anarchy753
anarchy753
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- anarchy753
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I can't believe she got most of her add ons looked at, and yet complete garbage like Amanda's Letter and Amanda's Secret both went untouched.
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I seriously can't imagine how Stranger Things has any form of copyright on the word "surge."
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If Billy was released today, he'd be 110%.
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@Edilibs said:
The new Thrill of the Hunt is trash (the upcoming update) compared to the way it is now. I dont understand why the descision was made to nerf it, Thrill of The Hunt wasnt even used taht much at all. Smh help
They didn't want it to be useful against survivors blessing hexes. Can't have their new toy actually have a decent counter.
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@Uistreel said:
Probably SOMA. Not terribly scary, but I don't really find any of the others listed scary either so
I loved Soma, I'll agree that it wasn't what I'd really call "scary," but they put way more effort into that story than most horror games do.
Not a fan of the list in general, because almost none of them are actually scary, they're pretty much entirely youtuber bait that some obnoxious person can boot up, overreact and squeal at every 13 seconds, then call it content.
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Blight theme's been done. Let's see something new and creative instead of the same rehashed fluoro orange pus.
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Hag isn't underrated, most people know she's strong but she takes a fair amount of effort to play every game. Plus the prevalence of clickies can make it annoying to find a lobby that won't suck.
I'd say Plague. I play her a lot but I almost never see her otherwise. She's very strong and oppressive and I love it, I'm truly surprised she's getting such a huge buff.
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It just reeks of being unaware of what the community wants or expects.
Have you ever seen a Warframe devstream? Jesus those guys absolutely knock it out of the park. They bring teasers of things being worked on, show videos of how things are made and how they're progressing, they give REAL FEEDBACK on how things are progressing. When something is "soon" with them, it's "here's what the timeline is looking like, these are going to be in the next patch, these other things are coming the patch after that." When they get asked questions, they even tend to answer some of them. Quite often they'll get a question and go "oh, can we discuss that though?" and they actually have senior enough staff there to go "sure, what can it hurt."
Meanwhile DBD devstreams feel like they are doing the absolute bare minimum to show that they're doing something. Literally the only thing that got answered in a straightforward way was coming out to confirm that the datamined MMR information was accurate, and that they scrapped the emblem system which actually analysed different aspects of your performance for a terrible escape/kill system.
I gave up watching them a long time ago and just skim the summaries, because you can guarantee that nearly every answer is "that sounds good, but it's not something we're working on now," "soon, TM, AHAHAHA GUYS DID YOU HEAR THAT I SAID TM!!1!" or just picking out inane questions that nobody actually cares about.
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The Entity: "Lol, I'm gonna torment this hipster chick by letting her use actual witchcraft in a place where she can't tweet anyone that it's real."
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@landromat said:
Dead lock works 4 times, and is not guaranteed to lock the gen survivors are currently working on so sometines it does nothing, so it actually works even less times than 4
Really? how do you think that's a good perk?
It blocks the gen with the most progress, so 9 times out of 10 it will block either a gen someone is working on, or the gen they really want to be working on.
On the other hand people basically wet themselves over corrupt which just moves where survivors do gens while you chase the first person.
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Of course not.
At least the emblem system breaks the game down into different activities and says "doing these things contributes to how much you did in a game," it may not have been flawless but it's better than reducing the entire game to "did you leave at the end."
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They've always said that old rift cosmetics will return in the store. Get over it, someone else having an outfit doesn't ruin you having it.
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I seriously don't get it. They said that they heard lots of feedback from survivors that they didn't like how they played a high skill game while someone was a gen jockey all game, and it wasn't reflected well in rank.
So what? They just made it 100% irrelevant.
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@DeadByLegion said:
If the majority of respondents say they are displeased with SBMM, what do you think the result will be?
Regardless of whether they're dissatisfied, I wonder how many would say they don't want to see their MMR.
It's just such a stupid thing to keep hidden. How are players meant to know they're doing the right things to gain MMR or that their playstyle is losing them MMR?
Also of course a huge amount of the playerbase is still confused about "grade" not being rank. You put something in their face that seems to be a rank that progresses as they play well and used to determine matchmaking, and now it's just, what, colourful numbers cos they didn't want to remake the endgame screen?
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I'm always skeptical of those sorts of "best build" videos regardless of who makes them.
Personally I hate corrupt intervention and see it as an absolute wasted perk slot, I feel like people would get more done in a game if they weren't relying on perks like ruin and corrupt that are literally gone a couple of minutes in. Let alone quite often guaranteeing that late game gens are spread out making the later stages where you're meant to be stronger harder.
