finds hatch or I die first"
And yeah, whenever I find a green key I definitely don't carry it with me, or at least only long enough to give it to someone else unless it has add-ons attached to it.
People mainly use it to talk about offerings because that's all they have time for.
Looking at the other loadouts would be much, much quicker than asking each survivor and waiting on a response. Most perks you should be able to recognize at a glance once you have a decent level of experience with the game. Again, you also wouldn't have to hope that the survivor isn't AFK. If they take too long to respond, you get no information.
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Fix huge maps, buff weak killers, bring solo survivors to near-SWF level so we have a better point to balance around, buff killers again to reach that level.
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@CashelP14 said:
https://forum.deadbydaylight.com/en/discussion/comment/1081184#Comment_1081184
The thing is the perk isn't op though. The biggest difference was at low ranks the bad players couldn't hit skill checks and how random skill checks could be. Ruin had too much rng to it. Will a survivor spawn on my totem or will I get 5 skill checks in 10 seconds.
The map sizes need to be changed and some killers need buffed in general but I don't think this perk will stop that. It just gives them time to work on fixing maps like ormond, rotten fields, disturbed ward and other maps. That stuff will take time and this will do a good job helping with balance. One thing survivors hate the worst is noed so this removes that from the equation. It's designed so it can't be combined with thrill of the hunt and ruin which also helps.
Unless the perk is used every game, it does nothing to balance the game overall. And if it IS used every game, that's also a problem.
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@Marcavecunc said:
https://forum.deadbydaylight.com/en/discussion/comment/1081198#Comment_1081198
Oh I understand the goal. I just think some of these ideas aren't the way to go.
I like seeing what the others are bringing in lobbies. But you could also just use the chat, that's a way of asking what the others are using. And as a side effect to seeing what everyone's bringing, the people doing the no mither challenges will get screwed because no one wants to play with randos using that perk.
Seeing keys better in the lobby would be good, I agree sometimes they're harder to see depending on which spot in the lobby the survivor is standing and the character itself, some hold them more obviously than others.. If no one has a key in the lobby but someone finds one in a chest and the killer notices it in the survivor's hand, he sure as hell won't ask the survivor what rarity it is, you're carrying a key, you're going down. Why would it be different in lobbies? (using keys as an example because that's the one item you use most to defend that idea)
As for totems, I said what I thought about it, they should give Small Game the Kindred treatment and add totem counter to it.
There's not enough time in the pre-lobby chat to effectively communicate to each other what everyone is using, especially if some of the survivors are AFK in the lobby.
I see No Mither gamers as particularly confident in their looping skills. The only survivors who would lobby dodge No Mither would be the same survivors who would DC when they see it in the game (or if they see a mori, if they don't like the map/killer, etc.).
Also, if you find a broken key in a chest, it's a useless item anyway and you shouldn't pick it up. The only exception is if you're using Ace in the Hole, but at that point you're probably searching multiple chests and will likely find a much better item.
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@Marcavecunc said:
I'm not saying they're bad suggestions, but the suggestions that always come around of making everything basekit when they could just make a few tweaks and changes to the existing perks, or making new ones for that, are a bit overdone.
I love the changes to kindred. That's the way they should implement changes to help solo survivors, not making kindred basekit.
Nothing I suggested makes any perk effects basekit, except arguably TOTH (which is more of a side thing than the actual effect of the perk).
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@Marcavecunc said:
https://forum.deadbydaylight.com/en/discussion/comment/1081176#Comment_1081176
And all those nice changes to help solo survivors would end up giving killers the shaft, once more. As I said, catering to survivors' wishes.
Okay, allow me to explain the goal better then. Bring solos to near-SWF level. Why? So it's easier to find a point to balance around. If solos get buffed, without SWF getting buffs, they'll be around the same power level and we can balance around that, meaning buffs for the killer side.
We can fix huge maps and buff weaker killers without worrying solos becoming even weaker.
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@CashelP14 said:
https://forum.deadbydaylight.com/en/discussion/comment/1081154#Comment_1081154
I feel atm a lot of killers are forced to run pop and corrupt. If they don't then against a good team they are losing. The best slowdown gen perks will always become meta whether the game is perfectly balanced or not.
Being locked behind a paid dlc is probably better tbh. At lower ranks where survivors usually lose this won't be as commonly used. At higher ranks where it is needed it will be used more often.
If they added this then thought of a better way to balance the game then by all means nerf it to ruin level. But in the games current form I feel it solves more problems than it creates.
It brings us back to square one. It'll just replace old Ruin and be used in 80% of games. It'll still be used in lower ranks, just as Ruin was (which is also DLC, but that didn't affect its usage much).
The fact that killers need to bring a slowdown perk every game indicates how unbalanced the game is. If you add an OP slowdown perk and pretend the game is balanced, real balance changes (fixing huge maps, etc.) won't ever come through.
