anarchy753
anarchy753
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- anarchy753
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@DBD_Pinhead said:
Lmao not even a spork?
A spork is too deadly for Ghostface's power.
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@Coder said:
You're missing the point. Everyone is saying "yeah, but he's weak, allow him to exploit the reveal timer at least, poor guy...". It feels like an exploit. I'm seeing him! He's in front of me, forget about timers and mechanics... I SAW YOU, I KNOW WHERE YOU ARE MAN, game over! the fact that he has to hide and reset my reveal timer and then keep stalking feels like an exploit, it feels like a moonwalk legion before rework, it feels cheap, it feels like abusing the mechanic.
It isn't an exploit or abuse. The mechanic just doesn't work the way you would like it to, and to change it to what you want would be a direct nerf to an already weak killer.
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50% of players are solo. Meaning since you have 4 people in your lobby, on average 2 of them should be in SWF.
That's basically going against extra communication every single game, regardless of whether it's a 2 man or a 4 man.
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I think it's unhealthy.
It's incredibly common and causes a huge sway in momentum when the game is already in your favour.
The sprint is obscene and nearly guarantees escaping chases.
The heal encourages racing through the last gens instead of spending time healing which is meant to be an important part of keeping a match slow.
It overly rewards SWF who can coordinate popping adrenaline at the right time in many different situations.
Healing when adrenaline pops while on the hook, or worse, before having a hook jammed through your shoulder, and being healthy as soon as you touch the ground is ridiculous. Incapacitated survivors should not get the effect if they can't heal when it triggers.
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There's just so little benefit to Legion's power. If people aren't near each other, you literally gain nothing from Deep Wounds. And as most players know, forcing survivors to play split up actually accelerates their game.
Deep Wound is almost impossible to get a down with.
He loses tracking capabilities in frenzy despite actively chasing with it being a disadvantage.
Using his power at ANY point after a survivor is wounded only serves to put space between you despite originally being a chase based power, you CANNOT capitalise off pallet vaulting, movement speed or anything else since however it ends you get stunned for a long duration and they are immune to being downed.
Sitting under a pallet immediately counters his power. If he hits you, you stun him and he can't chain off the instinct. If he doesn't, he's just an M1 killer as his power ends and he's laughable again.
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@Jdsgames said:
https://forum.deadbydaylight.com/en/discussion/comment/545701#Comment_545701
I don't think they want the exposed to be reset. Simply having the detection Linger. I would give this advantage given they reduce the sound the killer makes like threads have suggested. (Also fixed LOS detections)
Except it only takes 1.8 seconds to reveal Ghostface. He's already laughably easy to counter, and even when you don't he suffers all the drawbacks of a basic M1 killer. His power is already far too much in the hands of the survivors and not the killer.
If you actually play a single match of Ghostface, you'd realise how incredibly easy and fast is it to break him out of Night Shroud, how overwhelmingly punishing it is, and just how vague the indicators of the reveal are for who is revealing you.
This suggestion to have revealing progress lingering unequivocally does not need to happen.
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They've said a few times that many of the perk changes were to make perks more consistent at all tiers so you don't need to find a perk on the bloodweb 3 times before it even becomes an option.
Noed gained exposed at all tiers, Ruin affects all players but the regression is lower at lower tiers, BBQ now scales in number of max stacks, rather than the aura reveal range.
It makes them more usable at t1 and 2, and in the case of BBQ makes it more consistent to detect and play around.
Slowing down the game has been the intent of noed for a long time.
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Because standing directly in front of the killer and still being basically invisible isn't playing the game.
It isn't interactive for either player, it's just a really cheap way to avoid having to get into chases which are meant to be the bulk of the game.
Like Peanits said, there's a difference between playing stealthily, and using abusively dark outfits to avoid participating.
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@bubbascal said:
OP, I would suggest you tag a few people like @Peanits and @not_Queen to get their attention when making these types of posts. You have a higher chance of getting their attention if you do. 😀
Yeah, but it is the balance feedback section, seems a bit odd to tag them for every thread.
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You simply don't seem to understand that giving survivors LESS to do is not a positive change for the game.
Gen speed is one of, if not THE biggest issue in the game right now. NOED is a threat so that you commit time to doing totems so that the game is slowed down.
It's the same reason that MoM was nerfed, adding extra hits on every survivor for free was game-breaking because it meant there was so much time bought to just keep doing gens.
