Yung_Slug
Yung_Slug
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- Yung_Slug
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Comments
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Doesn't really fit the theme of the game imo
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@Golden_spider said:
For how bad No Mither is at least it gives you actual benefits. (You don't leave blood trails, Iron Will 1, infinite mini Unbreakable)
Open Handed? does nothing by itself, requires you to run another perk to get any benefit out of it, even if you do congratulations you got 8 extra meters for using TWO perk slots.
Honorable Mention to Up The Ante for increasing Luck: the most underwhelming status effect that only receives it's full effect if your going against Trapper and only Trapper.
Open Handed is actually worth the slot with the right perks imo
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@anarchy753 said:
https://forum.deadbydaylight.com/en/discussion/comment/1489173#Comment_1489173
I use urban legend in the sense that like half the time it comes up in medical shows they go "OH MY GOD YOU'RE GROWING ANOTHER PERSON WE HAVE TO GET IT OUT." That's not what it is and people need to stop spreading misinformation because clearly it's spreading to people like the devs.
If you get hit by a chainsaw, you'll probably die. But in DBD, you only get knocked to the ground. Is that spreading misinformation too?
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I can't believe they named a skin after a boss from binding of Isaac...
In all seriousness though, it's a fictional game. A lot of the killers themselves are based on urban legend.
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gr8 b8 m8 I r8 8/8
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Why would they add a perk that explicitly counters one other perk? Could have been a possibility in the early days, but I don't see them doing that now.
Also, you know it only takes 16 seconds to wiggle out, right? If a killer can't make it to a hook in 20 seconds, they're getting stunned anyway.
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You think the killer should look pretty?
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The rift has always had those. I'm glad I can get that stuff for free now
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You can't lose your points from a survivor disconnecting. That only happens when you disconnect. Are you sure your internet was working properly at that time?
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@altruistic said:
Well you’re one of the few people to admit the aura does something.
Everyone here will tell you the auras are useless!!
Useless? Absolutely not. But the BP gain is more important. Without it, it definitely wouldn't be meta. There are plenty of other aura perks to use, but they don't double your BP gains.
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@Axe said:
24% vault speed + resilence = 29% vault speed :o
That would be 33%, I think.
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What is lazy about having to get 3 unhooks while you're far enough away without having your totem destroyed before you can use it?
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1464276#Comment_1464276
Still, it doesn't make sense to balance your game around an exploit. The vast majority of people playing DBD probably have no clue that exploit even exists and I personally haven't gone up against a single squad as killer that had a suspiciously good loadout to counter me.
It's happened to me pretty frequently. I'll often see a lot of calm spirits if I use Doc as a decoy or at least one Object if I use Freddy.
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15% faster vaulting? 15%? Do you realize how insane that is?
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@RedditUser69 said:
https://forum.deadbydaylight.com/en/discussion/comment/1464216#Comment_1464216
Different health states on different people could be considered seperate.
So when does it stop keeping track? When can you heal the same survivor again? After they get injured again? After you get injured again?
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Ormond (it's been 2 years and scratch marks are still nearly invisible), Haddonfield, and Midwich. I don't like knowing a survivor is within 20m of me but I have to take 20+ seconds to get to them. You should be able to traverse the map easier.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1462639#Comment_1462639
Why would you balance a game around an exploit, though? That makes no sense. I'm sure they intend to patch that out.
They probably intend to, but they tend to take quite a while to fix these issues. It could be 6 months before it actually gets fixed.
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2 people getting healed in 8 seconds or less sounds like a bit too much imo.
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@RedditUser69 said:
https://forum.deadbydaylight.com/en/discussion/173589/solidarity-buff
Solidarity should heal 100% of what you heal up to 50%. Currently if you fully heal someone you will only get 50% of your bar. They should make it so your healing is 1 for 1 up to 50%. It should also notify survivors that you have solidarity when both of you are injured to avoid fighting over who gets to head who.
Well then you can't fully heal yourself with it even if you heal multiple survivors.
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That sounds pretty busted with perks like We'll Make It or Autodidact.
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Nurse, Wraith, and Hag are from an early time in the game's life when having specific items counter certain killers seemed a lot more reasonable. But now we have so many killers that this mindset is outdated. We understand how strong flashlights are now, so we should probably remove the additional features it gets, or at least reduce them greatly.
We can keep flashlights making hag traps glow for instance. I mean, it kinda makes sense? Kinda?
For Wraith, maybe just make him more visible while a flashlight is on him or something.
Nurse... just doesn't need it really. I know she's strong but how often do you actually use a flashlight to counter her? I've seen it been used effectively exactly once.
