bjorksnas
bjorksnas
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@Pulsar said:
who I've played against today. All 6 of you that were using the same build. Corrupt, Pain Resonance, Dead Man's Switch and NOED. All of you tunneling instantly.
Extra special shout-out to the one using C33 and Alchemist's Ring.
Suffice it to say that I regret letting my friends convince me to play with whatever has happened to the matchmaker today. I've briefly unretired from Killer to help out with the tests, I can't rightly criticize something if I'm not willing to try to improve it. Holy ######### though, I am terrified to even attempt Killer if Survivor is any indication of what to expect.
Both sides use strong things
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@[Deleted User] said:
Darkness Among Us
..
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Id just rework it,
Gain 3 tokens whenever you hook a survivor, each token gives a 3/3.5/4% slowdown on almost all survivor actions, whenever a survivor is unhooked you lose 2 tokens
my main reason for gaining 3 tokens per hook just makes the first hook a bit more impactful but it matters less and less as the game progresses since is a smaller proportion of increased penalties but you are always stacking more and more tokens
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They are pretty cool ideas I think removing detonation delay is something doc has needed for a long time since all it does is make using his power a pain especially trying to compensate for queueing up vaults from ~5 meters away and having to deal with latency making its entry level less confusing would make doc much more fun to play
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I think a better change from making the detonation instant is to just add the current detonation delay to charge time and slightly increase movement speed while charging to compensate so you don't loose any extra distance, removing that time seems like too much but I don't think he should lose distance on every shock in comparison to how he is now.
I think increasing range with each gen would be a nice change but the ability to damage survivors is probably best left out since his shock is unavoidable at longer ranges due to how it comes out in a cone, sure up close within 4-5 meters you could juke it to the left or right but when you are out ~20 meters its impossible to ever dodge it, and making it only on a 10 second cooldown means every chase with doctor would only last ~12 seconds and be an instant loss. But gain 1 meter of range with every completed gen seems like a nice touch without making him overtuned.
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its been nerfed twice, this is currently its weakest state its ever been in
It used to reduce capacity by 2
Then it used to reduce capacity by 4
Now it caps capacity at 1
if you notice the wording that meant you also used to be able to stack extra hatchet addons with it to have 5 hatchets, down to 3 hatchets, finally down to 1 hatchet that instantly downs survivors, and while its strong basekit and just using other addons is arguably stronger in most scenarios
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Probably since it does count as heal progress so unless you heal right after being unhooked you will lose that progress within 7.14 seconds
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I don't know if the 5th hit means you can hit the 4th survivor a second time right after putting them into deep wounds, from my perspective it could mean either chain between 5 survivors with a different survivor each or chain between 4 survivors with a different survivor each time and double tap the 4th one
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@sizzlingmario4 said:
I am excited to see that this status effect is being reworked into something a bit more useful, but I have a couple questions about it:
- How does this interact with Freddy’s Z-Block addon? This currently allows hemorrhage to be applied to healthy survivors, but this means regressing healing progress would not matter. Will this now just cause healthy survivors to bleed at the normal rate and nothing more than that?
- How does this impact Sloppy Butcher’s perk tiers? Its perk tiers currently impact the strength of the hemorrhage effect/how much more frequent the bleeding is. Will this change the regression rate now instead or will this be something else?
I think it won't have an effect on either, z-block is just for additional tracking and sloppy butchers tiers are only based on how fast they bleed and bleed speed likely won't affect how fast they loose heal progress, it only improves the tracking.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2870295#Comment_2870295
2022-2020 = 2 years
Legion released in 2019.
old legion was removed in 2020.
mfw old legion would still exist
and old moris, imagine matches with old legion and old moris (not to be confused with old old moris), you get 1 hook and you don't get to play the game, you get nothing
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Blight and trapper, someone gets trapped across the map, blights there in ~8 seconds to instantly down them
Legion and spirit, because yes
Legion and oni, blood funny
Bubba and bubba, double facecamp for 1 survivor
pig + trapper, having traps on the boxes that reset themselves would be terrifying
pig + hag, similar deal
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I cant press both personally but I use the buttons to push each other therefore creating a loophole that makes dbd 100% better of a game
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Its random but each map has its own weight to be selected that way they can change the odds a bit in their favor when they want to gather more information or for events.
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I still think instead a good change to scourge hooks would be to not have them spawn in but have the first 4 unique hooks you use (not basement hooks) become scourge hooks and proc their effects on the hooked survivor.