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@Marcavecunc said:
https://forum.deadbydaylight.com/en/discussion/comment/1081114#Comment_1081114
That's assuming survivor groups are all 4-man. 2 or 3 player groups don't know what everything is happening on the map either.
So basically, to bring solos (and apparently 2 and 3 man groups) up to par with 4 man groups, we'd need killer aura readings at all times, as well as a totem counter, and probably also the aura of the destroyed totems so you know not to search that area, since apparently 4 man groups are omniscient. You give 4 man groups too much credit. I played with plenty of different people, and the minority are the ones who mention how many totems have been done or where they were, and the ones that do usually are groups that focus on totems first, generators next (and they're a very small minority).
Killer aura reading at all times.
Stop putting words in my mouth to support your argument. That's not what I said and you know it.
In a 4-man SWF (when I say "SWF" that is what I am referring to), you can literally just ask "How many totems have you all broken?" and you'll know how many totems are left within a few seconds. Even when I play with my friend we always tell each other when we're breaking totems and if we find a totem broken by another survivor. It's not hard to coordinate.
Yes, they know in which areas totems have been broken and sometimes where the killer is (especially with OoO, not to mention only 1 survivor needs to see the killer for everyone to know which killer it is). The goal is NOT to make solo identical to SWF. That would be impossible without giving major buffs to SWF as well. But, there shouldn't be a massive gap between solo and SWF to the point where we realistically can't balance the game.
In its current state, if we balance the game around SWF, Solos will be left in the dust. If we balance around Solo, SWF will be even more OP.
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@CashelP14 said:
https://forum.deadbydaylight.com/en/discussion/comment/1080965#Comment_1080965
At the minute it solves a bunch of problems. Tell me how many nerf noed threads there are on these forums. This is an indirect nerf to it but in a smart way. Solves early slowdown and gives survivors a new objective before doing generators. Can't be abused in anyway and gives totem finding perks a new purpose.
I wish this wasn't the answer but at the minute I feel its the best solution.
Again, you're still suggesting a band-aid fix to game balance with a perk locked behind DLC, just like Ruin.
Once again most killers would be forced to use that one perk because the game was balanced around it.
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@Marcavecunc said:
https://forum.deadbydaylight.com/en/discussion/comment/1080988#Comment_1080988
No but they help finding them, which is the entire point of it.
Hand holding is a bit ridiculous, considering how totems are secondary objectives that a lot of people don't bother doing. If they were primary objectives necessary for opening the gates and escaping, then yes, by all means, put a counter. But the way things are? Not necessary.
What next, a pallet counter, so you know how many are left to drop in the killer's face in a chase?
If anything, a totem counter would help small game users because they're not wasting time running around the map when a random teammate had already broken the last totem.
The "hand holding" is necessary for solos to be anywhere near SWF level. SWF knows how many totems are on the map, who is being chased (not to mention their location), and every perk/item their team is using.
We can't balance a game where SWF and solo survivors are at drastically different levels.
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Oni is A-tier. If you play him right he will have access to his power at almost all times once you get going.
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@Marcavecunc said:
https://forum.deadbydaylight.com/en/discussion/comment/1080836#Comment_1080836
Solo players already have perks to help them out if they care about totems that much. Small Game and Detective's Hunch (especially with the latest update to it that they don't have to be the ones finishing the generator to get an aura read and see the totems)
Making everything base-kit would make using those perks less useful and you'd end up with even more people running the meta perks because the useful (and different) perks wouldn't be as necessary anymore.
Small Game and Detective's Hunch are not used to know how many totems are left in the map. They're used to find where those totems are, which a totem counter would not do.
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@CashelP14 said:
Personally I think adding a perk like this would fix a lot of problems such as noed and setting up as killer during early game.
Hex: Hide And Seek: All totems on the map have the hex applied to it. The game starts with a 15/20/25% penalty to all action speeds. Every totem cleansed reduces this action speed penalty by 3/4/5%. This hex perk trumps all other hex related perks.
Let's not make the mistake of trying to fix game balance with a hex perk again.
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@FrootLoops said:
I think this is a terrible idea. So now a slugging killer has more incentive to do so, but also there is a huge detriment to other survivors for picking up their teammate? Sounds all kinds of abusable.
I think Scott's version is far preferable, since it's end condition is "ok you found them, now go play". From there it is on the skill of killer v. survivor to keep the game moving one direction or another.
The only condition I think is not really accounted for is AFK killer or the like. Survivors need a way to end the warmup as well, which I suggest would be get the first gen done. A gen popping tells the killer exactly where 1 or more survivors are, and if you didnt get there in the newly expanded time or down the first survivor then likely this game should be ended ASAP
You can initiate a chase against an AFK killer, or just move within 4 meters of them (since that is another one of the 3 conditions).