If it were up to me though, I would rework flashlights entirely. It doesn't make much sense that a killer has to drop the survivor they are carrying just because they can't see. I say keep the blinding but remove the stun, make flashlights last a lot longer to compensate, and make it actually serve as a decent light source if you want to navigate a dark map. But it's probably too late for a change as big as that.
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@MaybeShesCrazy said:
https://forum.deadbydaylight.com/en/discussion/comment/1462543#Comment_1462543
One for one - in a spread sheet. :-p The reason I say that is that we can't know what two will be placed together. That's part of the beauty and insanity of this game.
If a perk has two functions it may have to be used twice.
DS and Unbreakable are very commonly used together. They are basically an entirely different perk when together than either of them individually.
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Killer can still change perks in lobby, so I don't see the need to do that. Unless they remove the lobby entirely, but it would suck if a team rolls up with 4 flashlights and you don't already have Franklin's or lightborn equipped.
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There is no perk I know of that counters DS + Unbreakable. Except maybe Unnerving Presence. Maybe.
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@SavouryRain said:
They literally gave what killers wanted, and now killers are mad.
How else did you expect to be able to practice your worse killers other than not being able to switch off? Also, all these people saying they're going to get 4 man SWFs all the time on their bad killers... No, you really won't. You only see the 4 man god squad at red ranks (or at high skill), so if you're bad at a killer, you have almost no chance of playing against that.
The problem is survivors can still use the exploit that lets them see which killer is in the lobby and now there's no way to counter it. From what I can tell the devs haven't said anything about fixing this issue, so it's entirely possible they'll release the lock before fixing the exploit.
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Fire Up still sees a lot of use as it works well in certain builds. There are plenty of other perks that could use a buff more than it.
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I was playing Leatherface and I had just sacrificed the second to last person. I did not see the aura of the last survivor, so I started searching for hatch. My whispers deactivated as I walked away from hook, but reactivated soon after. About 32 meters in that direction there were a couple of lockers. I decided to check one and sure enough, the last survivor was in it. Of course, they accused me of hacking because there was no way I could have known they were in there.
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How could you forget Scott?
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Well the buff made him feel a lot better to play, so go ahead.
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I use both. Unless someone fails to load into the match, then I say gegz
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Pretty sure I've tested this in KYF somewhat recently and the key still worked
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/1151840#Comment_1151840
Is the key still consumed since you keep items if you escape with the new update?
You always kept your items if you escaped. The key was always consumed anyway.
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I wouldn't trust the devs to know which perks are powerful and which ones aren't.
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@boobsandlubes said:
Well, there is nothing you can do about it. BHVR needs to plea to Nvidia or AMD to remove custom resolution.
Can they not just change the way their game handles different resolutions?
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Kindred is one of the best perks in the game
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The devs still think it's a good debuff for some reason. That's why we get those useless purple add-ons.
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Maybe the sounds could be echoey and non-directional in the ethereal plane? You'll still know how close you are to a survivor but they'll still have a chance to juke you.
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He is planned to receive an update due to his add-ons not matching the standard rarity ratio, and I assume this will be after Huntress (so we should get it in 6 months).
I like most of these ideas. The evil regeneration should be slow at basekit so even if one player is feeding him it wouldn't be worth it to just stalk that person all the time.
Extra gen regression and blindness immunity are a little unnecessary. Extra action speeds are good enough. I don't think we need a faster EW3 either. If anything, getting to EW2 is the bigger problem.
So for the add-ons, here's what I'm thinking:
Jewelry add-ons: These will now be similar to Wraith's Shadow Dance add-ons, further increasing your action speeds while in EW3.
Glass Shards: These will increase the speed at which the evil in survivors regenerates.
Fragrant Tuft: Let's be honest, they'll probably nerf this along with the tombstones. Idk what to do with tombstones but for this, make it so you can gain evil during EW3. You could still basically have infinite EW3 but you'll need to be stalking survivors to keep it on. This will remove situations where survivors hide for 5-10 minutes and nothing happens for that time. Now they only need to hide until your EW3 goes away. You could also stack it with Lock of Hair to make your EW3 last longer and have stalking be more efficient. However, this also makes it so this add-on doesn't work with the Tombstones unless they change the EW3 stalking thing.
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@MrsGhostface said:
I think you shouldn’t be allowed to carry more than one hatchet. That’s it.
This.
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Spine Chill/Bond/Kindred/Open Handed is really nice for SoloQ.
I also enjoy Autodidact/Empathy/Spine Chill/Inner Strength.
