bjorksnas
bjorksnas
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Blight is the 2nd most skill based and muscle memory related killer, just behind nurse, and a little bit above hag in personal opinion
however if you face a good blight just like a good nurse you are doomed
and the best part of his power is getting to move fast in real time not having to charge a blink and move foward after
if you learn blight he is probably the 2nd or 3rd best strongest killer in the game and possibly the most fun hands down
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Blight with a gun
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tunneling? sounds like your just dying twice within 60 seconds
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nah
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To be honest I think that until a majority of bad map designs and map bugs are fixed that bloodlust should stay in its current state, but once its all said and done I think the most acceptable compromise as map design gets better is reducing the stacks of bloodlust down as map generation improves
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felix
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@konchok said:
https://forum.deadbydaylight.com/en/discussion/comment/1764661#Comment_1764661
I do agree with you that those should be addressed. But each of those would already cost you the game if you were to chase around them. Not much has changed.
there shouldn't be tiles that instantly lose you the game because you chase around them thats just bad map design
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@FrootLoops said:
https://forum.deadbydaylight.com/en/discussion/comment/1764013#Comment_1764013
6 ultra rare? I must have missed something, the UR bulb, UR syringe, and UR BNP are all I could think of on the web currently for survivors. Thanks for pointing out the killer side. I had thought of that and wondered if killer mains would be upset if this change were made, but reasoned that it would only alter the chance of any UR by 12% (goes from 33% to 25%) so wouldn't be too harsh
made the same mistake writing but remembered it you are forgetting, brand new part, skeleton key, and rainbow map
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1764193#Comment_1764193
No.
I mean change the perk so it’s a gradually increased permanent change like Fire Up. So one one gen pops there’s an immediate permanent increase to lunge distance. It gets gradually longer as gens get repaired.
But because of this there needs to be a permanent downside. A longer missed attack cooldown is all I can think of. I like @bjorksnas suggestion. Have the missed attack cool down scale as Coup De Grace grows in power. Perhaps for simplicity it could be each token increases missed attack cooldown recovery by 8%/10%/12%.
a gradually increased permanent change is what most perks do already, better to rework a bad perk to fit this framework in hopes of making it better
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I get that the missed attack duration should make up for the upgraded lunge distance but I feel that it should directly scale with it not have a hard cap starting value, something like for every gen completed gain a token so you don't suffer so hard early game against things like deadhards ect.
you have increase lunge distance by 8/10/12% and missed attack cooldown time is increased by 10% per token
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@TMCalypso said:
https://forum.deadbydaylight.com/en/discussion/comment/1763810#Comment_1763810
You completely missed the point. Not complaining about NOED at all. As it is now...NOED is a weird perk. It is either drastically underpowered or drastically overpowered (almost seemingly at random) game by game. What I mean is, its strength in a game is very inconsistent, more so than any other perk. Some games it never comes into play while others it is the sole reason a killer gets 4k.That part of my post isn't about NOED as it is now, but rather how it could Possibly affect any change in the endgame collapse. IF the endgame were to activate after the 5th gen is done, I believe NOED would need some kind of change as well to prevent a steamroll in the situations where not all the 'bones' were done. The survivors shouldn't get wiped out because they missed one dull totem. In this specific situation, it would be difficult to search for the correct Hex, destroy it, get the gates open, and perform a rescue for any teammates that got caught. made harder against a skilled killer under the time remaining. I doubt a coordinated SWF team would have much issue though.
