anarchy753
anarchy753
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- anarchy753
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I'd be interested to see the game darker and foggier to give it much better atmosphere, however if that were to happen scratch marks would need to be improved, and some of the existing issues that happen need to be fixed.
It'd be cool to see a very brief aura highlight when a chase begins. Not like aura reading, more like the white highlight of dreamworld or stalking. Just to remove that elements of having a survivor and for some reason (corn) not being able to register them on the screen.
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Leatherface and Pig need add on overhauls, LF MAYBE needs a few buffs like a little more speed while charging/chainsawing.
In terms of an actual rework/overhaul, Legion and Plague.
Legion is a glorified survivor, and Plague's power has been a mess since it was introduced. They need to sort out this "just don't cleanse" nonsense that renders her phenomenally boring to play.
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Mostly I like it BUT:
- Devout currently requires 9 hooks min for iridescent, toned down from 10 because DCs and deaths on hook ruin it, however a minimum hook requirement promotes healther play. They would be unlikely to remove this as a requirement.
- Instadowns should be based on killer powers, as it means effective use of the killer. Instadowns from perks are perks to make the game far easier and should not award double points.
- Plague's power should be classed as an instadown if they do not cleanse for X seconds.
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@ClogWench said:
I'm imagining if they give him teachables they'll just lock Borrowed Time, Left Behind and Unbreakable behind a sudden paywall
Bill has always been free on PC, dunno why they'd charge console.
I'd imagine any acquired perks will stay on characters who have them, but in order for them to appear on future bloodwebs his teachables would have to be unlocked.
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That said if you guarantee that the gates spawn split by a certain amount, it turns closing the hatch into a free loss for most M1 killers.
It would further the issue that high mobility killers like Nurse, Billy and Spirit are a complete step apart from other killers, and grant them yet another benefit that other killers can't compete with.
I'd prefer this luck-based system where MAYBE you get screwed by the gate spawn and MAYBE the killer gets screwed by it, than "Let's nerf all M1 killers more and not affect Billy/Nurse."
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I would prefer balance changes stay the way they are, however bugfixes should be regular and implemented as soon as they're ready.
Holding off bugfixes for midchapter/chapter patches is terrible.
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I used to more than I do now.
I often give it to survivors who are solid runners. By which I mean good at getting away and juking, not "I can run around this pallet and pile of junk 16 times."
Since the EGC however I think I just hate the hatch more. I hate that it spawns with 0 gens done and they can get out without doing anything. It makes me suspicious of the people left at the end and think that they were non-contributors so I don't really want to give them the points.
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Prestige is meaningless. It's free and we just had a full month of double bloodpoints and double bloodpoint offerings, prestige is ######### common.
Bright or dark coloured clothes are different as they usually mean people have spent money on them. Dark often means a trash tier player that relies on never being spotted to win, and a bright survivor is usually a survivor who is confident, wants to be spotted, and wants to be chased. Most commonly these days it's these lurid Neas.
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I mean if you die on hook under a minute into a match you'd probably be treated the same way.
There is a difference though, in that late game giving up on hook can be tactical for your team.
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Wait, you mean survival is no longer arbitrarily capped at 5000 instead of 8000?
Next you'll be telling me they're fixing deviousness between killers. Ridiculous.
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@Peanits said:
It's almost midnight and I'm off the clock, but I'm still taking the time to respond because we do care about that game. We have always done our best to explain why things are changing. The Ghost Face changes, for example, were planned alongside the other changes in the PTB. With a deadline coming up, not all of the changes made it into the initial release and had to be saved for a hotfix. We made sure to announce this the same day so everybody knew what to expect. Feedback goes two ways; while your feedback might get implemented, feedback from people on the other side gets considered too. Inconsistent detection is also something we'd like to address. As far as viability goes, Ghost Face is currently one of the deadliest killers at rank 1 by a fair margin.
As for the Freddy rework, I would suggest waiting to try it before jumping to conclusions. You do not want to underestimate dream traps. Dream pallets alone are a guaranteed hit if you are asleep. I won't go into extensive details here because you have not had the chance to try it yet so there's no point debating.
