anarchy753
anarchy753
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- anarchy753
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Yep, I know a guy who got banned in his first week for a macro. Not sure whether it was struggle or wiggle but it hardly matters.
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As you said, legacy rewarded the huge grind that prestiging was. As you'll note from the changes, the amount of bloodpoints to prestige isn't changing, just the amount of perks you collect per level.
Therefore the only thing that is easier is collecting all/useful perks on a character that hits 50, and there's no real reason to only reward people with every perk if others stopped due to having the build they wanted.
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Inner Strength seems really good. If I hide in a locker from BBQ anyway, that's just a free heal. It should definitely compete with other healing perks or perks to find others to heal like SC or Pharmacy.
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If you want to counter it, run Discordance. When they use the information to team up on gens you can track and kill them.
That said, it's not great. Most other information perks are better, at a similar range Bond will do the job. If you care about seeing others, Kindred or Empathy is better.
Hell, 32 meters isn't a huge range, you can mostly tell if someone's on a gen anyway.
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These aren't top meta perks.
They are definitely usable, and I'll have fun working them into builds, but they certainly aren't top meta.
There's a lot of dick move perks to screw over your teammates or deny them points though.
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Send Dwight to the gym. Easy.
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You aren't meant to wiggle out without assistance, whether it be bodyblocking, blinds, saboutage or perks.
Wiggling is to ensure the killer can't; a. hook you in the basement every single time, and b. carry everyone into one area and hook them to camp them all at once.
In the same sense that you can run perks to help you wiggle off like Flip Flop and Boil over, killers can run things to assist them while carrying you like Iron Grasp and Agitation, so it's not as simple as "run perks, guarantee wiggle."
The base game is balanced around winning 12 chases for 12 hooks, not 20+ chases so you can wiggle off every other time.
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It doesn't help that a LOT of his add ons are just Billy's and don't give him useful stats.
He basically NEEDS charge time or movement speed add ons to be able to use the chainsaw at all.
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Because of the ~95% of games where it's just a waste of everyone's time.
You're the last survivor, you got caught, you lost. Move on.
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Just discourage it as best you can. When you have a choice between chasing a blendette and real survivor, go for the blendette.
When there's 2 survivors left and one's a blendette, make sure they're the one that doesn't get out.
I want to see people do well because they have skill, not because they abuse poorly thought out cosmetics.
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@Dreamnomad said:
https://forum.deadbydaylight.com/en/discussion/comment/643350#Comment_643350
I'm aware of all those strategies. If you want to dedicate your whole build around being injured then it combos nicely with Dead Hard, Resilience, and This Is Not Happening. Like you say, it can work with a hook breaking strategy too. But honestly, if you are doing these things then you are sandbagging your team.
Let's put it this way. If I had a choice between having a team mate with Left Behind or No Mither, I would take the player running Left Behind every time. I mean, is that really any different from running WGLF from a team perspective? Sure, it doesn't do anything to help the team, but it doesn't hurt the team like No Mither does.
100%. Especially since yesterday I had a Claudette running NM who crouched in the corner of the map all game, then when everyone else was hooked or downed, used a key to go out the hatch.
Selfish little dick probably bragged to people that she survived with no mither after that one.
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Ash also came after their "experiments" with matchmaking and a really bad chapter caused a major drop in player count. They needed something broken fast to make the game interesting again so they dropped that load on us.
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2 paragraph killers, 2 paragraph survivors, and we started with 3 and 4.
There's 2 survivors because the last 2 major pieces of content have been Ghostface and the Freddy rework, there's been nothing for survivor players and the killer queue times have suffered because of it.
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@Jed_Olsen said:
If I'm playing killer and see someone camping hatch I will kill that person and let someone else take it.
Its in the real killer rulebook
If I'm the killer with 2 people left and I keep finding one trying to do gens, I'm more likely to scare them off then hunt the non-contributor.
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I found early on the best thing to do was level as many things to 40 as possible for their perks. Leatherface is always a good start because BBQ and Chilli cuts down the grind so much.
By playing through and unlocking perks, I was playing a broad range of killers and each one would have more options for perks than the last. If you unlock a teachable and then work on unlocking that perk on EVERYTHING you own, it's going to be a very slow process with minimal reward as you go.
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@Theluckyboi said:
I like piggys ambush attack recovery, despite it is garbage
no, seriously, you shouldnt use ambush unlessyou want to hit your obsession with STBFL
Well that's just... wrong.
