ba_tetsuo
ba_tetsuo
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- Username
- ba_tetsuo
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Comments
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I'm just saying, if killers had a perk that said "After 3 close proximity missed attacks, your next attack instantly downs a survivor", survivors would be up in arms.
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I think I know what I'm gonna do to counter MoM. I'm just gonna start packing Moris every game. I can derank AND counter MoM at the same time :D
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30 seconds? Nah. What if I'm waiting out a RBT
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I'd be down with reducing killers hitboxes so this cant happen. Makes looping them that much harder.
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I would also say no terror radius, and no all around vision for survivors. Camera points where your model is looking, nowhere else.
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I recommend against any of the range addons other than the common one. Shocking denies unhooks, but if you're using the long range long charge time addons, they still have time to unhook between charges.
Impossible Skill checks is my favorite build. Ruin, Unnerving presence, distressing, BBQ
Some people like to run lullaby instead of bbq, but double hex perks is super risky.
For addons, I generally go Calm and the beam tape. Beam is useful for sniping long range unhooks, gens, etc.
For a weird build, try:
BBQ, Insidious, Ruin, Iron Maiden
Addons: Calm, Restraint
Try to get madness up as quick as possible so that everyone starts seeing illusionary doctors, then stand near objectives using insidious to remove your terror radius. Survivors will think you're an illusion. I've grabbed more than a few survivors off gens this way.
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I agree. MoM is just another perk in the long list of "I messed up, but it doesn't matter" perks for survivors. I've just started tunneling and camping MoMy's boys. I don't really care about bp or rank. I primarily play for enjoyment, and there's nothing more satisfying than hearing someone who runs MoM complain after game.
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@pemberley said:
Could it possibly be you were playing perks that could be detected from prior experience?
I have played since August and it’s kind of easy to tell and guess what some might have. Especially Iron Grasp. And people with TotH tend to run noed. Etc.
I mean, I was running Surveillance, Discordance, Ruin (an obvious one), and Haunted Ground. I can't imagine that combo as being particularly obvious. Even if they were kind of obvious, it was strange that they called it literally as soon as the match started, without any kind of indication.
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@Hoodied said:
It was all fun and games until you could see sprint burst on this list
Ooooh. Good idea. Mirror sprint burst. Killers start the chase in blood lust two. Once a survivor is downed, they are slowed 5/4/3% for 30/20/10 seconds.
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The Killer Crutch:
Tired of all those survivor perks that punish you for doing your job? Check out this crutch! While walking, you use a crutch to get 5/10/15% movement speed. Every 3/4/5 times a generator is completed, a random survivor is put into the dying state, yells loud enough to give you a map wide notification, and you gain 100% movement speed when moving towards them. 4 survivors may sacrifice themselves to disable this perk.
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I can try to find it again. I watch a lot of streams through the day, and don't remember their user name.
They didn't know because of previous encounters. Usually I play skill check doc, and just started playing spirit today, so even if we had played before, it was a new killer/build.
I do stream, but I wasn't streaming at the time.
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@Peanits Can a box have more than one key? Or is there always a 1 to 1 correlation?
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I'd personally like to see time it takes to finish the 5th gen vs full game time, as well as swf survival rates per killer
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See, I think there in lies the problem.There's virtually no oft-used perk that survivors can't counter in some form or fashion. How many popular ones are there that killer can counter?
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Basically, yea. Its just to taunt you into chasing them. I actively ignore survivors trying to get my attention. The more time they waste clicking flashlights at me while I get someone else, the less time they're on gens
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I kind of like this idea, but I would suggest a slight change. Let killers earn tokens for each hook, instead of safe unhooks. This rewards them for doing their job.
Second, instead of inflicting an injury state, just destroy the thing. Spend a token to pre-emptively destroy a pallet, or permanently block a window. You can use this perk 3/4/5 times per match
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I'd like to see survival rates per killer, per group type (2, 3, 4man swf, solo). I'm genuinely curious if its the nurse and billy keeping their survival rates low, compared to not top tier killers
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Honestly, for awhile I've had the thought that the swf shouldn't be able to double up on any perk. Don't let them queue up with the same perks, and don't let them swap perks after they find a lobby
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8:53 AM
Thursday, May 2, 2019
Coordinated Universal Time (UTC
No bloodhunt yet for me D:
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@GrootDude said:
“This perk truly makes me want to only play Nurse and Billy” Then why don’t you? Nurse is a lot of fun and Billy is good at countering it.
Because he shouldn't have to be limited to one of like 3 killers because bhvr decided to make a busted perk and it became meta. I have yet to play a game without a MoMy's boy since it was released.
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@letuce said:
https://forum.deadbydaylight.com/en/discussion/comment/453679#Comment_453679
What was the point in saying this?