Best builds are absolutely a matter of taste and just because a youtuber says their opinion, it doesn't mean it's fact.
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I said I played both sides equally and it only let me answer questions about Pinhead. That's a bit crappy.
Also it would be nice to have an "extended answer" box after all the questions about the killer, like it should be pointed out that his chain hunt never goes off without perks to force it, and the teleport is absolutely worthless.
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The movies are wholly overhyped, and glorify a couple of absolute charlatans who really existed. Personally I'm just not fond of the series as a whole.
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If the hoarder interaction were to be changed just for Pinhead's box, then his base power should have something similar built in. The chain hunt mechanic in general is terrible without hoarder, it never goes off. It's like the early days of Plague, you have corrupt purge, but good luck ever getting to use it.
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@AshInTheTallGrass said:
https://forum.deadbydaylight.com/en/discussion/comment/2544373#Comment_2544373
https://us.v-cdn.net/6030815/uploads/BKD52RLWZZAC/giphy1.gif
I cannot abide by that request unless you agree to tell your whole country to remove the absurd "i" you added to the word "aluminum."
However, rather than continue down a divided path, perhaps we should unite under the banner of mocking the French, especially le Français canadien, like BHVR.
What say you?
Do... do people not understand that not everything outside USA is not one single country?
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He's fine, I see plenty doing well, he gets a lot of very easy hits because of windows, pallets, low walls etc. If he misses, well the pallet breaks anyway. The zombies put a stupid amount of pressure on the map for not needing any interaction. People seem to enjoy the whole "BUT ONE GETS STUCK ONCE EVERY 10 MATCHES, LITERALLY UNPLAYABLE" but from both sides I've seen them be incredibly effective both at stalling and as an unavoidable information tool.
If anything, I'd like to see his add ons get looked at, because having like 90% of his add ons revolve around the zombies sucks for build variety. It's the same as how Pig's add ons focus on the Jigsaw boxes or Demo's focus on the portals instead of the main part of the power you interact with and want to change.
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Depends on the killer. 1-2 on most of them, usually pop, sometimes ruin if it's all I have, often surge or oppression on killers who I don't want to waste time kicking gens on. I find a lot of killer players invest too much in gen slowing perks then get caught in long chases which negates most of their effects. I'd rather use a combination of slowing perks with chase boosts like enduring + spirit fury to get the most time value.
I loathe corrupt and I will never run it unless I specifically have a tome challenge to do so.
The only killer I go absolutely all out on slow is Plague. I run BBQ, Pop, Thana and Dying Light. It means they're constantly fighting into a crippling slow from thana which gets worse with every non-obsession hook. The drawback of dying light is negated by broken, and I don't feel the need for many chase perks when her chases are generally half the length of other killers, and corrupt purge can lower that further.
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Sure, but in return I get to ban Nea.
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I don't see any way it encourages tunneling. If you want to tunnel someone out of the match you do it, and you aren't exactly likely to forget who they are.
On the other hand, having hook counters means late in the game you aren't struggling to remember who has and hasn't been hooked twice already.
So often when I'm having a great game I want to make it 12 hooks, not accidentally leave someone til last who has only been hooked once, but remembering everyone's different hook states is a bit much.
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@DorkianBae said:
https://forum.deadbydaylight.com/en/discussion/comment/2536284#Comment_2536284
Nah it def needs more than that, 8% on a 40 second cooldown is laughably bad.
8% on each gen. That stacks up when it isn't just hitting a single gen.
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The only buff it needs is trigger on downs, not M1 downs. It's severely limited as to which killers can bring it because attempting to use it on anyone with a decent chase power just means losing value in a chase to try to trigger a gen kick.
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@bm33 said:
https://forum.deadbydaylight.com/en/discussion/comment/2534997#Comment_2534997
Can it stop being a killer exclusive so my survivors can wear it? 😁
Why charms are survivor or killer exclusive I'll never understand. Who cares if I want to show off my killer mains on my survivors' belts?
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Nope. Noed exists as the incentive to do dull totems. If you're losing 2-3 people to noed you don't deserve the MMR because you're not playing in a way that considers all the aspects of the game. Just doing gens is the most basic aspect of survivor gameplay and doing the bare minimum doesn't mean you should be guaranteed the win.
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THANK GOD
I only saw the twitter post saying the dreaded dwightcrow was back.
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Honestly it feels like everyone basically has half of Pig's power built in when they run Plaything. No other perk has such a significant impact in basically making each player go and do something secondary to objectives the way Plaything does. Shame Boon totems are going to make it worthless soon.
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Thank god there's no reason to do that crap again.
