bjorksnas
bjorksnas
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- bjorksnas
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@EuphoricBliss35 said:
Punctuation is a real thing you know. Just in case you forgot
You forgot to end the sentence with a period.
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After being unhooked ds becomes active for 40/50/60 seconds
Healing, Repairing, Cleansing, sabotage, or searching chests for a cumulative 3 or more seconds deactivates the perk
Upon another survivor being hooked ds deactivates
If picked up by the killer succeed in a difficult skillcheck to escape the killers grasp and stun them for 4 seconds
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Thankfully this update didn't make things more expensive, even though all the old green perks cost 1k extra to get the rank 3 half of the old purple perks now have a yellow tier 1 which means no net loss or gain in perk costs
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@Tio_Croc said:
https://forum.deadbydaylight.com/en/discussion/comment/1641642#Comment_1641642
Ghost Face can literally have 2-second chases. Freddy can push people out of gens cross-map while in a chase. Nurse basically breaks the looping mechanics despite having God tier map pressure. Strong killers are strong killers.
nurse has go tier map pressure because her letality in chase is just that high
Any high mobility killer with an insta down or exposed has the potential to end a chase that fast
Spirit can use prayer beads, hag can use mint rag or just normal power, legion can use legion pin to force survivors off far generators
whats your point
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@BeardedMenace said:
https://forum.deadbydaylight.com/en/discussion/comment/1641652#Comment_1641652
Alright? And?? Pretty sure the point is... Why did the Devs put "Spawn hatch in Killer shack" if it only spawns in a very few. Kind of dumb. Btw, I'm not being smart. I'm just saying.. And? You know?
killer shack is a whole tile not a building, it technically does what it says by spawning hatch in the killer shack (tile)
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@Aven_Fallen said:
I mean, of course you have to mention it was an SWF. This is of course a very important information, way more important than a Screenshot.../s
Because usually you should be able to pick her up, and if not, you would at least have a Screenshot to report in the Bug Reporting.
you are expecting too much from the people who use the forum
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@lordheadass2 said:
now let me ask you should gen rushing be bannable
why have you dug this up while it was just about to die out
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Ah yes top of the priority list fix the thing that has no effect on gameplay because muh drip
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If they did this they should remove the auric cells once it would expire to incentivize completing it within the timeframe to get the cells back or otherwise spend more money for the next one but you still get the cosmetics
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1641621#Comment_1641621
Hell yeah but it's all cool I got no bead with you.
I have no cow with you either just pointing out that we agreed on something for once
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hatch can only spawn inside the shack on certain realms
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@Tio_Croc said:
https://forum.deadbydaylight.com/en/discussion/comment/1641594#Comment_1641594
Still no map pressure, still mediocre anti looping. But yeah, the intention was to make Pig move from C to B or even B+
Reverse bear traps forcing survivors to a secondary objective is map pressure, anti looping capabilities are 2x faster to charge, I think it was 1 second + 2 for charge but now its only 1.3 second charge for 2.5 second lunge at (6.9m/s) basekit
Not to mention the stealth abilities more than make up for map pressure because the time you lose not being able to force survivors off gens with terror radius is made up for shortened chase time by starting chases closer
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1641587#Comment_1641587
Exactly I have wasted so much bp on my add ons only to never use them and let them collect junk.
I guess we both argue a lot but survivor bloodweb and addon changes are at least something we can agree on
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I think having a on demand stealth ability with up to 25 seconds of use for a 6.25 second cooldown + reverse bear traps + ambush in only 1.3 second charge with charging while crouching are all a bit much together especially basekit,
16 meter dash (6.9m/s) with only a 1.3 second start up is a bit much
Stealth for 25 seconds with 4.6m/s movement speed with only a 6.25 second cooldown is way overtuned its just ghostface but better
Both this and reverse beartraps and it might just be the 2nd or 3rd strongest character in the game with no perks/addons
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They need to take a mid chapter and instead of rework a killer just rework survivor addons, items, offerings so the bloodweb isn't such a mess
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About 5 million
around 1.6 per 50 levels and 200-300k wiggle room for each one
Average for 1.85m X 3 = 5.55 million, so you are around 2 million off which is around 30 games or less depending on perks / offerings / challenges
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@BigTimeGamer said:
if you get <3k as spirit i have serious questions as to how it happened, she really isnt that hard to play lol
So not being sweaty enough to slug for the 4k every game is wrong?
