bjorksnas
bjorksnas
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@Nun_So_Vile said:
https://forum.deadbydaylight.com/en/discussion/comment/2936767#Comment_2936767
What's even the message here? It's just a vague sentence meant to bait the Spine Chill boogeyman in people's heads.
That sentence is more vague than the op if you ask me. Its just pointing out that spinechill is an perk that almost completely triumphs over all stealth in dbd including killers whos entire powers are stealth related. And it does it with no real cost other than the perk slot and no real difficulty to use
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Since killers can no longer swap in lobby I agree with this, giving them an extra bit to change build to suit locked in survivor builds can prepare killers for matches and deny the "strategy" of 4 man last second swaping
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@Nun_So_Vile said:
bait
it might be kinda click baity but its actual message is not wrong
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Playing the game isn't always inherently fun you need to try to be doing something fun to have fun most of the time
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old people aren't real in dbd bill is just pretending for the clout
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I don't think that hemorrhage needs to be changed in its current form, it punishes survivors for poor planning and rewards killers for bringing in ways to apply it, no killer gets hemorrhage as their basekit they always have to give something up to bring it so it should be impactful since they have to put 1/6th of their build towards it. On top of the fact that all of that can mean nothing if survivors just play around it by healing in good spots and making more opportunities to heal by increasing heal speed through perks its a perfect change to encourage build diversity towards healing, while the killer doesn't even have to have the effect.
That said I do think resurgence, and solidarity should be changed to affect the hemorrhage status effect in some way so they don't lose out on their effects. But no other changes are needed to other perks items or the hemorrhage effect itself.
Heres how I would add to the perks
Resurgence, (added effect) your healing progress cannot regress below 50%.
This effect would stop gap the regression off hook and provide a niche secondary benefit even when not hooked.
Solidarity, (added effect) healing progress gained from healing another survivor cannot regress and your healing progress doesn't regress while healing another survivor.
Again just stop gap so no healing progress is lost and potentially if someone injured comes to you mid heal you won't lose anything by healing them like how it used to work before.
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Honestly I think everything about nurse is fine.
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no
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Doesn't affect the second blink but I think they are fine most good nurses win with or without the addons, most bad nurses still lose with or without the addons. Sure they can help but they don't 100% decide the game for the nurse thats still up to the nurse themselves and the survivors
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@Huge_Bush said:
New objectives for survivors will only make it easier for killers to camp and tunnel, something that this game does not need more of.
CI is fine, if you find survivors being stealthy boring, you have Doctor that you can play as or you can use Lethal Pursuer to start chases asap.
If the devs were to remove everything that players found boring, the game would be crap. When I played killer, I found it very tedious and boring getting looped around the same strong structures over and over, having to wait for survivors to make mistakes. Should they remove looping?
Adding secondary objectives so the killer would have enough time to play the game without camping and tunneling would be the only way to remove them from the game
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He went to work on other things for a different company.
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Leaning and stalking feels good after the update tho and now that cooldown is a single addon need to run double cooldown every game and can actually try out addons
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Gotta love the good ol new account first post necro, probably something wrong with how it sorts the discussion order after someone makes their new account, to any mods who read this because I know you guys (neutral term I swear) have to deal with this stuff as it comes up, I hope you are having a great day heres a ms paint heart
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Honestly im just confused that they made sure to announce it out loud rather than wait for people to read the new lore draw their own conclusions and then confirm it, feels more like an agenda being pushed they way they did it, not saying its 100% wrong the way they did it but I feel like there were better options
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@Piruluk said:
Legion is auto loss of your team can't play well.
No other killer is that broken.
Legion just pushing m2 and he injures every survivor and knows their location almost all the time, on small maps he has map wide killer instincts. No counter to his aura read, no counter him injuring you.
You just hold m1 again and again and again and again and again, he is stacked with every slowdown imaginable.
He is way above Freddy and Wraith before nerf, he is the new king of free and easy wins, abuse him as long as you can
He also has no counter for survivors who are just good at chase. If he can't chain 4 hits (doubletapping the last guy of course) then his only method of downing survivors is as an m1 115% speed killer with no power, he can slow the game down all he wants but if he can't win chases he just loses. And if survivors are the slightest bit competent thats usually the way it goes since almost all maps are made to counter 115 killers with no powers.
