Zeus
Zeus
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- Zeus
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@stargazer9 said:
https://forum.deadbydaylight.com/en/discussion/comment/1527867#Comment_1527867
I had to read your post several times. Do you mean to say “it’s the killers” instead of “not the killers”? English is not my first language so I’m sorry if this isn’t what you mean.
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Yes it would be nice and useful to know but like others have said, a lot of killers will just dodge lobbies. This will not only be frustrating to SWF groups because that means they’ll have to keep waiting for a killer that is willing to play against a SWF group but also frustrating for killers since they have to re-queue and we all know queue times for killer is much longer than survivor. However, I think killer in this case should not even complain about having to queue again because it’s their decision to dodge.
It's a double negation sentence. I meant to say that the Devs are the ones who do not have any issues with SWF. The killers however do not agree with Dev's opinions.
SWF will most certainly lead to either a toxic or a very stressful match and there are people who would rather wait than to get an unfun experience.
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@Mrwasgehtsiedasan said:
https://forum.deadbydaylight.com/en/discussion/comment/1528275#Comment_1528275
Its good that its like its non existent, no body wants it.
and just because the devs spent time and money to develope something, doesnt mean that its a good change or that someone wants that change.
They won't like their money go to waste.
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Play no perk and no addon clown
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His overheat mechanic doesn't really limit his power. It's non existent right now and the Devs want it noticed. They spent time and money on this and they want players to pay attention to it.
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@[Deleted User] said:
The devs REALLY don't like to be wrong. Billy. Doesn't. Need. An. Overheat. Your vision is not what the majority of players seem to want, no matter how much you try to force it. You're balancing and designing a different game than the one people are trying to play at this point.
They introduced a limit to his power which doesn't really limit him. It's like it's non existent. The Devs spent time and money on this and they want it noticed.
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@leno said:
Wouldn't it be more clear to just state there's no repair penalty?
It seems there wouldn't be penalty on the person who is not running prove thyself and not in the person running it.
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@Monogatari said:
survivor and killer all red rank
new mmr match like a joke
i will get 10~15mins match time when i play rank 1 killer
my red rank survivor team go exit and get a new match I'm still matching
Just like a child who makes mistakes standing
my friend and i wont play the game because the new match
i can play another game or watch a film before matched😋
i think we can delete killer
Well..people would still complain if killer is deleted. They be like "gens too slow"
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Mercy? No mercy!
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@Almo said:
The easiest way to think of it is this:
Take the number of Survivors working on gens in its range. Decrease that number by 1, if it is not already 1. Now apply repair speed penalties to the affected Survivors using the new number, not the original one.
It's supposed to reduce the repair speed penalty by one Survivor's worth. Since there is no penalty when alone, the effective number won't go below 1. So two Survivors working on a gen with this perk should both work at 100% speed.
However, due to an error in how the perk is implemented, they work at slightly under 100% speed, which is why your progress bar is red when using this with two Survivors. This will be fixed in a coming update.
So when 4 people work on a gen with prove thyself it's done in 20s...
Now I know how a gen was done even before I connected my earphone
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I was thinking about making Myers a 120% during EW3. He's slower during EW1 and standard speed during EW2 so I think it's not abnormal to change movement speeds.
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SWF isn't an issue for the devs..not the killers. Killers will start to dodge lobbies if they realize they are going to go against a SWF.
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Not the priority right now.
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The scream is to let survivors know that he's started his sprint with the chainsaw. It's not just an aesthetic change.
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They better fix it immediately or I'm uninstalling.
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@pwncxkes said:
The devs also need to tweak Myers addons maybe imo
I like how his add-ons provide more variety to him. There are so many ways you can play Myers which makes him really fun and unpredictable. Maybe tombstone piece is a bit too strong but otherwise he's fine.
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I think it'll look more goofy if you vault the window and still stay on the same side (as was the case with doctor).
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@Charslamedher said:
Don't you understand that it doesn't make sense to make my perks mean nothing when i have no clue as to what killer i'll be facing. Make the cages correlate to his mori ability, not a hook stage that wasn't actually a hook stage.
Calm spirit counters doctor. Iron will counters spirit. Slippery meat counters trapper. It's not like you know what killer you are going to go against. You just bring the perks and hope it helps you. People stick with meta perks so they can use it everytime. Which is why pyramid head was introduced.
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Bone clapper and a windstorm. Run sloppy, nurse and maybe BBQ and pop/thana. Hit and run. Don't take chases with wraith. You're doing the survivors a favour.
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Bone clapper and a windstorm. Run sloppy, nurse and maybe BBQ and pop/thana. Hit and run. Don't take chases with wraith. You're doing the survivors a favour.
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@Blueberry said:
I disagree on the Legion skill level. I think he's got some hidden skill ceiling.
I also don't think he needs a full rework. He can be fixed quite easily with some small tweaks.
I would disagree. He uses his power when he's close to a survivor and there's nothing that can stop him from getting the first hit. Predicting pallet drop isn't a skill exclusive to legion. I dont see any hidden skill ceiling to him. It's like the Devs saying that clown still has untapped potential.
The difficult part about him is getting the down..as an M1 killer.
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@RizeAki said:
Sadly they already got two reworks that both kinda failed so doubt we see another for a long time
We'll probably get a huntress rework before we get legion's.
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@Slashstreetboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1525284#Comment_1525284
I like that suggestion. I´d also add to that something similar to the old honing stone. As of now, injured survivors don´t get harmed when stepping on a trap. I think adding something like a 50% chance of getting downed after escaping a bear trap while injured would be nice.
