bjorksnas
bjorksnas
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- bjorksnas
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should have just played better
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@WiredGamerOni said:
Wow, This Idea Is Cool And Has Never Been Brought To My Head But Some Problems Might Go With This Like-
P3 Lv.50 Killer\Survivors That Have So Much Rare And Very Rare Stuff Its Not Even Human.
And Probably One Of The Biggest Problems With This: Ace In The Hole,
This Perk Would Be A Problem Because Combine It With Up The Ante And Plunderers Instinct And That Could Be a Problem.
Using 3 perks to get bonus bloodpoints could be a problem while the alternative of just using were gonna live forever and get more for every stack
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@Boss said:
https://forum.deadbydaylight.com/en/discussion/comment/1532403#Comment_1532403
https://forum.deadbydaylight.com/en/discussion/comment/1532466#Comment_1532466
I left Killer Powers out for these polls this time.
Though they have their own equipment slot, it's more a permanent part of the character since you can't switch Killer Powers.
With these polls, i wanted to see which type of gear you'd pick over any other, rather than which gear/character over which character/gear.
myers
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Myers
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A majority of this games audience should leave just because they aren't as manly as me
thats dumb don't do that
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So just make hag a killer that requires plenty of set up, intuition, and skill to use worse by a massive margin, just because its toxic that people are good with hag
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@SavouryRain said:
https://forum.deadbydaylight.com/en/discussion/comment/1530524#Comment_1530524
So you complain about his ad hominem with ad hominem of your own?
When ad hominem is the point of the argument its not ad hominem, ad hominem is taking away from another argument to directly attack the person
example of ad hominem
person 1: "water is wet"
person 2: "water is dry and you are dumb"
example of not ad hominem
Person 1: you are dumb
Person 2: you are babyman
ad hominem is more of a secondary to arguements where someone argues their point while attacking the other person with defamatory statements (which technically are only defamatory when they are false aka slander (oral false defamation) or libel (written false defamation)
And as my argument was only the statements it was not ad hominem
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@FilthyQuentin said:
https://forum.deadbydaylight.com/en/discussion/comment/1530545#Comment_1530545
I thought the same but it only blocks windows. Survivors can still use pallets. Also compliting 2 gens at the same time activates the perk only once. For babysitter I don't want to make it an unhook perk because no matter what, Borrowed time will do a better job.
But secondary thought, use them together to give the unhooked guy an even better chance
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I think they should give 1 rift level, that way someone who logs in and plays 1-2 matches a day can easily max out the entire rift pass on just dailys alone
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@Xfulminex said:
I don't know why no one talks about it, but seriously, freddy has some problems with his power. He can place traps without any cooldown between the placements. Compared to the clown, you basically stole his power and implemented it into freddy, making it a stronger version of the clown. Fake pallets are not much of a problem since that if you remember the real pallets you can overcome that, but the traps are seriously something broken. Played both as him and against him and can clearly say he is unfun to both play and play against.
Edit: how i would change his power? Put a slowdown/cooldown between the trap placements. Maybe a 2 seconds slowdown for him when he places a trap or a cooldown of 5 seconds between trap placements.
His traps just make it easier to catch asleep survivors that loop the same structure or tile, to counter is just run with a plan and move from area to area while trying to reach a pallet near the end of the 20 seconds it take for the killer to catch up most of the time
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Maybe for babysitter add 5% haste to the saved survivor for 10/12/15 seconds that way they can get to somewhere safer
Also Cruel limits making all windows blocked for up to 250 seconds every match seems like a bit much
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When they are done nerfing billy even after he was in a good spot after being nerfed into the ground
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I will try to discern this and put it into english
A killer tunneled while playing deathslinger and juggled between 2 people
Deathslinger has a strong ability when up close with open line of sight and his chain moves fast when shot so its hard to react to it
If he uses his power to close a gap there is nothing you can do and the environment never helps me
His short range should be shorter and whenever the chain breaks or is broken by the deathslinger he should be stunned
If the killer uses perks its unfair
Deathslinger will be the best killer in the game and will highhandedly take over as he is easy to use
If the killer has a mori people usually dc if the killer also tunnels and camps while he has a mori
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@Deadman316 said:
The same reason Pop and BBQ are.
bbq is a crutch perk, since when, also pop rewards killers for good play, ds unbreakable punishes killers for literally existing with no real counterplay 99% of the time.
