dugman
dugman
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I think enough survivors will use it that it will be seen. It is a DLC perk so not everybody is going to unlock it, and I think only survivors who have a particular bug up their butt about face camping will throw it in their loadouts, but the ones that do have a pet peeve about face camping will probably seriously consider using Reassurance since it directly punishes killers just standing around at a hook. Even one use which makes a face camper stand at a hook an additional 30 seconds could make the difference between the gens being done or not done.
And I say this as a killer main who almost never face camps because I think it’s generally not a great tactic. I don’t think Reassurance is going to hurt my own games at all.
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I don’t play survivor that often, but when I do it’s always Plunderer Ace because looting chests is fun. 😄
- Plunderer’s Instinct - See auras of chests and get better items
- Ace in the Hole - Get rarer add-ons automatically from looted items
- Appraisal - can Rummage an already looted chest to get a second item
- Open-Handed - Increases all aura ranges for all survivors by 16 meters, including Plunderer’s Instinct
So with this I go in starting with a basic toolbox, head straight to a gen that’s near a chest, use up the toolbox right away, open the chest and get a new item, and then try and use that item up, get a new item and so on. It’s a lot of fun except that flashlights and keys are not that great as items, but when I get two or three toolboxes or medkits in a row it’s kind of cool using them over and over. 🙂 (Even maps aren’t too bad as a pickup, the auras they give are handy.) The one hitch is that I simply don’t know what all the various item add-ons actually do so I have no idea most of the time what the random ones from the chests do when I get them.
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As a killer main I think that might make it too hard for the last survivor to open the gate if the hatch gets closed.
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And rework Open Handed so that it shares Aura reading with any Survivors within 32 meters.
I disagree with buffing Open-Handed, it’s already a pretty solid perk. Significantly buffing it would just make it overpowered.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3157016#Comment_3157016
What is wrong with having harder characters to learn and master? If people want simpler experiences, there’s multiple characters they can play. Dumbing everything down for the sake of the average playerbase makes no sense. If you hate the looking down part so much, don’t play her? Others don’t mind it.
There’s nothing wrong with a killer being somewhat more difficult to master, but there’s also a point at which the learning curve is so steep it becomes counterproductive.
And in what world would having her keep her head up make her less fun to play? Worst case someone like you doesn’t care, but others would. Nobody, though, is going to say “this is less fun this way”..
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Sadako is due for a balance pass, they at one point intended to havenew killers on a schedule where they would do a balance pass on them after about six months but the perk rework and other things in the 2022 roadmap put that on hold.
Personally though I think Nurse is the one killer most in need of a revamp. She’s both too powerful for high end Nurse players and too hard to learn for new players and her unique style makes certain perk effects a bit busted. Not to mention staring at the ground all the time is the most annoying killer mechanic in the game.
If I had to pick the changes I’d want for her, they would be
- Let her keep her head up during Blink stun so she’s not staring at the ground half the match.
- Show a small indicator similar to Plaid Flannel where she’s blinking to (not the same size as Plaid Flannel, though, that indicator is too large and bright, especially at close range, it’s a bit distracting.) This helps new players without making a big impact for veterans who can mostly ignore it.
- Make her Blink lunges be Special Attacks versus basic attacks. Imagine if Demogorgon or Victor or Wesker got to use Exposed perks with their special attacks, for example, and then make it an even more powerful special attack. That’s the current situation with Nurse.
- Finally with all those changes in tweak her Blink refresh timer up or down to balance the whole thing out as needed. (It’s hard to tell if the above changes make her more or less powerful overall but either way adjusting the refresh time is a straightforward balancing parameter that can fine tune it.)
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I have some favorite perk loadouts
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Juggernaut
- Brutal Strength (break things faster)
- Enduring (faster pallet stun recovery)
- Bamboozle (faster vaults)
- Fire Up (makes most everything faster and stacks with above)
This is really fun on killers who do melee chases. Force the pallet drops early, break them, and switch targets to keep people off gens as much as possible early game and then by the time they have two or three gens finished you have created these dead zones where either there’s no pallets or the handful of pallets they can still reach just get shattered extremely quickly and you can often get a followup hit when they try and reach a new one. It does mean you have to be good at juggling survivors initially though.
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Backpack
- Agitiation (move 108% survivor speed while carrying)
- Mad Grit (attacking while carrying doesn’t affect wiggle progress)
- (after next patch) Awakened Awareness (see auras within 20 meters while carrying)
- Either Starstruck, Forced Penance or Iron Grasp
Backpack is pretty hilarious, and surprisingly effective since until they realize you have it there’s a good chance someone will try and block you from a hook and you can get a free down. I’ve had matches with this where my first down turned immediately into two or three downs and snowballed into a win from there.