Again, to clarify, I am not complaining about NOED as it exists right now. Just speculating about a possible scenario in a change to the endgame collapse.
so according to your argument
if a killer perk is inconsistent but can lead to 4k or nothing is bad for the game in a hypothetical situation
wouldn't the inverse about inconsistent survivor perks that can lead to 4 man escapes be true and that they should also be nerfed or changed in a way so they can no longer have high highs and low lows in those situations but instead a middle grounding every time they were to activate
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@Mikeadatrix said:
https://forum.deadbydaylight.com/en/discussion/comment/1763763#Comment_1763763
Double speed is the best, yeah.
if you can use double speed effectively there is nothing survivors can do 90% of the time, the other 10% is something you can and should look out for though so up to 100%
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@FrootLoops said:
@bjorksnas @IrishRedCap thanks for the feedback. I'm just thinking about how rare BPS are, and getting more rare with every new map. Especially when compared to ebony moris, iri hatchets, BNP, anti-hemoragic, etc... I've never seen anyone get tilted when BPS are played (unless it's a first hook tunnel and mori) so seems like they should be at least a bit more common and the busted stuff a bit less common.
This felt to me like a good way to address that, but wanted to see if the community would disagree.
to be fair it is a good change, preferably just not for killer
survivor would have 6 ultra rares if this change is made which would make their frequency about 16.66% or more at p3-50 bloodwebs
killer would have 4 ultra rares on every killer except huntress which most killers would just be upset because they get less of their op addons
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@TMCalypso said:
NOED needs to change before this as it really would be OP at that point. Yes, it won't be there if you "do bones" but that isn't the point. With end game starting earlier a killer could easily steamroll the survivors before they can start opening the doors. Maybe switch their activation methods? Endgame starts on 5th gen completion and NOED activates upon opening a door?
The endgame itself would also need to be extended a bit to compensate and allow for last minute saves....or it could start after a set amount of time after the first gen is completed, 30 - 40 seconds perhaps? Would be cool to see it visually coming, like the walls beginning to 'bleed' the glowing stuff they are technically made out of. (forgot the name.) Maybe not that specifically, but something happening that leads up to the start of the actual endgame would be interesting and give yo some sort of hint as to how much longer it will be before it starts.
Just a totally random idea. I do like the thought of endgame starting at the 5th gen, regardless. Just need some changes if done.
didn't noed used to activate when the final gen was powered for 2 minutes without being a hex perk, this is just complaining about old noed with extra steps
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Honestly I wouldn't be opposed to this suggestion,
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@Mikeadatrix said:
https://forum.deadbydaylight.com/en/discussion/comment/1763728#Comment_1763728
It is pretty solid but my point was that he doesn't need it to perform at his best which is nutty to me. God, I just love Blight.
https://forum.deadbydaylight.com/en/discussion/comment/1763748#Comment_1763748
Blight cult best cult.
true but it makes him preform better then his best? its like nurse vs nurse with recharge addons, you can do amazing as both, but if you can utilize the addons you can do amazing-er?
but through my experience the best addons you can use for learning and fun are double speed, if you spend 50 games with double speed you can feel basekit moving in slow motion and makes you so much more deadly with blight
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Maybe just make a new survivor offering thats 100% for all players + 50% extra solo
but for killer, idk actually, maybe have ebony more have a built in bps (for survivors only) so it isn't so bad for them
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@AhoyWolf said:
Is it wrong that I'm addicted to the add-on Shredded Notes? (The one that increases your charge regen but also reduces the amount of tokens)
I love this add-on! Even tho the recharge speed is kinda small (-0.33 seconds from 2 seconds per token), it actually heavily increases the recharge time, since you can activate your Rush only when at max tokens, this makes it recharge so much quicker! From base 10 seconds, with this add-on it takes around 6.7 seconds, which is huge!
Anybody does use this add-on too?
Its a wonderful addon, I suggest using them often and enjoying them with variety,
notes + compound 21 (recharge + information)
notes + compound 33 (recharge + super pallet break + information)
notes + alchemists ring (super recharge)
notes + iridescent blight tag (recharge + potential for instadown)
all these are fun pairings with it
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@Mikeadatrix said:
The nice thing about Blight is that he's so addon non-dependent that as good as it feels for you to be running Shredded Notes, it probably doesn't make enough of a difference in the long haul. If anything, it's a fun alternative to his base but it isn't nutty. I felt the same way about OG and nerfed C-21, I basically just yellow speed and cooldown addons now but it really isn't game changing.