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Having a full attack cooldown when you wiff on a dh would be even worse than current deadhard
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Twins just isn't fun, having an 8 second cooldown on a successful victor attack before you can even start really moving to go pick up the survivor you downed just isn't enticing gameplay
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@Bennett_They1Them said:
Also, please share a story explaining why you're picking them.
edit: I'll probably make a deciding poll for "scariest killer power" based on the most frequently mentioned killers.
hag, you never see her enough for it to wear off, and then if she has shackles its even worse
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@OpenX said:
https://forum.deadbydaylight.com/en/discussion/comment/2924744#Comment_2924744
Main building is literally a double basement. They learned nothing from old Thompson house.
I agree there are a few good vaults there, but nothing says the killer has to take those chases. And the top tier killers are going to hit you there no matter what anyways. Most M1 killers should probably be running bamboozle as it is since god windows are nothing new vs M1 killers. Even a killer with a modest amount of anti-loop (Demo, Pinhead, etc) is going to be able to shut down the houses pretty easily.
If those vaults didn't exist the map would have literally nothing. It already basically has nothing against someone like Pyramid Head, who needs to be given god pallets for any sort of chase extension if he is good.
The map is too small for immersion as well. Only a blendette is going to be able to hide on it, and even then if they need to cross the middle for whatever reason it's over. I will probably be putting floods of rage on when I offer it, for the map-wide wallhacks. Totally busted lol
I disagree and will not elaborate since I am doing wintertodt atm
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People just don't know the map yet, so far ive done great as survivor and had really long chases even without pallets, main building infinite needs to go though
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@BreadLord said:
Everyone on Twitter is upset with David being gay, and as a gay man so am I. Don't just get someone who we've know for years and be like " oh btw he gay" just for representation. Make someone new who is gay but also has a personality. Yall done ######### up
Agreed, im hoping they made the backstory actually represent it rather than it just being a 2d label being slapped on, if they don't actually address it in the tome thats coming out tomorrow and its just a really just a label slapped on then I think thats just poor representation
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Its a strategy while it requires no inherent skill other than of the strategy as a barrier to entry, using it most effectively is up to the individuals skill. Knowing when to tunnel, who to tunnel, what to deal with when tunneling, what to play around when tunneling are all important factors of skill. Smart killers are rewarded for tunneling at the right time with a massive boost to their overall game pressure and can make up for difference in mechanical skill and limitations imposed by the tools a killer provides.
Decided that it shouldn't exist in the game because you don't like it just doesn't work at a fundamental level without also massively buffing the other side to now deal with the gaps created in their effectiveness in most matches.
You might not like tunneling but you also probably wouldn't like the game if everyone killer was at nurse level to make up for the difference that tunneling has in most matches. Its basically required at high levels unless there is that much of a gap between survivors and the killer.
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@kaneyboy said:
https://forum.deadbydaylight.com/en/discussion/comment/2923701#Comment_2923701
I love this game- so ill always try to take the toxicity away.
sorry but tunneling isn't toxic its an effective strategy that good killers use to win, there isn't anything inherently toxic about it unless its used to harass a specific player (over multiple games)
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hf isn't that bad you just need to use the windows better, there are like 4 of them per house and if you look hard enough theres probably an infinite at each one
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Its not even that bad since you know when you have the hemorrhage effect, you can still mostly 99 heals just not when you have the status effect
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@GamerEzra said:
https://forum.deadbydaylight.com/en/discussion/comment/2922704#Comment_2922704
It should be 50% and that means it would be 32 seconds. Maybe a bit faster if you hit great skill checks.
its a bonus the base speed
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nothing happened as in it worked or nothing happened as in it didn't work
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@cpt_hellman said:
https://forum.deadbydaylight.com/en/discussion/comment/2921906#Comment_2921906
Others would beg to differ
I think dh on a fundamental level is worse than noed, and that noed isn't as bad as other people say. Ive thought it out and thats just how it is
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I only see one as a problem
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@Piruluk said:
https://forum.deadbydaylight.com/en/discussion/comment/2920547#Comment_2920547
For sure Blight has 115% speed, if you really want you can play him as a m1 killer with insane map mobility, his addons also the very best in the whole game. After a dozen hour or so you can play him very well.
