bjorksnas
bjorksnas
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Wasn't nurse who was like 3 tiers above everyone else taken to the point where a good nurse just barely manages to be above all the other killers, that wasn't a meh nerf that was a gutting
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@Ryan489x said:
https://forum.deadbydaylight.com/en/discussion/comment/1844257#Comment_1844257
The way I play the game, take out any bone you find. and; if it glows it goes. If it's haunted ground well damn but what if it's not.
see this is the balance to the perk playing the game and accepting a side objective rather than just not do it and complain the whole time
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1844216#Comment_1844216
Not sure I'd call that a toss up, one side is putting in all the effort and the other is using tracking perks to know which generators to camp.
neither side is putting in effort if the survivors don't cleanse it
the survivors who don't cleanse ruin undying are just as lazy as the killers using it
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1844118#Comment_1844118
And then Undying comes along and keeps it going, thus reinforcing the "no real effort" part because now the survivors are putting in a shiteload of effort and it's still up.
yea but its still on the survivors for putting in effort to only find one thing and leaving behind the other totems so
still a tossup
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@MadLordJack said:
Dead Hard, because it's pretty much the poster child of the second chance meta.
Ruin, because right now it's too damn strong for no real effort.
Ruin is too strong for no real effort, however thats because the no effort is 2 ways, both killer having passive slowdown and survivors not looking for totems to remove it
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BBQ is a strong perk, but the bp effect shouldn't have an effect on game balance
More said bbq is a perk that is meant to give killers far away information so they can go after another survivor and leave the hook behind, if you would much rather make its aura reading worse or non existent I can promise much more camping from players of all skill groups in dbd
bbq is balanced and has plenty of perk and non perk related counterplay
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Add to helping hand that you can heal yourself when active, that way its effectively a super self care when you play altruistically
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Watching survivors who have way too many second chance perks be bad at the game
like seriously you need ds, unbreakable, iron will, and dead hard but still only last 10 seconds in a chase, how do you even manage that
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Id recommend trying to level botany knowledge, it would make your medkits much stronger, or if you have it because its stronger than low level botany use desperate measures for the up to 40% speed boost at level 1
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Calm spirit, cant track you without the screams you just removed 2/3 of his power
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Blights power isn't to run fast with a stick, its the ability to get outplayed by slippery walls
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My thought was that the white gas had more slowdown then the orange gas, so the trade off is slowing more if they were in the cloud early on but slowing less if they entered into the cloud when it was orange
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Blight got nerfed? Since when
I thought it was just the 1 overtuned addon and the 1 addon with a secondary effect that was accidental leftover code
but also much like ascensionwho and speaking from experience a good blight can win 99% of their matches, personally ive only had 6 survivors escape out of fully powered exit gates (4 if I don't count the 2 that had 2 console players dc on them and let them go)
He is a great example of skill directly scaling with how well you can do as a killer
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Should second chances be basekit...
