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bowo

bowo

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bowo
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  • yeah, i'm totally happy with this change. hitting every great zone possible looks like it will be very difficult and takes off very little time.

  • @Uotsumi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2296413#Comment_2296413

    There is no point in comparing them, but realistically, Repressed Alliance is weaker.

    In the case of Repressed Alliance, the Killer can't damage the generator, but the Survivors can't repair it either.

    Repressed Alliance blocks the generator for 30 seconds, then it needs to be recharged.

    But, If Blast Mine installs a trap on the generator and it does not explode within 45 seconds, Blast Mine will remain active. It will not be necessary to repair generators 66% again.

    the killer can still damage the generator, it just takes slightly longer to kick it.

  • i think blast mine is fine as is. it might be more in your face, but i find it weaker than repressed alliance

  • jumping to weird places was the only part of the twins i enjoyed lol. i really hope this is just a bug...

  • i have a lot of fun baiting the attack around pallets. i think he's fine as is in that aspect.

  • i've played her a decent amount and never noticed. are they really quiet or is this somewhat new?

  • it's my new favorite perk. i think it's quite good on blight and is super fun.

  • @indieeden7 said:

    Whoever gets to hatch first, gets hatch, it really isn't that big of an issue. You got 3 kills, one survivor escaping isn't a big deal.

    this person is talking about keys being used to escape, not default hatch conditions

  • some small changes that could make the punch feel more impactful would be increasing the volume, making the animation end more abruptly after a successful hit, and/or adding a small shake effect to either the screen or just the fist upon impact

  • @FogLurker said:

    I never liked that Myers has been called "The Shape". What the hell kind of name...

    But yea, I agree, there shouldn't be a "The" in front of their actual names. We should rename all the survivors to "The Dwight", "The Meg", "The Claudette", etc, to keep things consistent.

    myers was referred to as "the shape" in the halloween movies. the alternative would be "the boogeyman", but im sure we can agree that might not work so well

  • Distortion should be buffed by allowing you to re-gain tokens by escaping a chase. It should also effect any survivors within a 1-meter radius of the perk user. To compensate for this, it should only start with 1 token.

  • because it's incredibly boring. just play matches normally - most killers will nearly max out all categories unless you get absolutely stomped

  • this is ridiculous. some people might want to play with x perk on y killer/survivor. you'll have to grind for that. in a game you paid for. judging by this post, it seems your only goal is winning games. i enjoy trying wacky builds. obviously you aren't forced to grind to play the game, but that's not what people are complaining about

  • @OopsAllHexes said:

    https://forum.deadbydaylight.com/en/discussion/comment/2275497#Comment_2275497

    But Surge does not proc on already damaged gens iirc? Same for Ruin gens.

    surge's 8% regression will trigger on any generators within range when it is off cooldown - including gens that are already regressing

  • considering it works on any kind of attack, i might try it on blight

  • i'd be alright with this as long as they fix the "silent when downed" bug once and for all.

  • @[Deleted User] said:

    Corrupt Intervention is the best slowdown perk in the game. It's better than Ruin and MILES better than Pop.

    Legion's power is still technically uncounterable. He's just trash tier because he can't down you with it. He needs a full overhaul.

    legion is hard to counter in solo, but with a little communication, making sure you're spread out can make using their power extremely difficult. and you should be spreading out on gens whenever possible anyway

  • i think an important aspect of wraith's lunge thats hard to put in numbers is that you can see unimpeded over low loops, making it so survivors cant just run away for free like you can do against pig.

  • sure! i dont see why not.

  • i have insider info. after reading your post, the devs have decided to delete hag from the game and replace her with another clown. he functions exactly the same, there's just now 2 clowns to level up/unlock

  • no mither is worse if you're just trying to win, but it has great meme value. sole survivor is just really boring.

  • inb4 "toxic swf overpowered"

  • no. people should be able to play with friends. "banning swf" or comms is ridiculous.

  • i dont think there needs to be a killer basekit buff. the only overarching issue that unfairly weakens killers is large map size imo.

  • @indieeden7 said:

    People always forget that an increased FoV is a HUGE advantage for stalking killers

    how so? fov changes don't affect your stalk zone.

  • That's ridiculous. As long as you aren't intentionally trying to upset someone or ruin their experience in some way, it doesn't matter.

  • I'm certainly open to more idea for changes to Hag, but the before anything else, I'd like them to address the traps at hook. I feel the solution is simple - Hag cannot place traps within x meters of a hooked survivor. If any traps already exist within the radius when a survivor is hooked, they will disappear and be added back to the Hag's "inventory". After this hypothetical change, they should see how Hag plays before any other significant changes.

  • using dead hard for distance would be more difficult, but still entirely possible. against most killers, being outside the set range would mean the surv wouldn't have to dead hard anyway. i prefer the idea that you shouldn't be able to vault for a brief period of time after using dead hard

  • i started with meg. i was a complete meghead

  • @Aven_Fallen said:

    Eh.