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Bad Medicine
- Coulrophobia (Longer heal times and faster skill check dials within your terror radius)
- Unnerving Presence (smaller skill check boxes in your terror radius, including heals)
- Septic Touch (Blind and Exhausted during and for about 10 seconds after healing in your radius)
- Distressing (larger terror radius)
This is a fun build since not only does it make healing a bit of a hassle for survivors but you also periodically hear the noises of survivors failing their healing checks which is kind of funny and also decent information. You can vary this up as well by swapping in Sloppy Butcher for Septic Touch if you want to replace the Blindness and Exhaustion with longer heal times, or can put in Nurse’s Calling for auras of people healing nearby.
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The Anti-Popular Perk Loadout
- Discordance (see when two people are on a gen to counter Prove Thyself)
- Hex Third Seal (Blindness to counter Windows of Opportunity and other aura perks)
- Fearmonger (Exhaustion and Blindness to counter Exhaustion perks and to a lesser extent Windows and other aura perks)
- (After Wesker) Terminus (to counter Adrenaline fully healing in endgame); or a gen regression perk, or Undying to protect Third Seal
Basically this loadout specifically targets the most popular survivor perk picks according to the aggregate site I follow. And I’ve had good results with it. 🙂 One interesting aspect of it is I don’t think people know how popular or effective Windows of Opportunity is even with higher MMR survivors, it’s and Blindness totally shuts it off.
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Plunderer Ace
- Plunderer’s Instinct (See chest auras and get rarer loot from them)
- Ace in the Hole (get good add-ons with loot from chests)
- Open Handed (increases all aura ranges for all survivors by 16 meters, including Plunderer’s)
- Appraisal (can Rummage a chest that’s already been opened for a new item)
This is the only survivor I play. 🙂 I love the idea of going in with a toolbox, using it up right away on a gen near a chest, then getting a new item and using it up and repeat. The only downside is flashlights and keys are kind of disappointing but when I get to use multiple tools or medkits in a match it’s kind of fun. 😄
Obviously this isn’t the most effective loadout, it’s really a gimmick. Open Handed though is a really good perk in particular, if I was playing “for real” I’d probably use that plus some other perks that show auras.
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The anti-popular perk load
- Discordance (see when two people are on a gen to counter Prove Thyself)
- Hex Third Seal (Blindness to counter Windows of Opportunity and any other aura)
- Fearmonger (Blindness and Exhaustion while repairing gens to counter Exhaustion perks and auras)
- (after new chapter) Terminus (to counter Adrenaline fully healing in endgame), or a slowdown perk or Undying to protect Third Seal
This loadout specifically targets the five most popular survivor perks according to the stat site I follow. An interesting thing here is you don’t see people talk much about Windows of Opportunity but it’s actually currently the most picked survivor perk in the stats since the rework. It’s a really solid perk in a chase to know exactly where you can run for safety at all times, so hard countering it with Blindness is actually taking away perks from probably one or two or more survivors. The only downside to Third Seal is as a Hex it can get destroyed early, but if it lasts it’s like playing against survivors that are short some perks.
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@JPLongstreet said:
The offerings would be fine if the maps were more balanced, and gave no huge benefit to a role.
That's where the focus should be imo.
Which is an impossible goal to achieve, hence why the game would in practice be better off if map offerings were removed entirely.
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I’m looking forward to trying Wesker out, he looks fun. 🙂 Also the matchmaking incentives and cheaper bloodwebs will be nice.
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@JPLongstreet said:
https://forum.deadbydaylight.com/en/discussion/comment/3156394#Comment_3156394
I always thought the data collection parts of it that are either always defaulted to off or reset to off on our consoles prevent them from displaying much of what they internally collect, outside of the game itself from the initial porting. But I am very far from being an expert.
Also it might be embarrassing to show console numbers for Nurse & Trickster etc. pick rates and kills and the like. Hard to be proud of no one playing Hag in three years for instance.
I vaguely remember one of the devs talking briefly in a dev chat years ago that one of the reasons they didn’t implement a historical stat screen was because, since it wasn’t in the game initially, they felt players would be confused if the data was on shown from date X forward and not from when they actually started playing. Personally I never really understood why that would be much of an issue (which is why it stuck out in my head), they could just say on the screen the data is from some specific start date and that clears it up, but who knows? 🤷♂️
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As cool as listening to certain music might be DbD is not a game I would want to have a soundtrack on in my headphones, it's really, really important to be able to hear the other players.
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@JPLongstreet said:
They would have had to add this back when the game first came out. Due to the various UEA's with the consoles they can't go back in and add such data trackers for display, or like they said above those stats would have had to already be part of the Achievements or Trophy pages.