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@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1530134#Comment_1530134
With 110 posts it's no wonder you don't know I'm a killer main.
Your ignorant bias shows and you're too quick to judge it's also no wonder every 10 IQ argument you lazily toss will be shot down.
Ive seen your posts the reason he and probably so many other people haven't guessed you are a killer main stems from 1 of 3 reason
- Most everything you write looks like it was written by a monkey mashing the buttons on a typewriter and completely thoughtless
- Even the comprehensible things you say usually stem down to I disagree with this person and no matter what they say they are wrong and because of that i'm right which just makes you look entitled and we all know what being entitled is connected to
- You usually delve into ad hominem whenever someone just isn't agreeing with the garbage that you spew which seems like a toxic survivor thing to do
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Unbreakable just needs some kind of downside or prerequisite, like get a safe unhook or two or protection hits, or maybe even some crazy downside like 5% slower for the rest of the game after picking yourself up because as it stands its just way too strong of a perk and requires nothing from the survivor to make it work other than have it
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@Charslamedher said:
https://forum.deadbydaylight.com/en/discussion/comment/1527019#Comment_1527019
you're comparing it like its a 1v1 with even power distribution when its not.
So its a 1v1 in the moment when you have your perks that don't proc vs their perks that dont proc
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@Artick said:
"mediocre perk like enduring"
its not the best of perks and they made it useless to run on billy by removing the effect of residual charge bar when stunned while charging the chainsaw dash, also in comparison to perks like bbq, PGTW, STBFL, Whispers, Moniter and abuse, Nurses calling, Stridor on spirit, its mediocre
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@Terro said:
https://forum.deadbydaylight.com/en/discussion/comment/1529013#Comment_1529013
I agree with you that some Billys were mindlessly using the chain saw but as u said it was fine cuz u could easily just loop the Billy. The worst part is that I much much prefer playing against old Billy than new leatherface. I think the Billy mains will be moving over to him if they push the overheat mechanic too far.
they are trying to make it less fun and that just means they will move on to other fun things which means less billy and more of everyone else like huntress, spirit, nurse ect
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@Hi_Hello_Gooday said:
https://forum.deadbydaylight.com/en/discussion/comment/1529016#Comment_1529016
Bruh it's not the cost it's that it's pay to win in the first place no matter the cost some people arent able to pay
Edit: And shouldn't have to for that matter
13 licensed characters $65 average game price $60 if you want the full game buy the full game, even better when the dlcs go on sale and even even better when you don't want some so you just DON'T boy those dlcs, but you payed $20 or less expecting a full game with hundreds of thousands of dollars of licensed content free.
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@Veen said:
I suppose they didn't wanted billy to mindlessly use his chainsaw at every occasion, making less pressure for survivors and by the same occasion trying to make billys more mindful about its power usage,
I find horrendous that a rank 4 billy tried the whole trial to hit with his power even in tight loops when he coudla downed more than once survivors with his M1.
Maybe most "billy mains" have a level way below the average.
They pretty much changed it from we don't want him to facecamp and mindlessly miss chainsaw after chainsaw close up in favor of we want to also punish people for trying fun/hard/risky techniques with even more risk for reward, the risk reward was already fine in that situation but they just want the game to favor survivors if its a good killer they are facing or a bad one.
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just spend money, did you expect to buy a $20 game $6 on sale sometimes and get all the content including licensed content, Did you know that buying the rights to things cost loads emone and that just because you don't like it doesn't make it free all of a sudden.
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@ihatejosh said:
Just curious if I should expect to keep getting hit by school bus size hatchets or not lol
your ping + killers ping not just your ping, thats 2 delays and then a projectile, the hitbox is about the size of the hook base but it hits like a bus because of latency, just predict your opponent and play in advance like a good player
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1527243#Comment_1527243
And how many of them use those perks for their intended use or relate to "Do bones" being outdated advice that also doesn't apply to every survivor as there are those that actually cleanse totems?
