avilmask
avilmask
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- Username
- avilmask
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- Carburettor Tuning Guide
- prime bulb if you think you need even faster charging ~
- or Award-winning Chilli if you want to surprise people with that you actually can catch up to them
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@TRB124 said:
https://forum.deadbydaylight.com/en/discussion/comment/653545#Comment_653545
If you knew you were going against an SWF then you would lobby dodge, hence why lobbies don’t show that information.
SWF is something you have to deal with. I feel like all killer mains get so used to getting the 4K against potatoes that when they get put against a well coordinated team they cry “SWF OP pls nerf”
Right, that's why killers don't dodge lobbies. Wait, no, they do dodge. But they also dodge random teams because they THINK that's swf. Not dodging killers keep using sweaty builds because they think that they're going against swfs. Bad point.
And here we go again. Not only killers have a problem with SWF. SWFs have fun with friends and agitate killers, solos suffer from agitated killers and things that swfs call "fun" when you're not their friend.
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@TRB124 said:
Wow, you actually get given a challenge and you want devs to completely destroy SWF just because you can’t get your precious 4K.
I guess killers want all their lobbies to be full of brain dead solo survivors so that they can get their easy 4K.
Seriously, git gud. Adapt your play style against SWF, switch up your perks to surprise them, use the endless OP add ons that killer’s have.
>use the endless OP add ons that killer’s have.
Love that part. Also don't forget to "use your best killer". And now that's basically red ranks. And just in case if this is not solos, because devs don't want you to know if they're a group of friends or not. Always go for maximum pressure and destroy whoever doesn't play in group, in case they are.
From your point of view, It seems that only survs are allowed to "just have fun with their friends" and get easy wins, when killer supposed to "earn it", but mostly to entertain.
Existance of SWF in current state is unfun for all other solo players, killers and survivors.
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Isn't "ghostface" is an official name? Like, way before it was added to dbd? I'm pretty that's how mask was called from the start, and where name of the killer came from.
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@TheUnendingNightmare said:
It's like I'm not against insta heal, I'm against insta heal has an add-on. It should be a perk that require you to work around it and take a perk slot.
Picking a killer is the same thing as picking a perk. You change a killer to get a better ability and use one perk slot. You can camp better with the ghostface and the pig without a perk, because they have a better ability and faster/no transition from invisibility. There is much better killers to camp with and you think Wraith excels at it when he actually need to uncloack to grab someone from a hook.
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@TheUnendingNightmare said:
https://forum.deadbydaylight.com/en/discussion/comment/646792#Comment_646792
You do realize they have to 1 get the perk and 2 lose a perk slot to equip it...
But better ability instead of invisibility :|
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@TheUnendingNightmare said:
Buff the Wraith ? You can't be serious. You like being camp and tunnel every game ?
You do realize that EVERY killer can do the same thing with insidious perk?
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@TheUnendingNightmare said:
https://forum.deadbydaylight.com/en/discussion/comment/646758#Comment_646758
Look I'm a killer main too...I still think wiggling time should be reduce. If they reworked the exhaustion perks it wouldn't feel like a loss when that happen.
You see, there is no point in wiggle change if instead of 5 hooks it'll be 3 hooks. And there should never be a case, when there is less then at least 3 hooks reachable from one place. Because after 2 sacrifices this place gonna be a blind place where survs can reliable go to die and never be hooked.
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@TheUnendingNightmare said:
https://forum.deadbydaylight.com/en/discussion/comment/646709#Comment_646709
Eumm what corner without hook ? Bc in 2 years I never ran out of hooks...even when someone use the add-on + sabotage. Sure I may not reach the basement but there's at least 5 hooks I can bring you too at any given time.
Exactly. And that shouldn't be otherwise.
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Reminds me this.
it's an unwinnable fight.
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@Warlock_2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/646590#Comment_646590
No, but the ability to get someone up instantly who was just instantly downed is a counter.