This is part of the reason they don't roll out stat pages more often and more in depth, those UEA's prevent it. Even changing any achievement is a long and involved nightmare through the consoles.
I don't think the end user agreements have anything to do with why the devs don't release summary charts more often. I think it's just a matter of they don't feel the need to spend time doing it more than one every few months.
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I haven't used Shadowborn in a while but when I have I found the part I like best about it is it makes it noticeably harder for survivors to juke you midchase (e.g. doing 360s around you, ducking behind a corner during a loop hoping you'll walk past them, window jukes, etc). You're much more likely to still actually see the juker with Shadowborn. It's also good for being able to see a wider area at long range, of course, but really it's that ability to track people trying to dodge out of sight up close that I like.
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@skylustv said:
https://forum.deadbydaylight.com/en/discussion/comment/3155686#Comment_3155686
I agree with you before boon totens existed
Circle of Healing didn't change Hag's strategy.
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@UnknownKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/3155257#Comment_3155257
More likely a breakable window window that killer can break to make it a gap in a wall.They can take the kick pallet animation.
So basically just a breakable wall with different art and a glass shattering sound effect?
P.S. How is Meyer’s animation for breaking through walls not this?
https://youtu.be/UvGnV1u8ZSQ -
Random sets have more streaks than people generally think. Seeing duplicate results in a set of random rolls isn’t unusual.
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What’s probably happening is you have, say, a 1600 MMR, the other 3 survivors are 800 MMR, and the game is picking a killer who is around the average of those at 1000 MMR. That’s why the three survivors have no perks at all and the killer has four perks but they’re not all level 3, and why the killer stomps the other survivors.
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If I learned one thing from that video, it’s that Nurses should run Spirit Fury. 🙂
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That endgame mori mechanic should have been implemented the patch after it was announced.
I assume it wasn’t ready yet and they felt the perk rework was higher priority in the 2022 roadmap pipeline. Now that the rework is done though I imagine we’ll see the mori change soon, maybe even next midchapter. (Same with the custom matches against bots.)
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@C3Tooth said:
"You are not at high MMR like me to know the game is survivor sided"
The famous line from killers who slug for 4K. 3k or 4k doesnt matter. The only different part is your MMR gains for another 25% if you really want that 4k.
Last survivor escape through hatch means you already win the game.
I don’t care about slugging for a 4k since it’s boring to me, but you do get more Bloodpoints if nobody escapes and you also are more likely to get two pips toward increasing your Grade than just one pip and high Grades can be worth a big chunk of bloodpoints at the end of the month too.
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@SpaghettiVase said:
https://forum.deadbydaylight.com/en/discussion/comment/3153914#Comment_3153914
If you're increasing the range then you're going to have to make it not work with other boons or somehow differentiate the different boon powers on the same boon. That would be a nightmare for players to figure out.
Not necessarily, there’s no particular reason all Boons have to have the same range. And if you see both a Haste symbol and a Blessed symbol appear simultaneously on the HUD it’s from this perk.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3154748#Comment_3154748
Sadako would be rewarded to actively engaging with the survivors both in keeping them from removing stacks and by adding stacks from teleporting near them compared to passively doing neither.
that is sort of my point in both posts. You don't need to interact with the survivor with passive condemn. It works regardless whether you interact with the survivor or not. A close comparison is freddy dream world. You will enter dream world regardless if you do not see freddy for the entire game or get chased the entire game by him, thus my point that you will get rewarded with mori's without doing anything.
Right, but like with Freddy he gets rewarded more for actually hitting survivors rather than waiting passively for them to go to sleep.
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They're introducing custom matches with bots this year which I think qualifies as a new game mode.
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@Biscuits said:
https://forum.deadbydaylight.com/en/discussion/comment/3153286#Comment_3153286
Realistically you can't, that's precisely why the game shouldn't be balanced around SWFs. Very few games you play are against actually 4 man groups, to balance the game around 1 out of 10 games is kind of silly. You balance the game around the 90% (soloQ) and then reward killers for playing against 4 man groups.
The devs can buff solo players if they want. For instance, they can hypothetically say anybody who isn't in a swf has a 10% gen speed bonus (I'm just pulling a number out of the air, I'm not claiming that specific amount is balanced.) Swf members don't get the bonus so it's a direct boost to solo queue players to compensate for not being on comms.
And a bit more indirectly, they can follow through on the information upgrade for the HUD that shows survivors what the other survivors are doing. SWF players might benefit from it a bit but solo players would benefit a lot more since that sort of information is already available to comms players.
