Zeidoktor
Zeidoktor
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- Zeidoktor
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Pick a few Spooknjukes videos at random and you'll get plenty of reason why voice chat is not a Thing.
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@CrowFoxy said:
https://forum.deadbydaylight.com/en/discussion/comment/2861252#Comment_2861252
I understand that a better title for this post would've uh...worked out in a different way.
Id simply just finished a map where I actually just ran forward on Midwich for like a whole minute before I even got hit. Partially killers fault? Probably. Still, endless hallways aren't fun. I'd rather be playing a jungle gym or loop. But instead I can just buy time by running forward and turning sometimes.
Still, that by itself is no reason for BHVR to disable the map, since that is neither inherently game breaking nor something they feel needs working on.
There's already the fact that maps that favor one side may not favor the other, bringing back the point that subjective goodness or badness is a non-factor.
Much as you may prefer smaller maps as Survivor my understanding is they generally favor Killers. Having only smaller maps can affect balance, just as only having large or only indoor hallway maps can.
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"Can BHVR disable all terrible maps?"
But then where won't be any maps!
Serious answer: The devs only disable maps that either aren't working as intended, like when a bunch of maps were killswitched because of issues with totems, or are being actively worked on (Haddonfield as of this message)
A map won't be disabled solely for being subjectively good or bad.
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My understanding is that's not something BHVR has control of so it's out of their hands.
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I like the chase music currently. I can why people don't but the "crazy train" I get with the current one feels fitting for the Doctor.
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Hell, that could be the rework/buff to Monstrous Shrine, a flip of the initial idea:
Basement hooks get their current benefits and can also act as Scourge Hooks.
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@RakNieborakYT said:
https://forum.deadbydaylight.com/en/discussion/comment/2860955#Comment_2860955
Yeah, but we still need to think of the tiers.
That's probably where any "along the way" bonuses could be adjusted.
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@RakNieborakYT said:
https://forum.deadbydaylight.com/en/discussion/comment/2860940#Comment_2860940
Mori could be too op, but I would make it really strong in that way. What you propose is not that bad tho. But it seems a bit too OP here. Or maybe to mori one surv. Then I'm ok.
So less a hook based Devour Hope and more a Hook based Rancor?
That could work since, barring actively going for it or very good Scourge Hook RNG, you probably won't be getting the 4 tokens early in the game.
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Another idea for ahook based Devour Hope: You have four Scourge Hooks. Every time you use one for the first time you gain a token and it's at four tokens you get the power to mori survivors.
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One thought I'd had, given how the description talks of the care you give the hooks, could be the ability to make any hook used twice or more in a row with different survivors (to limit incentive to tunnel) into a Scourge Hook, or otherwise give that hook the basement hooks' effects.
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@MilManson said:
https://forum.deadbydaylight.com/en/discussion/comment/2860912#Comment_2860912
Not really, 24 meters is far too far away to spot a stealth killer, that's plenty of time to be all the way to another pallet.
That's why my first thought was 18, half the current distance. But I'm bad at distances so I was unsure if that wasn't too close.
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@MilManson said:
Spine chill should only work if the killer is not "undetectable".
Maybe have the distance reduced if Undetectable, like 18 or 24 meters instead of 36 or something. Keeps it viable vs Stealth without completely screwing them over.
@geovana_manguette said:
https://forum.deadbydaylight.com/en/discussion/comment/2856709#Comment_2856709
It should be disabled when you're affected by the Oblivious status effect. That makes more sense to me.
Honestly I like this idea
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At the very least a distance requirement would probably alleviate the camping concerns, much like how Floods of Rage doesn't show the unhooked Survivor's aura to discourage tunneling.
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So it is double, then.
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@egg_ said:
Isn't this a stronger on-release mettle of man basically?
@deKlaw_04 said:
https://forum.deadbydaylight.com/en/discussion/315140/yet-another-dead-hard-change-thread
Isn’t that just mettle of man tho?
Mettle of Man doesn't inflict Deep Wounds, but point taken.
Maybe have it inflict Broken instead, if your aren't broken already. Would make it pairable worth No Mither for those Adept Davids
Otherwise I'm in agreement the distance needs to be lowered or removed. My understanding of the idea behind Dead Hard is you use it to make the killer miss a hit they'd otherwise make. Make that more reliable and, while the perk will probably stay annoying as all get out, it'll be so for the right reasons and require some skill to use since, even if you went for he OP's window of Endurance idea, you'd still have to time it right.
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Makes sense to me. You're both booning a totem and cleansing its Hex. If anything, it should take longer (32 seconds) if normal cleansing and booning take 16 seconds.
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There's also the fact that Hillbilly doesn't get any cosmetics in the Rockabilly collection.
We're missing out on a Greaser Billy m1ing people with a guitar!
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@SMitchell8 said:
https://forum.deadbydaylight.com/en/discussion/comment/2855258#Comment_2855258
Yeah
Take the face camping as a compliment. If you expect it, run camaraderie 👍
And Kindred, don't forget Kindred. Let everyone see your accomplishment.