The "hitboxes" are working as intended and have been for quite some time. There are two main factors that contribute to this; latency, and animation. In 3.0.0, we reviewed all attack animations and made sure they matched the size of the hitbox. Now they will more accurately reflect their range (smaller weapons in particular didn't look like they could reach that far before). With dedicated servers, we will be addressing the latency side of things. It's not forgotten, it is actively been worked on as is evident by the changes just two weeks ago.
Regarding exploits: Nobody who used a bugged perk or add-on from 3.0.0 was banned. I'm not sure who told you that people were being banned for it but it was not the case. We opted to fix them with a hotfix as soon as possible instead.
DC bans have been in place for a long time now and a stronger DC ban system has been requested many times by the community. While it may not be a priority for you specifically, there are plenty of people who are fed up with people leaving matches and want to see stricter punishments. We know where they're coming from and we're working on a new system right now. We'll have more info to share soon.
Prestige is meant to be purely optional. It's not necessary. It is there to give you something to do if you play the game a lot and need a goal to work towards. If there were actual rewards tied to prestige, you would be excluding a good portion of the players who don't have as much time to invest into the game.
As for rank, rank is used for matchmaking purposes at the moment. We would like to have rank rewards down the line, but they have taken a backseat to more pressing issues.
We do not make changes for no reason. All of the things you have mentioned are being looked at in some way, and we always explain why changes are happening. I would suggest taking a look through the patch notes and news section if you're ever unsure, we spend a lot of time making our communication as clear and transparent as possible.
Please be clear what "deadliest at rank 1" means.
Does it mean he's actually a good killer, or that there's a million Nurses that average 3ks and one person masochistic enough to play Ghostface at rank 1 that gets a lot of 4ks so has a higher 'average?'
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Your friends were right. It was incredibly overhyped. Bunch of freaking eight year olds running prattling on for hours, and "ooh our kiddy friend has superpowers"
But hey there's a dog with a genital face.
Honestly it just doesn't belong in dbd, dbd's for horror not that fantasy crap.
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@indieeden7 said:
You literally have NO grounds to make this claim, he is nowhere near being ready to go onto live servers and changes are bound to be made, instead of instantly jumping to conclusions, why not actually try playing with it first?
Have you actually played the game before? Because they told us exactly how he works, what his cooldowns and limitations are, and anyone competent knows what those sorts of times mean within the game.
If they had said "Freddy's getting a rework next week" without detailing his power, then sure, but they've shown us how he works and it isn't good.
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@Dreamnomad said:
How viable Freddy will be depends on how effectively he can place his traps while in a chase. They already stated that he moves full speed while setting traps. That in and of itself is a big deal. But will he be able to place traps far enough ahead of the survivor while running to have them activate if they step over them.
For example, let's say the survivor is running around a large building. If Freddy can place a trap 10 feet in front of the survivor to prevent them from taking a predictable path that will increase Freddy's effectiveness considerably. Alternatively, if the range of his trap setting is too short or the activation time takes too long then he will be considerably weaker. The devil is in the details. It is too early to call him weak though.
They showed on stream, you set traps directly at your feet. They specifically said you cannot place a trap that would affect someone in front of you.
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Nah, but you can know 100% of a killer's power but you aren't allowed to have an opinion unless it's thoughtless ass kissing.
Gotta wait to play the hot load of garbage, then wait a year, then you can point out that his power is pathetic.
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@ClogWench said:
https://forum.deadbydaylight.com/en/discussion/comment/562921#Comment_562921
And you seem insistent that a killer who isn't even available for play testing yet is going to be complete garbage. Think critically instead of whining immediately that something is useless.
They just told us how all of his power works. Your head is lodged where the sun doesn't shine if you think there's some magic reason his power will suddenly do something.
He's a debuffing trap killer, Plague literally permanently injures people and she's laughable, but hey, telling people dream state is a debuff is going to make them brainlessly consider it threatening?