Now you get some choice in the hook location and can try your best to make the best use of them as well as guaranteed usage for your first 4 unique hook locations
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Dark souls 3 dog
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gotta save my ~1000 survivor offerings and never use them especially the bloodpoint ones
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I mean you just said it yourself, a wisely used deadhard buys at least 20 seconds, 4 survivors with 3 deadhards a match is 4 minutes of time vs a killers 2 minutes of corrupt
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@MonsterInMyMind said:
https://forum.deadbydaylight.com/en/discussion/comment/2862435#Comment_2862435
It's almost never used even before Boons. Medkits have always been better.
Untrue, it was used pretty predominantly before boons from release to patch 2.3.0 due to healing time being 12 seconds instead of 16 seconds, while medkits are "better" they weren't infinite and most were used to use instaheals so regular healing was more limited to self care and altruistic healing
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Sometimes its just the right play, camping a survivor out vs letting them get unhooked for free, and healed for free in ~18 seconds from boon circle of healing, killers have a harder time pressuring survivors more than ever and sometimes its just the right call to camp someone out with any killer. Losing what used to be ~14 seconds on almost every heal from the survivor side really cripples killers action economy and they can't always keep up.
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Hypocrisy is fun and all but mans attacked you directly about forum posts because of a match of dbd, what did you do to this poor soul to incite such emotion.
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https://www.twitch.tv/videos/1428892715@Tr1nity said:
https://forum.deadbydaylight.com/en/discussion/314500/huntress-hits-bull
complaints like this are killing the game
every two damned seconds someone claims something is killing the game with no proof at all.
heres some proof, yes hitboxes look bad from survivor pov sometimes and it would be nice if it didn't
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Survivors just don't like it when the killer stands a good chance to win, plain and simple, doubly so if they counter conventional playstyles
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There doesn't seem to be anything wrong here. The undying totem counts as its own totem for the purpose of haunted grounds, meaning that even though you couldn't specifically know which totem is bound to undying if specifically the undying totem is cleansed first it won't proc haunted grounds.
While it CAN proc a second haunted grounds, it isn't guaranteed because of this
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Both, you know the ones
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@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/2849301#Comment_2849301
Like I said, its visual. I posted the video to show it. Distance traveled in the same amount of time.
Sure BHVR should/needs to fix it but don't make it out to be the return of Omega Blink.
Other note, for those that weren't around then, Omega Blink was strong because the charge time was 2sec regardless of distance. That meant that you could blink the same distance as base with a shorter charge time. That was fixed with the addon pass 2 years ago where they made it so you had to charge >2sec for extra distance.
Blink speed is the factor that was affected not blink charge to blink distance, as you could see in the "visual" yes they went the same distance but look how much faster the one on the right can chain blink or attack in comparison to the one on the left, that is the issue people have, the blink speed is massively increased using the addons and all the consequences that come with it.
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For my sadako build I start by changing my killer to wraith, this is the end of the build
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2787943#Comment_2787943
https://forum.deadbydaylight.com/en/discussion/comment/2787945#Comment_2787945
as you can tell pig is a frequent main of mine
wouldn't have guessed it
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@GoodBoyKaru said:
Pig having 2 boxes and 2 traps so true.
they removed the box part, its only 2 traps
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@DoritoHead said:
https://forum.deadbydaylight.com/en/discussion/comment/2767503#Comment_2767503
Probably not an option, you know how blight is on console and mobile (which I actually play more tbh) actually doesn't have Blight yet, although they have Twins and Trickster 😑
blight is playable on controller
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Blight
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Blight trick that I have only ever shared a few times (and to mclean while he still worked on the game)
You can strafe during your first rush
as long as its not a lethal rush you can use a and d during your first rush to give you a bit of extra mobility to it, it gives you about 3 meters in either direction if holding it running straight, which is just a small boost for maneuverability, it used to also affect lunges out of rush but they have since patched that to no longer work
And that is my small trick that isn't very well known
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the 2 techs right now are "hug tech" and a deeper angle flick
to hug tech get close to something look down or up and start rushing
to do a deeper angle flick simply use the look angle while rushing to turn before you start your attack
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Within my entire time playing the game I had only seen ~2 cheaters from plagues chapter to nemesis chapter, and then since then its been at least a dozen
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/2751592#Comment_2751592
People are way too tentative at ideas of improving niche or not good perks. Incentivizing perk variety starts by making perks good enough to contest a slot for their niche. Besides, shoot for the stars so you land on the moon,
People are tentative about perk changes because they don't want to get their hopes up and have kinda just accepted that most of the time nothing even close to it is ever gonna happen to anything they would like to see happen, Coup isn't the best perk to be buffed for perk variety since if it doesn't affect gens it won't affect perk variety like most things in this game. And the saying is backwards I don't know if this was on purpose or not but just putting that out there
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I think just giving a button to choose when to use it instead of not being able to lunge at all since even the start of a lunge consumes a token would put it in a better spot for right now, that seems like too much all at once
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There isn't any personal stats because (idk who so im using the term they but it was someone from bhvr) they said they wouldn't be able to track them retroactively and they decided that it would just upset players since it wouldn't be able to do that and they think overall people wouldn't want if it didn't retroactively track. However for pc there is a website that tracks certain stats based on achievement progress since those keep counting up even after you achieved them just look up dbd stats tracker. If you aren't un pc unfortunately thats the end of the road for now.
