ZFennecFox
ZFennecFox
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- ZFennecFox
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Comments
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@1234512345 said:
https://forum.deadbydaylight.com/en/discussion/comment/1196218#Comment_1196218
pop is better. They should change ruin to something like this
if hex totem gets broken ruin still works but regresses less
We got off the topic. But no Ruin should be reverted the change was incredible stupid.
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Honestly I don't think there cutting map sizes just how each section of the map fits with the others. No more jungle gyms that transfers into T L walls and the like.
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@1234512345 said:
https://forum.deadbydaylight.com/en/discussion/comment/1196203#Comment_1196203
what abot gen perks and trcking perks. also how can i know they will body block before the game. thanks fore the reply :)
At most its a toss up I usually always run Mad Grit. If you want to focus your attention on Survivors run Ruin if you don't run PGTW.
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Those are just the perks you could use. Franklin's if they bring in boxes, Mad Grit if they body block you from the hook, Light born for pallet flashlight, and Brutal Strength to run through pallets.
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@1234512345 said:
https://forum.deadbydaylight.com/en/discussion/comment/1196038#Comment_1196038
no i mean they are not playing for bps
No but it will effect their rank which will effect who the play in solo.
Short of in game run Lightborn, Franklin's, Mad Grit. That's all you can do in match.
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Honestly the nerf has left a sizeable hole in the Nurses player base as small as it was to begin with. I will continue to play her but i think this change will not effect her at all. If anything this change would effect Billy and Oni more than anyone.
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I doubt it. I play Nurse but that's only because I was use to the blinks before the change. With how she is now people won't pick her up to learn her new mechanics.
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Are you kidding?
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I think you should be allowed to choose whether or not to face these groups. If not then just give them a decrease in each scoring category depending on how many are together.
I feel like it would decrease the amount of potato survivors at Red ranks.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1192880#Comment_1192880
That's why i would suggest a short minimum distance to get the exposed status.
Maybe you can apply the same distance for the exhaustion as well.
Considering that denying survivors their exhaustion perk is quite a powerful advantage.
Both Add-on's are fine. No body complains about Tombstone or Tombstone piece. Its all in how the Killer Uses them. Pinky Finger requires accuracy to hit the survivor and allow you to hit them before the hindered penalty is up with out them making it to a window or pallet.
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Change Hatch to spawn when one survivor is left on the map and that it can only be opened by a Skeleton Key (Pink Key).
Change Mori's to only be allowed to Kill on death hook instead of right off the bat.
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Make it so the hatch can only spawn if there is 1 survivor on the map and change it so the hatch can only be open by the Skeleton Key (Pink Key).
Change Mori's so that they can only kill on Death hook.
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@OniWantsYourMacaroni said:
Black Incense is a really cool and quite fair addon.
Redhead’s pinky finger however feels quite unfair just like iridescent head from huntress but he is able to get up to 6 bottles and can reload whenever he wants.You just have to get close and spam the bottles and get the down.
It should decrease the amount of bottles by 2 and only give exposed when you hit the bottle from a certain distance.
That way this Addon would be much more fair.
But you actually have to hit your target with the bottle itself which is harder to do than Huntress's hatchet.
I honestly receive more salt from running Exhaustion add on than pinky finger.
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I love bringing in Franklin's its so fun to read end game chat and see how salty people get over loosing their items.
As GhostFace I love to sit and watch them come back for their item just to hit them again.
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I think by now the majority of players still playing this game have access to both perks. So to answer your question yes you can compare Lithe to DS. Both are used to escape the Killer and both are used a lot in matches.
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I know the feeling I can loop the Killer for 3 gens using almost no pallets and then watch the next survivor go down in 5 seconds.
Unpopular answer most are just boosted Swf.
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I wish the Dev's posted stats like these.
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Dude I will be 100% with you I do not care at all about Ranks, or Emblems I just want to chase people with all the cool looking Killers or run from them.
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Hey Legion is my favorite killer. But to answer your question it depends Pallet Freddy I get Bored very easily and just go around throwing all the pallets behind him. I find Snare Freddy way more fun just because of the randomness of the snares.
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Surprisingly I encounter everyone but Clown, Hag, and Trapper. The Plague is almost non existent; last night I played her in Rank 3 and I got heckled by a four man swf I beat saying she's awful. P.S they cleansed like a lot.
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I was thinking why not allow his portals to be place on walls it would allow you to hide your portals closer to gens .
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Because the Killer can't have fun.
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I didn't mention DS but I never had an Issue with it. I never tunnel the one off the hook I always go after the one that unhooked.
To explain if the survivor that was just unhooked runs away its more often to a team mate to be healed that's two people not working on gens its a win for me.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1143605#Comment_1143605
I’m very very experienced in this game, so I’ll go right back to my most important point for the third time.
What if all 4 survivors within the same match are like this? And they can communicate where the deadzones are and aren’t?
