anarchy753
anarchy753
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- anarchy753
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@Dr_Loomis said:
4 x Claudettes + 4 x Flashlights = trouble at t'mill.
That's the easiest match though, nobody's doing gens because they're all immersing 3m away from the chase waiting to flashlight.
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@AngryFluffy said:
I feel your pain. I main Nea (always with pink hair and bright cosmetics) and scoops ahoy Steve. The only reason I play with them is because I like them the most and I like their outfits. That's all about it. I never tbag or flashlight click, most of the time I don't even take an item with me.
But still I get tunneled a lot when I play these characters. And I'm not even good in running the killers around for very long.
One time a Clown focused me so hard, hitted me with BT, downed me later, I used my DS and BL right after, others tried to help me but he only wanted to see me dead. He lost the game (everyone else escaped), just because he wanted me so bad. At the end chat I asked him why he did this. His answer was, that he hates toxic people and I am toxic because I play Nea.
Yes. For this man a simple skin, which the biggest noob on this planet can equip, was toxic and a reason to loose the game just to get me.
And it feels like a lot of killers think this way, which is pretty sad imo. I just want to have fun. I just use these characters because I like them. I just use these outfits because I like how they look. I'm not bragging or flashlight kicking because I damn well know how it feels from the killer perspective, since I play both roles.
I just wish some killers would not judge the skins I use, but look how I behave ingame and if I show them disrespect or not instead of just assuming.
I'm not saying it's right or acceptable, but the issue is that 90% of the people running neon Nea are doing so because they want to be seen because they have that cocky attitude that killers hate.
I don't really understand the Steve hate because I haven't seen Steves act any differently to anyone else, but I'd assume most people have the same opinion because of dressing in bright blue.
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Other than actually knowing the person, I only dodge keys.
I feel they're scummy and gamebreaking and going into a match knowing there is one is basically saying "why yes, I'd love to play half a game for half the points."
I either have to run Franklin's which isn't foolproof, or I have to be super sweaty and tunnel the ######### out of someone which isn't fun to me or them. Even once they're gone there's the risk they aren't running add ons to keep the key and all it succeeds in doing is letting the other 3 out prematurely.
On the other hand, outside of daily rituals I never use moris so I feel like it evens out.
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@humanbeing1704 said:
https://forum.deadbydaylight.com/en/discussion/comment/780627#Comment_780627
I thought technicians reduced sound was bugged
No, people just misunderstand it. The gen itself still makes noise, what becomes harder to hear is the clunking noises of a survivor currently repairing it.
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Because you compete against another team.
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@Azgard12 said:
Willy Wonka.
That's on the poll; "the Predator."
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Played a game called "Welcome to the Game 2" and watched some people stream it. Afterwards one switched to DBD and played Pig and it looked awesome.
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Probably in about 3 years once they get through all the others.
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@Nikkiwhat said:
I just wish we'd at LEAST get Dailies up to a 30k minimum reward....those lower end ones feel awful...
Id also wish they'd eliminate the "Rescue/Escape as X Survivor" or only have em for Survivors you've leveled up...hate rerolling a Daily I don't want and getting one for a Survivor that's only level 1.
I don't mind them so much as even a low level survivor can be used to escape.
The killers are "open the gates" where no matter what you do or how immersed you are, you will be found and hooked the instant the gates are powered and only unhooked once both are open.
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Time to rework dailies altogether.
Get rid of saboutage, make coop actions take less than 5 full generators, ADJUST THE BLOODPOINTS so that survivor ones aren't worthless and the original 3 killers aren't worth a hell of a lot less than everyone else.
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The current system is the best possible.
If we take an average, a rank 1 and 20 ends up with a rank 10 killer. A rank 10 will probably be unable to catch a rank 1 all game, where a rank 20 will get mowed down the same as if the killer were red ranks, it's the worst of both worlds.
We could just prevent matchmaking between survivors with too big a rank disparity, but that would just be a losing situation.