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@RaSavage42 said:
https://forum.deadbydaylight.com/en/discussion/comment/2853165#Comment_2853165
But if COH is used by itself then there would be no issue... Cause that's what happens (more often then not)
And yea maybe coding the change would be hard but it isn't impossible... Just look at the icons in the lower right... if you are in range then you get the benefit
Fine then reduce them all... But seriously nerfing the heal speed is all they can do at this point
The question isn't whether the coding can be done. To me the issue is whether it's worth the trouble. If the perk's effects can be salvage somehow, then it's better to keep it working like the other Boons. That or lower the range of all Boons.
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@RaSavage42 said:
https://forum.deadbydaylight.com/en/discussion/comment/2853127#Comment_2853127
Yea I also have a feeling that Vigil Boon is going to come soon
Plus I also think that Autodidact's mechanic can work on Gens... Think about it If I start working on a Gen I would have no idea how it works so the Skillchecks should be harder at first but once I get a feel for how everything works then Skillchecks can grant a Great section (but maybe do less bonus)
The idea of Boons was a good one but they didn't think (clearly) as to the Range of them should be
Also COH has it's own reason to be a perk... But thinking of all Boons being the same is wrong (in a way)
I disagree. Every single Boon so far operates over the same rules. Boon the Totem and any and all Boons you have equipped are active within the Boon's area of effect. Making an exception where Boon X has less range than Boons W, Y, and Z needlessly complicates things, in my opinion.
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@RaSavage42 said:
https://forum.deadbydaylight.com/en/discussion/comment/2853095#Comment_2853095
I do like that idea... But why take Perks that already exists and make them Boons (I think that's lazy)
Again I like your idea
That's part of why I use a 3-stack Autodidact as the example, rather than a 4 or 5. It's not as powerful as Autodidact the same way Dark Theory isn't as powerful as Hope, or Exponential more situational than Unbreakable.
Existing Boons are already existing perks in Totem form to the point I expect the next one to be a Vigil Boon.
Side note: but I think the issue with reducing the range or reapplicability of Circle of Healing in particular is that it conflicts with the normal operation of other Boons, and the impression I've generally gotten is the issue isn't Boons in general so much as Circle of Healing in particular.
I honestly think the Boon issue wouldn't be nearly as big a problem if they hadn't made Circle of Healing one of the first released. It's overshadowed the others and tainted opinion on them by association.
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The catch here, I think, is it doesn't activate differently. Both are triggered by a basic attack. Breaking them requires an attack under certain conditions, so Sloppy would be easier to break with.
Maybe swap the Mangled/Hemmorage with a Broken effect if the attack downs them? One that lasts for X amount of time after they're picked up or unhooked?
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I've had some luck with Opression and Dead Man's Switch.
I agree the cooldown is probably the biggest weakness. Especially in light of Call of Brine, which has no cooldown and, if I'm not mistaken can be applied to multiple generators.
If the total lack of a cooldown is potentially too powerful, you could reduce the regression on the Oppressed generators.
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One idea I'd had for Circle of Healing was rather than speed up healing directly, it could increase the power of successful skill checks.
As a rough example, a Tier 3 Circle of Healing would heal at normal speed, but a successful skill check would be equal to something like a 3-stack Autodidact.
I'm not sure if that would help or not but on paper, at least, it sounds less oppressive than straight up speed-healing while still seeming worth the effort to set up.
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Another idea: Map specific traps.
Bear Traps are colored based on the map you get.
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The general impression I've gotten is that the issue is less Boon Totems in general and more Boon: Circle of Healing in particular.
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One simple idea I had to give him more early game pressure is all of his traps start already set.
It might not mean much, given how randomly they're placed, but it can put Survivors on alert right from the get-go.
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I wouldn't think so, since Technician prevents noise alerts from failed skill checks and, I believe, Call of Brine triggers them on Good skill checks.
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It's weird for me. I honestly find killer the less stressful role, yet also the one I'm more hesitant to play. I can jump into Survivor but can find it easily now aggravating depending on the matches I get.
To use an example, yesterday I played Hillbilly and didn't get any kills. I did, however, he 4 barbecue stacks, a daily, and a rift challenge done, so I had no complaints.
My first survivor game I pull aggro from the killer, get downed far from anyone else, and he have Kindred, I die on first hook despite not being camped (and everyone knowing it thanks to Kindred). I can only think "Seriously...?"
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I've taken to playing games with the Twins mostly because others don't. I try to make more use of Victor grappling survivors rather than downing them to make up for the extra slug play.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2845121#Comment_2845121
Seems like a lot feel that way as no one plays him anymore.
I felt this way long before the rework on him, if it matters.
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I want to try him more, but have always regarded his chainsaw as too unwieldy for my liking.
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"Why is Behavior ignoring the killers' complaints?"
Because they're all things like "my bear traps aren't pointy enough", "The Wraith keeps trying to introduce cowbell into my K-Pop like he's Christopher Walken" and demands for a map to the S.T.A.R.S.' homes.
