anarchy753
anarchy753
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@Lost_in_the_Fog said:
Devs stated in another post that lvl 2 comes out 2 weeks after event start, lvl 3 2 weeks after that and lvl 4 3 weeks after that.
Since we know event lasts 10 weeks it means you have 2 weeks each for the first 2 tomes and 3 weeks each for the last 2 tomes.
All 4 tiers are still Tome 1.
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Yeah I'll be honest, I cannot for the life of me hear Spirit's footsteps. People post videos to demonstrate her footsteps and I can't hear them, let alone in game next to a gen making noise, or in the terror radius.
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Prayer Beads has to go, that's obviously the number one priority for almost everyone.
Like others, I believe there needs to be some realistic feedback on phasing so survivors can respond reactively, not just a complete guessing game where the Spirit gets precise information while you get nothing.
Other than that, I'd really like passive phasing removed, or limited to the add ons that currently increase it. It's a very strong effect for literally 0 effort on the killer's side. It is a completely luck based mechanic that can end chases with absolutely no input from the player. Oh she JUST HAPPENED to turn and double back right while she was invisible? Well ######### you for not reacting to that 0 information you got, you're downed.
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Cool, well, I'm playing mostly Plague and Pig without add ons in the red ranks and not really having an issue.
Spirit is not "the only counter" to issues, she's just one of the strongest, easiest killers.
I really do love to see how people sit back and then as soon as their main killer is the one being looked at it's armageddon.
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@HatCreature said:
https://forum.deadbydaylight.com/en/discussion/comment/808671#Comment_808671
Well as far as counterplay goes, if you're out in the open with any Killer you go down regardless. This Legion would Vault a pallet and then keep chasing you, if you vault the pallet again he has to break it or mind game it.
As far as dull, everyone has different tastes. Maybe I like it because the power is an actual threat but maybe if it was live I would get bored, I don't know. I just like the idea that his power is lethal and actually helps in a chase for once. If I chase someone to a window I can vault the window as normal and then use my FF to get a hit, depending on how the chase goes I shouldn't need to use my power to down them but if I do it's there. This can be countered with walls since he can't see scratch marks, Dead Hard would work too if you're paying attention.
There's a difference between "caught in the open" and needing to move between points on the map during a chase.
A chase nearly never only exists within 1 jungle gym on the map, and it's not "you go down regardless" when you move to the next point. A killer that could launch a massive sprint and hit between those features, removing any chance to get to the next point would just feel cheap to me. It's basically Spirit except you can see each other.
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It would make for a pretty dull killer, all it is is a huge dash attack every 18 seconds.
It would also be basically just a guaranteed hit/down every single time you leave a jungle gym or map feature and have to get to the next one, there's not really much counterplay to that.
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Yes. The terror radius which is about half her lullaby would be gone, but the lullaby would persist.
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Ok, so I can sit in place wasting my time, risking that a survivor spots me and breaks me out of stalk and has a massive advantage in the chase, or I can get close and get a first hit, ENSURING the chase is only 1 hit no matter what. Why is the first better for me?
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@[Deleted User] said:
well I feel like when he injected himself he now have the power to fight the killers but we will see 😃
Well in the text he basically said "I will be a killer for the Entity as long as it gives me flowers."
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@se05239 said:
https://forum.deadbydaylight.com/en/discussion/comment/806377#Comment_806377
That Huntress probably had the displeasure of waiting in her own queue for 10+ minutes for that to happen.
It's ok, she deserved to get stomped.
Camped and tunneled me the entire game and I still got out, then found out it was a survivor I played with earlier (so experienced enough to know they were just being a dick) where I literally died to get them out.
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Yeah I'll be honest, through today as a rank 9 solo survivor, I was being pitted against rank 19 Huntresses that couldn't land a hatchet all match.
This was after a 2-3 min queue. It really isn't fun for either of us.
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Shirtless David. I either run him with camo pants and a black cap, or P3 head with the red punk pants.
Either way he stick out like a sore thumb, but it's worth it.
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The issue with his proposed "fix" is that she ONLY moves grass when phasing.
Some maps HAVE NO GRASS. That's a big one. Also many sections of maps, like buildings have no grass. There's no justification for balance only affecting patches of maps.
It's also very possible to avoid grass entirely as you phase. That's not feedback to survivors to counterplay survivors, that's not interactivity to HOPE that you have a convenient patch of grass to be able to counter her power at all.
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If you run to the locker, they can see scratch marks.
If you run into the locker, it does it loudly and makes a sound alert that the killer can see.
If you stay in the locker for 60 seconds, a crow will sit on the top and male loud cawing noises that can be heard from a long distance.
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Because that would let you fill a category that's impossible to fill, instead of adding to one that decent players can cap easily anyway.