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If you can't loop the killer for longer than you would gain time by running in a straight line after being hit then just run in a straight line, buying time is the counter to these stats if they start them with enough time on their side they win if they don't they lose, just run in advance, and loop well or waste time before you die well
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according to context clues it sounds like the devs hurt him
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@Chilli_man2400 said:
so Here’s how the perk would be
Press the action button to preform a dash forward, during this time you cannot be blinded or stunned. This perk has a cooldown of 80/70/60 seconds.
*dashes to counter ds
sounds like a fair trade killers get a dash to counter survivors power (perks) and survivors get a perk to counter most killer powers (you know the one)
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it funny addon
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Well since you lose 500 points on the hook and 200 points on the sacrifice, or potentially 1100 points with no hooks and also no bbq stack meaning 1100 points and 25% bonus potentially, they lose a good amount
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step 1 to 100% achievements give bhvr a lot of money
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7 it looks like a spider leg
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@Smuk said:
https://forum.deadbydaylight.com/en/discussion/comment/2715092#Comment_2715092
Why adding sucha nerf to franklins.
Slapping somebody with medkit. Another 2nd chance to add?
You have chests aura revealed. Go try ur luck there,
maybe it wont be iri map or key
Well its only in the specific case when the survivor has plunders so I think it would be fine
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Left behind buff sounds unfun
Plunders buff is fine but it should only be you don't drop the item from franklins on injure but still drop it on down so its a middleground between the two perks
And the luck increase to 60% from slippery meat just sounds unfun, it shouldn't become more consistent and the point of the more attempts with less luck rather than less attempts with higher odds is so luck offerings are more effective so it doesn't need to change
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@thefallenloser said:
While I understand people saying that The Artist is unfair and at times unfun to play against, she is not overpowered, though she’s a bit close to it.
The Artist has a few annoying mechanics that at times can create binary decisions for survivors, or put survivors in lose/lose situations. Putting a crow at certain loops can make it completely useless, forcing those survivors to run away. If the loop is small enough, the survivor won’t have enough distance, and they’ll be hit anyways.
Her hook defense is equally as annoying and oppressive as Hag’s as well, allowing her to either keep survivors off of it for a while, or force them to reveal themselves early by running through the crows, otherwise, both the unhooker and unhookie will be hit by the crow.
Cross-mapping survivors with crows can also feel frustrating at times, though much of this is due to the seemingly large hitbox the crows have. Sometimes it feels like there isn’t ample time to move out of the way of those crows because they cover such a wide area. It feels like The Artist is just getting free hits if she has another crow.
Here are some of my suggestions to scale back on some of these frustrating mechanics to make her a bit more healthy, while retaining as much of her strength as possible.
- crows within 20 meters of a hooked survivor immediately dissipate when the survivor is unhooked (this includes crows that are moving)
- reduce the width of the active crow hitbox by 30%, forcing The Artist to be more accurate with her shots
- Increase the duration of the movement speed penalty after The Artist places a crow by 1 second.
yeah i can tell i’m going to be yelled at
Killers should be allowed to create lose / lose situations, the game is a 4v1, if there was too many win / lose situations instead the killer would be weak
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Make it only have immunity frames from basic attacks, that way it no longer counters
beartraps
chainsaws
hatchets
shocks
crows
tentacles
victor
punishment of the damnned
rushes
spears
shreds
kanabos
and puke
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I mean you can't be blinded and the effect says for 30 seconds after being blinded
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If they fixed all the places where balanced landing would create an issue, and where people discover that it creates issues in the future I would be fine with them reverting the change but the problem becomes the perk itself just opens up many options that will create unfun situations for extended periods when discovered abused and finally fixed just to move onto the next one, the likely reason its not been adjusted yet is because the workload it would create for a single perk likely leads them to just play it safe and leave it in its current state rather than open up a ton of areas from abuse from experienced players and make the gap between killers who use a power and killers who need to m1 chase even wider since that is a major group that would be affected
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@BreadTube said:
https://forum.deadbydaylight.com/en/discussion/comment/2706862#Comment_2706862
If I learned someone was perma banned due to DCing I'd never DC. Pros outweigh the cons
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Still rather see the dc times not be randomized and have permanent bans, My internet cut out randomly after a month of working just fine with no dcs but ive been randomly permanently banned due to bad luck^2
Not a good idea