aren't hook stages already a thing
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Endgame collapse started before the gate was open, aka you closed hatch
rancor only activates if "all gens are powered" skipping out on gens being done doesn't activate its effects
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just camp a hook from 15 meters away and throw a hatchet when they save, even if you hit the saved survivor early getting the points means you got progress
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@RamblinRango said:
https://forum.deadbydaylight.com/en/discussion/comment/1839995#Comment_1839995
No, no, the no vault part is from the Chain Gang effect. Which wears off when the chain breaks through collision or one of the 2 chain gang survivors goes down
If you mean the hindered status effect in general, I feel like the locker restock and only having 2 shots is the equalizer. I appreciate the feedback though
thats the hindered status effect in general, basekit hindered effects are 15% or 85% survivor speed and prevent fast vaulting
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So the killer is a 4.4, but can throw a projectile that makes survivors near permanently 3.4 and can't fast vault, effectively making them the fastest basic killer in the game for landing a projectile and gaining the massive upside of windows become much weaker
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@KidDope25 said:
https://forum.deadbydaylight.com/en/discussion/comment/1690089#Comment_1690089
Yet nurse exists and shuts down normal looping as a strategy thus proving killer mains exaggerate everything and lie and play like complete POSs
Shutting down normal looping doesn't come without its drawbacks on killers
Most lose movement speed
others are forced to be dependent on their powers
and almost always as a result it creates new counterplay
you are wrong for thinking they always shut down normal looping without drawbacks
Now whos the one with hyperboles, (hint because I know you will need it :D, its you)
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@Thanotos_Omega said:
They are weak because they are strong, removing the need for other survivors to meet up with you and heal you, hits a killer's pressure hard, so being able to do it fast without a limited supply of charges would make it so any chase that fails to end in a hook is a waste of time thus discouraging killers being relaxed and instead causing them to tunnel and camp harder, because any survivor who isn't hooked or dead is going to pop back up to full HP while gens get done all the same,
Its going to still take time to heal, as game speeds increase it only seems fair that these perks are allowed to be a little faster, also inner strength does have a limited supply of charges as does second wind and adrenaline
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@Liqhtninq said:
https://forum.deadbydaylight.com/en/discussion/comment/1837670#Comment_1837670
Well I'm reporting the glitch, a game isn't supposed to have glitches. How do you know it wasn't intentional? You don't, like you said you assume. If he had been visible from the start it could have played out differently. If you can't see a problem with the clip I posted why are you even in the bug reports section. Go somewhere else.
"if he had been visible it might have played out differently"
idk about that one chief
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A glitch isn't an exploit unless you did it intentionally
bodyblocking the exit gate as VISIBLE victor isn't a glitch / exploit
being invisible is a glitch I assume they had no control over
would have played out the same way if he was visible you would have still been blocked and died
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@Liqhtninq said:
https://forum.deadbydaylight.com/en/discussion/comment/1837007#Comment_1837007
So me not being able to pull the exit switch because of an invisible Victor blocking the way and then appeared out of nowhere is being outplayed? Clearly didn't watch the clip. Shut the ######### up.
- The invisible glitch was a glitch they had no control over
- Bodyblocking an exit gate would only be an exploit/bannable if it was holding the game hostage/permanent, this one has egc timer so its not holding the game hostage and even then they didn't need to block the gate at all to get the kill the timer was that low + the 10 seconds to remove and 20 seconds to open the exit gate means the killer could have fully crossed the map from anywhere which means it made no difference
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not an exploit you just got outplayed
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@skylerbound said:
https://forum.deadbydaylight.com/en/discussion/comment/1835634#Comment_1835634
So it’s impossible on console?
yea, however you get more consistent turns so theres that
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@skylerbound said:
https://forum.deadbydaylight.com/en/discussion/comment/1835624#Comment_1835624
Is there a video tutorial on how to do this?
Step 1 be on pc
Step 2 use high sensitivity or break your wrist
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@Torsti56 said:
https://forum.deadbydaylight.com/en/discussion/comment/1835046#Comment_1835046
No problem man. I just think that add-on will drop swf groups to take keys because most of them takes milky glass and weaved ring together and have no problem if they die or get away because they still get the key with them. Add-on will give them one slot to choose and they might lose it if they escape with weaved ring or die with milky glass. More like high risk medium reward either way. Chest thing would be great idea but there are too many perks which allows you to get great items still. Hatch spawn will be easier to do if it spawn at 5 gens done or last survivor left and I think that it will be that way when the rework for keys come. It was just bad luck for mories to get nerfed without any information but they already made a mistake when they released first BNP nerf and huge amount of survivors used all of them before the nerf. It was really hard few weeks for killers and same would happen to survivors if they would announced "we are gonna nerf mories" that would be pure torture for survivors to next two weeks for getting mori burned in every game. Atleast this game will be more balanced after these nerfs, and it's all that matters.
I think with those hatch spawn mechanics it would be more fair, but it still just feels bad to have announced nerfs for something that strong
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@Torsti56 said:
https://forum.deadbydaylight.com/en/discussion/comment/1834053#Comment_1834053
Are you really trying to explain to me how inventory works? I still have 100+ keys in my inventory and I rarely use them. Last time was at challenge, before that, months ago.