His traps don't affect the most crucial time of the game, and don't function intermittantly through the match.
I don't understand people like you who are so happy to have bad killers handed t o us, because "it might miraculously get better next week without any feedback!"
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@ClogWench said:
https://forum.deadbydaylight.com/en/discussion/comment/562909#Comment_562909
He thinks 3 gens get immediately done in the first minute of the game every time. Doesn't know how to apply pressure.
You can teleport ONCE in that time, and survivors are instantly told you're Freddy as the match starts, so they're not going to fall for cheap Discordance plays that everyone will use.
You seem very insistent that garbage on par with Plague and Ghostface should be shipped just so that you can have a superiority complex on the internet.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/73649/nobodys-going-to-care-that-theyre-asleep
"And don't forget, you can't use your traps until 3 gens are done"
Eh?
He has a 60 second window before people fall asleep unless he hits them. With the amount of easy, safe pallets on a map, that isn't happening against a survivor with half a brain before they're asleep.
3 people are sitting on gens and most likely finishing them before your power even becomes effective in a chase.
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@ClogWench said:
https://forum.deadbydaylight.com/en/discussion/comment/562874#Comment_562874
How over dramatic. First off, he now has tools for gen pressure. He also has that transition flicker meaning he can potentially close distance before the first hit. Once you get the first hit the second comes quickly. It's people like you who are the reason no one takes killer complaints seriously.
Haha yeah, you MIGHT flicker at over 16m away without knowing it and that's gonna get you a hit. That's like saying Spirit might get a free hit by passive phasing 16m away.
And his gen pressure comes with a huge ######### warning that says "I'm coming here now, run half the map away while I teleport." And then you lose the ability as gens get completed.
And there's still 0 pressure on any of the other 3 survivors, unless you want to spam your teleport while in a chase instead of actually concentrating on a chase. Sure.
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@BBQnDemogorgon said:
It'll be add-on dependent i bet.
They said action speed debuff is an add-on but not 50%
If its say 25% that's a must run that will encourage waking up.
Which is terrible design. A killer should never have an add on that they HAVE to take. They shouldn't be limited to 1 add on slot to not feel like a literal joke.
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Oh yeah, what an upside, he can control loops, but only after being looped enough to get a hit anyway, or waiting A FULL MINUTE while 3 gens go off.
Careful there, nearly gave Freddy a power that'd net him a kill.
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Yeah it's going to be another one of those killers. Standing around hoping your power does something while survivors click a box that says "No power for the killer this match."
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I'm still annoyed by the sleeping mechanics.
There's 0 downsides to being asleep if you aren't currently being chased.
There's way too much opportunity to wake up without penalty, both in skill checks and with the clock nonsense.
IT TAKES 60-90 SECONDS. If they wake up from a clock, they can literally do a full generator without sleeping.
This is the same crap we got with Plague and Ghostface. STOP PUTTING KILLER'S POWERS 100% IN SURVIVOR CONTROL.
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This was a balance for the upcoming Freddy rework, and 100% SHOULD NOT have been applied to Huntress as well.
I'm going partially deaf in one ear and since the change I keep thinking she's coming from the left now cos I'm so used to it providing valuable information.
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@Speshul_Kitten said:
They already tried this before. The trade off was that ranks ended up being all over the place just for a lower ping.
Only if it goes with the "oh you haven't found a match in 30 seconds, here, have anyone."
It's a ridiculous system. I would prefer to sit in a lobby for 10 minutes until rank AND ping are acceptable, then do 10 1 minute queues having to manually set a ping cap myself.
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"Abused."
Yeah, ok, people with terrible opinions that spammed the forums got downvoted and cried.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/560295#Comment_560295
The Doctor's fake pallets disappear when a survivor gets near them, immediately letting them know that it's not safe and forcing them to move on. Freddy's Dream Pallets are different; they appear just like regular pallets and do not disappear when you get close to them. The only way you'll know it's fake is when you throw them down. It won't stun Freddy and it'll be instantly destroyed. If the survivor is looping a Dream Pallet, it's basically a guaranteed hit.