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My chainsaw go skeet
When hit survivor go brr
when start run yell grrr
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now you don't need to wait the 2.5 second fatigue before the 2.7 second breaking animation, this saves 2.5-1.75 seconds depending on addons which is a decent buff
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his height is the same height as survivors even hunched still for some reason the devs thought camera where the eyes are too cliche time for a new approach just hang the camera on his crotch
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@Orionbash said:
https://forum.deadbydaylight.com/en/discussion/comment/1640954#Comment_1640954
Yet killers still got their 4ks. Not sure I understand your point here.
Removing the broken stuff is for the sake of game balance was the right move for the devs to make because if given enough time survivors would learn how to abuse the broken stuff to extremes where the game becomes unplayable for the other side.
Just because it hadn't become the biggest of problems didn't mean it was a problem
Just because cancer can make up a small percentage of your cells doesn't mean it can't kill you
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@Orionbash said:
Since I've started playing DbD I've noticed a common trend where the devs constantly buff the bottom line of killers and nerf the top tier survivors. This is a constant, time and time again. And it's rather frustrating. On one hand you have survivors that have taken the time to learn to play the game properly and utilize all resources at their disposal to ensure victory whereas killers just wanna M1, BBQ, and get 4Ks. Don't get me wrong, there are a few good killers, but they're mosty....bad? Yeah, bad.
Pyramid Head was kinda the tipping point for a lot of us as we saw the devs flat out give a killer the ability to tunnel without consequences. The devs have admitted it's looked down upon to do so, as they understand the power imbalance, but still created him anyway because they knew killers just aren't improving.
And we're at the point now where the devs had to add Undying into the game because killers can't figure out how to juggle their objectives. As if the constant spoonfeeding of insane buffs to make even the worst killers feel like they're decent wasn't enough. Now killers can just camp a gen and let ruin regress it even though survivors have cleansed 50 totems by that point. There's basically 0 consequences.
It's time for a change.
I propose that all killers change over to an AI-controlled interface. AI has proven to be far superior to humans and will solve a lot of the problems with the current state of the game. Different levels of AI can be implemented to provide all players across all ranks a smooth, fair experience in all of their matches. Just think about it: No more tunneling or camping as the AI can be programmed not to do so. No need to bring second chance perks so survivors can finally use the perks that they want to without having to worry about bad plays. And most of all: It'll finally be about skill and not about finding different, cheap ways to make the worst of the worst seem better.
However I do suggest that KYF still remain as is so that former killers can use the killers that they bought as I imagine it would be frustrating to do refunds.
You really thought this was a good idea, thats pretty embarrassing
Survivor top line have been nerfed by reducing the amount of resources, letting windows get entity blocked, and making medium vaults because any angle fast vault was stupidly broken, and removing god windows / balancing the tiles
Why because most of this stuff was stupid broken to anyone who had more than 30-40 hours in the game and realized how much it could be abused
A sea of 20/30 filler pallets in the middle of bloodlodge
Killer shack and buildings with multiple windows that never got entity blocked making them easy infinites
Fast vaults that make absolutely no sense and make tiles so much more powerful
Reworking god windows which were mindless tiles to just hold w against a majority of killers
These changes were made because any person using logic and reasoning would realize how broken this things were and how it could make the game unplayable for the other side if used properly
And just because changes like these were made so that the other role could PLAY the game the other role should be made a bot. Genius
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Legally because of nda non discloser agreement they most likely can't
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Maybe they are just bug fixing the perks to overhaul them because the spagetti code was holding them back from changing them without being overly buggy
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@FFabeq said:
https://forum.deadbydaylight.com/en/discussion/comment/1639368#Comment_1639368
There is a thing called "leaving survivor to defend gens" with this strategy the games would be longer, you don't always have to down the survivor.
let me guess you were in favor of god windows when they were in the game
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1639618#Comment_1639618
@bjorksnas the op commented on it again with his progress at playing legion
I saw im just informing other people
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@NursesBootie said:
SF+Enduring is pretty nuts on legion.