Or tremendously increase rescue and escape time while injured before stepping on a trap.
RNG with trapper makes him a bit unreliable. I wish it takes you like 12s to escape a trap so that the trapper knows whether or not he can hook the trapped survivor before he escapes.
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@SlingerKing said:
I'm afraid they won't touch the huntress. Mainly because not Queen Mains her and you know the Devs don't like to punish their own teammates. I'm afraid we're stuck with Huntress it's also the reason why her bugs is get fixed right away and Billy is still suffering from his fov glitch.
Highly likely that huntress gets a rework. Her addons aren't standardized at all and I am 95% sure they will change her iri head along with it. Also they can't help but touch their base kit for some reason.
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@pwncxkes said:
wait wasn’t this already posted or am I wrong ?
You just bumped it back up.
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2 minutes sound decent. 6 minutes is just too much. Also survivors shouldn't be able to distinguish between hex and regular totems during the period the perk is on.
Still I doubt if I'll use it.
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@Customapple0 said:
Regardless, it’s still a counter. If only survivors could counter Moris like that
Run toolbox and sabo hooks before the survivor gets hooked
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@plunfa said:
https://forum.deadbydaylight.com/en/discussion/comment/1524766#Comment_1524766
But new players aren't experienced in hitting skillchecks, specially Overcharge and Unnerving Presence.
Its not like new players would have access to this perk even before they learn to hit skillchecks 😋
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@Thiccsty9 said:
I mean I'm not planning to play pig much outside of challenges she quite frankly cant keep up against good survivors at red ranks (at least not the ones that are trying hard). I just thought it was really weird that her ability didnt activate, I guess the fine print says it activates when a gen is completed (probably I'm not caring enough to read but its implied in the replies) I just think thats a really strange way for that power to work. Like if gens are on their should be power but I guess hers are battery powered or something?
I guess it probably had to be like that for balance? Or does anyone know if there is some like logical reason as to why it has to be a fresh gen pop? I'm mainly just curious, so if not its totally cool and all the above replies are appreciated, the mechanic just didnt make sense to me when it happened is all.
1. Tampered timer and jigsaw sketch and there'll definitely be casualties
2. It is possible to put trap on a survivor or two during endgame and make it impossible for them to escape.
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@FreakPrince said:
https://forum.deadbydaylight.com/en/discussion/comment/1524714#Comment_1524714
That would make the perk even more useless since it’s aimed for new players.
Not necessarily. You can now go for great skill checks without any worries about giving away your position. The current iteration is RNG based and unreliable.
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Technician should be a token based system that rewards great skill checks with one token. Maybe you get one skill check and if you miss a skill check, it consumes one token and is considered as good skill check.
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The thing about haddonfield is the displacement between you and the survivor is much much smaller than the distance you need to take to reach them.
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@Todgeweiht said:
MMR has been working relatively fine with me. I think the problem lies on it matching you with new players because they obviously have not played the 10 matches yet.
If they haven't played the 10 matches, shouldn't they be matched with people who haven't played either? Or people with low MMR?
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@Volfawott said:
https://forum.deadbydaylight.com/en/discussion/comment/1522984#Comment_1522984
You really didn't read my post if you think I was talking about graphical superiority.
In fact I even made a joke about how comparing those in the first line would be ridiculous and a low blow.
So my assumption is that you probably just read the title without even looking at what the post says
A TL;DR would be nice
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The idea is good but it shouldn't be based on the rarity of the perk. The Devs should come up with points from 1-4 for every perk in the game and remove perk tiers. DS should be 4 points and slippery meat will be 1 point for example.
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The chances increases tremendously. Doesn't mean you get the map 100%
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Usually the first two to three gens go fast. You'll probably have downed 1-2 person and hooked them by then (ideally). At this point the survivors will start to feel the pressure and they waste time unhooking and healing. Now if they have adrenaline, they can focus on last few gens instead of healing and still get out.
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@Squirrel_Thicc said:
The only queen I'll bow down to is mommy huntress.
Vommy mommy wants to know your location.
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Now I know how I dodged a hatchet after vaulting and crouching. Usually doesn't work
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Deranking issues will happen.
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They should go. Devs don't balance the game around tier 1 and 2 perks and people don't determine how strong a perk is based on it's tier 1 and tier 2 effects.
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Not really. People with adrenaline can prioritize gens over healing and still get away with it.
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@komaboma said:
https://forum.deadbydaylight.com/en/discussion/comment/1520911#Comment_1520911
iri coin isnt broke because that actually takes skill to use, ######### like iri heads and pinky finger arent
I think those are the only two broken iri add-ons in the game. Is there anything else?
Pinky finger isn't all that strong if you ask me but I see what you mean.
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I wouldn't really be opposed to it. The more we get, the better.
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@Splinterverse said:
https://forum.deadbydaylight.com/en/discussion/comment/1520831#Comment_1520831
Are you out of your mind? Moris are OP. They allow killers to skip literally 2 hooks per survivor. They need a rework and are worse than keys (as keys do not allow skipping so many parts of the match).
😋
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@theArashi said:
To balance it out. Just like Zanshin Tactics needs a cooldown to not be overpowered.
Zanshin tactics? Why would it be overpowered without a cooldown?
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@FrostySeal said:
https://forum.deadbydaylight.com/en/discussion/comment/1520831#Comment_1520831
Not sure if your being serious or not...
If I was, I wouldn't have lasted this long.
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I barely see any billy curve on loops. Is it as good as before?