dspaceman20
dspaceman20
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- dspaceman20
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I am experimenting with different builds at the moment but I have two at the moment.
1. Dead Hard, Visionary, Leader, Urban Evasion
2. Lithe, Detectives Hunch, Well Make It, and Iron Will.
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@Leguś said:
https://forum.deadbydaylight.com/en/discussion/comment/1921658#Comment_1921658
It's better.... But not it
Or maybe get rid of the aura reading concept and make it like old left behind. Meaning increase action speed for every survivor who is killed.
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I would change sole survivor like this
Sole survivor
you become shrouded in isolation and the Killer's aura reading abilities are disrupted as your friends reach closer to death.
Each time your allies reaches a hook state you gain a token.
For each token you gain your aura will not be read by the killer within a max range of 4/6/8
How is this?
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Spine Chill is fine in my opinion, but if it was changed I would just lower the range to 24 meters and maybe lower the speed increase.
But just to completely destroy spine chill isn't the best route to make premonition be used more.
I would say to just buff premonition by lowering the cooldown.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1921355#Comment_1921355
It’s really just ensuring if freshly unhooked you’re not caught out healing by Nurses Calling, and blocks you from BBQ if another hook occurs in that time. Sure it can help in other scenarios, but that’s mostly what it’s for.
I guess its for that but I feel the time should be increased. Maybe to 100 seconds.
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I have used off the record and I don't know how I feel about it. Mainly because I don't know of it has an impact on anything. Maybe I should try and use it more. Also wonder if it will work with new object since off the record and object is a good combo.
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I'm a survivor main and I barely use DS, but I think i can sorta understand where people are coming from.
I would think that a lot of people are concerned about tunneling and it becoming rampant.
This is not how I feel though.
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@tennmio said:
https://forum.deadbydaylight.com/en/discussion/comment/1919932#Comment_1919932
Same, but I think they should change it so the timer stops going down if the unhooked survivor is getting chased right after. Many times I got tunneled after the unhook and by the time I got downed the timer ran out already. If it was up to me the stun should last longer and the killer should and scratchmarks should disappear after the stun so the killer is punished a lot for his decision.
Im not sure about extending the stun but being able to not leave scratch marks and blood trail during the 5 second stun could be good.
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@TotemsCleanser said:
https://forum.deadbydaylight.com/en/discussion/comment/1920018#Comment_1920018
Indeed! People often don't know this because it's not mentioned anywhere in the perk description for some reason, but it's true.
They need to update the description since logically speaking it deactivates if you succeed or fail the skill check and missing a skillcheck means you technically fail it.
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@Kebek said:
https://forum.deadbydaylight.com/en/discussion/comment/1920018#Comment_1920018
It's not written there specifically but he's correct. If you don't hit the DS and just let it finish without pressing anything, you can save it for the second time if that ever comes. It always worked like that from what I remember.
This Is news to me. Granted when I use DS I don't have the intention of doing nothing.
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@TotemsCleanser said:
https://forum.deadbydaylight.com/en/discussion/comment/1920006#Comment_1920006
It doesn't. If you don't press anything, the perk does not deactivate and you can use it later.
Really? I need to test this out.
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@Terro said:
https://forum.deadbydaylight.com/en/discussion/comment/1919985#Comment_1919985
That's if you miss the skill check literally. If you don't press anything DS gets saved for later, unless they changed that.
I'm pretty sure not pressing anything also deactivates it. Since I assume not hitting the skillcheck counts as failing it and thus deactivates it.
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@Lexilogo said:
I don't think it'd be overpowered because of that change, but it would absolutely make a currently overpowered Perk more powerful. I don't see why that'd be a good idea.
I don't mean now I mean when the change happens.
Frankly I don't want to use it on my first hook, I wanna use it on my last or second hook. Being able to choose when to use it would be really nice
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@Terro said:
What do u mean forced to use it? U either use it or don't. I thought that if you let the skill check go away without doing anything, u don't have to use it and save it for later. It's been a while since I last skipped using DS. Or do you mean you feel forced to use it cuz of teammates? Or with the changes you feel forced to try to use it.
