burntFuse
burntFuse
About
- Username
- burntFuse
- Joined
- Visits
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Comments
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Rather than boosting each perk, what about giving each character an additional and unique Set perk that activates when using their personal 3. This would make up for running an empty 4th slot without overpowering any specific traits.
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If I have one complaint about Legion, it's that his power is biased against the better players. You run up on a group on a gen, and you're going to land your first hit on the biggest potato in the group. After that you're going up the food chain landing deep wounds until you're finally in a full chase with whoever managed to run the farthest. Meanwhile the others waddle back to the gen to mend and then go back to business as usual.
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They need to get rid of emblem stipulations that penalize killers for playing well (or for survivors playing badly.) Getting gold on Devout should require 3 kills, end of story. Keep penalizing hook campers, but reward stopping actual rescue attempts! Pulling survivors off objectives or lockers should give something to Chaser. You should never see a bronze Chaser after killing 3+ survivors!
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Playing smart to accomplish a goal is not trolling.
Initiating a 2 minute countdown isn't extending the game for no reason.
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As far as I'm aware it functions exactly how it's intended, so what is there to buff? Only thing I could think of changing for it is giving it some kind of post-match BP bonus.
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Here's my recommendation for Claudette mains
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So he's Pig meets Solid Snake?
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I'm not trying to farm, I'm just trying to not be a jerk because I keep getting into 3v1 games where the first found survivor DCs.
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It should also be noted, more often than not, somebody will pull you off a hook eventually. So don't just try to [EDIT]SACRIFICE yourself right away either.
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I was playing as Leatherface in Haddonfield recently and I couldn't hear my own chainsaw while I was in the generator basement. How is that even possible?
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Survivor should get a difficult skill check to jump down the hatch, or else they bang their head and close the hatch themselves.
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I don't think they ever expected you to max it out. You should understand the previous rank system for survivors was based on Blood Points, and that rank progress capped at 5000 points per category. The 8000 point cap is just to allow for a bit of extra BP overflow. The survival category is a basic success/failure category. Either you lived and got 5000 points, or you didn't. While there's a few odds and ends that add to that category, they're not really actions you're expected to max out the category by performing.
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I'm going to slap Insidious and Dark Devotion on my Legion and just stare down survivors.
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I think all hexes should be split between two totems, like Haunted Ground, except you have to break both affected totems to remove the effect. That way one bad totem placement doesn't kill the perk as soon as the match starts. If you allow partial overlap of hexes on totems you can still run a full hex perk set without adding more totems to the map, and survivors get more opportunities for Lightbringer progress.
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Personally I think the 3-minute timer should start as soon as the last gen is finished. Start it in slow pace mode, but then go into standard time once a gate or hatch opens.
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- Look for shaking stalks.
- Follow bloodstains or scratch marks if necessary
- Run parallel with the rows, not against them
- Use hills or combine tractors to peek above them
- Learn to follow with sounds. If you're not already playing with a headset, it's a good investment to make.
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If you want to know info on other survivors, you can chat with them before the match. There's no reason why you should have "all information about other survivors."
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If they added this, I want to also have DLC cosmetic hatchets with scope attachments.
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@Masta said:
They cant?
According to the video they showed they can....
I thought we finally have the option to surender.... guess you still gotta go afk or DC then... nice
That's just them using dev tools to activate them early. Killers won't be able to open gates any earlier than survivors could.
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The way you're describing it makes it sound like you would die in the same scenario even without the collapse, so I don't see why you're complaining now.
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I do feel like 3 minutes is a lot of time to just run out of a gate. Unless somebody is already downed or hooked when the collapse begins, the killer can't really make any more big changes on the outcome. Look at the game Last Year for a counter-example. The final section of the match also has a timed window, but it's a much harsher time limit and the killer is still capable of making powerful plays in that final push. More elaborate exit gates might be something to take into consideration to help add some real tension to the collapse.
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It's probably not unaffordable, but I just realized there's a new Child's Play movie coming out. They could get some of that movie tie-in action right now.
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This is supposed to be preventing 10-minute long end game scenarios.
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It's been changed for as long as the Emblem system has been around. On top of that, they've recently moved the tick for Merciless higher up the bar for higher ranks. Also, anything above silver in Devout gets dropped a rank if you don't get +9 hooks, so don't expect to get a full score there if somebody DC's at the start of the trial. And you're also losing Chaser and Malicious points because of them. You might as well forget about getting Merciless after somebody rage quits.
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One of the original traits of Frenzy is the lack of cooldown on missed attacks.
The first thing they change is that missed attacks now not only have cooldown, but it's a full stun every time you miss as well. Is there another example of a killer power getting backpedaled as hard as this?
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It'll probably force you to exit when time's up. Same as if you were put into the dying state while running into a locker.
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@azulis said:
I just wish the animations for end game death wen in a closet were different, it would be nice if the entity just smashed the closed, pierced it or just grab them brutaly out of it, not just force a sprint leave animation on the player
Have one of the Entity's claws burst out the locker, impaling the survivor before pulling them back into the dark void inside.