Im pointing out you are complaining that killers have one blatant strong thing that they don't need to do anything in particular to use while survivors have 5 that can be named easy also only 3/4 just do more bones
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@SirCracken said:
https://forum.deadbydaylight.com/en/discussion/comment/1527209#Comment_1527209
God knows this game needs more effort put into it.
well to put more effort into it they first need to put effort into it to begin with
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yes thats what games are.
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@PigMainClaudette said:
This is just a reminder that yes, there are indeed survivors who do bones in order to try and counter NoED. These players also generally don't gen-rush.
When these players come here and say that NoED is indeed a terrible perk and needs changing, they're right. They do not need to "git gud", they do not need to hear "Just do bones." and they do NOT need to hear a garbage spiel about how easy the perk is to counter, the killer is "oNlY pLaYiNg WiTh 3 PeRkS!" or the points of DS/BT/DH/UB being perks and can be stacked.
To now make the "Do bones" argument null and void, I will now highlight every way that this argument is totally invalid:
- Survivor perks, such as Decisive Strike and Unbreakable are used with the hope that they are NEVER ACTIVATED. Well, for a lot of their users anyway. People can claim this as being perks down, much like the arguments for NoED.
- The so-called Survivor equivelant, Adrenaline, is only a small and temporary boost while NoED is permanent if activated. Yes, the health state is temporary, but there are several killers that have base-kit instant downs so this really shouldn't be THAT big of an issue.
- NoED does not discriminate between those who have done totems and those who do not. This leads to several cases like mine where I am commonly doing 3-4 dull totems MYSELF and getting killed after only one hit and hook. I am being punished for others failing, not my own failure. I know that Survivor is technically a team game, but there is a point where the individual should not be punished for the failures of the team.
- It creates bad habits. Rather than actually adapting to applying pressure through various means, or learning how to improve in chases, NoED is used as a safety net in order to get kills that one would not normally be able to achieve, making them think that they are more skilled than they actually are. Rather than getting better at their role, they are telling others to do way more work because they refuse to adapt.
- Counters to a majority of Survivor perks are merely a change in mindset or playstyle, such as trading hooks to apply pressure and avoid Decisive Strike AND Borrowed Time. NoED requires survivors to go out of their way in order to stop one of your perks.
- The "counters" are also indirect and limited, also chewing up valuable perk slots for other perks to counter some of the more unsavoury tactics that killers use and are not perk dependent.
Main point here is that yes, I do the dull totems. They are more bloodpoints and cancel the perk. I AM NORMALLY THE ONE TO GET HIT BY IT. Most of these games, it is also the first hook that I will be placed on and will also ultimately kill me.
There are also many issues that I have with NoED on a fundamental level as a perk, especially with it's activation for both general activation and notification of it's activity. Every other Hex perk requires ONE totem to be destroyed, where as NoED can have up to 5 required, before endgame.
All exposure effects outside of NoED and Devour Hope also give instant notification. Devour Hope also has a lengthy list of requirements to activate outside of "be loosing" in order to achieve the same effect. Devour Hope is also a TEACHABLE perk, one that should be more powerful than base-perks as you have to do a lot more work for them to become available.
So, fellow killers, while you lot think up of an actual excuse for NoED being the way it is, I'll be off actually doing the damn bones whenever I decide to indulge in a little bit of Survivor while I try to progress my Archives. In the meantime, whenever any of you argue about Decisive Strike, Borrowed Time, Unbreakable just remember this advice, since it's ok for YOU to give it: Just don't tunnel, camp or slug. Never mind that the survivor ran at you or started working on that generator or unhooking that other survivor in your face. Kinda hypocritical, isn't it? That's how I feel every time I hear the phrase "just do bones".
I did them, so now what?
