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bowo

bowo

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bowo
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  • since the ds nerf, i don't mind this build at all. they're definitely strong, but overall contribute to the health of the game by discouraging tunneling and excessive slugging. except dead hard. its not as strong as the others of the "infamous four", and is bested by sprint burst imo, but is very irritating when used for distance.

  • ruin does drastically change how survivors play, but so does any reasonably strong hex perk (like devour).

  • toxic? no. annoying? depends. key switches are kinda scummy, but as long as someone isn't doing something for the sake of being toxic, it isnt toxic

  • my pet peeve is teammates cutting off my sprint burst, wasting a ton of distance. bills in particular seem to be incapable of leaving a gen after its been completed

  • my strategy was to just play plague until people unhooked right in front me twice while i had corrupt purge. thank you bill for your poorly thought out plays, and sorry nancy. i had to. for the bp.

    in Why twice? Comment by bowo
  • This has nothing to do with hitboxes. It's lag and desync.

  • In my limited experience, the new Iri head is more balanced, but still not fun to go against. It has the same issue of getting insta-downed by a melee hatchet, which I find very unfun. I'd prefer a new effect for it, which would make it so shots would only insta-down from a decent distance a way, rewarding skilled Huntresses.

  • @Beelzeboop said:

    https://forum.deadbydaylight.com/en/discussion/comment/2211808#Comment_2211808

    So, you just mean RBTs?

    Cause bear traps are the only actual "traps" that can be disarmed by interacting with them.

    Correct. DS should stay active when interacting with Pig's jigsaw boxes, and deactivate when disarming Trapper's traps. Added Killer names to make it more clear.

  • I'd love to see a more comprehensive Trapper rework, but just making even the brown bag add-on basekit would be a good start

    in On Trapper Comment by bowo
  • @Beelzeboop said:

    https://forum.deadbydaylight.com/en/discussion/comment/2211790#Comment_2211790

    If you have DS active while disarming bear traps, you basically have old DS, where you can actively work against the killer while they can't do anything against you.

    Plus, Trapper is already the weakest killer in the game.

    Jigsaw boxes I could see, though.

    I said it should deactivate when disarming traps.

  • DS should stay active when interacting with jigsaw boxes and definitely deactivate when disarming traps. I'm fine either way with the others.

  • I just like Aftercare because I find it a little more interesting to use, as you have to "earn" the effect.

  • blight's power is really fun to use, with the exception of a few maps. i also like being able to negate any "holding w" strategies and just stick to the fun part of a chase

  • @Bastius123 I dont think you understand. Missing two skillchecks reduces the time you have left. allowing two to pass without pressing any button will kill you. what you suggested is already in place, just with two consecutive skillchecks instead of one. missing two skillchecks reduces the timer, but does not immediately kill you

  • @twocansofbean said:

    https://forum.deadbydaylight.com/en/discussion/comment/2195162#Comment_2195162

    when used for distance, it has no strategic counter and can extend a chase for a very long time.

    isn't that every other exhaustion perk

    the difference is that all other exhaustion perks have an activation condition that the killer can easily predict, and may cause the perk to be "wasted". dead hard can be used on command whenever it most benefits the survivor.

  • @DonZwiebel said:

    Removing the endgame chat would be one big step in the right direction. :)

    you can disable the chat yourself in the settings menu.

  • @Bastius123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2195100#Comment_2195100

    The skillchecks come at seemingly random intervals with a great deal of time wasted. For strategic purposes it's literally useless, no more strategic than saying "Just hide until guy on hook dies". For those who wish to leave the match in an honest way for whatever reason (lagging match, unfun play, cheating, etc) you're still having a considerable amount of time wasted. For those who simply want to play a game, you're now in a situation where the mechanical choices you have are either ignore the game, ignore the game, or kind of pay attention while sitting around doing literally nothing and occasionally clicking a button once before fading out again.

    The hooks weren't exactly a paragon of strategy and engagement before, but at least there was agency while on the hook. You could still make strategic choices that helped your team, even if at the cost of yourself. You could still prevent survivors from feeding you to a killer. And if you needed to die for whatever reason, it would be done without wasting your time.