######### if I know, but by god they said it, and I stan them for it
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Honestly, I think breaking the hex should weaken the effect. This way, you aren't stuck with dead perks 20 seconds in if you decide to take a hex perk
IE: Breaking ruin makes ruin hella less effective, but doesn't remove it entirely,
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I had a similar thought in another thread. Make Ruin not a totem, and its disabled after the first survivor dies. Thus the killer is incentivized to go after different people to keep it active longer
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BHVR wont ban you, but if EAC detects altered game files and bans you, they won't revert the ban
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Make it a permanent ruin that only applies as long as all 4 survivors are alive. That way, it would still slow the game down as its supposed to, would turn off as soon as someone died, and would encourage killers to not tunnel, as tunneling just means it turns off sooner.
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@thrawn3054 said:
@NoShinyPony I understand that. But then where do you draw the limit? Not saying the game doesn't need balancing work, it does. I just feel dodging isn't the answer, and is hurting the game.
"Where do you draw the limit"
Just make it so that survivors can't bring more than two of the same item type collectively.
IE: If there are two toolboxes, the other two can't bring a tool box.
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I run both ruin and noed, depending on the killer. my favorite loadout is currently
Doctor
Yellow range addon
Calm addon
Overcharge
Pop goes the weasel
Distressing
Unnerving presence
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Combine Thana and Sloppy into Thana, and make sloppy butcher do something else. Something like:
When you hook a survivor, the next time they're pulled off a hook, they're broken for X seconds.
That'd go a long way towards making being injured matter more
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@BACKSTABBER said:
https://forum.deadbydaylight.com/en/discussion/comment/448506#Comment_448506
then ppl will simply AFK to commit suicide
the real deep problem is ppl got bored of the monotony of the same, is more a real need to create new game modes, new feats, new rewards, new items.... that keep you naturally addicted and sticked to the gameplays
example 1: 5 wins in a row with no DC give you a rare box that may contain baseball bat (5% chance), (football helmet 20% chance) or 50.000 BPs (25% chance)
example 2: 8v2
example 3: bugs fixed and community's suggestions considered
95% of my DCs are people who DC specifically to deny kills.
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Honestly, heres what I think they should do in the case of DCs:
Give all players who weren't queued up with you bonus blood points, not the 600 or w/e it is now. Something substantial, like 10k. Survivors and killers a like, since everyone's game was ruined. (The not queued up clause is to stop swf from abusing it).
DCing does not change your rank. (This stops DCing to derank players)
Count the DC as a kill (This stops DCing to deny the killer a kill).
Escalating punishments regardless of reason. If your connection is bad, figure it out. Escalation would be:
- Level 1: Warning email.
- Level 2: 1-day Ban
- Level 3: 3-day Ban
- Level 4: 7-day Ban
- Level 5: Banned until Ban resets.
You would advance a level every 2-3 DCs
Bans reset every 6 months.
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Honestly, if they want pig to use traps during the early phase and not the end game, they should let you apply traps with ambush.
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3 and 4 man swf get 3 perk slots. Killers get +1 perk slot per player for groups, and get to see which players are grouped.
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Pallet is Spacebar, Self Heal is M2 by default
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Better solution for DC issue:
Just. Leave the survivor in the game. They stand still, and the crows start circling. The survivor can't start a new game till they die, and they can rejoin to keep playing at any time.
Same with the killer. They're just. There. Let the survivors farm BP off them. Let killers farm DC'd survivors. Just remove the incentive for DCing. Then, if they need to quit for real life issues, no penalty. This way, the killer isn't penalized by less BP earnings for them quitting.
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Ultra-Rare add on:
Rigged Game -
Jigsaw boxes are not highlighted for survivors
One survivor starts as the obsession.
Your obsession starts the game with a RBT on. -
Actually, I think Pig is a case where deep wound would be beneficial. They can't do boxes while deep wound is on them, without risking dropping, each deep wound timer would add X seconds to the bear trap, because the time spent mending deep wound would count towards bear trap. I'd definitely like to see it tried out. Its definitely a "make your choice" vibe. Fix deep wound, or risk snapping your jaw. And of course its amanda, so the game would definitely feel unfair.
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Jason is typically associated with super stealth, super strength, nigh invulnerability, teleporting, and laying traps. Trapper was designed as a Jason knock off if I remember correctly, but it wouldn’t be the first time we’ve seen a licensed killer and original killer with similar powers.
But! Jason could be our first true M1 killer with no active powers, just passive bonuses on top of his normal perks.
No Terror Radius (stealthy)
Ignores or severely reduces stun duration (invulnerability)
Faster gen regression/break pallets with one kick (super strength)
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Just say "What's tunneling? The tutorial didn't cover that"
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Honestly, I'd say cut the survivor down to 3 perks + an inherent character feature. Right now, its pick claudette with the dark coat and sit in a dark corner when the killer is near
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Easy fix for the hatch situation:
Killer finds it first, let him kick it shut, fade to black, cut to killer mori'ing survivor.Survivor finds it first, jumps out, fade to black, cut to killer barely missing survivor jump through.
Either way, killer gets credit for a 4k, because he killed 3, and the entity showed the final survivor mercy. Killer didn't screw up, it was the entity being merciful.