@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/115682/legion-is-useless-now-change-my-mind
Switch noed out for surveillance, youll do better. Also with legion enduring is better than brutal. I plsy legion at r1 and do fine.
you are both replying to a 8 month old thread
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@WigglyWoo said:
https://us.v-cdn.net/6030815/uploads/X01ROS8YPKZ6/dbd.png
For hours now I have been trying to do the killer challenge in the book and despite the description clearly saying I only need 9 hooks a game, it never counts it even when I kill 3 on hook and hooked the last guy at least once. Above rank 5 it's almost impossible to find a team dumb enough to give you all 12 hooks. Is this emblem bugged?
Its 9 hooks "and" 4 sacrificed
Play normally and get it in a few matches or tunnel the first guy and play normal with the rest ez game
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good this is the kind of change I like to see, a team giving up 8 perk slots for a strong ability when one of them is on hook
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@FFabeq said:
https://forum.deadbydaylight.com/en/discussion/comment/1639260#Comment_1639260
If the survivor runs this loop correctly or you failed to counter it, then leave and go defend gens instead of wasting time
if a survivor uses their brain or if you don't have a power or perks that counter it just let them be immortal, genius
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No more secret offerings and yes if I do see a key in the lobby I do want to see if the brought a blueprint to then tunnel them into an early grave
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Why would you dig up a 8 month old thread just to say legion ok aka you realized as an m1 killer you have to be good at m1 chase then git got gud
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Other than the fact its not real which already means its less scary, any changes will only be temporary until the shock value wears off and people are over it again
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Ill just call a single character yamaoka while its also the name of
2 other characters ( Kazan Yamaoka , Renjiro Yamaoka)
and a realm with 2 maps
people will totally understand it instantly and if they don't they just aren't megamind from the movie megamind
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@Pior_Morte said:
To good to be a brown, should be base-kit
if that disorienting trash heep of an addon was basekit I would never play blight again
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@FFabeq said:
Btw this is not a strong loop at all, the pallet is very unsafe windows are not that great either, plus you got a 4k with 4 gens left
the center window can easily be looped 3 times while gaining distance and that side window gives you a free pass to it or a free pass out after its entity blocked
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If items are hidden killers can't bring the appropriate power level with addons
"Oh boy I can't wait to play clown with 2 brown addons to save some of my better ones" -clown that's about to learn the survivor team has 4 toolboxes
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not really advocating for anything just saying what stuff is don't know why you said you were going to play devils advocate without doing that but here goes
Solo survivor is the weakest role in the game
Buffing solo survivor allows for killers to be buffed without trouncing the solo queue experience
By buffing solo survivors it has a trickle down effect by allowing killers to be buffed which in turn nerfs swf by leveling advantages and buffing killers
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@AhoyWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/1631319#Comment_1631319
So if I change a perk for one side, I have to change some for the other side aswell?
yes thats how balance works give survivors something arguably more powerful than current ds and give killers something more powerful idk play with your food or something
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@Breque said:
Like its has some many people that says
Put kindread as a basekit to buff solo queue
And they just say no
And a toten indicator to we at least know how many totens are left and see if one of or random teamates decided to do 1 toten
But no again
And after every one is pissed because only has SWF in their games ( because is IMPOSSIBLE 95% of the time play with random teamates you will always loose)
So what its your sujestion to make solo queue good
Ps - Just dont say nothing because solo queue is so ######### that you know when someone says ow if you dont like you dont play, like i literally just play with SWF and sometimes i want to play but my friends dont so
I want to play solo queue but at the same time dont wanna to become extress
Kindred basekit but without the killer detection
Totem counter, but in exchange killer should get individual survivor hook counters like the ones they used in hexys dbd tournament
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@ceeroover said:
At first, I'd like to have an after game information who was premade (for both sides). I'm always in doubt how many killers pretent they getting matched vs premades all the time while they are maybe just bad at the game. After that I would think about further changes.
However, mandatory obsession would be a good addition without being unbalanced.
I'd rather prefer an MMR system that matches good solo players together instead of questionable solo buffs. This would already help a lot and would strengthen SoloQ at the same time.
At the end, it's everybody's choice to play solo or premade on survivor side. Some people (including myself) like the appeal of less information. Otherwise it might end up one match like any other. Buffing solos might require too strong killer buffs, that might make the game less fun/unexpectable.