Tl;dr Blight has fun addons but doesn't need them because he's that good.
actually I would dare to say that shredded notes is one of his current best addons, allowing heavy power usage with less down time can steam roll over survivor when used properly, like alchemists ring but more consistent
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Bloodlust was a mechanic that just helped make bad and mediocre killers less mediocre, most of the higher tiered killers have powers and mechanics that means they don't even bother with bloodlust anyway, the only killers I can say this will affect is Trapper, Wraith, Myers, Pig, Legion, and maybe Ghostface.
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just play blight checkmate bloodlust
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Ive already suggested something like this but most people were against having both this and cooldown addons
I would suggest it along side an addon rework for those addons
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Blight time
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@ReverseVelocity said:
https://forum.deadbydaylight.com/en/discussion/comment/1756997#Comment_1756997
I don't know, I'd rather have some form of lethality reintroduced into the base kit.
his basekit is nice but his addons are all boring and meaningless most of the time
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@ReverseVelocity said:
I saw this idea on a post @Tatariu made a while back, and didn't want to bump the thread higher than the Empire State building. I'd personally love it if Legion's Frenzy would have the chance to be lethal, but it would obviously need to be balanced. So here's his idea:
- Hitting the first Survivor in Frenzy applies a 30s Deep Wound timer, refills your power gauge and activates Killer Instinct.
- Hitting the second Survivor in Frenzy applies a 20s Deep Wound timer, and refills your power gauge.
- Hitting the third Survivor in Frenzy applies a 10s Deep Wound timer, and refills your power gauge.
- Hitting the fourth Survivor in Frenzy immediately places that Survivor into the Dying State, regardless of being Healthy or Injured and ends your power.
What are your thoughts on this?
I already suggested something similar to this but my thoughts were this is too strong to be basekit so instead I had it as an idea for a fuming mix take rework (old fuming mix tape effect replaces franks mix tapes current effect)
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Honestly I think survivors should only ever be able to build breakable walls
if survivors could open up the loop on maps like dead dog saloon this game would be that much less fun with another S tier survivor map offering
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that position can be reached from both sides, either swing onto it from the ramp or vault the window and walk on the metal part over to him
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it has meaning, if you don't understand it google is your friend
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@Jennixya said:
https://forum.deadbydaylight.com/en/discussion/comment/1755370#Comment_1755370
Are you're trying to communicate ?
I just answered the question what are you on about
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Huntress - 1% increased movement speed per hatchet missing (extra hatchets must be used before this bonus is gained)
Nurse Blink recharge would be much higher or make her power like oni get a hit or two and enter a extra mode with old nurse power, 2 blink no recharge cooldown ect
Spirit make her phasing have counterplay with feedback
Deathsligner make his ads time 0.75 seconds before shooting so people have a something to react to
old legion isn't real
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@chieften333 said:
https://forum.deadbydaylight.com/en/discussion/comment/1754703#Comment_1754703
Plus if they did take the face out purely because she's black, it would be pretty ironic
Its a no win situation
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Idk man going out of your way to tell them they lost a long time player and telling them they should feel bad about it seems kinda toxic ngl
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@zackdaylight said:
https://forum.deadbydaylight.com/en/discussion/comment/1754678#Comment_1754678
That makes no sense. I could easily hit somebody as soon as they get unhooked and then down the unhooker and hook him and then go back to the guy I instantly tunneled off hook and hook him since he now has no DS.
this is exactly what I’m talking about, you’re coming from the selfish killer side of it, not even realizing that if you were just camped into struggle mode and then taken off and instantly hit with no chance whatsoever and then all I had to do was just hook the guy who unhooked you to describe your perk how would you feel?