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@PrettyFaceKate said:
https://forum.deadbydaylight.com/en/discussion/comment/1078866#Comment_1078866
With all due respect, your position is inconsistent. Those 99% of people you talk about want the game balanced around the top players, that's the whole inflamed debate that originated from the ruin nerf. You're a top player. You absolutely demolish 90-ish+ % of the teams you verse and so do the other top killers, without Ruin or any of the changes you're suggesting.
You could talk to that 99% you want to give a voice to and explain them that maybe they aren't as good killers as they think they are.
I don't understand the point you're trying to make.
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Entering a chase is reliable, leaving a chase isn't.
Also, as someone else pointed out, Scott added 2 more conditions to the warm-up ending.
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@[Deleted User] said:
Ace, Everyone's Favorite sugar daddy.
Disappointed that there's no Eyepatch Ace.
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@LetsPlayTogether said:
None of these perks are crutch perks. This just shows youre biased towards killer.
If none of them are crutch perks, neither is NOED.
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@Marcavecunc said:
I like the icon surrounding names for both sides. It's useful for survivors to see who's being chased, or if anyone's being chased, when they're out of sight. Some aura reading perks are good for that but if you don't run them, it complicates things a bit. And a visual of which hook state the survivor is in is also an interesting way to keep track of how many times each survivor has been hooked (or which state they reached, if thye wiggled on first hook.
Seeing load-outs of other survivors would be useful as well, but not entirely sure I'd want the killer to see which items I'm bringing.. if it's a green broken key or a useful one..Then again, aside from the key, the rest of the items don't give much clues.. you can slap a brand new part on a brown toolbox and ditch it after you've used it, or an insta-heal on any medkit rarity, so the killer seeing the items but not the add-ons won't mean much in the end.
Not a big fan of the suggestion of showing how many totems are left as base kit. Including it with Small Game would make the most sense to me. But I agree it would be a good information to have at all times when I'm surviving and not running that perk, but having the visual there will make survivors more inclined to work on totems than they are now.. out of sight out of mind mentality, those who want to do totems already do, those who don't care might start doing them if they see there are still 5 totems up when nearly all generators are done.
I think seeing the rarity of a key is actually helpful for survivors. No matter the rarity, a killer will currently attempt to tunnel and/or camp the key user to prevent them from opening hatch. If the killer could see the type of key, survivors who use broken keys for aura reading won't get tunneled for no reason.
The idea is to bring solos to near-SWF levels of information. SWF can easily keep track of totems, so a totem counter would only buff solos without buffing SWF. And if survivors are more inclined to work on totems, is that necessarily a bad thing, considering that Ruin is gone now and gens go by pretty fast?
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@inferjus said:
https://forum.deadbydaylight.com/en/discussion/comment/1080789#Comment_1080789
I don't think so.
Is this your experience from killer side or survivor side? If you play killer at high ranks, you'll probably be matched up with a lot more SWF than solos.
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@inferjus said:
https://forum.deadbydaylight.com/en/discussion/comment/1080774#Comment_1080774
Survivor meta is Dead Hard, Adrenaline, Decisive Strike and Borrowed Time. There is little change anyone will be using aura reading perk.
In SWF, maybe. In solos, Bond and Kindred see a lot of use.
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@inferjus said:
https://forum.deadbydaylight.com/en/discussion/comment/1080171#Comment_1080171
It's quite strong, but you need 2 perk slots for that.
Open Handed buffs all survivors though, so it won't be wasted if other survivors use Kindred or another aura perk.
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As a Myers main, I love this map.
Dropping down and hitting survivors when they least expect it is one of my favorite things to do.
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@rhodamia said:
https://forum.deadbydaylight.com/en/discussion/comment/1080257#Comment_1080257
I think the totem counter is too much info. But that's just my opinion. But yeah that's a good idea. Walk up to it to see it. And perhaps a cross map icon at the start of the match for a few seconds. So you know where to head first if you were so inclined.
SWF can count the totems they break anyway, so it would only help solos.
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I was thinking it could be like the Mori icon where it pops up when you look at it.
Would also be nice for survivors to have a totem counter somewhere as well.
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@Exerlin said:
Clown's power at the very least causes pallets to be dropped early, but if a survivor is in a decent position, it's almost impossible to chainsaw them as Leatherface.
Leatherface forces pallets too, but he also has an insta-down.
And if you use PWYF + Nemesis, it's almost impossible for survivors to escape your chainsaw.
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@CLAUDETTEINABUSH said:
She played dating sims alongside Myers.
Not sure if competitive dating sims is a bad idea or what I've been waiting for my entire life.
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Killers would need to use shrouds of separation to combat this.
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Yeah, these results are pretty much what I expected.
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girl slim thicc
Skinny legend got me quaking
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Myers main, I was originally gonna pick corrupt intervention until I remembered that infectious fright is also a Plague perk.