Compare it to Nurse which requires insane amount of practice to do well, mechanically so extremely hard only 5% will ever learn her, you are punished for every missed blink, and speed is decreased.
Compare to it Blight and Blight absolutely braindead
nurse doesn't actually require that much to do well, you need ~1-2 hours spent and you can do well just not compete against great or better survivors which at most only takes a few more hours
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@GoshJosh said:
That map is garbage design. Aside from a strong middle, the shack, and the main building; almost everywhere else on the map is giant dead zone. And it’s a bow tie shape, meaning three gens are very common, and/or killers camping one side of the map. I want it entirely reworked. It’s really not fun for either side most of the time.
not if you get unlucky enough, ive seen the map pretty loaded
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@N8dog said:
https://forum.deadbydaylight.com/en/discussion/comment/2916279#Comment_2916279
I wasn't making strong perks, I was making perks that make sense for this character
Well he knows and likes to be prepared and to plan ahead so being prepared to deal with survivors doing the gens seems like a given so while the name doesn't perfectly fit it would make sense that he prepares for what the other side would do since he does plan a lot
Since he wants to be the one in power being stronger than survivors boons and resources would put him in a position of power so the second perk still makes sense since it could be considered that the entity giving him strength has changed a bit how he acts and plans
3rd one probably doesn't make perfect sense but I like it so I will give you it on that one
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@N8dog said:
https://forum.deadbydaylight.com/en/discussion/comment/2916107#Comment_2916107
Perks
Time to cook: If you have 2 or more survivors hooked at the same time the entity's sacrifice will advance 5/7/10 percent faster for each hooked survivor
The one who knocks: When you perform a wall destruction, survivors in your terror radius scream and reveal their location. They suffer from the exposed status effect for 10/15/20 seconds
Fleeting gasps: After a survivor escapes a chase with you and stops running their aura is revealed to you for 5 seconds. This perk has a cooldown of 80/70/60 seconds.
What do you think of these as Walter White's perks?
The perks are kinda weak for my boy heisenburg here are my changes / reworks if I think they were unsalvagable
Time to cook: Whenever a generator is complete regress all generators by 10/12/14%
The one who knocks: Whenever you snuff a boon destroy the totem and the 2 closest pallets (upright pallets can be destroyed by this effect), this effect has a 80/70/60 second cooldown
Fleeting gasps: Whenever a survivor escapes a chase they gain the oblivious status effect for 41/43/45 seconds
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we could just get the other heisenburg in dbd
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Afaik perks and levels of the characters in dead by daylight mobile are tied to xp earned ingame not bloodwebs. Xp earned in game levels up characters to earn perks at every level, bonus xp earnes you those levels faster so you can grind out perks faster.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2912997#Comment_2912997
How is it not survivor sided when there's basically no weak pallets, the gens are spread far, and the main building has 3 strong windows, and one of those is a god window until the breakable wall is broken?
the map is mostly weak pallets, other than pallets in the tiles there are only ~2 strong pallets on the map
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shadowstep + off the record + distortion + sole survivor
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It sounds like its gonna be more strict but create sections that people will play in around their skill level......
so its just ranks again
but without the ranks, just a free feeling of emptyness
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don't forget you aren't allowed to use any effective strategies, perks, killers, or addons
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@RakimSockem said:
https://forum.deadbydaylight.com/en/discussion/comment/2908713#Comment_2908713
At your skill level though.
Again I'll restate, if someone else can use the same killers that you can't and can perform well with them (whether it be Otz, Scott Jund, any top tier DBD player), then the issue is not the killer. It's your current skill level
yea unfortunately having to be god tier to have a chance at making the other 75% of the roster work isn't a fair thing to ask of players
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@Phasmamain said:
It’s just a stupid strategy that should be removed imo. No pig main actually enjoys doing this
if no one enjoys it then it would naturally die down in popularity there is no reason to remove it
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Its a skillcheck you can learn to hit it. Honestly even if they hit the skillcheck it sounds like they would still be tunneled anyway after the killer identifies them as the weak link so having them change the skillcheck wouldn't help them in the long run if they still can't take chase
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Survivors aren't supposed to have free saves against killers when they already have ~5 meta perks to help them in that situation they don't need more
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@Thusly_Boned said:
https://forum.deadbydaylight.com/en/discussion/comment/2901823#Comment_2901823
I like this idea; being able to break the bones is what I mean when I say "permanently snuff". It's such a pain when a surv team has a totem in a really strategically advantageous spot and can just keep re-blessing it. Being able to just break the totem would be the fairest solution.