When I’m talking about matches against 4 untouchable survivors, I’m not being figurative, I’m being 100% literal. There are teams of survivors that have put in enough time in order to use the maps to ensure the killer never EVER gets close to them, unless the killer stupidly commits to bloodlust 3 and just lets all 5 gens pop.
In most matches there is a set number of safe loops and unsafe pallets if you go to break the pallet on an unsafe loop instead of smacking the survivor is your own fault no one else's
To your second point about deadzone's that falls into the category of managing your gens. In every killer game I identify the three closes gens and I police them harder than the others.
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It's a Hex that should be cleansed before it's even activated any experienced survivor will search for totems at the last gen.
Its not a reward its a perk Just like any other stop being salty.
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Dream pallets for solo's. Snares for swf.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1143530#Comment_1143530
The big problem with this game though is what is the killers alternative?
If all 4 survivors know exactly how to remain untouchable, and make every chase a time sink for the killer, what then is the killer meant to do if the very thing they SHOULD be doing (chasing and trying to hit/down survivors) is also EXACTLY the way the killer will lose the game.
BHVR really are still struggling to see the conundrum they’ve created in this game catering to the casual survivor.
I try to manage my time if a survivor uses up more than a 2 minutes in a chase I switch targets. Someone who knows what their doing and how to evade you on a loop just forget about them.
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When a pallet hits you the survivor Tea bags and then flashlight blinds you not once but 5 times in a match it gets annoying very fast.
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Cruel Limits. I love playing on Lery's with it watching a survivor try to vault a blocked window. After they finished the gen is a good laugh.
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And that's why I always use Brutal Strength. But in reality its all to make you waste time and those survivors did their job right.
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I got a 4K with Demo with only green perks and no add-on's (I don't play him often) Red Rank 4.
To be completely honest the only time I brag is whenever I get 4 iridescent badges at the end.
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Disable the Killers Lunge Attack
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I usually use the add-ons that increase my crouch-walking speed and move around the map yelling Meep Meep. I only pop up to see.
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@LordEmrich said:
https://forum.deadbydaylight.com/en/discussion/comment/1142351#Comment_1142351
I'd like for it to be an actual threat but gotta make sure the Survivors have fun. I've come to terms with that fact. You gotta understand that, to my knowledge, this is Behavior's only successful game. Someone correct me if I'm wrong. So their livelihoods (for the time being) live and die with this game and thus they're not going to do anything to jeopardize the majority of their player base (which are the Survivors).
Your idea is sound and I believe it's fair but the Survivor side would complain to no end now that they have to immediately go open the door and leave instead of screwing around and leaving when they are good and ready to do so.
It is an inescapable fact that survivors would rather tea bag the Killer than actually leave since the threat of them being hooked is abysmal. I'm just holding out hope that this game becomes something that requires an decent amount of skill not just hold m1 simulator.
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The only time I get gen rushed on ps4 is the very obvious Swf . how are they obvious they wait until last second to switch to 3 flashlights and a key.
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@LordEmrich said:
https://forum.deadbydaylight.com/en/discussion/comment/1142329#Comment_1142329
I always open the door. If you hook someone after that then the rest of the Survivors do this thing where they're like, "Duuurrrrr we need to go for the rescue!". You just stand at the hook and watch them all throw themselves into your weapon for the 4k.
It makes sense to open the door immediately so you can get the timer going and pressures them to get out sooner than later.
Let's stop looking at this like its an issue alright lets take a step back. This isn't a rant from me based on past matches or occurrences. I am looking at this as creating a stronger Killer as well as Survivor.
I see this creating more on the fly problem solving skill opportunities for survivors. Putting them in a situation in which you need to work against the clock and to evolve the skills you need to act in tense moments.
And as well as improving Killers in the aspect of juggling the survivors as well as juggling the exit gates.
Changing EGC to actually be a threat raises the skill ceiling for everybody. Obviously swf are still going to be on top because of communication. But the hopes of this change will actually bring out some skill other than the Killer camping 1 survivor at the end to a mentality that he/she could still potentially have a 4K/3K/2K If you can hold the doors.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/1142267#Comment_1142267
What? Are you like switching topics mid conversation? If survivors have 99'd the gates and are "crouching around the map" without anyone neednig saved or healed, then why wouldn't you open the gate? You're obviously not finding them if they aren't going for saves etc?
I don't find the game "horribly" survivor sided at all, I find it fun on both sides, most of the times I "win", sometimes I lose.
Why would I open the door if there is still a possibility of getting a survivor on the hook. There is also the odds that a whole train of survivors poor out of the wood works to body block the whole half of the map to the 99% gate.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/1141983#Comment_1141983
"Besides what's to stop survivors from 3 lighting doors and crouching around the map"
The fact that the killer can open the door too?