You keep saying it should be nerfed so that you don't have to waste your time doing totems, but that's exactly the point, you SHOULD be making sure totems get done.
Generators are the only objective required to power the gate, they are not your only objective to secure a safe escape. Gens, unhooks, heals, and totems are all "objectives" in the game, even if they don't specifically give you "objective" bloodpoints.
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He's already a joke of a killer, no need to Legion him.
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Balanced Landing. It's probably the only perk that is legitimately game-breaking (as opposed to an actual matter of balance) as it completely destroys the balance of a significant number of maps, however it is map reliant so on a bad one, I just have a survivor with -1 perk. You load into Father Campbell's, or Haddonfield, and you amy as well just bend over.
Adrenaline. It is utterly uncounterable. The only thing that works around the same time is noed, which means playing a perk down all game and any half decent survivors remove it anyway. The sprint is an insane amount, it can be on EVERYONE, and it promotes rushing the last gens rather than spending time healing which is where the killer is meant to gain a bit of ground. It's also gross with SWF communication, and ridiculous that it goes off even while you cannot heal, and instas you later off the hook.
DS, it's pretty well balanced, but the threat of it means I always have to question decisions. If I find someone by chance it may still be active, it's just a threat to constantly keep in mind.
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@Peanits any word on why, since the GF patch, it takes 10 minutes to create a lobby, and when you do there's nobody in it?
What are we waiting for then?
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Absolutely. It also seems pretty common that if a survivor continues to look in your direction after you duck behind cover, you still get revealed, as though the new object between you isn't considered as breaking line of sight.
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Exactly, 1 hook = 1 use. It punishes you for being efficient because if you down someone in under 60 seconds your perk just doesn't work.
It's a really bland effect anyway, just a cop out of not putting in another aura reveal.
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DG is post-apocalyptic basically. There's small very advanced cities and the rest is slums, and the garden is a fight to be allowed into the city from the slum basically.
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@TheLastGreatStar said:
https://forum.deadbydaylight.com/en/discussion/comment/542497#Comment_542497
@invira_zero Yeah I know, but this would be ridiculously overpowered.
Not even SWF, if there were a perk that could make it so the killer NEVER knew which gens had progress or even if 5 were 99ed, everyone would use it because it'd be insane.
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@Theluckyboi said:
They should make him immune to detection perks, make his add-ons more interesting (i honestly dont even know what the perfume one does) and add some kind of map pressure, because he really needs some
Increases duration they stay exposed. Though it's "moderately" so probably 2 seconds or so.
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With the double blade glitch they said they only tracked people who suddenly started using the add ons after it was common knowledge that they were bugged.
It would probably be the same with Wake Up and the other issues popping up, if you've never touched them for 3 years then ALL OF A SUDDEN are abusing bugged perks every match, yeah you'll be found and likely punished somehow. If you already regularly used Wake Up before the bug, you're probably safe.
Don't pretend that leaving them in the game is permission to abuse exploits, everyone knows that's not how it works.
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You probably get downvotes because this is roughly the 15 billionth time it's been suggested.
Exhaustion recovering while running was abusive as #########, it shouldn't come back as a perk or in any other way.
If a killer is being run for over a minute, one, you don't need an extra chance in that chase, it's been long enough, and two, the killer doesn't need an extra kick in the balls of a second dead hard/sprint burst etc.
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A lot of what you said is over the top.
However there's some merit to disabling scratch marks while fatigued. Legion has them hidden every time they're just TRYING for a hit because Legion used to have a power.
It'd be interesting on Nurse to punish her for missing by giving survivors a better opportunity to put space between them without having scratch marks straight to their ass.
That said, god Nurse's break the game and are the biggest point you want to hit with a nerf, and if you're good enough to not miss then this wouldn't even affect them.
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Nope. A lot of people prestige specific characters because they like how those prestige outfits look.
To take those away, give them something else they don't necessarily want, then tell them they have to spend money to get what they had would be ridiculous.
It's not just a matter of rarity/value.
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@AStupidMonkeyy said:
https://forum.deadbydaylight.com/en/discussion/comment/543712#Comment_543712
@Jdsgames There are windows in every house on Haddonfield. If you didn't jump when I got to the top and put a trap down on the top of the stairs AND in front of both windows.. that's on you. You can easily disarm traps. It takes a whole 3 seconds to render his power useless until he comes back, picks it up and arms it (2 seconds) again. They changed it awhile back because it kept clipping into the ground but they never fixed the hitbox since. It use to be okay but now its worthless. If you think disarming a trap is a big deal then I don't know what else to tell you. I'm guessing a 4 second 1-shot chainsaw in a small corridor is better?