As aggravating as seeing someone instantly heal in front of me can be, I don't feel the ability to do so with a one time use addon is overpowered. I think a portion of the killer community is becoming a bit too whiney and they are rushing down slippery slopes. It is never enough.
Let instaheals heal instantly only one healing stage on dying people then and second one over time? Works the same against instadown and doesn't screw over m1 killers.
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Wiggle was added only so killers wouldn't be able to bring survivors to the basement all the time.
Killers already have to think a lot about what they want to add between chasing, detection and stalling.
Plus survivors should not be able to just run to one corner without hooks and 100% to be safe there. Literally never, otherwise everyone gonna do that.
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@Warlock_2020 said:
No. First of all, as long as exposed status is in the game, there needs to be a counter for it. Insta-heals have their place as that counter. Second, 12 seconds is too long, considering a survivor can just heal someone almost as fast.
Perhaps taking the pink insta-heal addon and giving the second healing state an 8 second hot might work, but no way do we remove at least the one stage insta-heal as long as one hit downs still exist. That is part of the balance game.
Edit: Maybe add provisions in stating it will instantly heal from the dying state, otherwise heals an injured player over 8 seconds.
it's not like injured people suffer more from being exposed.
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Supposedly, Second Wind will heal you 20 second AFTER you lose broken effect from deliverance.
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@Zertix said:
https://forum.deadbydaylight.com/en/discussion/comment/646303#Comment_646303
I think it is still far too early to conclude anything. Let us wait.
Of course! Nothing, but a speculation.
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@Zertix said:
I think the new killer is promising. He is definitely not gonna be a top tier killer but he is not trash. We should wait to see where he stands in the tier list. He has good map control and an ability that is supposed to help him in chases.
I also like the new perks. They are not gonna find their way into the meta but they are useful, interactive and changes the dynamics of the game.
We are also getting a new indoor map which I assume was designed by implementing the new map design philosophy (similar to Badhams Preschool).
I think you should wait until the chapter is released before making any judgments. I am personally very excited for this chapter.
His "chasing" ability looks like Billy's chainsaw at short distance, but doesn't oneshot. Easier to use, though. Countered with old good looping and break of sight.
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Those effects are separate. Stealth killers gonna get undetectable, and oblivious is a separate effect that will be applicable with perks or add-ons.
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Most likely it's just a period, when his TR is growing. Lose of TR isn't instant as well as it's grows.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/646232#Comment_646232
To get healed in a Locker you need to spend 14 seconds on a Totem first. And need to find a locker.
It is not that time efficient.
Yeah, except it's not a downside that you should cleanse a totem. Plus you can cleanse it before getting injured, it's basically healing 66% progress BEFORE you got injured. Pretty nice, if you'll ask me.
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When it happens, I only smirk. Weak souls.
No, it doesn't count as DC, as I know, because a game gets cancelled.
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I wish predator just let you read aura of scratch marks at 1-2 meters distance, then it would be fine. Never get blinded by grass, can see turns on cross paths.
The same for bloodhound, if it allowed to read aura of blood trails at 8 meters, it could actually work like you're tracking with sense of smell.
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I actually like the idea. But devs didn't agree even with simple "all totems look like dull totems", what's less powerful.
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Points not gonna change much. Killers don't camp because they're afraid of losing points.
Also vault looping is more annoying than normal looping (safe windows are the strongest looping rote). Escaping terror radius means survs get free points when loop stealth killers. The same with range to the killer, how you supposed to tell, how far killer is if he's trying to trick you with his TR (m&a mind games)?
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@altruistic said:
https://us.v-cdn.net/6030815/uploads/143/OAW5ILZUNVGH.jpg
Well designed perks give them reason to stick around!
BBQ IS well designed perk. It discourages senseless camping, and in that situation looks like it wasn't the case :)
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@PrincessPoop said:
https://forum.deadbydaylight.com/en/discussion/comment/643178#Comment_643178
Ummm what?? Balance and fairness go hand in hand; If something is unbalanced it’s obviously not fair for one side. What a weird argument to make. And it’s okay to disagree with me, I happen to disagree with you too lol. That’s what having a forum discussion is for.