That leaves either new survivors suffering, or new killers suffering, and the only reason to punish one more than the other is that one is CHOOSING to make a wildly unbalanced party, and therefore it should be them who takes the risk that they get stomped.
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100-way tie for every add on that gives "Haemmorhage."
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"We forgot we tied the entire reward system of the event to the mid-chapter patch. Whoops."
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It does feel pretty abusive.
The entire point of the end game collapse is to force survivors out of the match, and to make late game decisions more life and death.
The fact that survivors can abuse the trigger by having it ESSENTIALLY done without starting the timer to safely secure absolutely everyone is healthy is just annoying.
Opening the exit gate as killer isn't a solution either, as it means leaving anyone you do manage to hook or down long enough for them to be saved and leave out the other gate while you walk to open it.
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They could just make the 4 perks on the shrine each week give +25% bloodpoints.
It wouldn't guarantee non meta perks, but it'd shuffle things up a little each week.
It'd also be 2 per side so you wouldn't feel forced to use ONLY bonus perks and not use anything good.
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@Mochan said:
Just so you know. The survivor can also try jumping into the hatch, and as they are jumping the killer can literally stamp the hatch closed and prevent it.
Before dedicated servers, yes.
I have 50 ping on Aus servers and can spam spacebar as the hatch opens. If I'm not bodyblocking the hatch, their jump goes straight through the closed hatch door and the game ends.
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Because the mechanic was built around the killer being the host, and no adjustment was made to keep it working when moving to dedicated servers.
As you can both do the action at the same time, it just no longer cancels the escape.
Make sure to bodyblock the hatch if you're waiting for it to open so they can't cheese an escape.
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@MegaWaffle said:
https://forum.deadbydaylight.com/en/discussion/comment/774332#Comment_774332
Huntress is a child in an adult body though so the "tantrum" sort of makes sense.
None of her lore says she's this "child in an adult's body" rubbish people keep saying.
Her mother died young and she lived a predatory animalistic life, but she hunts and kills people and has maternal instincts trying to raise children of her own.
She wears a mask to comfort children, not because she thinks she's 5 or something.
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I firmly believe Corrupt Intervention is just a terrible perk.
It changes which gens they do, it doesn't stop them doing gens.
By blocking the 3 furthest from you, you are almost guaranteeing that 3 of the last 4 gens are incredibly split up on the map which in 99% of cases is terrible for the killer.
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/775516#Comment_775516
Maybe its not impossible to answer then.
But its unknown if it actually does stack given the description we're handed from the DBD wiki.
If it didn't stack they'd just say "does not stack" rather than specifying additively.
Most things in the game either work additively or multiplicatively.
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If it stacked diminishingly it would be:
((((40-20%)-20%)-20%)-20%)
Which is 16.38
So about a total of 60% off if you are all grouped up together.
(I think)
Edit: No, running does not recover exhaustion.
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Yep. It's her basic form of attack that you are ASSUMED to land regularly and it's a 1 hit down every time, with 2 extra chances to miss.
If it limited you to 1 hatchet, and couldn't stack with infantry belt, it MIGHT be balanced.
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Yes. Viable means able to be played and performs well, not "flawless in every situation and unbeatable in the right hands."
She's still more than viable.
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@Bravo0413 said:
https://forum.deadbydaylight.com/en/discussion/comment/773542#Comment_773542
This is false.... doc is next then the chainsaw killers then Micheal.. they gave the "list" in the Q&A
That's the devs priority list. OP asked when survivors would ######### about her which is a whole different ranking system.
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@DelsKibara said:
https://forum.deadbydaylight.com/en/discussion/comment/773735#Comment_773735
I think those same people expected her addons to be nerfed (which is understandable) but not her basekit.
Yeah but most people know Nurse was obscenely strong, add ons or not, and some had just talked themselves into this mantra of "they can only possibly touch her add ons."
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@justarandy said:
https://forum.deadbydaylight.com/en/discussion/comment/771180#Comment_771180
I mean, did we all saw the nurse basekit nerf coming? Nope, pretty much suprised us all cuz nobody asked for that. With these devs you can never know what's going to happen next
People who weren't expecting Nurse to get base kit changes were kidding themselves.