No I'm pretty sure if you miss the skillcheck it permanently deactivates DS.
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I love using wake up. It's so helpful in the end when the doors are powered, and I have helped teammates escape because of it. And pair it with spine chill and maybe Resilience your getting out.
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As a survivor main I would say I'm overall happy for this change. It would make the game fair and bridge the balance between survivors.
I have little concerns but I'm for the change. Plus its still really strong in the endgame and can still be used in lockers so I'm still satisfied.
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So just to ask was this directed at me and the other guy from the last post? Because thats what it seemed like.
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@landromat said:
https://forum.deadbydaylight.com/en/discussion/comment/1918178#Comment_1918178
dude just run and don't jump in a locker
Then just don't tunnel the survivor. Weather or not they are in a locker or not you still tunneled the person. That's logic.
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@landromat said:
https://forum.deadbydaylight.com/en/discussion/comment/1918065#Comment_1918065
which pressure? Killer is right here. Will you sit in the locker when he's gone? No. You'll heal or do a gen. And there is no killer to stop you from that now He won't come back to check if you left the locker. If you're slugged it's you and your teamate not doing gens. When killer is not even here. Locker DS Destroys it
All you would be doing is removing legitimate instances of tunneling if ds deactivated in a locker which overall is terrible.
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Whats the problem, them being in the locker means they are not doing gens meaning the killer still have pressure. Because of this there doesn't seem to be a difference between slugging the survivors and leaving them in a locker.
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@Chchchcheryl said:
Wait they are changing object?
Yeah. I don't have the pictures though.
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@Slickstyles said:
https://forum.deadbydaylight.com/en/discussion/comment/1917371#Comment_1917371
It is different because if they don't enter a locker, then they'll get downed and will be able to use their perk. The killer also gets to choose whether to eat DS or slug for pressure.
No what i mean is that its the same because the killer still tunneled. In both instances the killer tunneled and because its basically the same DS shouldn't deactivate when in a locker.
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@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/1917300#Comment_1917300
"The killer still continued to chase you and no one else regardless of the time. The killer still tunneled."
"there have been many times in which I have used DS on the killer to stun them and they have continued to tunnel me. Meaning that DS did not do its job as a anti tunnel perk."
I'm not sure what you expect from a perk, here. I mean, there's no perk that can actually force a player to change their mind when they've already decided on a course of action. DS stuns the killer, giving the survivor a chance to reach a better loop or maybe break LOS and lose the killer. DS discourages tunneling and it gives survivors a better chance of escaping when the killer chooses to tunnel, but again no perk can force a killer not to tunnel if he's determined to do it.
I can see what your saying and my 1st concere has been fixed. Thank you.
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Regardless of how you slice it, if the survivors just got off the hook and the killer chased them and the survivor gets into a locker, and the killer takes them out, the killer still tunneled the person making the stun justified. If it deactivates when in a locker the killer tunnels without any consequences, which is unfair. It's no different then download the survivors and picking them up.
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@Sonzaishinai said:
1. Ds is not a good anti tunnel perk.
The stun is not to give you a free escape, it's to give you a chance to get to a defensive position. Which unless are recourses are depleted it always does. It's anti tunnel cause it gives you a fighting chance when you are tunneled. Doesn't mean you don't have to do anything though
2. Healing deactivates DS?
The action of healing deactivates DS. not healing itself. Bassicly think of madness tier 3. all the actions it disables are the actions DS will deactivate on.
3. Chases and the timer.
If your chase lasted for more then 60 seconds then there was plenty of time another survivor could have come and bodyblocked. If your team does nothing to save you the faults lies with them and not the killer
4. Effects on solo.
It should bassicly not change. Solo's use DS as an anti tunnel perk and if you are being tunneled you couldn't do any of the actions anyway. It solely focusses on the people who use this shield as a weapon. You will probably want to run second wind or inner strengt (cleanse the totem before you are hooked) to ensure you are healed when DS fades. The only scary part that was added is that you are defenseless if your healing gets interupted in an unsafe spot
5. The locker issue.
I think the locker thing is fair. you are not progressing the game in a locker. so it's not really an issue
1. I think I can see what your saying.
2. The changes that was made was that Ds is deactivated when your healing. Healing is present tense, which implies you have to be currently doing the action for it to deactivate. It doesn't stop you from healing.