Well, yes, bat also no. In asymmetric games fairness and balance are very different things. In those games balance is reached with counterbalance of unfair things on both sides.
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@PrincessPoop said:
https://forum.deadbydaylight.com/en/discussion/comment/643134#Comment_643134
My original post was 100% about game balance. You are the one who brought up lore?
Your first post was about fairness, not balance. All opposing posts stated that only thing it would do is drag out the game. Seriously, it's the same as not letting the game end quickly to give the killer some more teabags at exit gate. Look at me, you can't pick me up for more 60 seconds or I'll escape! Haha. Your suggestion with auto-escaping also forces killers to facecamp the last survivor even harder. So nothing, but bad things about that balance wise.
Anyway, that's just my point of view. I just happen to not agree with you.
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@PrincessPoop said:
https://forum.deadbydaylight.com/en/discussion/comment/643105#Comment_643105
I don’t really understand what you mean in your first sentence. But usually the final girl/protagonist manage to overcome great odds and escape the killers grasp even when all Hope seems lost. But this is getting off-topic anyways.
My point was that lore doesn't matter only if it's a balance issue. And it doesn't look like what you're complaining about is a balance issue.
Only if she is the only one survived. Not when everyone else left her. In that case it's opposite, she probably would become a next killer. Yeah, off-topic, I know.
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@PrincessPoop said:
https://forum.deadbydaylight.com/en/discussion/comment/643092#Comment_643092
You shouldn’t be using lore to balance a game lol. Besides don’t the final girls usually live?
Well, you wanting to get more points is nothing about balance, so lore can be used there :P Also the last girl usually the one that everyone agrees to never talk about because she was the only one left behind so everyone else could escape.
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@PrincessPoop said:
https://forum.deadbydaylight.com/en/discussion/comment/643066#Comment_643066
Well yeah that’s my point. Swf groups will know not to leave their teammate behind if they have deliverance Ds etc. but as a solo you just have to pray that your teammates don’t leave you behind. This mechanic of sacrificing a survivor automatically if they are the last one punishes solos more than swf, and there has been a solution suggested that would allow survivors their last chance while not being a waste of time for killers.
Let me just say that: there is nothing more lore friendly than to kill the last survivor with them knowing that they lost their last chance because their teammates left them.
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@PrincessPoop said:
https://forum.deadbydaylight.com/en/discussion/comment/643025#Comment_643025
Swf has always been an intended feature of this game. And even if it wasn’t, what’s your point? Punishing solo survivors isn’t the way to balance this game lol.
It's not punishing solo players. You die if you're a last person even if you're in SWF. It punishes lack of teamplay. They didn't care so you died. Blame them for letting you die. Teamplay in SWF is better than in random, there is that.
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Getting tunneled means getting killed very fast (getting through stages quick due to rapid hooks-unhooks). DS counters that hard by adding a minimal time you have to live. It not supposed to let you escape, only to not get killed quickly.
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@PrincessPoop said:
https://forum.deadbydaylight.com/en/discussion/comment/642990#Comment_642990
Yes because the game is punishing me for something that I have no control over. As a solo player I have no way of telling my teammates to stay, and often more than not the killer will just chase them out first.
It used to be the whole point of the game, until swf was introduced.
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@PrincessPoop said:
https://forum.deadbydaylight.com/en/discussion/comment/642911#Comment_642911
Why not just make them auto attempt escape so they can’t prolong it? I’ve been hooked next to an open gate with deliverance and Ds ready to go but just because my teammates left, two of my perks get negated? Doesn’t seem fair.