Thinking about the boon spots on the top of rpd library and in the back of the bottom of the temple of purgation. Two extremely powerful out of the way spots that affect massive portions of the map and would take ~20 seconds to reach and come back from as a killer even if you were already nearby
Im not for snuffing a boon once and the user can no longer place it but im all for if I go out of my way to snuff a totem especially in those spots that totem should be gone
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@sizzlingmario4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2901823#Comment_2901823
Yep. I think that would go a long way already. Then buff the perks to make up for it.
Here are some of my ideas for buffs along side the change
Boon dark theory could show the auras of resources within its boon range (pallets and windows) so while running faster you can also run smarter and know what you have to work with
I think boon exponential could have an increase to crawl speed when outside the boon something like ~25% at t3 so you can crawl to it a bit faster to potentially benefit from its effects
Boon shadow step I don't have any really good ideas for yet but maybe it could make vaults silent like a quick and quiet effect
A limitation on boons kinda like the limitation on hex perks could also allow them to be stronger
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/2901823#Comment_2901823
I would definitely be fine with this. It seems a bit fair and provides a substantial downside to comping for the boons effect being strong
Plus if boons have a built in limitation or counter, that does give a perfect excuse to buff some of the weaker and less used boons
For example
Boon dark theory could show the auras of resources within its boon range (pallets and windows) so while running faster you can also run smarter and know what you have to work with
I think boon exponential could have an increase to crawl speed when outside the boon something like ~25% at t3 so you can crawl to it a bit faster to potentially benefit from its effects
Boon shadow step I don't have any really good ideas for yet but maybe it could make vaults silent like a quick and quiet effect
A limitation on boons kinda like the limitation on hex perks could also allow them to be stronger
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@OneGoodBoyDemo said:
I still can't believe there are still people trying to kill the boons. You are creating too many problems for a mechanic where only ONE of the perks is broken or was it depending on the new nerf ( CoH).
SHOULD THE KILLER BE ABLE TO PERMANENTLY DESTROY THE BOONS? NO.
Imagine bringing a perk like Boon: exponential which is a very situational perk by the way that can be destroyed by the killer. Does not make sense.
SHOULD BOONS LOSE POWER EACH TIME THEY ARE PLACED? NO.
Imagine bringing a perk like Boon: dark theory which is an ok perk that weakens every time it is placed, imagine you using it with 1% speed bonus. Beware killer mains, you will never be able to catch me due to this perk because I AM THE SPEEEEEEED.
SHOULD BOONS HAVE TOKENS AND LOSE EACH ONE WHEN USED BY A SURVIVOR? NO.
imagine bringing a perk like Boon: shadow step that according to theory would have 3-5 tokens, you would automatically lose 1 token by simply activating the boon? or lose 1 token every time someone enters the boon radius and leaves? if someone accidentally entered the radius and left soon after you would lose 1 token for free because in theory you would be using it.
SHOULD CoH BE DELETED? YES.
BOONS ARE FINE.
While I don't think killers should be able to permanently destroy boons from one totem snuff action I do think they should be able to destroy the totem if it has a boon on it. Reducing the max amount of times you might need to stomp on a boon from infinite to 5 seems like a reasonable change in a game where creating a side objective for survivors was nerfed a few months ago with hex undying was nerfed.
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Bubba is already in mortal kombat
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Small fake mustache tophat and monocle versions of all killers
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It still has the full strength and then some prerework numbers and its new secondary effect, its still a pain to carry someone with it just was overtuned for consoles because they can't strafe as well as pc while still moving forward. It feels like it didn't need it from pc but consoles just needed some breathing room because of the limited controls

