anarchy753
anarchy753
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- anarchy753
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Yep, exposed is a terrible name. I still prefer "vulnerable" because it's quick and to the point, it basically can't be misconstrued.
I still remember taking at least a few weeks before I knew Michael's power let him down you in one hit rather than see everyone on the map. I used to run around like a crazy person thinking he'd be after me.
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@Justalittlepeeck said:
Why not.
That's pretty much my reasoning. Seems really strange that after Demogorgon and Oni that make global sounds every time they scratch their balls, we get a killer who doesn't give the most basic feedback.
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No. It comes down entirely to your connection to the server. Whichever is registered first, jump or close, will start and prevent the other one. So while it SHOULD be who presses the button first, if someone has better ping it will favour them.
Also as the killer, you can stand on the center of the hatch to bodyblock it and prevent the survivor jumping as it opens.
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I'm a David main and I didn't even participate in tome 2. Why does everyon else get a nice doll and he gets one of the weird looking set? Same goes for Spirit. Was there even a killer doll in the recent one, or just that weird looking thing that was nothing close to Huntress?
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I know people want to guarantee anti tunnel, but all I see with suggestions like this is "if you're unhooked in the end game, you're guaranteed a free escape no matter what the killer does."
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Yeah I was hoping it meant they were releasing it split up, no such luck.
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- No. There does NOT need to be a perk which is just "ignore NOED." If there would be something to defend against exposed it should have significant requirements to charge up.
- Mettle of Man doesn't need 6 different effects, including stupidly strong stuns for no reason.
- Flip Flop's suggestion is already Boil Over.
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Because killers that use their power for a down usually have a big advantage in chases. If you require basic attacks it means every killer can reasonably benefit from them in a similar way.
It also means strong effects don't allow massive snowballing on top of effects like 1-hit downs like the chainsaw bois.
In fact the only one left that's just "downs" is Infection Fright, and it just shows how grossly powerful it is when it's run on Billy or Oni who just constantly chain easy 1-hits, where M1 killers rarely use it as walking to the next person is still going to be a long engagement.
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There should never be an "SS" tier on a tier list. It's completely redundant because that's what "S" is for.
This would be mine, combination of enjoyment and performance.
https://i.imgur.com/FwM3Z9w.png -
@Wylesong said:
https://forum.deadbydaylight.com/en/discussion/comment/1474432#Comment_1474432
Wait so even though someone D/C the challenge still worked? We have someone telling us on here that he hates D/C's because it makes it impossible to do a challenge like that. I am just asking if the D/C counted towards the challenge?
Definitely did.
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Plague. Her power loses her emblem points, and her perks aren't good for emblems either.
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It's always been that way. That's not a bug.
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That's also on a much better angle than the killer gets in the lobby, their hand is hidden even more.
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I disagree, I just did the "kill all 4 survivors by any means as Doctor" by using gross add ons. Got 3 DCs before my second hook, ez challenge.
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Or if they're not dead on hook, I take them to a better positioned hook that would be risky otherwise.
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I like maps based on how well made they are, rather than whether they favour a specific side or are "balanced." The Game and Midwich contain so many references to the source material, cool atmosphere, and overall are my favourite places to go even if what I'm currently playing has a hard time there.
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They just need to move the bonus bloodpoints for a disconnect from "brutality" to "sacrifice." It's still VERY possible to max out brutality and gain basically nothing from a DC, whereas you are guaranteed not to max out sacrifice points if someone DCs early.
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Yes, there is NO WAY it's intended that you can hit a person who is on the hook through the person unhooking them. I've also had it happen so it's not just you.
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@Veen said:
I don't have the best eyesight in the world but :
https://us.v-cdn.net/6030815/uploads/AA6P4VDN5MBT/image.png
https://us.v-cdn.net/6030815/uploads/ZFJ9MJ3DINRW/image.png
Spot the difference.
Gee just let me memorise 30 survivors' idle animations and item-holding animations so that I can cross reference that rather than THE ITEM JUST BEING VISIBLE IN THE LOBBY.
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I don't mind keys being a small model. What pisses me off is that half the survivors have animations that hides the key behind their leg, so even when you're looking for it in the lobby you can't see it until they do one quick idle that moves it out.
I wish the killer could spin survivors in the lobby.
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4 1-hit-down perks on a killer with 1-hit-downs built in. All that's saying is that you're TERRIBLE with the chainsaw.
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It's an MMR system, it will probably take a while to calibrate for each killer.
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@GoshJosh said:
TLDR, but yes agreed. Much of the rift is either too grindy or far too challenging. Hit five survivors in one use of Feral Frenzy? Two generator grabs in one match with Discordance? What planet do the devs live on?
I'm doing tome 2 at the moment because I took a break, and on BOTH levels 3 and 4 is "Repair a total of 12 generators."