    A slight slowdown is one thing, but even before there was an animation for your dying phase that gave the killer some time to respond and move on. As it is now, you're basically just wasting one player's time completely, shutting them out from doing literally anything but press a button, and you've stripped away an active part of the game's strategy.

    It's three skillchecks missed to death it seems, by the way. Two at the very least, though I'm 99% sure it's 3. Assuming average luck, you're basically just sitting there doing nothing for up to a minute with no strategic input. You haven't even got the choice to make a strategic sacrifice to help the team, you're now literally just locked in place. Less engagement is a negative point in my book, not a positive.

    It doesn't even help the killer that much in the grand scheme anyways, as anybody who isn't camping would have more than enough time to hatch hunt even with the ability to give up instantly. Of course they won't get the hatch 100% of the time, but if that's the complaint then there are greater issues to be discussed and there are better ways of achieving a solution to this than stripping away gameplay mechanics and rendering the game less engaging.

    1. It is two skillchecks. The wiki confirms it.
    2. Both the old and new struggle mechanics require the same type of input to give up - you don't press any buttons at all. It just takes longer now.
    3. As such, the only issue you should have is the amount of time it takes to give up, but it seems like you're taking issue with the new mechanic at a fundamental level.
  • I've noticed this too, but only in one game - in others I haven't had a chance to interact with hatch. I figured it was a bug, but after seeing this 'm not sure. Commenting to boost.

  • i'd like to see wraith given a little more love to add a bit more depth to his gameplay, but his current state is quite good

  • dead hard, when used to dodge hits, is easily countered, difficult to pull off, and highly unreliable.

    when used for distance, it has no strategic counter and can extend a chase for a very long time.

  • None of the individual perks in the ruin+undying+tinkerer combo are too powerful, they just become highly oppressive when used together on a high mobility killer like blight. i'm also not sure why you find bbq far too powerful - perks like thrilling tremors and discordance are even stronger in this build.

    edit: i was baited. right? this is a bait.

  • @Bastius123 I'm not sure what part of the current hook "give up" mechanic is. Why is having a separate button so important to you when ignoring the skillchecks is functionally identical?

  • Maybe try running Shadowborn and/or increasing your sensitivity. If you're playing with a controller I'm sure it's quite difficult.

  • i dont think tinkerer is a very good pick on demo unless you set up your entire strategy around it. it'll be hard to get much value unless you were very deliberate with portal placements.

  • @brubli no, coup de grace only effects basic attacks, and anything oni does with the kanabo is considered a special attack.

  • It's been implemented terribly, nor do I find it necessary. I definitely understand blocking things like slurs and threats, but blocking normal swear words in an M-Rated game is ridiculous. Of course, they could fix all these issues by just making it optional, but who knows if they'll do that?

  • making the undetectable status effect mask all sound cues would not be good, as it would make many killers have little counterplay. demogorgon's iridescent red moss add-on does mask his portal-emerging noises, though

  • the oni build i use is bbq, corrupt intervention, monitor & abuse, and infectious fright.

  • you can still "give up" on hook, it just takes a bit longer. allowing two consecutive skill checks to pass without any input will cause you to die.

  • voted for the wrong choice - thought "for slightly, moderately, tremendously" meant those would be replaced for numbers. im still not entirely sure why "for" is in front of all the options...

  • removing terror radius from the base game would a terrible idea, though it could be interesting as a part of some "immersive" mode

  • @Hex_Llama said:

    My preferred solution would be to keep the tiers, but give the first tier for free. Meaning, if you have the teachable, then all of your characters immediately have tier one of that perk without you needing to grind for it. That way, you'd still have a reason to level up the perks in the blood web, but you'd also be able to play around with different builds right away.

    I'd rather perk tiers be removed completely, but if for some reason that's a no, this idea would be great

  • while sprint burst is certainly quite strong, the only perk i take issue with is dead hard when used for distance. incredibly powerful and has virtually no counterplay.

  • I generally ready up then tab out. I don't bother checking for items and profiles.