The only thing that puts her above other M1 killers in a chase is her ability to ambush-game certain loops.
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@se05239 said:
https://forum.deadbydaylight.com/en/discussion/comment/640044#Comment_640044
The only thing we're (technically) missing is lootboxes, and we have a true and honest EA title on our hands. If Behavior's seeing the green, then that's always an upcoming option.
One of the "pillars of the store" or whatever when it was released was that "you can always buy whatever you want, nothing will be unavailable or locked behind chance.
Since they confirmed a few streams back that the battle pass is now going to have paid cosmetics locked behind it, that's out the window. Lootboxes are probably coming soon(tm)
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Purchasable content does.
As in a purchasable base game.
As in 10-12 purchasable DLCs.
As in an existing cosmetic store.
DBD has such a huge cost investment just to unlock the game and characters, and (almost) everything on top of that costs more again. A battle pass is then adding another free-to-play moneymaking method to an already paid game. It's getting excessive.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/637699#Comment_637699
Youd be lumping NOED in with other exposed perks, like make your choice and haunted ground to say they ALL shouldnt be rewarded.
I'd be ok with that. I'm not a "noed rewards failure" kind of person, but perks like that are definitely brought to severely cut down on chases and not allow strong survivors anywhere near as much chance. I feel like their reward is intrinsic in making the game a lot easier.
On the other hand killer powers are all built into the killer and basically their intended playstyle that should be rewarded for using, and using well.
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When you place a trap on, it is inactive. It does nothing.
When a generator is completed all currently inactive traps become active, and their 2:30 timer starts, at the end of which the survivors die.
Survivors with ACTIVE traps cannot leave through exit gates, survivors with INACTIVE traps can.
If the last generator has been powered, no traps placed after that will ever be active, all remaining charges of your power are basically worthless.
It was a big old middle finger to Pig that should never have happened, there are so many other options they could have taken, like pausing the EGC timer a long as a trap is active which would be WAY more lore appropriate.
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@ReikoMori said:
https://forum.deadbydaylight.com/en/discussion/comment/638418#Comment_638418
The demogorgon actually killed quite a lot of people in season 1. It killed Barb, all of the soldiers from Hawthorne labs who were under the command of Dr. Brennan, some random townsfolk and in season 3 a demogorgon also kills a Russian prisoner during what looks to be a test. The only real issue is that the Demogorgon doesn't have any special powers. It's at its core just an animal in a vague human shape. The Mind Flayer on the other hand could control people's minds and spy on enemies through a flayed person's eyes and ears. It could also convert people into biomass that fuses together to make a physical form.
I would hope that demogorgon is at least immune to flashlights as it doesn't have eyes. It hunts by scent and sound and doesn't have skin that is photosensitive either.
We're talking about something people are trying to call a "horror" series.
Deaths don't count if you're literally cast as an extra. Even Barb was in like 10 minutes, max.
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HOPEFULLY since they're remaking old 1-map DLCs and are finding they're limited by the license, they'd have the sense to include more buildings/significant locations to create more unique maps than the Badham reworks.
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From both sides, I would call Deliverance useless.
Its only real practical application is to unhook yourself when others cannot. Generally this means when a killer is camping really hard. This both makes it incredibly difficult to charge it up in the first place, and often means you'll go back down if you manage it anyway.
99 times out of 100 that I've seen people Deliverance, it's when allies are definitely available to unhook, and just an ego move to deny your allies altruism/benevolence.
Often it also results in a useless teammate for a minute or more because they play like an immersed Claudette until they can self-care.
Honestly, I just never see this perk do something positive for the game that wouldn't occur anyway. Certainly not enough to justify running it. It's very similar to unbreakable but with downsides.
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Not in the slightest. Unless you're 12.
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@Mushwin said:
I can see the snares, the red pools on the floor, maybe they could be brighter?
Not that you cannot see them at all, I mean they have no auras. Trapper and Hag can see their traps no matter where they are on the map, Freddy can't for some reason. It makes it very difficult to keep track of them on a killer that's meant to largely play around his traps.
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@TAG said:
Many thanks. Time to work my way towards getting Iron Grasp and Mad Grit for Nurse and scare the pants out of unsuspecting Survivors.
"Scare the pants out of unsuspecting survivors."
I'm concerned for your survivors. Why are there pants inside them?
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It really depends for me. If I see totems early on, I'll do them, but if there's 1 gen remaining and I'm uncertain how many are left, I leave them alone and remember where they are.