    To be fair, messaging them with a "gg :)" (especially with a smile added) when they did not manage to complete a single Generator sounds like you wanted to trigger them. Because it clearly was not a good game on their part, otherwise they would not lose with 5 Gens up. Which was probably also your intention, given the fact how they behaved ingame.

    even if that was the case, that does not even come close to warranting death wishes lol

  • @Phasmamain said:

    I have a concept for a banshee killer I’m working on. It’s still pretty rough around the edges but I though it could be an interesting power

    Power

    Basic stats

    Move speed:4.6 Ms(115%)

    Terror radius:24M

    Height: Tall

    A mourning spirit. The banshee can charge her power”Celtic fury” by placing runes. When activated ”Celtic fury” will cause the banshee to become undetectable and increase her mobility. These runes are also a great source of information 

    The banshee starts the trial with 5 runes. She can place these runes any interactable object such as generators, totems or windows when within 32M and having line of sight on the object. If the rune is placed on an object a survivor who begins to use it will scream and reveal their location. Runes take 2 seconds to place and reduce the banshee’s movement speed to 105% when setting them down. These  will charge up the banshee’s main power “Celtic fury”

    The banshee’s power has a cooldown of 180 seconds which begins as the trial starts. This cool downs goes down by 30 seconds every time a survivor interacts with an object cursed by a rune. When activated she will scream. This causes all survivors to scream out revealing their location. This also empowers the banshee.  During this time the banshee moves 30% faster outside of chase, gets an action speed increase of 25%(vaulting, breaking pallets, picking up survivors) and becomes undetectable. In addition the banshee can also teleport to any runes she has placed. This takes 2 seconds to activate and will take her 5 seconds to be able to teleport again. Celtic fury last for 45 seconds

    Edit: Forgot perks!

    Hex afterlife:While your body crumbles your soul lives on. Gain a token up to 4 for every time you get pallet stunned or blinded. Each token grants a 10% increased lunge range and 5% pallet stun time reduction. 

    Hex decay: While this totem is active all survivors suffer from the exhaustion status effect. Once cleansed this effect persists for 40 seconds

    Imprisonment: Kicking a generator will cause that generator to be blocked for the next 20/30/40 seconds. The generator does not regress during this time

    Once activated this effect will go on cooldown for 80 seconds

    I like it! The perks seem strong, but not unbeatable. The only issue I have is with the nature of the speed boost. The game is generally pretty good at telling when you are actually chasing a survivor, but it can be abused. Looking down and briefly stopping is generally enough to break chase, and you can still follow the Survivor based on scratch marks and sound. The speed boost would definitely make up for the distance lost by breaking chase. Maybe the speed increase should be based on proximity? The concept is quite good, but I don't think that aspect could be implemented well as is.

  • Here's two ideas for how they might work.

    You activate your "Boon" perk by pressing the "Activate Ability" button while interacting with a dull totem.

    OR

    Running a Boon perk spawns a Boon totem. Cleansing the totem activates the perk.

    Personally, I'm leaning towards the 2nd guess. Either way, they sound very interesting and I'm excited to hear more.

  • It's a cool concept! I think Engaged Worker should maybe activate with fewer skill checks, and Helping Hand should have a small duration or heal speed nerf, but it seems solid to me. :)

  • I run windows of opportunity a lot, so it can be annoying. But that's about all it can do - be mildly annoying.

  • thanks so much for all the work you've put into this! very very helpful <3

  • i am eating a massive slice of humble pie rn, get back to you later lol

  • hate is a bit of a strong word, but i dont enjoy playing as or against her.

  • i highly doubt they'll add AI elements to the game. which is a good thing.

    edit: i was wrong. #########

  • @glitchboi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2215266#Comment_2215266

    Counterforce looks scary powerful. I also love Blast Mine but man it seems like a better version of Repressed Alliance. And Resurgence is just better Solidarity.

    Rookie Spirit and Bite the Bullet seem like weak perks, the flashbang one hasn't been posted unfortunately.

    Hope to see the other perks posted soon.

    from what i can tell, blast mine doesn't prevent the killer from regressing the gen. so it would just make pop take longer and is completely countered by ruin. it definitely has more in-your-face impact, but i think repressed alliance is probably better. either way, it seems like a fun perk.

  • they definitely seem interesting. i feel like bite the bullet should maybe hide your aura also, but that might be too much

  • @Laluzi said:

    To me, toxic is acting in a way that's meant to piss off, belittle, or harass another player. Doesn't matter what vehicle you're using for it, ingame actions or chat - if your intent is to be an ass, you're being toxic and you're a problem in the community.

    But on the flip side, actions that are taken for the purpose of winning aren't toxic, no matter how frustrating they are to put up with. There's a big difference between somebody basement camping as a Bubba because they want a 4k and somebody basement camping as a Bubba because they want to 'punish' survivors and farm -reps for their profile - or someone doing sabos and flashlight plays because they want to protect their team or do a challenge versus someone hook denying because they want to see how mad they can get the killer and don't want to let them get any points.

    This does mean it can be difficult to distinguish between actual toxicity and people playing to win, and a lot of the false accusations of toxicity come from people assuming the worst from everyone they play against. I try to give the benefit of the doubt until people start doing gestures (which, to me, cements their intentions as intentionally taunting.)

    thank you. i have this exact sentiment towards toxicity and its nice to see it explained so well

  • they're predropping every pallet, know what kind of add ons the killer is running, the killer has no perks, the killer doesnt know their perks, and they still didn't last that long. the stretched res is just the cherry on top.

  • starstruck is a perk that offers actual strategic counterplay. like discordance, it can be countered by spreading out. and a solid build will obviously be effective on the strongest killer in the game. nurse is incredibly strong with any perks.

  • i've only seen 1 huntress in the equivalent of a weeks worth of daily logins. i dont envy your spirit situation, though

  • its not bannable because its not detectable. there's no realistic way for bhvr to enforce a rule banning stretched res or ridiculous filters, unfortunately.

  • no. nothing should be overpowered. i cant possibly understand why you would ever want anything to be overpowered.

  • I don't mind going against corrupt as a survivor at all. i'm not sure why people are so irritated by it

  • a favorite of mine is the "unhook yourself right in front of the killer like an idiot" build. deliverance, ds, sprint burst, and a perk of your choice. the rest explains itself.

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