-An animation to open a hatch which can be stop by the killer
-Hatch spawns only when there is one survivor left or when all generators are done
-Dull key allows to one survivor escape and Skeleton makes hatch be open for few seconds more (or an add-on, then both keys allows only one to escape. This makes it so the cant run milky glass and weaved ring with a key if they wanna escape with their friends).
-Keys doesn't spawn in chests anymore unless someone is runnin plunderers or there was luck offerings burned before a match
There, 4 nerfs and keys will still be usable.
Sorry I don't know you, but some people on this forum lack reading comprehension skills, its nothing against you but im just sick of the people who get angry because they didn't put 2 and 2 together when it was right in front of them ill keep that in mind that I don't have to talk down in laymens terms.
Still would rather have no more than one survivor out hatch per key but the other changes are good
Personally I just want more items to use rather than keys because much like cholesterol clogs my arteries, keys and their addons clog my bloodweb so having keys make more items to take into a trial would be an ideal change for me
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@Rizer said:
BNP's were the equivalent of Mori's and they were nerfed a long time ago... they're literally worthless to even bring along and their rarity is way higher than the ebony mori... not to mention killers get 3 different flavors of an item we had a single version of that was nerfed to hell.
Now killers are all over keys :/
What's next? Survivors can't move? You killer mains are ridiculous.
In around 100 matches I've played, survivors get to use keys 1 or 2 times... it's not even a big deal.
It's only because of SWF groups abusing the hell out of them and coordinating, that they've now become an issue.
Key's are literally non-existent in solo queue...but I've seen far more mori's being used than keys, almost every 3 or 4 matches until the nerf... so yeah, welcome to our world I guess...
You nerfed survivors means of escaping quick and lessening the work, the dev's did it back to you and you're not liking the burn so you have to go after such a worthless item that never shows up like a key... sometimes the key is the only way out of a try hard killer match with trash can solo survivors... there's literally no reason to nerf keys in solo queue.
"stuff cant be nerfed for game health you are just entitled"
idk man sounds kinda entitled to me, both sides things that cut the game short should be nerfed so people idk actually play the game rather than play part of it and get rewarded as if they played the full game
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@HeckaYeah said:
https://forum.deadbydaylight.com/en/discussion/comment/1832970#Comment_1832970
The cool kids wished the were as fly as Frank
do they really though
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@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/1833509#Comment_1833509
Yes, I believe the same thing. We are probably getting an animation added to key usage and maybe changing at least one if not both keys to only allow the survivor using it to escape.
I wish they would change the hatch mechanic. It spawning while multiple survivors are left and gens are unfinished has caused some large and unfun problems in matches, both for killers and survivors.
that is another solution changing hatch spawn mechanics does affect keys
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@Torsti56 said:
https://forum.deadbydaylight.com/en/discussion/comment/1833673#Comment_1833673
Umm what is broken? I clearly said that hatch will open to that one survivor WITH a key. An animation will give a survivor some pressure in endgame and killer can defend hatch and exit gates, if killer chases survivor at the end then the survivor cannot escape through it. You want to make keys useless by letting it to open chests faster. Damn there are TWO perks for that and keys are an items and are related to killer add-ons more likely than offerings. This mori-key thing has gone too far now.
That trophy isn't impossible. Quite easy tbh. It's easier to them to make an animation to keys than start changing achievements and make them total trash.
Please don't start "but mories are trash" thing all over again, we've heard it too many times already. Mories are still quite handy to make game easier and were way too overpowered before.
An animation will put keys to same gategory with toolboxes and med-kits. Quite handy but will not give huge advantage to bring them (like keys right now).