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Furtive Chase, on basically every web on EVERY killer.
God it's such a terrible perk I've taken so many mediocre things just to avoid that piece of #########.
What I would give to be able to temporarily relock ~3-5 teachables manually.
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It certainly looks like it, he's basically an addict and his addiction is what the Entity has used to break him down enough to be a killer.
Power looks like "Inject yourself with serum to enter an enraged/empowered state where you [move faster, one hit down, lose your stain, whatever]" and you need to find flowers to restock your needles.
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God yes, remove these awful terms.
It is technically "simpler" for new players, but it definitely isn't better, more intuitive or helpful for them at all.
Other games (like Diablo 3) have an option to toggle between "simple" and "complex" descriptions that makes them actually use all of the relevant numbers. This would be an IMMENSE step up.
From being a new player to now, I have ever once been happy that the values are obscured. It makes my decision making harder and flawed, and forces me to use an outside source (the wiki) just to know what is worth a slot or not.
If all of these were removed, I don't think a single person would be worse off.
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Bit of an update.
The first entry in "Claudette's 8th Birthday" has PERFECT pacing, it's much more enjoyable to listen to.
I don't understand why "The Hunger" and "Blood, Brass and Grit" are so bad in comparison. MAYBE for parts of the hunger, but not the entirety of both sections.
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@Mochan said:
https://forum.deadbydaylight.com/en/discussion/comment/805425#Comment_805425
Not just that. The stats where they made a "mistake" was quickly corrected. They know the correct stats.
There are people who just refuse to believe in what BHVR says because it doesn't fit their narrative.
If a Spirit Main is saying "Spirit isn't overperforming" and the stats are wrong when the devs stated the Spirit is overperforming based on the stats, you know there's some bias there.
Yeah, incorrect information in the past (which was corrected) =/= no information is ever relevant again, just leave my OP thing OP.
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There's no real right answer any more, which is really how she should have been all along. Cleansing should not be universally better, not cleansing shouldn't be either.
With current repair-slowing builds, not cleansing means you're stacking up Thanatophobia while she stacks up Dying Light. That means she gets stronger and stronger as the game goes on, and you're risking that someone else will cleanse and make everything harder by giving her corrupt against you.
If someone else cleanses, it's almost always good to cleanse because being loud and broken and having the ranged damage at the same time is almost a guaranteed fast down.
If you are going to cleanse, try to do it away from any remaining gens, as it forces her to spend time going to get it, which she often doesn't have. That said, if you're down to one gen and she can get between them quickly, cleansing is often pointless as she can infect gens and you'll break long before you get the gen done.
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@ArrowTheGreat11 said:
Do we have 65 days left to complete just that one tome, and the others will be released after that time has passed? Want to make sure I understand correctly
65 days left to do all 4 levels, they will release throughout that. After that a new tome with a new 4 levels will release.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/804172#Comment_804172
"From the information we're given (that she is "overperforming") we know she ISN'T balanced."
This entire assumption assumes their stats are correct and they have even themselves stated that their stats are flawed and shouldn't be used for balance.
They've had mistaken stats in the past (using "rank 1" data didn't include people who depipped out of rank 1 that match) but that doesn't mean they're completely blind to what's going on.
One, they have to have some tracking of average kills on each killer, and by rank, to know how each is doing, and they've provided us with (some of) that information in the past.
Two, they have all the same access to the community we do. They hear all the complaints, they can see all the streamers demolishing with her, they can see her in their own games. I know people love tosay the devs suck at the game but we all know there's at least a few good players in there.
It's silly to deny they know how a killer is performing and that that's grounds for not nerfing something that's too strong, or too easy for the payoff it gives.
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@Streanschwien said:
https://forum.deadbydaylight.com/en/discussion/comment/804306#Comment_804306
The tome never closes, only the rift does. You have infinite time to complete any challenge in any tome as far as i know
Yes, but you're going to be trying that ON TOP OF the next tome's challenges which have no guarantee to be any better.
It sounds nice to be able to go back any time but the reality is you're just going to build up a pile of challenges from each tome that sit as your active one until the stars align in that thousandth game that you can do one. (Assuming that's actually the one you had selected.)
You also won't gain rift fragments from an older tome, so you are losing out by not completing them now.
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I just don't see it as a big issue, what were the challenges, kick 6 things with Brutal Strength or damage the same gen twice? Either way you should get those easily, Surge or not.
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He's just generally not fun for me as a killer.