You make fun of my ending comment in my post but you just proved my point thank you lmfao
sorry having a differing opinion is wrong but it kinda just proves that people don't agree with what you are saying
then just have bt if you are going to hook save in front of the killer
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An anti tunnel perk shouldn't also be an anti slug perk, if it pauses on the ground it should also be disabled if someone else gets hooked
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"if any of you think differently then you’re just a selfish killer main or a selfish survivor main. We need an anti tunneling perk, but not for it to be as long. This fixes the “too long” part while also making it an actual anti tunneling perk"
Wow great discussion mindset
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@Lavindathar said:
https://forum.deadbydaylight.com/en/discussion/comment/1754430#Comment_1754430
A lot of effort? Guess you have zero coding experience. The longest time would be making up the censored list. Luckily, as every forum and game etc has one, that could be copied in 10 seconds.
and I’ve literally just swapped to crossplay. I saw 10 names at least on my first night. From my one night of experience, it was very very often.
writing a list is copy paste, making a censorship system to implement that list on ingame names, not easy
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@valvarez4 said:
https://forum.deadbydaylight.com/en/discussion/comment/1753375#Comment_1753375
Well, if you think you'll DC if you see a iri head, it's a stretegy too?
Plan of action dc against iri head
Overall goal, not play in a match with iri head
seems like a strategy to me, because literally any action is a strategy
Not that I agree with all of them but they exist
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@Lavindathar said:
https://forum.deadbydaylight.com/en/discussion/comment/1753386#Comment_1753386
It’s really not. The devs can bypass whatever steams restrictions are, and implement there own in game censorship, regardless of what the steam tag is. If certain letter combinations appear together, censor it. The steam name wouldn’t change, it would just be visually censored. That can all be done in game.
yes aka put a lot of effort into it to censor names that don't appear often enough to worry about
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People think that having color blind options would be an unfair ingame advantage to killers so their aren't being added, however if you are on pc and have a Nvidia graphics card you can set ingame color blind options
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I mean you could just ignore them or report them on steam and if they get enough reports something will be done. Personally I only ever see a name with anything that should be censored maybe every 100-200 games. Implementing a censorship system specifically for pc names sounds like a lot of work for the devs
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Pig : Crouched
Pointer Finger : Ready
Snoot : Booped
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this post is a mess starts with to keep it short then writes 2 paragraphs ranting that terror radius camping isn't fun and it isn't a strategy
camping for a 4k is a strategy because its a plan of action to camp to achieve the overall aim of getting a 4k
by definition its a strategy
does it make in fun for both sides, no
but the main deterrent of camping is that its not fun or can make a killer lose against good survivors
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No he doesn't
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@SquillDBD said:
https://forum.deadbydaylight.com/en/discussion/comment/1751284#Comment_1751284
Correction: keys are worse than ivory moris, but ebony moris are so much stronger than keys.
Ivory < Key < Ebony < 2 or more keys there is always bigger fish
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that doesn't fix solo queue, for reasonable queue times ranks are usually more secondary allowing a high range for match making, you would still have the same survivors just half the team would be green rank and the other half would be red rank
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@Elysia said:
Hunter mode does no damage unless you hit all 4 shots, and if you do you need to wait 80 seconds to do it again. I can see that needing a bit of a change in cooldown however. Maybe i should double the regeneration time per arrow?
The purpose of Gaze is to disrupt and make it harder to counter ranged killers as well. If Huntress has it for instance, then the survivor would find it harder to predict where/when she will throw her hatchet and where to dodge.
I was worried with WP about making it too strong so I toned it down several times from my initial idea, evidently however that may have been a little too much of a tone down.
Tracker is meant to be similar to IF yeah, to complement killers that benefit from snowballing.
Thank you for your feedback!
he can't see that message unless he comes back to the tread, you have to press the quote button at the bottom of his message and it will give him a notification that you responded to him
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@Nikatara69 said:
https://forum.deadbydaylight.com/en/discussion/comment/1752707#Comment_1752707
Oh, sorry that English is not my main language otherwise buy glasses
the first part my eyesight is fine
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@Nikatara69 said:
https://forum.deadbydaylight.com/en/discussion/comment/1752588#Comment_1752588
Im not complaining but saying that second chance perk is not get re greeted by killers they dont picking up survs and this making me feel that its waste of space perk for me lol
I can't read this