I made a whole post on what keys should do instead but heres just one key build for example of using them for looting chests
Skeleton key + Red addon + Yellow addon
4 charges, instantly opens chests, causes 1 additional chest to spawn
Any items looted are purple rarity. (there are yellow addons for specific item type + 1 charge + 1 chest), the items spawn with ace in the hole addons (as if you had the perk) and add a copy of the item + addons to your survivor inventory (by survivor inventory I do mean inventory that thing where your items go when you buy them in the bloodweb thats your survivor inventory, you get a copy of them there)
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@DarKaron said:
https://forum.deadbydaylight.com/en/discussion/comment/1833856#Comment_1833856
Well, I'm talking more in relation to the overall gameplay factors at work in the game, less of the build itself.
Wraith hasn't changed in years either and the meta is still the meta, the game is the same game
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@DarKaron said:
https://forum.deadbydaylight.com/en/discussion/comment/1832915#Comment_1832915
I have yet to see a video on this, but maybe that's because I'm outdated and don't like looking at earlier builds of the game.
I like my content updated, particularly when massive gameplay changes are introduced.
none of those perks or addons have changed in like 2 years, cant really get more updated if something never changed in the first place
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@Torsti56 said:
https://forum.deadbydaylight.com/en/discussion/comment/1819635#Comment_1819635
I think that they make a an animation for hatch opening with key which lasts for few seconds (Maybe 5 seconds) and only one can escape through it. To that achievement only things they can do is to change it or make new ultra-rare add-on which makes hatch to be open for a few seconds.
Lets leave something broken in the game instead of changing an achievement
No
If the achievement is impossible they can change it, if hatch opened for last survivor only with a key then it could be changed
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1832909#Comment_1832909
Go against a good twins. Victor is impossible to dodge because of his huntress hitboxes. Charlotte moves at mach 452 for some reason, and you say that number as if it's long. You kick him and hes back instantly so what's the point?
Well hes not back instantly though, it takes 2 seconds for his animation to end, 6 seconds to respawn, and 1.5 seconds to unbind after that
9.5 seconds because a survivor kicked him once, so by kicking victor once you bought your team 28.5 seconds or close to 7% of your teams total objective time if they were all on gens besides you being chased
Moral is don't die and win the game, or just get far away and get into a locker, they really can't reach it with 10 seconds if you get far enough away, plus they most likely won't slug you if they pull you out of a locker
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It builds a strong immune system, all the cool kids ate dirt
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Some perks are essentially terrible depending on their tiers due to many factors, can't wait for level 1 bamboozle 5% faster vaulting speed and 8 second window block
Or Brutal strengths 10% faster speed
or spirit fury that requires 4 pallets to be broken
or thrilling tremors 100 second cooldown,
and survivors still get the main effects from unbreakable, deadhead, sprint burst, adrenaline so literally nothing has changed
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Yea but this has already been done before, pretty sure at least 2-3 youtubes have a video of double shadowdance wraith + fire up + bamboozle + brutal strength + iron maiden if you are really a memer
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Minimum spawn back time is 6 seconds, and time to send victor again is 1.5 seconds
so you are complaining that the killer can use their power once every 7.5 seconds when they can't down healthy survivors with it and usually have to play an m1 killer for injure unless they want to risk not having any power for 37.5 seconds
but nah they need to be nerfed you lost to it once too op
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@meatisadelicacy said:
Honestly with survivors losing add ons now whether the item is used or not, Ace In The Hole is useless. The fact that toolboxes have been destroyed makes searching chests a lot less worthwhile now. It's funny because they thought gens went too fast because of toolboxes and now I never search chests anymore and just do gens ¯\_(ツ)_/¯
I think Jeff has better perks between the two of them but neither have perks worth using compared to other survivors.
Ace in the Hole allows you to keep any Add-ons your Item has equipped upon escaping
I don't think you bothered to read this part of ace in the holes description
And also toolboxes were blatantly the best item in the game and way too strong for no build commitment necessary want to win a game just equip and item + addons to have 180 charges of 140% repair speed
Still worth it to search chests for farming items
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@OldHunterLight said:
https://forum.deadbydaylight.com/en/discussion/comment/1832711#Comment_1832711
Nurse + blink recharge vs DS.