His portals are just weird. They make you stealthy, but come with a global "I AM STEALTHY NOW, KEEP AN EYE OUT" announcement. They can be used for detection but ONLY when they've been used and are visible to survivors, so you can never use it to detect a survivor who doesn't know it's nearby then teleport near them. It's one or the other, guesswork (or perks) and surprise, or tracking but less likely to get anything from it. It's also worse than other teleporting/mobile killers, as you have to walk everywhere to place your mobility which takes time. Unlike Hag, having one destroyed doesn't give you any opportunity to capitalise on that survivor unless you were already there.
If you detect someone, you also have to take the time to then place a portal or move to one, then there's the travel time. By this point they can be literally anywhere, or they closed your portal before you travelled.
Shred is alright but it's got a very narrow hitbox and decent survivors are easily able to evade it. Outside of longer walls on loops it doesn't help too much. It can break pallets but takes about the same time to recover as just breaking it so other than forcing pallets down from survivors who are camping the pallet anyway, that's just fancy nothing.
He just doesn't do anything that other killers don't do better, he's pulled in too many directions and doesn't do any of them well enough to be enjoyable.
- He's mobile, but it's too cumbersome to be practical most of the time.
- He has a chase attack, but it's too unreliable and more often you're better off taking the safe M1 route rather than risk missing a shred or two.
- He has stealth, but loudly announces it to everyone, the same issue that Ghostface had on the PTB which got removed.
- He has detection, but only on survivors who are basically choosing to be detected, and only if he slows himself down to use it.
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I've finished the killer path, still got about half the survivor ones left. Had to take a break for most of my Saturday today because Warframe dropped a huge patch. (insert snide remark about a free to play game's incredible continued free content)
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@Dwight_Confusion said:
Level 4.challengrs should be hard. Stop crying
A 3 month battle pass should not have challenges that happen maybe once in a thousand games. It should be designed with completion in mind, not "it sounds really epic on paper."
As for the devs, there's been resounding hatred for these challenges and they aren't even out yet, hopefully they'll have the brains to fix these before they officially release, or at least shortly after when they see the 0% completion rate.
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Yeah on both sides, it's nearly impossible to hear anything as survivor. The heart beat at low levels, stealth killers' breathing and clothes sounds.
Then on the killer side you can almost never hear survivor breathing or footsteps around all the clunking and groaning.
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Because they're scared to make another Mettle of Man debacle.
Inner Strength is an example of a great perk, it gives a strong effect but isn't gamebreaking.
The demo ones especially feel like they went "What's a really cool effect we can add" and then just kept making it weaker and weaker until we have something that's cool in theory but garbage in practice/numbers.
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Ok first, overperforming. A killer should (we assume) average 2 kills per match if they are "balanced," good survivors should beat them, bad survivors should die to them, good killer players should do well on them, bad killer players will probably struggle.
If a killer is overperforming, that means that they're averaging far more kills than that. It isn't simply that good players are playing them a lot, but that their power gives too much reward for how difficult it is to use. Spirit is not difficult to use, her power gives her huge mobility, allows her to land easy hits with very little counterplay on the survivor's side (there's not really anything you can do about a killer bumping into you and knowing exactly where to swing when you have no idea if they're behind you or in front of you) and her add ons present some huge issues, like Prayer Beads.
To say "don't nerf Spirit, buff everything else" is what people (Nurse mains) said for years about Nurse. The issue is that that presumes that Spirit is balanced, and that buffing everything else up bring EVERYTHING to a point of balance. From the information we're given (that she is "overperforming") we know she ISN'T balanced.
Nerfing her, like Nurse, is not going to bring her down to M1 killer tier by default. There's a lot of small tweaks (taking out prayer beads, no collision while phasing, no passive phasing, an actual tell to her standing-still "mind game") that would make her much fairer to play against without hurting most good Spirit players significantly.
People who like killer don't often just suddenly start enjoying survivor more. People play different killers, it's more about the hunting and gameplay than it is about just playing DBD. Red rank killers don't HAVE to play the most broken thing in the game to do well, and if they do, they probably shouldn't be highly ranked anyway. It's incredibly unlikely that changing Spirit would magically kill red ranks. Consider that most of these killer nerfs, buffs and reworks are coming alongside map reworks that make playing other killers less cumbersome, and a lot of fixes to things on the survivor side as well. It isn't as simple as "nerf Spirit, killer as a whole is dead."
Yes, there is a "next" after Spirit too, the devs basically gave a not-quite-concise list on the Q&A this week, mostly problematic add ons like Iridescent heads, or the Key/Mori situation. It doesn't mean 1 by 1 they're killing anything good, it's change to make both sides more enjoyable across the board by fixing overly strong aspects of the game that are oppressive because of how strong they are. Sadly, Spirit is one of those things.
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@GrootDude said:
His voice distracts me when I’m trying to read
You can click the "stop" button :P
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I almost get anxious listening to them, the way he rushes through is just frustrating.
He doesn't pause at commas or full stops like he should, and give cool lore this frantic, awful pacing.