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If we were to have a horredy character, I'd fight tooth and nail for Brenda Meeks over blonde Dwight.
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@Mochan said:
Because BBQ is so prevalent that it forces you to play with it in mind every time.
Which means either counter it and lost time or ignore it and just go for broke genrushing (which is what happens in higher ranks).
It doesn't matter in high ranks but it's a huge headache for lower ranks.
It's not healthy for the game that has already become increasingly hostile to survivor stealth strategies.
If we want to nerf looping and fix palettes BHVR still needs to provide alternatives so Survivors still have other tools to survive. Stealth is the most logical alternative.
Nerfing BBQ is necessary to make that possible. Otherwise looping will be here to stay.
Stealth is not a logical alternative.
Stealth is a game survivors get to play, and an exercise in absolute boredom for killers.
"Oh boy is the survivor behind this rock? Nope! Are they behind that tree? Nope! Oh look gens got done and nobody has any points because someone finds it more fun to sit in a locker for 20 minutes than to play an engaging match!"
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@DelsKibara said:
https://forum.deadbydaylight.com/en/discussion/comment/773550#Comment_773550
Maybe instead of making it lose progression for good skill checks and no progression for great skill checks, it should act more like The Third Seal.
Survivors who get hit by the killer gets affected by Ruin for a certain amount of time, which increases per tier. And it shouldn't be reduced progression, it should be like autodidact's skill checks where it's only good skill checks without any means to lose progression. That way Ruin can still have the benefits of stalling generators without it being too RNG reliant or being too powerful if no one finds the hex totem.
I may just be spitballing though, I don't know the first thing that comes into game balance as I am not a game designer. I just think that maybe this is a good idea to replace Ruin with something else that sounds decent. But maybe it just sounds decent on paper. On practice this might be a horrible idea and I welcome anyone to prove me wrong with this idea.
That still has major issues. We have plenty of tools to stall that work well later in the game like Pop Goes the Weasel, and a heap of slowing perks.
The issue is that all of them take time and hooks to get going, by which point 2-3 gens are almost guaranteed to be done already.
If Ruin were to work off hits it would have the same issues, if not worse, since to get it to do anything worthwhile you'd have to keep abandoning chases. It would simply remove all of the pressure it applies during the early game which is the only reason people run it.
It's also counter-intuitive like the add ons Billy and Bubba have to slow repair speed on chainsaw hits, because if you're triggering it, that person it either in a chase or completely incapacitated and burning the debuff duration for nothing.
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BBQ should not be changed.
- It is entirely counterable. As others have said you have NUMEROUS ways to avoid the aura reading every single time.
- It rewards not camping by giving information on where to go that's far away from the hook.
- It rewards not tunneling by giving bonuses for going for each separate survivor.
Ruin SHOULD be changed, it's a far too RNG-reliant bandaid to the poor time dynamic that exists in the game. There is nothing else in the game that even comes close to its ability to stall in the crucial early moments of the game. Ruin should be changed, but it should happen alongside a change to the early game or secondary objectives.
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It simply depends on her place in line.
Arguably, Spirit, Billy and then Huntress/Hag/Freddy all come before her.
You see it has nothing to do with getting overpowered killers nerfed, since Nurse has already been worked on now. Everything past here is just about getting the strongest killers nerfed, regardless of balance.
I'll honestly be shocked if Spirit gets any changes beyond Prayer Beads getting the nerfing it deserves, hopefully some of the momentum can get crushed there.
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I just wish they'd disable it when you're in a locker.
Just had a douchey player Deliverance as soon at the hook animation ended and jump into a locker.
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Flashlights are in a fine spot.
Their add ons could probably use some work since most of them do barely anything and just adding charges is the best option 99% of the time.
Flashlights are at a spot where blinds are very easy for some free points and some advantage in a chase at pallets.