  • i dont really care for the cosmetics and would rather save my bp

  • camaraderie is actually insanely strong in tournament play, or with a coordinated team, but in a standard pub match it's just not worth it

  • his power is very simple and is outclassed by killers with comparable abilites, most notably oni.

  • Just to be clear, I'm talking about the post itself, not any comments. The title is "There's Still No FOV Slider, For Some Reason...", so I'm not sure where you got that. Sorry for any confusion.

  • @[Deleted User] said:

    I like this idea a lot! With that said, I think they'd have to either add a cooldown or change the conditions for triggering a protection hit or multiple survivors running No Mither would be borderline invincible, especially with the built-in anti-slug.

    https://us.v-cdn.net/6030815/uploads/1GNKDQYC9PNL/image.png

    Like, instead of every 3 seconds, maybe let it work every 60 seconds, for example, or just have any protection hit deep wound you and not allow you to take a second protection hit while deep wounded.

    I was thinking about that issue when I was considering the concept, which is why I added the cooldown. It's 15 seconds in the original post, but I am not at all sold on that specific time - I just wanted to get the general concept across. I think that would address this, but maybe not.

  • Maybe working on objectives could gradually return tokens, or maybe being chased. Something you have to work for, but isn't to easy, as the effect of Distortion is quite strong imo

  • I think all it needs for now is making it trigger on special attacks as well as basic attacks.

  • @Friendly_Blendette said:

    For me personally its not even her power. I hate her passive phasing its just free mindgames and makes it a pain in the ass to stun her cause randomly she is teleported like a meter closer or further.

    I'm no fan of her power, but I'm surprised less people are (at least vocally) irritated with the passive phasing. It definitely looks cool, but I think add-ons shouldn't effect it, and maybe tone it down a bit

  • @deckyr said:

    the survivor in me loves this

    but the killer in me hates it

    i'd probably make it 40 seconds just so it's not recurring BT

    Definitely - I'm in no way set on the cooldown, I just threw a number that sounded reasonable enough out there.

  • @Almo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2177979#Comment_2177979

    I'll just point out that higher FOV gives me motion sickness. Some people get sick at higher FOV, some at lower. Higher FOV is clearly a gameplay advantage, so this remains a difficult issue.

    This is a good point, but the original post asked specifically for a slider, not a set increase, which should allow everyone to pick an FOV that is comfortable for them.

  • self care is fine as is imo - it's just that many players don't use it to finish off a partial heal and instead take twice as long to heal

  • I'll camp a survivor on hook if all the gens are done. there's no other realistic objective for me to defend. i get camped like that sometimes and while it's not fun, it's totally understandable imo. i never camp or tunnel annoying survivors because they're annoying, though - nor do i find it fun to do

  • if i understand correctly, legion's detection radius is not dependent on their terror radius - they just align by default. increasing your terror radius will not expand the detection range, nor vice versa. i definitely understand that the iridescent button add-on can further reinforce this misconception, though

    edit: ignore me - i mixed up how the range increasing add-ons function with legion's base kit.

  • increasing killer fov would obviously have balance implications. however, i think the benefits far outweigh the costs. the claim that strategies like "window techs" add depth that is otherwise lacking at higher levels of gameplay is flawed imo, as i find that the vast majority of experienced killers are able to look down after a vault, making the tech useless. also, these techniques are harder to pull off against killers with a much lower pov, and i haven't seen any complaints about how low pov killers lack depth in counterplay because of said pov.

    overall, what seems more important? survivors don't have slightly more difficulty pulling off situational strategies against inexperienced players, or increase the fov and greatly improve comfort and accessibility for all killer players?

  • this is not a hitbox issue but a latency issue. survivors and killers having high ping can contribute to this. also, many killers seem to be able to hit from farther away (pig, freddy, clown, etc.) because they have very small weapons.

  • There doesn't seem to be much reason that this game is "less scary" than it was starting out - survivor has probably been getting more difficult lately, now that many of the infinites have been removed. It's just an issue with the individual, as just like ay horror game, the more you play the less scary it gets

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