Is it game's fault that your teammates left you alone? D:
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@Galklife said:
wait so for you guys enduring was nerfed? its not like pallet stun is not SHORTER than before xd and enduring was meant for pallets from the start xd if you think head on is too strong sth is wrong with you its MEME perk, and youre mad on MEME, if DS is your problem that perk was nerfed so you should be happy AF how much you want to nerf 1 perk? (+ you can always play around DS, but if you straight tunnel well i wont feel bad for you)
from old math it was buffed from 75% to 100% xd but because they changed the way that math works ppl are going Pepega in new math its 12,5% buff BTW 12,5% is over half of Brutal Strenght time xd so in that buff you got pretty much half of the time that Brutal is giving you xd, you pretty much got half of a perk in exchange of not being able to work vs MEME perk or antitunnel perk xd
and i love how someone is telling about double standards and he has double standards on its own and those standards are bright like a damn sun, ofc survs has their op perks, but its not like killers doesnt run ruin, bbq, noed, MYC, pop, bamboozled, spirit fury, if youre talking about double standards look on your side too??? i guess author is too much of a 4Head to look at his toys but is whining about other kids toys
He talked about bugged enduring after rework and before Freddy patch. So he just did a bad job of doing his research.
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@Th3Entity said:
https://forum.deadbydaylight.com/en/discussion/comment/642533#Comment_642533
Hahahahahah! Wait....you are serious? Try playing against a rank one nurse you will want to ######### because your whole team is dead in 3 minutes especially if she is slugging and not even one gen has popped this is the control im talking about. You deserve to lose if you let the survivors do all the gens that's why noed is the biggest cruch perk of them all. Before 5 gens 0 kills after noed is activated 2-3 kills the only time noed is justifiable is when you are playing insidious more nurse and camping inside the exit game the whole game.
I love this argument, if nurse is op in rank 1, means killers as a whole are busted.
Still, I also think that killers mostly more powerful than survs, but only because their add-ons are way more powerful. "add-onless" survs are stronger. Perkless hard to say.
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@KillermainBTWm8 said:
https://forum.deadbydaylight.com/en/discussion/comment/642470#Comment_642470
the bodyblocker has a timer m8
45 more seconds after bt. It's a lose lose unless you run stbfl. Oh well, this situation isn't usual anyway.
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@KillermainBTWm8 said:
https://forum.deadbydaylight.com/en/discussion/comment/642442#Comment_642442
Wait your power was removed when someone gets unhooked? Wait there's not a way past the BT user? Depending on your power you can use it to get past the BT user and remember this isn't a narrow hallway you can get past them by going AROUND.
Against killers with abilities like this those tricks don't even matter, they can hit bt, then again, eat ds, and hit that person again, and it'll not end as a disaster for a killer. Are you sure that 15% speed advantage is enough to not let a bodyblocker to react when you're trying to "curve around"? Especially if they're running to the closest "narrow path". Because they will.
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@KillermainBTWm8 said:
https://forum.deadbydaylight.com/en/discussion/comment/642434#Comment_642434
You could also easily just get past the BT user and to the rescuer as I've already said. And if the BT user had ds you slug them
Wait, bodyblocking was removed from people with BT? Did I miss something? Guy with BT wants you to hit them, wants you to slug them so rescuer can escape, he literally sandbags you on your awy while you're trying to "avoid' him.
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@KillermainBTWm8 said:
https://forum.deadbydaylight.com/en/discussion/comment/642423#Comment_642423
You have a couple options based on positioning. If you can make it past the BT user with ease you can easily just get a down. If not wait the 15 seconds out. The survivor will be expecting a hit so they have already lost a few seconds on that time.
So you chose "do nothing". Straight and simple, just follow the guy with BT for 15 seconds. I like it. BTW he has a DS, so why would you?
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@KillermainBTWm8 said:
https://forum.deadbydaylight.com/en/discussion/comment/642410#Comment_642410
That's where the killer needs to anticipate what the survivors are doing. Remember that they have dead hard.
Aaand... do nothing instead, let them line up? That's not for the killer decide, except to wait for a rescuer closer to the hook so you have enough time to make two hits.
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@KillermainBTWm8 said:
https://forum.deadbydaylight.com/en/discussion/comment/642398#Comment_642398
You can avoid them and usually you can get the rescuer before the dude with BT is out of animation. It is harder though yes.