Flashlight saves are definitely difficult, but that's the way they should be. Just bringing an item is not grounds for the killer never being able to pick up your teammates. It's an incredibly huge momentum swing that should take perfect timing and skill, not be the expected outcome of having a flashlight.
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Sacrifices.
Definitely NOT moris, MAYBE DCs. It's hard to tell unless you kept count from the start, but usually DCs count as sacrifices.
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Broken is literally the inability to leave the injured state. Why would it not count as injured?
If someone's running No Mither they're knowingly putting the team at a disadvantage already, it shouldn't remove the ability to gain a stack of Thana.
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Effort.
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It's not THAT big of a deal, but if you put a trap in front of it and tell people they can't have it, suddenly it becomes all they want.
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Shortly after the rework, we were told that Freddy's terrible haemmorhage and blindness add ons would be monitored for their use in order to be determined if changes were needed.
What is the status on these, seeing as nobody EVER uses them because they have almost no impact on a match at all?
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I generally just go to level 10 to try. After I've got all the characters from a patch to 10 though, I'll keep pumping points in while I try.
That said there are a LOT of perks that don't make a difference what rank you have them at.
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That's because slots on the bloodweb are by rarity, not by unique add ons.
As Huntress only has Iridescent Head and Ebony Mori as ultra rares, every ultra rare on the web has a 50/50 shot of being heads.
Infantry Belt has to compete with all her other very rare add ons, and several garbage offerings.
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You mean just like Pig has been for years?
3 add ons, 2 brown 1 yellow, that affect the ambush attack and the rest are crappy effects on Jigsaw Boxes and RBTs.
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@SpaceCoconut said:
https://forum.deadbydaylight.com/en/discussion/comment/771253#Comment_771253
Depending on the killer.
I've never lost a match on the Game as Hag. ie no one has escaped through the gates and no more than 1 person has escaped through the hatch.
The gates were powered twice since I've started paying attention and 2 have escaped through the hatch out of 15+ matches
It really is killer dependent, for killers like Hag who don't have to deal with most normal loops because they get hits other ways it's strong. Especially Hag, it has so many forced landing points where you can't possibly dodge the trap.
But M1 killers it's painful. Most pallets block off whole hallways, the entire corner of the map around the basement is just a 10 minute dead zone.
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@Dreamnomad said:
Why am I seeing so many Plague posts today?? Has something changed that I'm not aware of?
The new Dying Light works really well with her because the trade off is barely an impact.
It also means you cripple their speed over time so they get much more motivated to cleanse, meaning she isn't as completely boring because you actually get to use Corrupt occasionally.
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@Seltas0208 said:
They both give simular debuff bonuses when all survivors are alive but whereas thana requires all survivors to be injured for a 12/16% debuff to speeds dying light only needs 5 non obsession hooks to apply its debuff, permanently until the obsession dies.
Whereas with thana is just heal, and seeing as most of the healing speed increased are over 20% the debuff is easily removable.
Tldr of that : dying light is just thanatophobia but done right.
How to fix thanatophobia?
OK why not change it into a reward perk.
When injuring a survivor gain a token, while you have a token survivors suffer from a 4% action speed debuff. If you manage to down the survivor within 10/20/30 seconds keep the token. If not then you lose that token.
You can have a maximum of 3/4/5 tokens
5 stacks of dying light is a 15% slow. That said it only applies to 3/4 survivors, so across the board it's only equivalent to about 11.25%.
That's before considering it also gives +33% altruism speed to one player which lowers its total even more.
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I don't know why people think the Game is so killer sided. There are SO MANY insanely safe pallets on that map, the only downside is you have to pay attention to where gens are.
Lery's is also definitely not killer favoured. There are way too many windows and line of sight breaks. It's hard to track down gens but it's insanely easy to keep a long chase going, especially around the library.
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So that you aren't allowed to ignore their new toy.
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I run BBQ, Thana, DL, PGtW.
Starting the match, 9 times out of 10 all the survivors spawn near the gen furthest from you. Because of this, I always walk to that gen, doing a quick sneeze on all gens I pass along the way. This means when the survivors scatter they either have to get sick to do gens, or they just stall doing them at all.