I mean if you have the strongest killer in the game, with her strongest addons, WITH ruin undying don't you think its a bit much to complain that survivors have something strong too
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Thats not a legion thing thats killer perks
Base killer carrying speed is about 92% or 3.68 m/s
Base killer missed attack cooldown is about 2 seconds
Agitation increases carrying speed by 18% to 110% or 4.4 m/s
Mad grit makes missed attack cooldown 0% so instant except for the swing
any killer can use those perks and do the same thing
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@seki23 said:
https://forum.deadbydaylight.com/en/discussion/comment/1832287#Comment_1832287
all free games are infected with hackers, if is not totally infected ( and i have seen hackers in the past dont get me wrong what you saw are teh OBVIOUS ONES, but not everyone is so DUMB to show u he is hacking with so obvious hacking) some of them just slighty or moderately inrease repair speed, healing speed, and some other stuff that you wont be able to see, not everyone is insta healing in front of you man they dont want to get banned the game is expensive, especially if they spend lots of money on DLCS... but if the game was free damn. hackers everyday.
I mean they can be, all they would have to do is up the anti cheat or just make the free part kyf or something so people can try the game out with friends and see if they like it
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Well I don't think its fun for a killer to have no counterplay around pallets other than stop what you are doing go through a 2.7 second animation then catch up the distance made 0.6 meters at a time
Too many god pallets in the game for bloodlust not to exist, if they were trimmed down a bit then maybe bloodlust could go but it does feel terrible to have a pallet dropped and the only counterplay is eat the pallet and you can't do anything else
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@seki23 said:
I hope never gets free. for real, the game will get infected with hackers, already have hackers imagine being free. the game is fine as it is but they could have softer DLCS prices.... tbh.
ive seen 3 hackers, with 1729 hours, I don't think there would be a bunch more, I think the potential upside is bigger then the potential downside
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See the funny part is, most of the time I don't want to go after the same survivor over and over again but survivors always create surrounding factors to basically force the killer to do it
- Instantly hide after saving a teammate leaving them to fend for themselves when the killer comes back so they can't chase the savior
- Rush gens with the mindset of the killer can't tunnel ever at all while creating a literal perfect excuse for the killer to tunnel so he can mount more pressure against your team
- Use a ton of visible meta or second chance perks, its annoying to watch a survivor get extra chances even if you thought you weren't tunneling them or watch them deadhard for distance to extend a chase, Its highly likely to get tunneled into the ground if the killer feels wronged by how much strong perks you decided to bring
- Have a key, this ones on you no killer likes to see keys, especially if you brought it in you are basically asking for it
But no survivors are entitled to the killer hooking a survivor running to the corner of the map counting to 100, doing 20 pushups then and only then coming back to play the game anymore with even A THOUGHT of hitting the same survivor even once without even asking if they earned fair play.
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I think the better option would be to rank based on group size
2 players = ranked between both members of the group
3 players = ranked for the top player + a little leniency for lower ranked killers
4 players = ranked for the top player + ranked slightly higher (rank 2 ranked as if rank 1 and so on) so basically a rank 2 and 3 rank 20s would average rank 1 killers (if queue times were instant for both sides so basically in a perfect world we will never have)
This probably helps because you can still bring a new friend into a game and not have them hammered, but you can't bring 3 smurfs and a main to bully low rank killers and the 2 player new friend experience stays roughly the same
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8% on kick would incentive it
base regression increase sounds nice (ruin doesn't get anystronger just change it to 80/90/100% normal regression rate)
and working on the gen to stop regression rather than tap sounds nice
but I would adjust some of the numbers
5% instant per kick (pop goes to 20% extra so its not 33% on pop kicks)
Increase base regression to 0.5 c/s or even 0.75 c/s but keep ruin at 0.5 (ruin doesn't need buffs in its current state)
and 8 seconds to stop regression 4x as long as it takes to kick the gen, 4 survivors for 1 killer sounds about fair (still gives repair progress)