DS get invincibility twice a game for 60 seconds more than enough time to do all gens
Unbreakable counters snowball potential of killers slugging
Iron will make no sounds for free even though you should still have some but nope time to use a perk that just breaks all the spaghetti code and just abuse it
Deadhard free second chance button when you messed up looping or just need more distance
Adrenaline incentive to stay injured to just get a free heal and escape at the end of the game just for having it
And the people that use 4 perks from this list every game just whine that noed is op
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11 am some time zone figure it out
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@Charslamedher said:
It shouldn't be considered a hook stage if my 'UNHOOKING' perks are rendered obsolete.
killer doesn't get hooking perks you don't get hooking perks a 100% sacrifice on the killers team for a 25% sacrifice from you, don't like it then don't play survivor
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@DWolfAlpha said:
I think it's additive, not cumulative. I think Dying Light hits first, drops speed to 91%, then Thanatophobia cuts off 8% of that 91, dropping it to 83.72%. Though that's still practically a 17% drop.
for additive you sure did multiplication while saying this word
does not mean additive
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billy, fast map mobility to get value off the retribution sight and the effects of ruin and haunted grounds.
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@Respectfulnancymain said:
No, people have spent years getting all teachables on there characters, you cant just take it away now
Bruh it took like 2 months to get the good ones, you know everyone wouldn't hate to see no mither go
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anti tunnel perk good, free invincibility bubble that allows for progression of the game and can combine with other perks to abuse invincibility more bad
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@DougDimmaDomed said:
https://forum.deadbydaylight.com/en/discussion/comment/1522390#Comment_1522390
interesting, thats crazy after all this time youre still grinding though, i havent prestiged anyone and i dont plan to until i have everything i want to where im happy. i just want the perks that i like with the killers that i like and for the survs as well but just getting them is too random, having to get the points and then hope i get the perk? just seems whack as hell. i talked to someone about this the other day, i think getting rid of the tiers would be good, so when you get the perk you just have it and it does just what it does instead of tier 1 it does this then tier 2 it does this then finally tier 3 it does this, it would halve the time it takes to get what i want and it would be less punishing when the rng creates the bloodweb
Heres the ideal, play bubba first, have bbq teachable unlocked, play people until level 29, if you get bbq on them stop, once you have narrowed down bbq and without bbq, get the other ones up to 1 teachable then 2 then 3, at that point everyone should have bbq, never prestige them and just keep 20 killers that got bbq through rng manipulation by not adding the other perks into the bloodweb then max as you see fit.
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Maybe not in your definition
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@Pawcelot said:
https://forum.deadbydaylight.com/en/discussion/comment/1522363#Comment_1522363
The BP offerings totally need an overhaul, though. Its a relic of the past that needs a streamlining.
True as the game keeps going I do think adding to it or changing it would be nice, heres a take on it that you might think is alright
Brown offerings :100% bp single category
Yellow offerings 100%: bp single category can bring 2 (same category)
Green offerings 100% bp single category can bring 3 (same category)
First off all of them being more powerful in terms of bp but the green and yellow being allowed to bring multiple to earn more at once, maybe even make the green and yellow 125 and 150 idk
Survivor pudding - Escape cake 200% personal
Bloody Party Streamers 100% everyone, 200% personal
Hollow Shell - Sealed envelope 50% personal bonus to 25% everyone else (sealed envelope includes killer)
Bound Envelope 100% personal bonus 50% everyone else Including killer
Overall just more bp is needed so why not just bump all the numbers and have some people receive some as an overlap from other people
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/1522405#Comment_1522405
Yea I see that but
-5% for running 20 seconds - 100%
-5% for being injured - 95%
-5% - for running another 20 seconds, less than that if you use an exhaustion perk - 90% & DEAD.
would make legion much stronger, early injuries and time wasted means faster followup chase, if you spent the first 10 seconds just injuring them and others you probably have 5-10 seconds before they move at 95% speed which is probably a death sentence
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@C3Tooth said:
https://forum.deadbydaylight.com/en/discussion/comment/1522395#Comment_1522395
Not able to run to hook save is a valid reason though
- In game: Killer is 15% faster than Survivor, at Bloodlust 3 will be 30% faster.