Either way, survivor gets points for surviving to the end. Treat it as if the survivor survived. They did their job. Played it safe, avoided the killer, and they get credit for surviving.
This does away with the hatch stand off, rewards the survivor for surviving, and the killer for killing.
The hatch is already an out for survivors playing poorly as a team, why should the killer be punished because they did well?
Yea, it makes the endgame meaning less, but it already is meaningless. Once the hatch opens, unless the survivor is an absolute idiot, they escape. This just gives the killer the same rewards the survivor already gets.
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Its really easy. If someone is standing in front of a hook, go do the gens. Sure one dies, and that sucks, but that one person costs the killer a pip, and lets everyone else get 1-2 pips for free. And yea, that one person doesn't get to play the game anymore, but they got 2 play, failed 2 chases, and still gave their team the game by occupying the killer.
As a killer, if I see 1-2 other survivors trying to unhook them, you're right that I'm gonna stand there at the hook. Every second that the 3 survivors waste trying to unhook from a camping killer just rewards the killer that much more.
Think about it like this: What is the objective of each player in the game?
Survivors: Do gens, power exit gates, escape
Killers: KillIf the Killer is camping a kill, and the survivors are hovering around the hook instead of doing gens, then the killer is being efficient. He's completing his objective while stopping the other team from doing theirs. He can only stop you if you play his game. Don't. Do your gens, and survive.
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@powerbats said:
Actually if you want something both funny and mindlessly amusing, Gas Haven walking back and forth over the pressure gauge notification. When there's dcs and you want to let them farm or just screw around it's mindlessly amusing.Maybe in casuals. Ranked mode is srs bsns
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Honestly, I think the easiest change I'd like to see is this:
Don't show the killer's build until the game completes.
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@Boss said:
@ba_tetsuo said:
@Boss said:
@ba_tetsuo said:
@Boss said:
@ba_tetsuo said:
@Boss said:
@ba_tetsuo said:
So we just add 2 extra gens on the map. Lets gooooooooooooSo the 3 who do nothing will then patrol 2 Generators each, and those 2 new Generators will spawn close to already existing Generators due to the maps being built around there being a max of 7 Generators, not 9.
Just mash 2 maps from a tileset together. lets gooooooooooo
Doesn't matter, patrolling 2 Generators is still very easy against just 4 Survivors when being 1 of 4 Killers.
2 gens, you mean 14

2 maps
7 Gens per
2*7
lets goooooooooooooMeaning 2 will have to patrol 4 Generators, and the other 2 patrol 3.
Again, very little window to do anything.Or they can all go in one big circle, patrolling all.
And if one finds a Survivor, they'll chase them while the circle will continue patrolling.Sounds like legion to me
Meaning we're back to what Legion is now and we made no progress on making your idea work.
Not blaming you, but i'm tired of this now.
Except we have 4 legions now. 4x the fun!
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@Arsoul said:
Remove SWF. DoneWon't work. people want to play with their friends. Just make it a casual game mode
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@Boss said:
@ba_tetsuo said:
@Boss said:
@ba_tetsuo said:
@Boss said:
@ba_tetsuo said:
So we just add 2 extra gens on the map. Lets gooooooooooooSo the 3 who do nothing will then patrol 2 Generators each, and those 2 new Generators will spawn close to already existing Generators due to the maps being built around there being a max of 7 Generators, not 9.
Just mash 2 maps from a tileset together. lets gooooooooooo
Doesn't matter, patrolling 2 Generators is still very easy against just 4 Survivors when being 1 of 4 Killers.
2 gens, you mean 14

2 maps
7 Gens per
2*7
lets goooooooooooooMeaning 2 will have to patrol 4 Generators, and the other 2 patrol 3.
Again, very little window to do anything.Or they can all go in one big circle, patrolling all.
And if one finds a Survivor, they'll chase them while the circle will continue patrolling.Sounds like legion to me
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@Boss said:
@ba_tetsuo said:
@Boss said:
@ba_tetsuo said:
So we just add 2 extra gens on the map. Lets gooooooooooooSo the 3 who do nothing will then patrol 2 Generators each, and those 2 new Generators will spawn close to already existing Generators due to the maps being built around there being a max of 7 Generators, not 9.
Just mash 2 maps from a tileset together. lets gooooooooooo
Doesn't matter, patrolling 2 Generators is still very easy against just 4 Survivors when being 1 of 4 Killers.
2 gens, you mean 14

2 maps
7 Gens per
2*7
lets gooooooooooooo -
@Boss said:
@ba_tetsuo said:
So we just add 2 extra gens on the map. Lets gooooooooooooSo the 3 who do nothing will then patrol 2 Generators each, and those 2 new Generators will spawn close to already existing Generators due to the maps being built around there being a max of 7 Generators, not 9.
Just mash 2 maps from a tileset together. lets gooooooooooo
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So we just add 2 extra gens on the map. Lets goooooooooooo