Mandatory obsession would suck and give survivors extra but what if they have ds and force killers to play literally every game as if there was ds on every survivor
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I think the situational cooldown + extremely strong effect suits this game better than small upgrade, even if the perk was 30/40/50% I would still never, ever, a few more ever use it, I think killers need more active use chase perks than they currently have with enduring, brutal strength, im all ears, spirit fury, beast of prey.
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Yea but people seem to prefer strong effects rather than weak long term effects
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@GoshJosh said:
Very overpowered, hard no from me. Besides that, how do you supposed a missed attack with no cooldown would look animation-wise?
like mad grit
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1637576#Comment_1637576
I think it's clear by definition a crutch is something you cant win without. Meaning every perk is a crutch if you rely on it. Also sure it doesnt have a quest to do to activate it but the perk does exactly what it was made to do: counter slugging.
Almost everyone here is saying it's a perk that you cant win without not a perk that requires no input. That would make ruin a crutch because its requires no input to get value correct?
Ruin wouldn't be a crutch because its not an extremely strong effect and if you want it to last longer you have to give up half of your perk slots for one decent effect, its strong against solo queue without kindred because forcing people off gens to go for saves is where ruin works best but against good players who split on gens ruin is no help
"crutch From a gaming perspective, a crutch is the use of an item or technique that is considered easier or generally way better than most options available,"
Unbreakable is a crutch by definition because its easy to use and for its effect its stronger than other available options
Deliverance is not a crutch because while it has a strong effect its not easy to use because it requires input
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No its a cooldown perk with a guaranteed way to proc sorry if its confusing
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1637371#Comment_1637371
The input is you doing your normal objectives. Seriously. Unbreakable you need to get slugged theres a requirement. Aldo if the killer chases a survivor back titok the slug is unbreakable a problem? I've started doing that and the perk becomes considerably more weak.
No, being slugged is a prerequisite which generally all perks require so calling the prerequisite a reason to not require input for a strong effect is wrong. Example of perk that has a prerequisite, strong effect, and requires input from the player to get the effect deliverence
Prerequisite be on hook
Strong effect Unhook self 100% of the time on first stage
Input required Safe unhook another survivor
Now unbreakable in the same format
Prerequisite be in the dying state
Strong effect recover faster and pick yourself up off the ground once per game
Input required (none)
As you can see if the perk has a strong effect without requiring input from the player that generally by definition makes it a crutch perk
Aldo if the killer chases a survivor back titok the slug is unbreakable a problem (I don't know what this says / means)
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@angardia said:
i understand that camping is the best situation for SWF
but im getting tired to play as solo surv... 5 matches in a row today out of 5 i played! same yesterday and the day before and before and before and before.... it wasnt so bad before july, but now its impossible!
KILLERS CAMP CAMP CAMP at the start of a game!!!
and NO!
no - he isnt 20m from the hook
no - no one teabag
no - no one "gen rush"
no - its not the games end
NO! no other reason! killers stand at the freaking hook with kindred or without it - the moment your on the hook, your done.
on my question "why you camp?" - mostly answer the same things:
- its a tactic
- ez 4 kill - i camp u die i win
- why not?
amazing! and people keep telling me:
- red ranks dont camp - they DO!
- camping give you no points - you get more then enough!
- camping is boring, no one camp - i agree! its BORING! but still happen A LOT!
so few days ago i had some free time to play and i decided to see for myself -
i took hag and wraith (also spirit) and decided to do some tome challenges and test camping and here are my conclusions:
- by camping style i didnt lose a pip on rankings and mostly ended even gaining one
- i got over 20k points
- most surv run without BT so it was just so easy to drop them
- it was EASY vs solo - cause they go for a save (even when the hooked surv have kindred)
- it was harder vs partial SWF - at least 2 surv will die before all gens are completed and can be more with NOED
- it was VERY hard against good SWF
i understand that some might say It's the survivors' fault, they should have finished the gens instead of unhooking the camped surv and some might think its an amazing strategy...
BUT this strategy ruining the game! and there should be some sort of penalty that actually discourage such behavior!
i can suggest 0 BP if the killer spend X amount of time near the hooked survivor - the amount of time wont reset
anyone have other ideas?
Borrowed time , deliverance, unbreakable, ds
I know they are all strong perks but if they aren't playing for everyone to have fun, you don't have to play so they have fun
When teamates being camped rush in for save
Unhook them with bt
Get safe unhook
Get hooked
Use deliverence
Use unbreakable and ds to waste time or escape situation