3. Regardless of if the survivors could have body blocked or not is irrelevant. The killer still continued to chase you and no one else regardless of the time. The killer still tunneled.
4. I guess I see what your saying, but I'm unsure if I'm satisfied. I would have to see for myself in solo.
Thank you for listening to my concerns.
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@freddymybae said:
if u can heal ur not getting chased case closed
Its not that clear cut. What about if you use perks like second Wind or a instant heal and I get healed mid chase? Does that mean the killer didn't tunnel?
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I have a few concerns about it. I made a post about it if you want to see.
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Wouldn't also work in chases?
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I feel there is still a problem DS that people have not noticed.
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@Shirokinukatsukami said:
So killers let's hear the "Devs are so survivor-sided they don't care about us killers" talk. Come on. My morning cup of coffee doesn't taste bitter enough without it.
I agree. I don't wanna hear it either.
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Well I hope people will be happy now. (I really mean it.)
Now that I think about it. There is still a big problem with DS.
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I say only apply the intensity of the aura to visionary instead. Deja vu doesn't need to be changed as its main used to help prevent a 3 gen. Possibly a increase in the time if we're being generous.
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The ideas that survivors or killers that use second chance or crutch perks have no skill.
Its just a rude thing to say and is basically shaming people for using what they want.
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I would buff Premonition.
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I experience this all the time with sloppy butcher. Its a big problem because you lose distance and whats worse it somehow change your camera in a direction you don't want to go.
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@AChaoticKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/1913991#Comment_1913991
yeah that's a bug DH has been like this for a long time since at least the last mid chapter patch before the twins. The perk activates like normal but the distance is halved or even less than that.
it's not due to frame rate trust me, even PC players get this bug.
Wait what Dead Hard bug are you talking about? Because what im describing isn't only to dead hard. It happens when I use other exhaustion perk like Lithe.
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@AChaoticKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/1913962#Comment_1913962
that's a bug not due to frame rate, i often use dead hard as survivor (or used to) and that bug just occurs randomly. I don't often lose frames using dead hard as survivor.
No I'm really sure its a frame drop. I know because im not talking about being exhausted on the ground. I'm talking about using dead hard )or any exhaustion perk for that matter) and my game literally freazes for a few seconds and I'm still in the same place.
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Oh trust me the frames greatly drop for the survivor as well when they use dead hard, its not just killer.
I use it and sometimes it completely works against me. I dead hard and my frames drop completely and I don't gain any distance and I go down a lot because. I literally lose distance because of it and its not fair. I'm on console too so I feel your pain.
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@EvilJoshy said:
The devs learned to not give clear dates about stuff because if(when) they have to delay it, the community gets pissed. If they post in a thread "Hey, it's gonna be late" people will still #########. So they don't post anything and ship it when it's ready. Or to be more accurate, when they feel it's acceptable(very loose word)
Is the community really that irrational they can't handle something being delayed? I'm sorry but I find that very hard to believe.
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I have two concepts for a killer but I will stick with the 1 for now. I always feel there should be a killer robot as a killer and the robot is being controlled by some maniac creator.
I want them to have an understandable back story.
I feel there power should be a combination of maybe chase and something else (I honestly don't know) and the elements would probably be electric.
I feel the first perk should be hook oriented, the second a hex and the third obsession. (I have a few ideas for perks if you want to hear them)
Thats all and good luck.
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@SquirrelKnight said:
Never bought PH. Wanted to but after nerfs announced basically on day 1 i decided against it. Problem is currently BHVR has decided that nearly every killer should be punished for using their power. Billy/leatherface overheat. Clown gives speedboost even to survivors, plague vile purge solely depends on survivor actions. Its a shame but thats what they decided
I don't think i agree. The changes imo was sorta needed. The cages gave too much camping and tunneling power especially if bt and ds didn't work with it. I could be bias but I'm speaking from the perspective of playing against him before the changes.