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@ALostPuppy said:
https://forum.deadbydaylight.com/en/discussion/comment/1433395#Comment_1433395
I would add Alert, Aftercare, lucky break, Quick and Quiet, calm spirit and Dance with me to that list. All these perks, apart from maybe Dance with Me, are seriously underrated. Alert is god-tier, gives you map-wide aura reading on the killer whenever they break a pallet so you know where the dead zones are and where there are no longer any pallets, the small bit of aura reading at the end of the animation tells you which direction they're going after they break it which is useful in a chase, and you can see gens that you might not have seen before if the killer kicks them. Lucky break is good with iron will and can work against good killers who actually use blood for tracking. Can really trip people up when you're no longer producing blood as well as no sound, and the 3 minute timer is more than enough to last for most of the game.
Quick and Quiet when used right is the bane of a Nurse's existence. Since they don't hear you vault the window, you can Q&Q through a window when you round a corner, and if you have lithe and dance with me you basically vanish if they don't get to the window in time.
Yeah, I may have left some out, I just listed off as many as I could think of at the time.
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@BigTimeGamer said:
It would probably nerf legion and pig somehow
but yea I’m not using them over my other cosmetics, default faces all mostly look like garbage
Nerf Legion? AND Pig??? Why didn't they do it then?
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1432869#Comment_1432869
The Majority of Survivor Perks are not worth running. Killers have abilities they can at least go for Perks they can use with their Killer. e.g. Enduring makes sense on M1-Killers, but not on Spirit. Stridor is a Perk which is not really useful on most Killers, but super-strong on Spirit. Nemesis works on Bubba.
So its usually unlikely that you get to see the same Perks on every Killer.
But for Survivors, they are only Skins and the number of good Perks is really limited. Since the BL-Nerf, the number of actually useful Exhaustion Perks is 2 - Dead Hard and Sprint Burst (I dont count Adrenaline as Exhaustion Perk and Head On is more gimmicky than useful). Nerf Dead Hard and there is only Sprint Burst. Yay, less variety.
Majority of perks not worth running? I feel bad for you. Allow me to enlighten you...
Adrenaline, Sprint Burst, Head On (and yes, it's not as strong as dead hard but it's still worth a slot), Dead Hard, Spine Chill, Resilience, Inner Strength, Autodidact (for longer games), Bond, Kindred, Open Handed (particularly with the previous two perks), Empathy, We'll Make It, Borrowed Time, Soul Guard, Unbreakable, Repressed Alliance (if used correctly), Iron Will, Prove Thyself, Balanced Landing, Decisive Strike, Object of Obsession, Deliverance, Fixated (with exhaustion perks), and For the People are all worth using. Many should be pretty obvious, and as for the others on that list, I have used them to great effect.
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The way I see it, SWF > Killer > Solo Survivor.
I say buff Solo survivors with more information that SWF already has access to. Once we have Solos close enough to SWF level we can buff the weaker killers to that level as well.
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@Ashwitherton said:
Hmm I dont like it it seems kinda tacky no more infinent chainsaw and the tantrum is twice as long it just seems like a down right nerf
Did you just completely ignore all the buffs he got, then? His chainsaw attack is so much better now.
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I have to let survivors unhook all the time for my BPs. I have to make them think they have a chance because I lose BP and emblem points if they start killing themselves.
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Surprised you don't get survivors that say "gegz baby killer turn bot difficulty up" or "you're trash please uninstall" after you let them escape. I've learned to just play the way I feel is right because some survivors are just extremely salty/ungrateful and there's just no pleasing them.
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@cluedup_survivor1988 said:
https://forum.deadbydaylight.com/en/discussion/comment/1432311#Comment_1432311
That's like having a perk where if all survivors are on their last hook the gates open automatically, it's abit of a bad point of view to have because your rewarding potentially bad players.
Yeah, or like having a perk that lets you just get away for free if you manage to get yourself downed less than a minute after getting unhooked. Good thing survivors don't have perks that reward them for being bad at the game.
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@MeatBycicle said:
https://forum.deadbydaylight.com/en/discussion/comment/1431749#Comment_1431749
That you are the type of person who is asking for this.
Wow, I asked for this? When?
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@bm33 said:
https://forum.deadbydaylight.com/en/discussion/comment/1431555#Comment_1431555
If there's 4 survivors left all 5 gens need to be completed for the hatch to spawn. It's gens completed are equal to number of survivors left +1 for hatch to spawn. Not to say 3 escaping doesn't suck but all 4 aren't escaping through hatch without completing all the gens.
Endgame perks like Remember Me and Blood Warden are nullified by keys. And once there's 3 survivors left, you can no longer use a 3-gen strategy since they can just leave anyway. If the last survivor has a key, they're almost guaranteed to escape and defending exit gates is pointless.