Not to mention one of the most used items in the game can destroy his power for half a match at a time, because that ancient mechanic is a valuable thing that shouldn't be removed to make a mediocre killer slightly less bad.
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There's only a finite amount to discuss, at least until the archives come. It's not like the relevance of this thread changes the same way a discussion about balance does where perks being discussed may have been changed several times since then.
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Probably because the lore section is dead and this was only on page 2. Who cares it's a discussion?
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Because while other killers are getting ######### done, Ghostface has to stop and stalk survivors.
It takes nearly a full Myers tier to expose one survivor, and unlike Myers, the other 3 survivors feel no threat from you marking someone else so they can just keep doing gens.
Myers also has better stealthy approaches that aren't broken by survivors at all, let alone disabled by someone who ISN'T the one you're after.
At tier 3 Myers also gets improvements in his chasing ability with longer lunges and fast vaulting, compared to Ghostface who is NEVER more than an M1 killer. At best he can hide his stain in a chase which other killers achieve by turning around.
All of that amounts to a killer who can expose one survivor and isn't even guaranteed to get the hit off that. Once you down one person, everyone else is not impacted in the slightest, and is on high alert to put you on a LONG cooldown before you even have a power again.
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As long as the killer can't see you rotate. It's already an issue that some survivors can hide items like keys behind their legs, no need to make it a tactic.
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It's more like an anthology series. Each chapter is like a different episode with different characters. Protagonist I guess depends on whether you see the game more from the killer side or the survivor, though the killers often have the better backstories.
The entity is the overarching antagonist.
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I've had this bug. I was on the Pale Rose map and I used it with the intent of finding someone who was hiding. I got the noise alert with no indicator of where they were, then looking around there was no killer instinct anywhere.
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https://i.imgur.com/pIlJwwF.png
It's awful. You literally NEED survivors to make huge mistakes to get it.
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Pig - I really enjoy the Saw movies and it was fun to play a character that I really liked too. I love that she has potential for stealth and mindgames, and that her RBTs stall the game, opening potential for better and more interesting perk builds as the broken nature of the game's speed is lessened.
Originally though, I also really loved keeping people trapped in the game, forcing teams to decide between abandoning a teammate, or risking preventing them escaping out the hatch. It always made a game great when it went down to the wire.
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It's sad that this is so easy to detect because the perk is so terrible that nobody would use it outside of a bug.
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Rather than just a giant radius, they need some form of detection. Traps are VERY often placed in narrow choke points like that. If there is a wall on either side within a short range, anyone passing that line should just be trapped, regardless of if it's a micrometer to the left or right.
He's a really mediocre killer already with far too many built in counters to his power, he should AT LEAST be threatening in the one situation he's meant to be, not a joke as you literally walk past his power.
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Devout emblem works like this:
Bronze to gold:
1 tier for each survivor killed.
1 extra tier for hooking every survivor once.
Iridescent is ONLY achieved when you kill all 4 survivors AND have hooked at least 9 times.
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@Milo said:
Do you want to wait X time before they try to repair a gen?
Nope, just power the gates and start the EGC timer if there's one person left with less than 2 gens completed. No hatch if you don't work for it.
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You may remove it, it's unbalanced and has very little counterplay, especially at the start of the match.
(That is, right after I finish farming this awful gen grabs achievement.)
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One of the biggest issues that's obvious already is that Nurse is mostly strong because she ignores pallets entirely, or uses them for a free hit. Adding more pallets to a map doesn't make her more balanced.
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@Redd said:
https://forum.deadbydaylight.com/en/discussion/comment/541448#Comment_541448
I didn't stalk at all when I got it. I just wandered around and surprise attacked people. If I had one hit downed anyone that game, I would not have gotten the trophy. It was that close lol. Had 3 Iridescents and silver evader with no room for error on anything.
You basically have to get a 4K, get 9+ hooks, double M1 everyone on each of those hooks, lose little to no chases, and prevent them from doing gens long enough to get Iridescent Lightbringer. Even then it's a very close call whether or not you'll get it. I really do miss the old system where all you had to do was 4K. It was still way harder than the survivor trophies, but it didn't require a near perfect game.
Yeah it was a ######### nightmare, I only got it because a squad screwed up badly and there were bad pallet spawns. On the upside the surpise stealth attack is decent as it counts as a very short chase.