- My idea: Killer is 10% faster than Survivor, at Fatigue status will be 20% faster
My idea is Survivors have 5% better speed at all time, but requires Stamina management.
ingame 105 vs 115 is 10% faster and 105 survivor vs 110 killer is just dumb
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/1522397#Comment_1522397
It's worse than that because its just running in general, running to save someone from going into second phase, you're now 5% slower before even entering a chase with the killer, if you're injured, that's a further 5% slower, you're now at 95% entering a chase because you saved someone while injured.
this system is just not good at all.
Don't forget survivor base running speed of 105, because [redacted] you huntress, spirit, t1 myers, and deathslinger in particular
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Also heres how I see the system, its like a slower but stronger and longer lasting bloodlust, 20 seconds of chase the killer is permanent bloodlust 1 effectively, 40 seconds, the survivor is basically screwed, some killers powers are balanced in chase by the fact that they don't get bloodlust, could you imagine clown using 15%+5% from slowdown addon to move at 115% speed while a survivor is moving 70% speed, doesn't sound fun. Doctor timing would be way easier to manage, killers like deathslinger and huntress with slower movespeeds to make up for strong powers but usually never use bloodlust just get straight upgrades.
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I feel bloodlust is a better counter balance to long chases instead of some kind of stamina bar, I think making one side faster feels a lot better than making one side slower while the other side maintains the same speed.
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@Siberia said:
https://forum.deadbydaylight.com/en/discussion/comment/1522385#Comment_1522385
I get that. What I’m saying is if it was a party member who was hooked, they’d go for the save.
Because I’m “the random” I’m left to die. That’s my point. It’s frustrating.
100% if it was a party member they would save them, especially in sweat squads they want to use the 60 seconds of invincibility and put it to good use on gens, however if they are in a good spot and able to get all the remaining gens done and get out without saving the guy more often then not survivors wont save because that is where they are most vulnerable
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@DougDimmaDomed said:
https://forum.deadbydaylight.com/en/discussion/comment/1521103#Comment_1521103
oh i play on pc, i have definitely put in the time or have started to, im just under 200 hours at the moment but the grind just seems super long. i dont know i could just be carrying on here but to catch up seems long. does playing with friends make it go faster?? you have a good point there about getting use to the perks i already have and also to get use to the game which i feel i am kind of, map knowledge seems to be the thing i need to get my head around.
am 1310 hours into it and the grind is still there, it all depends on what you do though, I have about 6 completely maxed killers and about 8 p3 level 50 with bbq 3 (most important part) I just spend my bp on what I want you don't have to prestiege or things like that if you don't want to and it reduces the grind by so much I think some youtubers like farmer john does it, I do it for survivors and have a claudette with all perks no prestige
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Altruism leads to close intense matches, being selfish and greedy loses a hook state or two for survivors but wins the game for the remaining ones.
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BBQ doubles bp by just playing the game, cutting the games needed played almost in half (dont always get 4 stacks or have level 3)
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@Demonl3y said:
The real question is, why can Ghostface do that but Michael cant?
The height of the cracks, with a first person camera michael is just too high for most of them unless at a range, ghostface has survivor height and the ability to crouch letting him use them closer up and more effectively than michael
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they need scaling factors level 1/2/3 versions of the perk example
Evil presence: You pollute the air around you causing fatigue. Survivors in your terror radius loose access to great skillchecks and good skillchecks result in a 2/3/4% repair speed penalty for that generator.
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@IMilkNobody said:
Everyone wants to nerf a perk that is already bad and can be easily removed from the game. The thing thats really need nerfs are bamboozle and bloodlust which just needs to be removes from the game. Bamboozle was put into the game when infites still exist same with bloodlust most of the time they reward bad players. Using bamboozle you basically admit you suck cant mindgame a window. Cant catch a survivor bloodlust them to death. Bamboozle and bloodlust are just as outdated as the survivor and killer perk meta
You just cant mindgame certain windows even against good survivors, forcing the window to be blocked makes some killers that are hard countered by windows easier to play
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we can only hope that it is no longer with us
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bruh Im just trying to get my finish 4 gens with dark sense challenge :C