Why would the Killer open the door when your main objective is to sacrifice as many survivors as you can. I don't think a majority of the player base would open the door unless they really just give up.
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@Dreamnomad said:
Blood Warden already got a buff. It's called the end game collapse.
I would call that a nerf seeing as the gates are never usually open when blood warden starts.
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@Rexis said:
https://forum.deadbydaylight.com/en/discussion/comment/1142100#Comment_1142100
Oh yeah? So I proxy camp the totem, I dont have to body block it then so I wouldnt get banned :)
and how many people will get banned? and how many reports do they read?
They would probably ban a lot more since it would be very easy record a video to show proof. Even if you proxy camp your totem eventually they will body block for the one actually getting the totem and then bam its gone. Besides that is all rendered useless if they cleanse the totems before hand.
Why does it seem like your trying so hard to be overly negative?
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@GeordieKiller said:
i really hate the condition that it activate when the exit are open kinda sucks as at the moment the gates are 99 or killer has to open it which is kinda pointless and it only blocks for a minute so high risk opening the doors for low reward which is why im more in favour of two ideas
- the condition moves from to when exit are open to last gen being done and you hook a survivor
- it moves to a token base system where each survivor you hook gives you a token and each token you gain adds time to the exit being blocked max a minute so base you have 20 seconds and each token adds 10 seconds to the timer till you hit the minute mark (can be changed this is so you can get a rough idea of how it would work)
personally i want the 2nd one as it fits well with the theme of the nightmare perks you get stronger as the game progress
I agree completely as the Perk is now it really sees play after doing all of the survivor challenges for two pages of the tome I saw it used 3 times and only once did it actually come in to play.
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@Rexis said:
https://forum.deadbydaylight.com/en/discussion/comment/1142062#Comment_1142062
So as a Killer I just go camp my Totem and no one is leaving then! hold everyone in the game while EGC still running so they all get the tree! you are being unreasonable! when they did it with NOED killer still has to find survivors, but now why shouldnt killer just camp his totem without even swinging, I can just body block it and slap whoever comes near until eventually ill get them all
too easy for the killer? and almost impossible for survivors
I think you didnt think that one through
Too easy for the Killer who has to move away from the totem at the end to even get kills, not to mention if survivors are skilled enough to break all the totems before hand your point is rendered moot.
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@Rexis said:
https://forum.deadbydaylight.com/en/discussion/comment/1142062#Comment_1142062
So as a Killer I just go camp my Totem and no one is leaving then! hold everyone in the game while EGC still running so they all get the tree! you are being unreasonable! when they did it with NOED killer still has to find survivors, but now why shouldnt killer just camp his totem without even swinging, I can just body block it and slap whoever comes near until eventually ill get them all
too easy for the killer? and almost impossible for survivors
I think you didnt think that one through
EGC wouldn't be active if the totem is active as the totem would stop the gate from even opening. Taking the game hostage is as far as I can recall a a ban offense.
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@Rexis said:
https://forum.deadbydaylight.com/en/discussion/comment/1142051#Comment_1142051
the entire game shouldnt take more than 10 minutes, you want blood warden alone to last 5 minutes! thats some ambition :)
The only buff I'd suggest that each time you hook additional survivor you should get another minute maybe, but 5 minutes is way too much buddy
Blood Warden would spawn like Noed on a blank totem located somewhere on the map it won't be lit the whole match.
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@NullEXE said:
https://forum.deadbydaylight.com/en/discussion/135236/blood-warden-buff
I would sooner just increase the timer.
You do know that the EGC timer is 3 minutes right?
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/1140710#Comment_1140710
https://forum.deadbydaylight.com/en/discussion/comment/1140097#Comment_1140097
EGC isn't a tool for killers, stop trying to make it so, the EGC is ONLY meant to make sure matches end, it's not supposed to force survivors to do anything, it's not supposed to kill them, it's only to stop survivors sticking around and immersing themselves for 30 minutes after the gates are open.
Why not make it an interesting mechanic other than what it is. Besides what's to stop survivors from 3 lighting doors and crouching around the map.
I think I speak for a lot of players when I say this game is horribly survivor sided. Swf, infinite loops,No Ruin Skill checks, the hatch, 16 perks vs 4 perks. The only "Pressure" survivors feel is from insta-down Killers or fast moving ones.
A change to EGC will put the survivors in a race against the clock instead of just trying to play it stealthily.
If we can't have that change Blood Warden to a Hex and have it seal off the exit door switch until the totem is cleansed.
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I just love having an objective other than the sad daily challenges.
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I don't need Spine Chill because I know how to loop. Best thing to do is not call attention to a perk or use it too much we all know Bhvr has an itchy trigger finger for changing "Meta Perks"
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It's called "Calm Spirit" use it.
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Possible change: Hex: Blood Warden: As long as this totem is active survivors are barred from the exit gate until this totem is cleansed.