That's why they have DH (DH into dude with BT so killer misses you, goes into recover and gives a boost to rescued guy). Unless rescuer messes up timing. Advanced team strats, looks quite sick.
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@KillermainBTWm8 said:
https://forum.deadbydaylight.com/en/discussion/comment/642389#Comment_642389
Instead of always going for the unhooked go for the rescuer you'd be surprised how useless BT becomes when you do a trade instead of just trying to get the unhooked.
It gets harder if dude with BT blocks the way.
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There was a bug after reword of enduring, but before Freddy rework went live. It made so it's 50%, but the same way it was before (not overall stun reduction, but recover speed). It was fixed after Freddy patch, and as I know ATM it allows you grab survs that messed up again.
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I don't think there ever be an option to not join against SWFs, but at least devs could add an indicator, if it's an swf or not. Some people get panic attacks from potential big swfs and dodge even 2 person swfs or even complete randos that happen to join at the same time, or if their profiles hide friends info. Proper indication would only reduce amount of times when dodgers leave harmless lobbies.
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"Bad BBQ".
It prevents survs from returning to the gen when you pick up someone, but for quite little time and with a huge cooldown. Doesn't force people from gens. BBQ does force people from gens that don't want to be found, has no cooldown, doesn't prevent people from returnig, but time used to hide from aura reading usually buys comparable amount of time.
Something like that.
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SOLE SURVIVOR - best perk for a team of survivors! Immunity to aura reading without downsides!
METTLE OF MAN - old mettle of man on steroids, but only one person can use it. Basically "I gonna follow you around and be splinter in a butt the whole game and you can't do anything about it, deal with it" perk.
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@xnes_galax said:
https://forum.deadbydaylight.com/en/discussion/comment/642219#Comment_642219
But if the survivor made it to the end game is your fault. You should kill them before it. Also not every single time a survivor has adrenaline it work because he may not be injured or in chase. There has to be a lot of things going on the get use of this perk, and it can only negate a kill if the survivor was chased injured around an exit gate.
Its a super situational scenario. I am not saying it isnt strong. Im saying that it isnt OP or impossible to deal with
Except when it's not killers fault. You're starting the old polemic of deserving and not deserving something.
I'm not saying it's OP, it's a bad design for a perk. It encourages an unhealthy state of the game. With adrenaline, survs encouraged to finish ASAP, drag away rescues, because rescue with triggered adrenaline is (arguably) safer, ignore healing, ignore all other objectives to "seal the deal" faster. This is literally the most anti-m1 perk in the game.
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Only reason for survs to actually get down there is if game spawns a gen there.
I've seen a suggestion to improve territorial/monstrous shrine to add additional basement on the map and force one gen to spawn on one of them. That would be cool.
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@xnes_galax said:
https://forum.deadbydaylight.com/en/discussion/comment/642111#Comment_642111
So, you lose 5 gens, you didnt kill any survivor, they reach the endgame and escape, but you had no chance?
What? No. With adrenaline you're not "have" no chance. That perk LEAVES no chance after it's activation. For most m1 killers activation of adrenaline is a heartbreaker.
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@Rydog said:
Emblem penalties are worthless, because rank is not something that is universally valued. It can't be a BP penalty either, because those also aren't universally valued. Some killers see the kill as the only goal, and they don't care about their postgame rewards. It's not a penalty if it is something a player doesn't care about in the first place.
Face camping -- camping very close to the hook, with no other survivors present -- should have a material impact on the current game's immediate circumstances. Give all survivors a substantial bonus to repair speed, or start auto-progressing all generators on the map for every second that the killer does this, or something. It will disincentivize camping greatly.
Also, make Kindred's vision of hook-camping killers a standard part of every survivor's toolkit already. I feel like it's profoundly illogical that this has not been implemented yet.
Most accusations in face camping I had over my experience is when I stood by they guy as oneshoting killer with gates open. I propose encouraging people to leave the map if killer doesn't leave a survivor. Let's say, for each second near a hook EGC goes 2% faster.