If I cleanse a dull with 1 gen left, then there's noed, I'm as in the dark as everyone else. If I know where 1 dull is when noed turns on, I can have a pretty decent shot of knowing where it is straight away.
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They really need to address the chaser emblem.
By all means, don't include perks if you don't want to reward noed or anything like that, but power-based one-hit downs, and downs against someone who is adamantly not cleansing all match should count for 1.5x-2x points towards chaser, and/or malicious.
It's ridiculous that killers are actively punished for using their powers, as the only "rank approved" method is M1ing all game.
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It's honestly how depressing that map devolves to, literally EVERY chase being just "can I hit them before they get to that window or is this a 1 min or more chase?"
It's almost as bad as the Wretched Shop.
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@drimmalor said:
I haven't watched anything in a bit, but I'm part of the way through the '90s Sabrina the Teenage Witch. I liked the new Netflix Sabrina so I thought I'd watch the old one too 😁
I just did the same, but only cos watching the Netflix one made me want to watch the one I grew up with cos I didn't like it at all.
I only just finished catching up on Lucifer and I've been watching Forged in Fire slowly over a few months. Stuck on watching TI9 for the next week or so though, then I need to find something else.
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My first ever escape was because a Doctor gave me hatch. He did it because it was Haddonfield and when he found me early I ran onto one of those porches that has no exit. He stood in the only way out until he zapped me enough times to max deviousness then let me live.
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@Kasaki said:
I think it will be William Byers or hopper
They've stated before they can't add children, it's too controversial in a game like this.
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This would be a big step to bring solo and SWF much closer together. However, it's also a lot of information to add to every game that undeniably buffs survivors a lot more than killer.
If it were to happen, I'd also like to see an extra indicator. Add a little crow above survivors who have not interacted with anything for 30+ seconds. That means no totems, no chases, no gens, just lurking around the map, afk or not.
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Mettle of Man.
It took years, YEARS to get DS changed into something healthy for the game instead of a constant overpowered perk that was in every match, severely broken on SWF stacks.
2 WEEKS after the change finally happened, they added a new second chance perk with basically no requirement that had all of the same issues as the old DS. We didn't even make it through 1 whole chapter/midchapter cycle of having a nice time as killer.
Thank god it got nerfed faster than DS did.
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It should be bigger, but more importantly some survivor animations need to be changed. In the lobby Nea particularly hides her arm behind her leg. It's fine when a medkit or toolbox sticks out, but with a key she hides the entire thing.
As for hiding items altogether? No, that would be horrendous for balance.
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@ChiyoTsuki said:
I believe that's the one with the lawsuit going on isn't it? whenever it ends we'll likely get Jason in 2021 someone said on reddit When I asked last week, However the trapper is based off of Jason and what would he even do and bring to the game?
That's just a poor argument. Yes, Trapper is inspired by Jason, but Jason is in no way defined by bear traps. We have also already seen Hillbilly and Leatherface that use similar mechanics but play completely uniquely, regardless of balance.
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Michael. His power puts more pressure on the whole team when he tiers up. He also gains benefits in chases by tiering up rather than GF who is ALWAYS a default killer in terms of chase ability.
His power is never on cooldown, let alone one longer than half a gen, and doesn't rely on knowing that there's someone else 30 meters away behind a tree.
His add ons also make him better, in comparison to Ghostface who is almost always trying to lessen his garbage downsides.
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@Marcus said:
https://forum.deadbydaylight.com/en/discussion/comment/631318#Comment_631318
Remember Me used to be 30 seconds at max stacks and now it's just 16 seconds.
Hangman's Trick isn't bugged, it's 40 seconds for hooks sabotaged with Saboteur, because Saboteur adds 30 seconds to the broken hooks.
Hangman's Trick isn't bugged, it's just completely countered by the only thing in the game it does anything against.
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Trapper - Swap Agitation and Brutal Strength. Agitation's bonus is nearly never useful in a match, whereas most killers have to break a significant amount of pallets and gens. In the sheer time saved, Brutal Strength stacks up higher, and also happens at a more crucial point, IN the chase, meaning less ground is gained per pallet so hits potentially come earlier.
Doctor - Swap Overcharge and Monitor & Abuse, M&A is fantastic on stealthy or slower killers, but still significant on anyone else. Really the only one it's generally bad on is Doctor. Overcharge is a wasted perk slot above rank 10 as anyone can hit them.