It was literally hours of watching annoying people that I don't want to watch going "I'll give more codes sooooon" for 3 hours only to release like 5 codes which were obviously gone instantly.
And if anyone said it was bad they obviously defended it because it was getting them free views.
Like honestly just run Twitch drops like good companies do.
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@Killing_Time said:
https://forum.deadbydaylight.com/en/discussion/comment/2531876#Comment_2531876
You do know you guys said that during the Billy Nerf and MOM RELEASE. Killers don't need a NEW OBJECTIVE! NERF THEM BOON WHATEVER!
As far as I remember, and this is a long time ago so I may be wrong, but Mettle of Man wasn't announced or tested on a PTB, it was only leaked before being added to the game. So no, they didn't take any feedback on it, they just deleted all the threads that tried to discuss it.
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@Grandpa_Crack_Pipe said:
Someone didn't read the change to his base recovery.
People felt the need to bring both a green and yellow add on before to make his recovery feel decent. They baked the yellow into his basekit, then made both add ons together have less CD reduction than just the green did before. So if people still want his cooldown to feel the same level of worthwhile as before they still need both add ons and the result is worse.
If people beforehand had only been using the green add on every game alongside other stuff, then sure, but in essence they've changed nothing about him.
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They're gone, it's good, what's to talk about?
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I keep wanting to discuss combos and stuff, but then realising that the add ons I want to use together may no longer exist. Guess I'll wait for the full PTB to theorycraft.
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I'd like to see them rework the shrine. Change it to 4 survivor perks and 4 killer perks, and offer a 25% bloodpoint bonus for each one you use for the week.
Alternatively divide them into 4 categories based on bloodpoint score events, and make each one 100% bonus in a specific category. So for example each week would have a chase perk, an objective perk, a healing perk, and a survival/stealth perk for survivors.
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The arguments people put forth as to why it's NOT strong are so bad it's like you're just trying to make excuses for it being broken.
No, it probably won't be great value to use up your toolbox, leave the gen for a locker, come back with your toolbox and repeat.
However, when the killer comes to check the gen you can use a locker to hide and as a bonus get your whole toolbox back. If you're running Inner Strength you can also restore your toolbox while you heal.
And gen progress isn't always about exactly how much time the toolbox saves. More importantly there's situations like 3 gens where it's crucial to get a lot of progress in a short burst, where suddenly having a whole extra commodious toolbox is a major advantage, especially if more than one person does it.
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Probably only changed because:
a. literally nobody wants to play nurse that can't blink through walls.
b. they realised "from the void she kills" was basically impossible.
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@Sonzaishinai said:
So what we know so far
Boon totems provide a safe haven so they probably have an area of effect associated with them.
Lighting a boon totem will probably replace cleansing a totem so it will take 14 seconds by base. A killer can remove these quickly so i assume something like hatch close animations.
Boons can be relit. And you can only have one boon
What this tells me is
Your boon probably needs to be close to where the killer is.
If they are in a small radius then putting them in a corner of the map won't do you any good. So to make good use of them they need to be in danger of being snuffed out.
14 precious seconds to light a boon for it to be snuffed out in a couple of seconds sound an awefull lot like kicking a gen and having it stop regressing by a single touch. Unless the effects are actually massive it seems to be a timewaster more then anything else.
"Boons can be relit and you can only have one boon."
Incorrect, they said you can have as many boon perks as you like and they will all be applied to the same totem. You can only have one per survivor. So that's a potential 16 boons active around the map.
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@KolbyKolbyKolby said:
https://forum.deadbydaylight.com/en/discussion/comment/2523775#Comment_2523775
Think of it this way, if you chase someone off a box and they fail their skillcheck, you can happily leave them while they have to mend *and * their hat keeps counting down.
Yeah, because when I'm picking add ons for my match, I'm thinking "what if 17 different things align, and one person in one game happens to get a skillcheck at the right time and gets DEEP WOUNDS!"
No, I'm gonna chuck on anything that gives a slight buff to the ambush or any global benefit to the traps because it's actually something tangible that affects the match.
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@TAG said:
Killers already slug for the 4k to safeguard against the very scenario you describe.
Killers already slug to safeguard when the survivors have done less than 3 generators. The difference is that now that's every single match. I obviously can't speak for you but in like 90-95% of my survivor matches where we get 4ked, we aren't getting slugged because the killer can walk from the last hook to the hatch safely.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2523904#Comment_2523904
I dont know if it really matters if I die because the Killer slugs for the 4K or if I die because the Killer knows exactly where the Hatch is.