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She really isn't fun though. She's basically a tickbox of "survivors are broken this match."
All her showy stuff, her puking, her corruption, it all becomes irrelevant 20 seconds into a match. If I'm playing killer it's not to press M1 and nothing else.
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Not to mention in adept, Ghostface has almost no stalling. Meaning while you're ignoring your power to get enough chases you have to really hope that the survivors are mentally impaired and decide doing gens would be a bad idea, or you get punished there.
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They really need to fix the ######### emblem system for killers.
If you want exposed PERKS to be counted as one chase? Fair enough, you're bringing them to have an easier time.
Exposed KILLER POWERS need to be rewarded as 1.5-2 chases. It's ridiculous that to rank up you need to NOT use a power, and to be considered "Adept" it's better to not use the power very well at all.
Things like Plague need a look at too. If survivors choose not to cleanse for 2-3 minutes, hits landed should be considered the same as exposed, to prevent losing chaser emblems for survivors denying you your power.
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The big issue with doctor is that finding people isn't the issue in 99% of matches. He's a pretty ######### chaser so playing him will always be mediocre.
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@bubbascal said:
https://forum.deadbydaylight.com/en/discussion/comment/495380#Comment_495380
Legion is honestly trash nowadays. And this is coming from someone who really loves Legion. And misses being able to be so fast... 😪
Killer Instinct has plenty of counterplay, @Tensor . Leave the Terror Radius. Exhaustion perks. Run in a straight line. Location revealing is worthless if you can't take advantage of it.
The whole point of Killer Instinct was to help Legion do their job: spread damage quickly and efficiently. Which they struggle even MORE with because of their speed nerfs.
"Run in a straight line"
It's so sad how true that is. How do I counter the big bad killer with powers granted by a spider god that created its own dimension? Just ######### move away from them and they can't hit you with their slow-jog sprint.
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It's particularly frustrating now as Ghostface's is #########.
His perks are garbage that do almost nothing in the match, even less for him than most killers.
ALSO his power grants exposed, so due to the abysmal way killer emblems work, it's an active detriment to use his power as it lowers chases and hits, costing you emblem points.
It took me a tonne of matches to find a squad of people bad enough, and a favourable enough map, just to not get gens done so early as to make it impossible.
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Keys are just really abusive.
As killer if I see a key I feel the need to tunnel the living ######### out of the person holding it. It isn't personal, it's just that if I leave them alive it decreases how much of the objective they need to do each time I get a kill. Objectives go fast enough. Nothing is worse than getting your first kill of a match and having the hatch be opened straight after.
You CAN close the hatch once it's been keyed, but with multiple people left in the game it's a fairly trivial thing to split the killer's attention and have at least one, if not all of them, leave easily.
It completely breaks the dynamic and momentum of the game.
It is very similar to moris, though I don't see how you can nerf moris without making them JUST a cinematic kill instead of a last hook.
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@AetherBytes said:
You'll be fine. If you tried to struggle through hook and no-one rescued you, either killer was protecting thier catch or it's their fault you died and made the game snowball.
Unless they attempted escape on hook, in which case it'd look like a quick suicide. No new player would ever get banned for that though.
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@DocOctober said:
https://forum.deadbydaylight.com/en/discussion/comment/535331#Comment_535331
Action speed is the equivalent to Gen Repairs. However, Wake Up specifically ONLY mentions the speed at which you open Exit Gates, yet since 3.0.0, affects literally everything else too.
Where are you pulling that from? Action speed (and thana) has always included healing etc.
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@[Deleted User] said:
So he doesn't camp.
Yeah, I don't understand BHVR's logic, either.
I'm pretty sure only terrain counts at hiding him though, not other "entities" like survivors.
I was just on a hook against a wall, it wouldn't detect him running right past me as the camera moved behind my body. It started making the noise RIGHT as he got behind my body then stopped instantly.
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OH BOY KILLER INSTINCT ADD ON BUFFS.
That'll be great for when I'm bringing add ons that are literally "consolation prize for your power being disabled for a ridiculous amount of time!"
Or I could bring add ons that let me use my power more efficiently, oh wait they're being nerfed.
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Not to mention we get a killer like Ghostface who has no stalling perk whatsoever and barely any information that you don't already have. I just 4kd chain-hooking from minute 1 and what a surprise, still silver lightbringer because the survivors weren't taking a look up their large intestine during the game.