That's an absolutely ######### ridiculous grind, and it blocks off actual challenges.
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@ClickyClicky said:
Yeah you try to lunge around a corner and you feel the game pull your weapon towards a barrel or something.
I also have a feeling this “aim-dressing” is a reason why 360s seem to work better than they used to.
If someone is trying to 360, ALWAYS go for the basic attack not a lunge. It will nearly always lock right onto them and hit where a lunge will fling you off and swing at nothing.
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Discordance, when it procs you know EXACTLY where multiple people are, and it lets you stop people from knocking over gens quickly while you're busy.
Whispers is just too vague for my liking, the range is pretty huge. The only benefit over Discordance it has in my eyes is endgame. You KNOW which gate they're near and there's no way to beat that.
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What? Saboutage was completely out of the meta for like 3 years straight, it was insanely rare that you'd get a squad of sabs. I think I got like 2 in that entire time. It's only recently come back with reworks and it's sitting in a pretty ok spot for both sides.
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I'm guessing it will end as soon as you engage with a survivor, not when you hit them, otherwise you could exploit it to break a bunch of pallets before the match kicks off.
I really hope that totems don't ignite until the early game ends, otherwise hexes will be even worse than they are already, with a period dedicated to finding and destroying them before they even have an effect.
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@ClickyClicky said:
Like @anarchy753 said, take Bond. You can see a survivor coming and its easy to tell based on their movement if they’re being chased.
Also I’m sure most players arent doing it on purpose unless they are playing Claudette. From experience claudette players will purposefully lead the killer to you to save themselves.
Or the opposite, you're playing Claudette, so people run the killer to you because you're crouching next to the hatch waiting for your teammates to die.
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@Pennosuke said:
If hemorrhage only viable when the killer is using Bloodhound (Since hemorrhage can be useless and really hard to see in the map that really dark or has a lot of grass area), how about let hemorrhage has some of Bloodhound effect as a basekit and rework Bloodhound to something else?
"Survivors affected by the Haemorrhage Status Effect are bleeding profusely, their blood stains are also considerably more discernible than normal."
This will make haemorrhage become better as the anti-stealth status effect.
I feel like the only reason that isn't already the case is because Bloodhound exists and they have no idea what else to do with it.
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We don't actually have a status which reduces repair speed. It would be interesting if it were just something like "5% penalty to repair speed while haemmorhaging." That would make it the antithesis of mangled (ie, heal asap where mangled discourages wasting time healing as it's so slow) and would make the two effects have some synergy. It also wouldn't be such a high value that it would actually hurt too much to work through.
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Because literally nobody would tick "yes please, I'd like SWF"
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@Todgeweiht said:
I think that people are refusing to use many of the new perks because they are not that game changing, but they are good regardless, they just require you to mix your playstyle
Demo perks:
- Surge is far from bad, but it has a cooldown on top of too many conditions. From my experience, in some scenarios it can come even more clutch than pop.
- Mindbreaker is bad, agreed.
- Cruel limits is bad on everyone except bubba (on some cases). Agreed.
Oni perks
- Zanshin tactics should be a free perk. It's not bad but not what you would be running in red ranks.
- Blood echo is underrated, the only thing that stops it from becoming meta its the cooldown, pair it with sloppy butcher and survivor can say bye to their exhaustion perks
- Nemesis is pretty good, agreed.
Deathslinger perks:
- Gearhead is kinda underrated, sure, it got nerfed and it relies on RNG, but it can give you some really nice info.
- Dead man's switch is also pretty underrated. I have been running it on my Oni and sometimes Demo. 30-45 seconds of survivors doing nothing can be really good. It needs to be paired with nemesis or furtive chase to be used at its full potential tho.
- Retribution is the worst hex? When third seal exists? Definitely not. In one shot killers it can be deadly if it activates at the right moment.
Pyramid Head perks:
- Forced penance is only really good on legion, but pretty underwhelming on the rest of killers. It could be fun for basement builds tho.
- Trail of torment is actually pretty decent from my experience with it. Especially good on Billy and Oni.
- Deathbound is GODLY. It's like the holy son of nurses calling and infectious. It has become an staple perk on many of my killers.
DMS isn't underrated. If it was a good perk, it isn't simply for the fact that it's an obsession perk. So it either mandates the use of obsession switching perks or it only works 1/4 of the time. That said, its entire design seems to be "how can we make a perk that absolutely ######### over PGtW?" and pop is just so much more reliable.
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Yep that one at the end is the one that always kills me. Half of them sticking out around an object, I aim for that, and it decides to pull me towards the center of their model which is behind a wall and I bounce off. Absolutely infuriating.
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Best you can do is bond to see them coming.
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@Vampirox said:
Working thru Ruin isn't bad till the killer has a 3 gen setup and then to only find out he has Pop as well =/
What? If you're working through Ruin then the killer's Pop is disabled. You can't kick a regressing gen.