OK awesome, that's way better. Pretty sure that's the first we've heard about what the dream pallets do aside from having a bloody explosion effect. Basically built in Enduring/Spirit Fury is great for chases in that case.
Not expecting exact answers but more stuff to be addressed when we get info;
Can they be placed in any narrow spots, or will they have to be in potential pallet spawns?
Also how many clocks to wake up will there be on the map? Will it be a quick interaction, and or downsides to brute forcing the wake? Or will it be a long process of getting someone to sleep then the second they're out of your sight they wake up scott free.
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I really hope dream pallets actually do something. It's so rare to see Doctor's fake pallets have any impact so it'd be sad to have a whole power based around them. Snares at least impacts a chase.
This is all assuming the 60 second sleep time they talked about got scrapped, because he'll be entirely worthless if it takes a minute to be anything more than an M1 killer.
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@Dehitay said:
Woah, I didn't know that consoles get those 2 dlcs for free. Do they have to pay more for the base game to compensate?
I'm not sure. From what I have heard the default is a "deluxe edition" that includes all non licensed content up to the point that the game was added to console, basically just these 2 chapters added.
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Absolutely, there's a difference between "It's the end game, end game collapse should be active" and "it's a good tactical move to leave any hooked/downed/chased survivors and open the gate yourself, while they all run out the other one that was 99ed."
99ing gates is just gross, it goes against the entire point of the EGC and gives survivors as much time as they'd like to mess around and ensure everyone is fine and dandy while skipping the countdown pressure.
Initially I wanted gates to regress while not touched, but this would be hard for players once the hatch is shut.
Adding 30 seconds to the EGC timer, but running at half speed while both gates are shut would be a good move to prevent exploiting the mechanics while remaining fair.
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He is depressingly weak. Survivors glance at you and you're on a cripplingly long cooldown.
His stalking takes a VERY long time to work, so if you even want to make use of it, you're basically locked into the same add ons every match.
When a survivor is marked, he gains no benefit against them besides exposed. This means any survivor with two braincells to rub together negates your power entirely with a couple of pallets. At no point in the game is he ever stronger than any other M1 killer. If your power is broken you can use it in a chase, but if you're wasting 30 seconds waiting for a cooldown to win one chase, you've already lost.
He puts 0 pressure on unmarked targets (ie, at least when Myers hits T3 other survivors are at risk) so they are free to sit on gens as much as they like.
He is punished for succeeding, downed and hooked survivors create enormous areas on the map where your power is non-functional, and if you try to use it when you THINK you're out of range, you're on another 30 second cooldown. This is particularly notable with his Ultra Rare add on which grants aura reading when you down a mark, which is entirely redundant when you cannot use that information to sneak up on someone, as the downed mark instantly reveals you.
His perks are laughable. Not once is there a time any feels remotely useful. They are legitimately the worst set of teachables on any character to date.
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@Visionmaker said:
https://forum.deadbydaylight.com/en/discussion/comment/558602#Comment_558602
The stun not affecting pick ups is not a bug, per se. It is meant to be timed precisely. The killer has to be able to move before they get stunned. Yes, the failed pick up stuns looks exactly like the Nurse "feature", but now that I think about it, they're probably tied to the same mechanic.
Simply put, the Nurse is considered to be "in the middle of animation" when teleporting too long.
A year ago, when they "reworked Nurse" there was a time when she was crippled because she could be stunned in the middle of her trajectory, and suffer both the pallet stun and the power stun. I'd like a reasonable middle ground, where she would be put into her power-stun if she lands under a pallet, just like how Spirit gets stunned when she phases under a pallet.
Personally I'd like to see her stunned if the pallet is dropped on her, regardless of whether she's currently blinking or not. Make it override the fatigue, there's no need for both, but pallets SHOULD hold some form of strength/defense for survivors. Insane map mobility and avoiding most obstacles is already an overwhelming advantage without literally ignoring a well timed stun.
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Nurse's major issue is that she takes a lot of practice to play well, but the payoff for playing her well is far beyond reasonable.