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Keys still work on the hatch after the killer has shut it. If there's three survivors left and 4 gens done, a survivor can open the hatch, the killer can then shut it forcing the end game for the remaining two survivors, and then the remaining survivors would need a second key to use the hatch. Not sure if the hatch will automatically open up again in that scenario if one of them takes an exit gate leaving the final survivor on their own.
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@Jimsalabim said:
https://forum.deadbydaylight.com/en/discussion/comment/427217#Comment_427217
if there are only 1 or none gens done when you're the only one left then there is still no hatch spawning or did they change it now with the new collapse?
Video says the hatch will now always spawn when there's 1 survivor left.
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@weirdkid5 said:
https://forum.deadbydaylight.com/en/discussion/comment/427189#Comment_427189
No it doesn't. It makes it way easier. Now you just camp a gate and wait for the Killer to power it up for you by getting impatient and closing the hatch.
Ez win
And then you just hope that's not the first gate they patrol over. Hopefully you're not up against Trapper or Plague since they can pretty much set an alarm on the exit switch.
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- Finish gens
- Hop in random locker
- Wait for world to go nuclear before approaching exit gates
You don't even have to expect another survivor to do the job. Just wait until the killer gets sick of searching and opens the gate for you.
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I feel like this is way more than enough time for multiple survivors to get out through an open exit gate (especially since it's a huge red flag saying "Gate's Open"), and also too little time for a lone survivor to be expected to open an exit gate while completely avoiding detection. And I can't wait until we see players using Borrowed Time to bleed out in an exit gate and stop the timer.
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I think instead of outright ignoring traps while running, you could give Trapper an alternate activation button that makes you immune to your traps for a second or two. This way you get the ability to step over traps but you still have to be actively aware of them.
edit: And only have this available outside of chases. If a survivor does manage to dodge a trap in a narrow space I think they deserve whatever distance it'd give them.
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I generally get about -5% emblem progress during a match for proximity. You can't really avoid it without sprinting from hooked survivors like they're plague victims. I'd like to know what that penalty looks like when you're actually face camping people.
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We need a list of all the things that'll lose you emblems automatically.
- Use a Mori? -1 Devout
- Somebody DC'd? -1 Devout
- No Mither? -1 Malicious
- Playing Trapper? -4 Chaser
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Last match I played the perk didn't seem to work most of the time. I kept seeing the perk icon activating, but I didn't get any visual or audio cue. It was basically just an ineffective Whispers with a 5 second interval.
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Just wasted a couple styptics trying to figure this out. Figures it'd be on the one button I'm conditioned not to touch else I accidentally screw up a random skill check.
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This is unbalanced as hell. Not only are you short a survivor, you still have to do 5 gens.
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Only teachables I'm missing are on newly released characters, and by the time any of their perks show up on the shrine I'll have them already unlocked. And it's not like I'm going to skip free cosmetics to trade shards for blood points. I'm not even sure if that's still an option.
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Don't pull survivors out of traps if you want to safety pip. You have to stand there and wait for them to wiggle out, then whack 'em when the music starts. Hope they don't have Dead Hard.
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Trapper's power is pretty counter-productive to the chaser emblem requirements. If a survivor steps on a trap on their own, you're missing out on a chase. If you pull them out of the trap, you're now missing two chases. In one extreme case I had an entire team put themselves into the dying state outside of chases simultaneously. The one guy I did "chase" was on Borrowed Time and ran off to a corner of the map before falling over. On top of that I lost a rank of devout because nobody was available to unhook each other.
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Just throwing this out there, but would you like it if Trapper had an ability to temporarily lower his movement speed so he can safely step over his own traps?
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Report him yourself. It's not other people's responsibility to report people they haven't interacted with. And also, calling people out like this is against the rules. So enjoy getting yourself banned.
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@littlejohnny said:
Nope they must have changed it. Its an easy trophy for survivors, but now difficult for killers. Several 4k matches with the Plague and no trophy. It was less difficult to get the rest.
The requirement was always to get a "Merciless Killer" rank. The difference is that the requirements to get that rank changed when they introduced the emblem system. With the recent balance changes, the required emblems to earn Merciless has gone up, and some emblems harder to earn than before. Devout is especially busted as they've gated Gold and Iridescent behind a requirement that is at odds with the killer's goals.
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Every time a survivor DC's on you, I want to get a token that you can spend to invade that player's games later as an extra killer that can only target them. If that survivor DC's again during an invasion, you get two tokens, some bonus BP, and booted from the match. I suppose you could make similar tokens for killers who DC.
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Getting 9+ hooks SHOULD NOT be a requirement to earning a 3-kill Devout gold. The gold requirement should be lowered to 70% at the least.
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Just having survivors with a death wish is not enough. If you have a perfect game as killer you'll still wind up with a gold Devout and bronze/silver Chaser. Seriously, what the hell am I supposed to do with Trapper when every survivor goes into the dying state from stepping on traps AT THE SAME TIME?
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It's more of a deterrent than camouflage.
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Seems fair considering how many times I fail to pip as killer because survivors DC.
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I'm more curious where the hatch leads.