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Sounds like you really want to be playing "walk out the gate simulator" rather than Dead by Daylight.
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The only tip I can give to help is run offerings for the Hawkins, Lery's or if you have to, the swamp. They're the only maps that somewhat consistently give you a large gap between exit gates, the swamp only if one gate spawns blocked off by the shack.
When opening the gate, make sure to stop before the first light lights up, then wait for the killer's next check, then do the other ~80%.
Your best bet is to 99 a gen and pop it right as the last person gets hooked. Maybe replace Bond or DS with Poised so you can run away from it stealthily.
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@PigMainClaudette said:
You know WHY people use Sprint Burst, right? There is no point in straight up using it right away. And they could also be running Fixated.
I personally use it on a Stealth build so that the killer can't reach me as quickly or even decide to not give chase.
It's also fantastic against attacks like Pig's Ambush or even Nurse's Blinks just to throw them off.
Why would you not chase? If you see someone Sprint Burst that's just like a sigh of relief that you don't need to worry about better perks.
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Personally I find most of their perks are awful, except Head On really.
Diversion so rarely tricks a killer, most times they know because a loud noise comes out of nowhere for no reason. Deliverance just never goes well, and when it does all it does is denying your teammate altruism and making tunnelling riskier. Autodidact is terrible unless your game goes seriously long AND you get really lucky with healing skill checks. You're almsot always better off with something consistent like We'll Make It or Botany Knowledge.
Poised is alright, it's just that it's so out of your control if it ever procs at a useful time. Solidarity is nice, but relies on being injured while allies are injured and again, just having something that speeds up healing will probably save you more time overall. Head On at least has some utility, is hard to avoid, and with other chase perks can seriously throw off some killers. Dance With Me combos with it nicely, and Quick and Quiet can let you do some interesting plays in jungle gyms.
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Nah. I like it, and it was pretty bold to go for because most devs would chicken out and go for those generic weak things you're suggesting.
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I remember a guy once on the reddit page who spammed that ######### everywhere for months. Getting him banned was one of the highlights of my life.
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@AngeloMerte said:
https://forum.deadbydaylight.com/en/discussion/comment/1463464#Comment_1463464
Because pips and emblems are meaningless and discussions are a waste of time with the upcoming MMR system.
Except like I said, this is an ongoing issue that affects more things than just rank, like adept achievements. The system is so #########, and if they switch to MMR while leaving emblems for a meaningless rank, it gives them more excuse to leave the system in a ######### condition.
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- It will probably take time against each killer to give you a new MMR/rank against that killer, so you'll get wildly inaccurate matches. That is if the devs chose to use a fresh slate, and didn't take rank to start with, and why would they?
- I have no doubt that this matchmaking will be just as crazily unbalanced with who you get matched against, except now the devs can reply with "oh but it's because your secret hidden MMR is similar to that person who doesn't know what a pallet is." If they hide the fact that matchmaking is stupidly bad, we can't reasonably complain about it with evidence.
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Definitely. If the killer can't adapt to the match conditions in the lobby, then those conditions shouldn't be allowed to change in the lobby.
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@VSchmitt said:
A good thing to do to "balance" OoO is to give broken status to the user, so if he want's to provide information for the whole team, he'll do it with the risk of being insta-downed.
I like what someone else suggested, just make it show the killer's aura when yours is revealed.
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@IIITweedleIII said:
Did you not read the notes on this? They said that's the idea not to allow switching once in lobby
Yes but he's saying the current cheats and exploits people are using to see which killer you're using in the lobby makes this a bad time to put in a change like that.
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Let's be honest MMR is just gonna be based on the same flawed foundations as the emblems. Oh you used your power too well and got a down? Bad killer, -MMR.
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Yep, if you're gonna force the killer to be decided before the match starts, the conditions of the game shouldn't change after they're in the lobby.
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Yeah I can only see this leading to more lobby dodging and longer wait times.
Plus I got a good laugh out of "rank doesn't reflect skill and won't be used for matchmaking." So basically "we gave up trying to make matchmaking actually work and now we're just gonna tell you that the 20 rank difference in the post game is due to some magical secret matchmaking value and you should believe it's balanced now."
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@TheLastGreatStar said:
So I was watching some Monto videos last night whilst I was in bed and I came across his Adept Legion one. I completely forgot that Legion used to be able to down with FF if you hit the survivor a third time before they mended. Why was this removed? Was it deemed OP?. To me, it didn’t seem like it was completely easy to pull off as you lost FF after hitting the same survivor twice.
Do you think this should be brought back or are you glad it’s been removed?
Because Legion trivialised both pallets and windows while moving significantly faster than survivors, which means once you'd been hit, it was only a matter of their cooldown before you go down. There was no skill to downing someone that way, no real counterplay to them when they move that much faster with no penalty whatsoever.