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@Zeus said:
It's a meta tournament perk though so there is that.
Is it really?
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@tippy2k2 said:
I just got my Series X yesterday
Holy balls playing Plague is SOOOOOOOOOOOOOOOOOOOOOOO much better! Like...she's actually a pretty viable killer now. I can stream my vomit at people and actually aim it. They don't get all jaggy and laggy when I barf at them. I am actually now able to do the steady barf stream attack where you damage them with sickness before smacking them. I would have never even attempted that on the Xbox One due to how hard it was to control.
I liked playing Plague anyway but this makes her a decent killer now instead of someone I play with the knowledge that I expect to have 4 escapes with...
You Have the new Xbox? Is it really better? Do you experience any frame drops at all? I need to know
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I like your build, its more versatile in my opinion.
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@Trashmaster said:
Nah just cut the cooldown to 10 seconds and you're done, premonition is finally kinda good
I agree all premonition needs is a time change. As its way too long and it's punishing against false positives.
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I think this is a bit much. I would change it like this.
A supernatural bond links you to the Killer.
When you enter the killers terror radius you see their aura for 1/2/3 seconds. When leave the killers terror radius they see your aura for 1/2/3 seconds.
Object of obsession can only be used if you're the obsession.
Increase your odds of becoming the obsession.
I feel this makes it fair and balanced.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1903184#Comment_1903184
Throw on one more little unique passive.
Allows 2 Obsessions to be active at once for the match. However the match will only begin with 1 Obsession.
Doesn't obsession benefit the survivor more then hurt them? It would be bad for the killer to have 2 obsession(possibly)
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1903159#Comment_1903159
I mean you're looking at best, 3 activates of maybe 40 seconds and that's just if you kick an immediate gen right by the hook. Any other gens will only get like 25 seconds by the time you get there. That's also a lot of wasted time kicking that you aren't pressuring survivors. Base gen regression speed is also god awful. Pop is the only thing that generally makes it worth the time kicking.
Remember this is the best case scenario.
That scenario for being even the best looks highly mediocre to me and in most cases you aren't getting that best scenario anyway.
What if the gen you need to kick is somewhere else on the map and the one next to you isn't even being worked on? By the time you get there and waste time kicking it you blocked it for 15 seconds..one gen..lol
It's also not just is the perk good, but it's also got a cost attached because that perk slot has a value. You're losing whatever stronger perk could have been there.
Yeah I think it needs a lot more.
Ok I got a new idea
You become obsessed with one survivor. When you hook your obsession Dead Man's Switch activates for 20/25/30 seconds.
While Dead Man's Switch is active any generator that has reached or is above 50% repair progress it is automatically blocked by the entitiy for as long as Dead Man's Switch is active.
You see blocked generators auras in white.
What about now?
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1903155#Comment_1903155
Honestly that seems even weaker than the current version. lol
Is it really that bad of an idea change? I will think of something better.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1903139#Comment_1903139
"wait isn't situational perks like Dead Man's Switch a synergy perk? Meaning its supposed to be paired with other perks to get the most out of them?"
Yeah until you equip the other 2 and then realize you've wasted 3/4 perk slots for a memey effect and start wondering what you were thinking. You end up wasting all your perk slots to just make the perk function at an average level to other perks that don't require synergy. For requiring synergy of other perks to function well it needs to be quite impactful and it's just not, even remotely.
"Also I know that it still block the generators even if multiple people are working on it. So if 3 people are working on a gen and 1 stop working on it the generator will be blocked for every survivor."
That's assuming the one guy you're downing while the other 3 are on one gen is in fact the obsession. Even then that's not that impressive. Also, good survivors will be split up all on different gens.
Ok I see your point. Well if its going to be changed then I have a idea of how to change it.
You become obsessed with one survivor. Whenever you hook your obsession Dead Man's Switch activates for 30/40/50 seconds.
During that time Whenever you kick a generator the generator is automatically blocked for as long as Dead Man's Switch is active.
Blocked generator still have a regression effect.
How is this idea?