Spirit - Spirit Fury is by far her best. It cuts down chases, means you can be more risky and aggressive and makes survivors waste pallets earlier and loop less even when it's not charged. Rancor is mediocre information compared to other tracking perks, and its exposed/mori effect is basically a meme. Haunted Grounds is interesting but incredibly unreliable. It's also a one off effect so you rely on it being popped when you can use it, or it's -1 perk.
Overall notes; it's much less useful information to compare perks separated by killer. Something like Leatherface, Hag, Spirit and Clown bring some seriously insane perks, whereas Huntress, Plague and Ghostface are all battling for the 9 worst perks in the game.
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@Swiftblade131 said:
RIP I guess, was chasing him and he found the hatch, but had already injured him prior.
Thought I would be able to grab them when they jumped in. Not sure how this scenario specifically prevents a hatch stand off, but I guess.
It wouldn't, it would mean the survivor could not jump without being grabbed, and could not just stand at the hatch as you could shut it. The grab was removed to prevent situations like this guaranteeing the survivor dies.
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@Carpemortum said:
https://forum.deadbydaylight.com/en/discussion/comment/632746#Comment_632746
How do you die without getting hit first.
Non-basic hits, like chainsaws and hatchets.
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DS and MoM reworks. Both were disgustingly strong in nearly every game and made it constantly frustrating to play killer and be punished for doing what you should.
That said, I really wish they'd scrap it entirely and make a whole new perk, because it's garbage right now, and broken again with only slight changes. Just make it a perk designed to counter 1 shots, not basic hits.
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To put it into equivalent terms, 1 brand new part is 1/4 of a generator. Each survivor makes up 1/4 of a team so 1 instant generator between them is a fairly substantial impact.
Yes, killer stuff is very strong, and arguably some need nerfs, but that doesn't mean that EACH survivor should be able to bring in items that can singlehandedly control the outcome of the match. They have to be balanced with the idea that there are potentially 4 of them within a match.
Rarity is NOT a measure of balance, especially considering you usually get an ultra rare on level 50 bloodwebs. It is not outrageous to discuss balance assuming SWF, or every pre-match lobby chat, can coordinate strategy.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/633841#Comment_633841
This is how it was before. What happened was that survivors in this scenario would hide and wait for the killer to give up so they could do a generator. The killer could patrol the generators faster than a survivor could fix one, so touching a generator was a death sentence. Now, worst case scenario, someone escapes, you only get three kills instead of four, and you all move on to your next game.
The EGC timer could start once the second to last survivor dies with <2 (or even just 1) gens done without the hatch.
It's too much of an RNG escape for a survivor whose team did literally nothing, at least give them the challenge of opening a gate.
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@FriendlyGuy said:
https://forum.deadbydaylight.com/en/discussion/comment/633277#Comment_633277
Even Prayer Beads are fine in my eyes. Remember as a Survivor you got "Iron Will", what does exactly the same only for surv.
They aren't even remotely comparable. One makes hiding even slightly possible while injured. The other turns the entire game into cheese where, from the get go, you can be instantly grabbed and hooked with 0 warning. It simply isn't fun, nor fair gameplay.
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Absolutely. I'd especially love to test out PTB stuff like powers and maps without needing to convince a group of people to download a massive patch that they'll have to uninstall an hour later.
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100% agree, Spirit is fine, delete Prayer Beads.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/633262#Comment_633262
No, not really.
I’m just saying Stranger Things is a type of horror genre popular during the 80’s. A kind of “love letter” if you will.
Adventure/Horror & Slasher dominated the horror of the 80’s.
Then keep it in adventure horror games, not a slasher.
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I always prestige to max first. At the end when I have a P3 50 character (all perks optional) I don't have this constant lingering reminder that the character is incomplete. It just feels more finished to have them really maxed out.
Also, if you then ever decided you did want to prestige, every extra level spent over 50 has just been wasted points.
I barely even use the prestige cosmetics, but I like having them if I do want them.
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Generally it refers to doing nothing except gens as fast as possible.
The difference between a genrush, and 'doing the objective' is subtle but real.
When survivors all forgo healing for powering through gens to heal with adrenaline, it's basically ignoring a main game mechanic designed to keep you busy to rush the main objective. Survivors also love to ignore totems, then come onto forums to say noed is op, when the point of it is that it's something you should be trying to do before all gens are completed.
There are people who will call any fast loss a gen rush, but it's different.