Everyone always seems to be of the opinion that just because they play a lot of Nurse, that makes it ok that she's completely game-breaking. In a single player game, sure, but when you're up against other people, their skill level shouldn't be completely null and void just because of the character you picked.
Mostly her add ons need to be seriously taken down a notch.
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@LCGaster said:
https://forum.deadbydaylight.com/en/discussion/comment/557348#Comment_557348
I like your idea, it makes sense and gives an incentive to prestige
And I'm pretty sure @George_Soros was joking
Yep, but someone like that, joking or not is always around when reducing grind is ever suggested in a game. Look at warframe, Hema still has a ######### atrocious requirement because people whine that they had to go through the grind so everyone else should, even though it's universally accepted as a bad deign.
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It would be nice if it linked to Prestige:
P0/P1 - Your perk minimum is tier 1.
P2 - Your perk minimum is tier 2.
P3 - Your perk minimum is tier 3.
That way once you reach P3 50, you have most perks maxed out, rather than having already spend 200 levels on a single killer/survivor and still having another 150 to go.
I have a survivor with all perks unlocked so once a new one comes it's just a matter of unlocking teachables then adding 9 levels, but killer is an obscene grind as every one is completely different.
@George_Soros That's a horrible attitude and it sucks that it comes up so often in grindy games. "I suffered through a terrible mechanic, so rather than improve it, everyone after me should suffer through the same terrible mechanic."
It's an incredibly selfish way to see things.
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@TKTK said:
https://forum.deadbydaylight.com/en/discussion/comment/557324#Comment_557324
I'm just gonna say I think some people are on the forums more than they are playing the game.
That's relatively easy just by having the forums open during queues these days.
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It's half her power. Being able to place them at the sides of doorways and pallets allows her to disorient survivors in a chase and potentially get a hit out of it.
Otherwise she becomes very one dimensional.
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I used Pop Goes the Weasel over Ruin even before the buff. My first rank 1 was with Pig and it was my only stalling.
I love the perk because over a match it can stall the game a tonne. The better you snowball, the more time you buy, the better time you have to snowball.
It becomes better as the number of gens decrease, as you often know which has the most progress. However even early game, regardless of the gen you kick, there's 20 seconds that they've spent for absolutely no gain.
Ruin is only valuable against bad survivors that cannot find it quickly, but as you gain rank it's reasonable to assume it is already being cleansed 10-15 seconds into a match. It simply doesn't buy the time you're bringing it for, and that perk slot could be something that helps you end chases faster, or something like PGtW that shaves those same seconds and more off the game as a whole.
Obviously the benefit of Ruin is that it's active from the start, so you have a chance to start your match BEFORE 3 gens go off, but I just can't get behind it if I have something else to run when it simply isn't reliable at doing that one job anyway.
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@miaasma said:
leaving the loop while she stands still and watches you leave the loop doesn't work any better than any of your other options, especially since she can hear you. we're talking about her standing still, not the survivor. the survivor has no good option at a loop because they have no indication of where the spirit is going or whether she's even using her power. if they stay at the loop, she watches them until using her power. if they leave the loop, she watches them until using her power. that's the coinflip
i certainly don't want to be able to loop a killer for 5 generators but i do want to have some form of possible counterplay when i'm interacting with the killer and when i'm against spirit (and nurse, to a lesser degree) the counterplay consists of "hope she screws up tracking me" as i move unpredictably, which isn't real counterplay since it's contingent on the killer screwing up. a good spirit or nurse won't fall for the same thing more than once and won't screw up tracking you, making interactions with them very short
Got it. If a killer's power actually helps them get a down they need to be nerfed.
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Jesus, of course Spirit has counterplay. Prediction of her movements is the biggest one. The whole "just standing still is a coinflip of a free hit" only works if you think your only options are plant your ass against the pallet waiting, or vault it. LEAVE THE LOOP and she has to waste time going around it and then working out where you went. Not to mention it leaves the pallet as an unbroken barrier for later which is a pain as killer.