In one case you get to play the game and get bloodpoints from doing gens, potentially healing each other. In the other case you get to lie on the ground and shout insults at the Claudette sitting in the opposite corner waiting for you to die.
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@R2k said:
https://forum.deadbydaylight.com/en/discussion/282925/hatch-change-is-a-double-edged-sword
And what exactly changed? Before hatch changes u slug to 4k, now u slug to 4k.
Before I only need to slug if the hatch hasn't spawned, because I can't find it in advance and know I can shut it. Now that's every single game.
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@Aven_Fallen said:
But... the Survivor would also been able to see the Hatch first? So, the Killer would slug regardless nowadays.
There will not be much changes to slugging for the 4K IMO. Killers already do it because they think they "deserve" the 4K and they will continue it, but it wont really increase.
In the end, the Killer has all advantages to find the Hatch first.
Not at all, when the killer knows where the hatch is, they know if they can reach it before the survivor is considered dead. Getting to the hatch nearly guarantees you can shut it regardless of whether the survivor hangs around it or not. Now I don't have that choice of finding the hatch while you still get to play the game. If I want to guarantee you don't get it, I can no longer just look for it, I have to slug you. Especially with the fact that the hatch still spawns invisible in matches and you can find it by walking over it, which is a hell of a lot easier as survivor.
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@Rey_512 said:
https://forum.deadbydaylight.com/en/discussion/comment/2523760#Comment_2523760
I sincerely hope the devs listen to KILLER feedback on these Boon Totems. If their effects are marginal, then it may not be so bad… but my gut says they will be powerful (will have to wait and see). If it’s the latter, there may be some serious reworks needed right off the bat.
That's pretty funny, they just added a secondary objective to killer and you think they care about killer feedback on the matter.
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Jokes on them, it's time to bust out thrill, haunted grounds, ruin, devour hope and mint rag on Hag.
(Just kidding, Hag's gonna lose the Mint Rag for some other "can't teleport to traps" garbage at this rate)
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@DelsKibara said:
Oh but that isn't all, mon ami~
https://us.v-cdn.net/6030815/uploads/GR4QOLR1FHT5/image.png
We got good ######### commons too! Yeah, it requires them to fail a skillcheck. But this is way better than the ######### they had before.
You call that a good common? When, literally ever, has anyone failed a jigsaw box skill check? They're default, they're unaffected by skill check perks, and this only works if they're injured. Absolute best case scenario this triggers because they had to get off the box because you were nearby in which case who cares about deep wounds, they're injured near you, whack them.
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@Rey_512 said:
https://forum.deadbydaylight.com/en/discussion/comment/2523690#Comment_2523690
Exactly. Imagine the outcry from survivors if killer hex perks could be rebuilt.
Not to mention the killer can't sit on a dull totem all game to prevent it getting relit. It's going to mean walking across the map to find their stupid boon, stamping it out, then before you even find someone else to chase it'll be right back up.
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@rooCraah said:
Plague's first addon is definitely a meme addon, but calling it a meme addon for higher deviousness points is missing the middle two lines, and by extension the whole point, of the perk. It changes how the plague plays entirely; you don't vomit on survivors because you can't. Instead, your ability to vomit on objects is way enhanced. Vomit stays on objects for 80 seconds, and survivors interacting with said objects build up infection twice as fast. Devs also said that infection speed is already getting increased, so we don't know how big this is, but I can't imagine it taking more than 5-10 seconds of repairs to fully infect them. And reminder, vomiting on a generator locks it down for 80 seconds unless survivors want to infect themselves.
The extra BP are there just to make up for the lost BP from not being able to puke directly on survivors, and yes, it's definitely a meme addon and almost certainly worse than running no addons at all.
As for the aura reading addon, you're definitely sleeping on it. It's not about knowing where the survivor is when they cleanse, it's about knowing which way they run afterwards. It's the same with Bitter Murmur; knowing which direction survivors are running gives you surprisingly good awareness of where survivors are across the map.
Also it's a common addon. For every common addon you can name with an effect that can meaningfully (and positively) change how the game goes for the killer, I can name like 3 that are numerical changes too small to matter in most cases.
Plague and Pig have been my mains for years. The fact that people think infecting gens is going to be anywhere comparable to the loss of power of not being able to directly infect survivors is utterly laughable, duration or not.
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If they're going to be the survivor equivalent of hexes, they should at the very least carry the same risk. Once a boon totem has been extinguished that survivor should never be able to reapply them. There's already potentially 4 boon totems, there's no reason they should be allowed to continually refresh them.
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Unless say, you use Inner Strength as well. Oh look you got a heal and for just a couple of extra seconds a whole second commodious toolbox.