When you reach the gen they're on, hit as many people with puke as you can, and also the gen they're on. If it has progress this will usually keep healthy survivors from completing it.
Commit to one survivor and break them. If you find you are chasing the obsession, make sure they are sick before abandoning the chase so they will eventually break and contribute to Thana.
If you find you're chasing someone who is very good at looping/stalling you out, leave them. Early game is the most critical. You either need someone who will go down fast to bring up your DL stacks, or someone who will waste a lot of pallets fast so that chases with better players become far easier.
Each time you get a hook, you should be trying to make use of PGtW to reset the gens. As your slow gets stronger every hook, each time you pop a gen it adds more and more time to its completion.
Ideally, you want the last few gens to be in a smaller area. As you build up Dying Light, survivors tend to panic that they're too slow and will often start to cleanse to lessen Thana. By keeping the gens close together, you are able to monitor their progress so that you can kick the highest with Pop and cripple their progress, but it also means you can keep all 3 infected at once. This means every time they cleanse they HAVE to become sick or just immerse. Either one is a win for you.
Grab Corrupt when you can, ideally when 3-4 people are sick as it means you can down them incredibly fast. Don't bother if it's over the other side of the map. Remember to use Corrupt if you see 4-5 fountains lit up, as it means one or two more will force you into the buff and reset all fountains, losing you a LOT of uses of it.
Generally this works pretty well, it's all just based on your ability to snowball and keep resetting gens with Pop. I find it FAR more effective than Ruin as it lasts all match and gets stronger over time with the build, where Ruin only slows the first few seconds, something you achieve with vomit anyway.
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@rha said:
The achievements were not changed, the conditions for a merciless victory changed with the emblem system. „Merciless“ was always linked to a double pip I think (at least since Victory Cube), it was just that a 4K used to guarantee a double pip (most of the time).
Instead of changing the achievements (which they can't easily do on PS4 at least), you would have to unlink the „merciless“ etc. messages from the amount of pips you‘ve gotten.
At least that's my understanding.
The trigger conditions were changed though, initially merciless was a 4k. Then the achievements would trigger on a 4k, even when that did not say "merciless," and the text on the achievements was incorrect.
Rather than adjust the achievement text to match the trigger, the trigger was adjusted to match the text.
All of this is irrelevant as achievements definitely CAN be changed completely, as the original adept achievements for the base game survivors and killers were "Unlock tier 1 of all their unique perks, and all 3 teachables."
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I would only recommend Thana or Dying Light on Plague or Legion. (Or Freddy to stack with additional slows.)
These perks are pretty low value on killers who cannot keep all the survivors injured at once.
Dying Light seems like a decent amount of slow, but when you consider that one survivor is never affected, at most it's proportionate to a 14% slow.
(Maths here: https://forum.deadbydaylight.com/en/discussion/91202/dying-light-rework-needs-more-work#latest)
Thanatophobia is, at most, a 16% slow, and the maximum combined slow is 29.5%.
You're using 2 perk slots to have at most a 30% slow. This drops off significantly as survivors heal up, and also as survivors die. There is also a survivor on the map who heals everyone 33% faster because of Dying Light, and only loses half of that from Thana. This means they have a pretty solid way of reducing your slow consistently and quickly.
If you cannot keep survivors injured, the way Plague and Legion both do, this strategy takes too many perks a puts you into a stressful balancing act. In order to get any benefit out of them healing you then add Nurse's Calling, so you're starting off the match with, at most, one perk that does anything.
Early you have 2-3 perks doing nothing while gens are pumped out, and unless you can get a LOT of stacks of Dying Light fast, you basically just hit them with a mediocre slow that doesn't hurt too much.
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Vote 1: Haddonfield, for more configurations and less absolute bullshit.
Supplementary vote: Mother's Dwelling, Rotten Fields, and probably a few other similar sized maps I'm forgetting. They need the Swamp treatment of being compacted to a smaller size.