I know how this sounds, but the killer is MEANT to down you at some point. You aren't intended to loop the killer for 5 gens just because pallets exist. To say Spirit doesn't have counterplay is just false, the fact is you have options but a killer's power should always be POWER, not just a quirky ability that could favour either side.
Prayer Beads 100% should be completely reworked. I don't care what into, but they're disgusting as is, and this comes from someone who just farmed "Silent Approach" with nothing but Prayer Beads Spirit. It's simply unreasonable to expect reaction to them, and it's unbalanced to be able to grab people off gens and have them on the way to the hook before anybody's even seen which killer it is. Other stealth killers are slow and have audio cues to do the same, even with add ons.
Complaining that "X killer has no counterplay!!!" is what left us with Legion dumpstered and got Plague and Ghostface released with absolute garbage controlled completely by the survivor side because the devs have lost sight of what ORGANIC counterplay is. Legion definitely needed a nerf, but Spirit is one of the VERY few decently balanced killers, don't pull this "No CoUnTeRpLaY" nonsense to kill off the rest of the killer cast.
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@FireHazard said:
Its already annoying to see it in every match at Red Ranks, I don't want to see it more than that.
Dead Hard can be baited easily, so yes before the peanut gallery comes out of the wood works and says that. That doesn't mean it still isn't annoying to see constantly.
It can be baited, but often it means already missing a hit in the crucial time at the start of the match.
It also retains strength by being a dash to reach an extra loop even without being in hitting range.
It's a very strong perk that does NOT need a buff, let alone removing its only real guaranteed time to counter it.
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It's probably very simple to do so. However, adding prestige outfits as full sets will cause Deja Vu to slow healing speed, and sound will be disabled on Backwater Swamp, but only on Tuesdays.
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That would be a bug, yes.
As the perk description says, it should only change the obsession to the unhooker if the hooked survivor is currently the obsession.
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@JawsIsTheNextKiller said:
I'm still allowed to tunnel Claudettes just for being Claudettes though right?
Absolutely.
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Yes, also, if a killer looks at a survivor, they should instantly be given an escape for free.
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I'll be honest I bought Ash primarily for being Ash, but also for Flip Flop. They talked about Flip Flop about a year ago and I'd been waiting for it since.
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@Mister_Holdout said:
I would say shorten the timer to around 30 seconds, but if you get chased within that time frame, the timer extends longer.
30 second timer, but if you're downed it's active and won't turn off until you get picked up.
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@miaasma said:
billy (if played correctly, aka chainsawing rather than m1ing) is by far the easiest to depip with. leatherface can't get chainsaws in as many scenarios as billy can because rip leatherface sucks and i wish he didn't so he has to M1 way more and chases tend to last longer
myers is kind of easy to depip with too because he gets such awful deviousness points
i personally main wraith but play a lot of billy and i find wraith much easier to pip with despite finding games harder than billy games, which is symptomatic of the issues with the emblems. i want to be clear that i don't disagree with criticisms of the emblem system, but it's important to point out that 4king does not guarantee a pip and shouldn't
What does Myers' deviousness have to do with anything? Bloodpoints aren't connected to rank.
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Hey maybe releasing a chapter that only adds a character to one side is a bit... one-sided?
There's 0 new content to play on the survivor side unless you count nerfed perks, and a brand new killer to play on the other side.
Should settle to normal soon, people are realising how mediocre ghostface is, and with upcoming nerfs he'll just disappear.
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The reason DS and MoM were changed was because each gave an extra hit that would reasonably go off in every single match, for every single survivor that brought it. (Depending on the killer for MoM.) It destroyed momentum and broke the already poor time dynamic of the game.
The changed DS is to prevent you being tunnelled, you get unhooked, and if the killer decides to go straight for you and basically ruin your match, you're given a free escape to try to get away, and remind them that they can be punished for getting greedy.
Your suggestion brings back the old issues. If all it takes is a hook, and then any time for the rest of the match you get a second chance, it's just a free extra hit on every survivor every match.