I don't mind his voice, but he really needs to slow the hell down.
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Mostly because you see "I am right, no other opinion matters, the devs are therefore disrespecting me!" Where the devs see the other side of the feedback that says "Great job, take Nurse down a few pegs, you don't deserve to win every game just for playing a difficult killer."
They aren't "disrespecting" anyone, they just aren't taking your opinion over everyone else's.
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@Mochan said:
Microsoft Store? That exists?
They're now including Bill Gates in the player pool, that's all this patch does.
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"Rarely playable"
What a massive exaggeration. At worst 1-2 people might know you're coming in tier 1.
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Yeah, looks like we're gonna have to play Trapper for half these mastery quests.
Shame they bugged him out and you catch yourself in your traps when you place them. That's making it SUPER fun. Especially since it moves your traps each time.
God I hate playing Trapper with a passion.
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@OmegaXII said:
https://forum.deadbydaylight.com/en/discussion/comment/798757#Comment_798757
Really? Then i just need to bring out the most unfun killer to make all survivors DC to complete the challenge (just a joke)
I think that way is easier than mori all 4 survivors
Btw does slugging count?
by any means
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@steezo_de said:
https://forum.deadbydaylight.com/en/discussion/comment/798776#Comment_798776
Don't rule it out for one of the later levels. Haha.
Yeah I know >.>
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@steezo_de said:
You don't need to mori. I just finished it with a 4k.
And besides, I don't know why this is even pitted against survivor challenges. You're going to want to do both sides to get the most out of it. So, people that mostly play survivor will need to do this challenge too if they want to 100% it.
I don't think this is a difficult challenge for it being the finale for level 1. But if you're having problems, then just keep trying. You have a couple weeks to complete it.
Thank god, I don't mind trying for a 4 mori game, but I hate challenges that force me to burn consumables.
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@se05239 said:
Holiday event skins that won't be able to be earned until weeks after the holiday is over.
Unless you open up your wallet.
In which case they were earnt weeks BEFORE the holiday.
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Yeah I agree, they tied this event far too much into the archives and the rift and there's very little that actually feels like an event on its own.
It's sad how little there actually is in the rift that wouldn't have been regular content last year anyway.
@coppersly said:
If you're hoping feedback will be used don't get your hopes up.
We have all the evidence with the recent Nurse changes. SO MUCH DETAILED FEEDBACK, and yet literally nothing changed except making it WORSE.
Don't get your hopes up.
They did not listen to YOUR feedback, that doesn't mean they didn't listen to other peoples' feedback that like the Nurse changes.
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So she's got almost the same map traversing speed as an M1 killer (ignoring that this is only if the M1 killer can run in a straight line and never hits an obstacle.)
OK?
"Her map pressure got nerfed."
Yeah, and? Good. She was OVERPOWERED and this has been a change to bring her down a notch. That's fine.
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There's too many DCs to care. If someone's gone, not my problem, I'm here to play the game not stuff around every time someone's internet bombs.
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Jesus, these look like they were written by someone who read about the game once, not someone who's actually played the game and knows what is realistic.
Thank god the lore can be completed by going the killer path then just that one survivor one or this garbage would be impossible.
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@Atrushan88 said:
https://forum.deadbydaylight.com/en/discussion/comment/798453#Comment_798453
I disagree that it's only True's skill, because he himself said he would rate Legion higher, and that people would be surprised by how he would rate killers if he were to make a tier list, because he rates them based on their ability to juggle multiple survivors. He says this multiple times when playing Legion.
"Juggling multiple survivors" sounds great in theory until you realise you spend more time running between survivors than they do mending.
His killer instincts are terrible at showing distance so you're as likely to run at someone who you can't physically reach as you are a nearby target.
His speed is so low that survivors even a moderate distance from him can 100% counter the power by simply running in a straight line.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/795051#Comment_795051
Generally that's true, although currently all the DLC are 40% off (on Steam, at least, and I assume on consoles as well) for the Halloween sale.
True, didn't think about that.
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Playing without double bloodpoints just feels like such a pathetic amount, most of the time not even a bloodweb.
If I have it unlocked, I'm using it.
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It allows you to instantly kill people without a single hit in the game.
It lets you stalk some unaware person on a gen, then mori ANYONE of your choosing by just getting behind them and triggering t3 right behind them.
The add on is barely ok as it is, just because it takes a while to stalk, it should not be something that people want to run every other match.
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@Raven014 said:
https://forum.deadbydaylight.com/en/discussion/comment/794987#Comment_794987
I like these ideas.
One question though: What would totems be then? Right now they're boldness.
They could go either way.
I kind of like them as boldness because they then do give the immersed people a bit of an alternative boldness source to being in chases.