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One small thing I've had disproportionate success with:
If a survivor drops the shack pallet, I trap it rather than break it. A trap on the inside, survivor tries to run you to shack, and snap.
I've had more success with that trick than I probably should.
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Decisive Strike for myself, Borrowed Time and Guardian for others. Fourth perk flexible. I like to use Off the Record for the theme, though Iron Will is better overall. Breakdown is an option so the killer can't just take you to the same hook again.
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Maybe have the reduced terror radius linger for so many seconds street ending a chase? Enable some level of snowball or surprise attack on someone who's otherwise not paying attention/ thinks you're in a chase elsewhere.
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Or maybe, in the event of two injured survivors healing a third, the self healing is shared, in whole or in part, with the other healing survivor. So one person is healed by two others, and both healers get some progress out of it.
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@Hoodied said:
revamp the store ingame for cosmetics and have carl be who you buy it from, have this in the store too
now you have carl’s checkout
Have Carl be the model for the cosmetics.
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An actual advantage to this from BHVR's perspective would be a way to see which items, be they actual items, addons, or offerings, people regularly sell. After all, this will most likely be done with weak or unwanted items so this can be a way of seeing what's most considered more worth selling by the playerbase
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@ThatOneDemoPlayer said:
You're the first person I've ever seen that wants Spirit to wear something
...that wasn't a sailor fuku schoolgirl uniform.
"Why do I have to buy pants?"
Societal expectations combined with a presumed lack of sewing skills.
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@SimplyPixelated06 said:
The only reason why this is a major problem is because of how bubba players tend to use him unfortunately, which is for camping. No one can unhook, even if they do, they will of gone down and they just farmed their teammate as even bt isn't enough to get away from bubba fast enough before being hit by his chainsaw again. And now we have 2 people downed, it shouldn't be impossible to get a save against a killer, this is the only killer with this problem and the only killer that can insta down healthy survivors in just one use of their power.
Though obviously without the multiple down aspect to bubba's power he would be quite weak, so he would definitely need something else to be apart of his power, otherwise he's just a version of hillbilly who doesn't traverse quickly. I don't know what that new aspect to his power would be, that would be up to the devs to decide but this change would help survivors unable to go for saves against bubba, and the unfun experience of basement bubba.
So please consider reworking bubba's power 🙏
One idea: Only the first Survivor hit is downed. Anyone after that gets Deep Wounded. Removes the problematic aspect while leaving multiple hits something to fear.
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"Nerf Silent Bell please. It's trash."
It's clearly not or it wouldn't need a nerf in the first place.
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My favorite firsthand karma moment was a claudette that sold me out to the Killer (I know she did due to an aura reading perk, I think Aftercare). The Killer, a Wraith, gets everyone else except Claudette, who does the "wait by the hatch to go jump in when the Killer comes" thing only to learn the hard way that the Wraith can close the Hatch while cloaked.
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@xxshyguyxx said:
Been playing her. I know she's the least played. But I'll admit, when I'm not feeling competitive I have a ton of fun as Victor playing her and not slugging.
I know slugging is the only real way to lock in more than 1 or 2 kills but I hate slug play.
I feel like to improve her it should be longer to get Victor off when the survivor is trying...
And most importantly, if you down someone as Victor, you shouldn't be vulnerable to kill.
To many times I've downed someone and they were instantly healed bc I got kicked right after the down and by the time I got close enough they were fully healed
That is a massive flaw. You have a power that even when you win. You lose if anyone is near.
Makes me sad. I actually really like playing her. I just know I'm going to lose.
It's so known within the community how bad she is that yesterday I went against a 4man swf ttv crew. They were fine shockingly. Not toxic.
But the game was over in 5 minutes bc gen speeds and I got 1k due to end game camp and at the end they all asked why I played her? And asked if night was looking to be depressed.
That's sad dude. You pick a killer and the survivors are going
You okay bro?
Not a huge fan of slugging myself. When I've played Twins I've tried to get more use out of Victor's pouncing on healthy survivors, such as the addon that leaves them broken when they pry him off..
I've also seen videos using Victor as a Totem guard.
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@I_am_Negan said:
Their waiting for Scotty to beam them up.
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@TAG said:
I don't even think I pay enough attention to who is console and who isn't in the middle of a match.
Likewise. I don't typically remember who is what once the game starts.
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Side question: Have you used Nemesis with Mad Grit, yet?
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I confess when I'm in a lobby with everyone the same survivor I'll swap because I think it's funny to be on a one person squad. That said I try to differentiate my skin from the others' if I can.
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Sometimes it's all just a matter of finding the Killer that most suits you.
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@fay13 said:
played against this toxic Nea today , she was tbagging , macro clicking you name it , when i finally hooked her first time , i hit her on hook once and then she DCed , which made me feel bad , should i stop hitting toxic survivors on hook or is it her fault? please help
I would say it's the wrong thing only because the toxic survivors would likely consider getting you mad enough to BM them on hook a good thing, and I wouldn't want to give them the satisfaction.