So it's definitely possible to make adjustments that benefit solo players much more than swf players. It's just a question of what specific changes along those lines the devs would think work best.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3154656#Comment_3154656
Sadako wouldn't be rewarded with a kill for "doing nothing"
what I mean to say is that my win condition with sadako is being completed automatically without any input from the player using sadako. active build-up is more engaging then passive guaranteed build-up. I think that's largely why you sometimes get posts in regards to Tombstone piece Myer's and pig head-pop because it doesn't feel like you earn a mori. It feels more like mori itself is automatic passive ability. I like her mori system because it requires the most input out of the killer player to get it to activate despite it not being too effective overall.
Sure, and that's why I said it would presumably be something where passive build up is slower than holding a tape and also slower than gaining a full stack from a teleport. Sadako would be rewarded to actively engaging with the survivors both in keeping them from removing stacks and by adding stacks from teleporting near them compared to passively doing neither.
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Wesker is similar enough to Demogorgon in chase that I'm pretty sure survivors attitudes towards him will be mostly on par, which is good because from what I can tell survivors tend to like going against Demo. 🙂 (Personally just as a rough guess I would rate Wesker as high A-tier as a killer and Demo as either high B or low A tier in terms of overall effectiveness simply because Demo is better at tracking and Wesker seems better in chases and I think the latter slightly outweighs the former, but we'll see how it goes.)
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3151248#Comment_3151248
I don't like the idea of the killer getting rewarded by mori's for doing nothing. The condemn passive build up on the tapes is designed so that you cannot hog the tape for the entire match. Its suppose to be urgency to go to a TV when picking up a tape. its there to prevent survivors per-emptively picking up a tape and walking around the entire match with the tape. Your not suppose to be able to pick up a tape, do full gen, unhook people, heal people and then drop the tape off at your convenience. Picking up a tape is suppose to be a high-pressure situation where your trying to get a tv before you get mori by sadako. Its just these high pressure situations are rarely occuring in her base-kit thus there is no need to interact with her TV's currently.
Sadako wouldn't be rewarded with a kill for "doing nothing". Unless she's actually chasing and pressuring survivors they can easily deal with a slow build up of Condemned well before it reaches critical mass.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/3154245#Comment_3154245
Personally I love the idea of a chapter based around the butterfly effect, where one event early on in someone's life leads them to be either a survivor or a killer, and the survivor and killer in that chapter would be the same person. If you need to bring Black Vale into it you can ig
Ooh, I like the Butterfly Effect idea too!
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Yeah, I like the idea of a character being both a killer and a survivor. I had a similar suggestion a while back for a chapter where the Observer becomes both a survivor AND a killer. Basically he has conjured up a dark version of himself, a "creature of the id" or Hyde to his Jekyl, so can appear simultaneously as both a survivor and a killer in a match. His killer ability would probably involve conjurations or the Entity helping him out in various ways, while his survivor perks might have to do with killer and map knowledge and summoning ways to help himself survive.
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I agree the Nurse threads are kind of tiring. That said Nurse is one of the more problematic characters in the game so it's understandable she consistently generates more complaint threads than other killers. Not only is her ability super powerful in skilled hands but she's also extremely new player unfriendly AND the way she stares at the ground 1/3 of the match is pretty obnoxious. Most killers I don't think need reworks, Nurse is the only one I think could really use a revamp to make her slightly less powerful at the high end, slightly easier to use at the low end, and feel slightly less "choppy" in the stuns.
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@FlyTyTi said:
https://forum.deadbydaylight.com/en/discussion/comment/3152682#Comment_3152682
Maybe. But you cannot give condemn to a survivor without TV's. Lower TV's cooldown = more condemned and map pressure = the survivors will be more condemned and and in the end they'll need a tape if they don't want to be moried.
I agree that more teleporting means more stacks which leads to extra Condemned pressure. But if the main weakness is actually that Condemned doesn't build up enough a more direct way to buff that up is to apply passive buildup to all survivors over time similar to how the video tape works. You could have survivors without a video tape build up at one rate and survivors with a video tape build up more quickly than that for example. There wouldn't even be a need to tinker with the TV refresh in that case.
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Unironically, this brings up a legitimate point that I’ve made before - the word tunneling is an ambiguous buzzword used in a variety of contexts.
- chasing someone right after they are unhooked
- chasing the same survivor too long in a single chase without giving up
- going after someone who is already injured instead of another survivor who is maybe easier to hit but healthy
- going after someone you hooked earlier rather than someone who hasn’t been hooked yet
- continuing to chase someone you just injured rather than switching targets
All of these get called “tunneling” in after game chat and on the forums. And there’s little consensus on which of these, if any, are problematic for the game (other than maybe wanting to steer killers away from immediately redowning someone who was just rescued.)
So I’m totally ok with the devs, for instance, using clearer language to describe the specific scenario they think is an issue, namely a survivor having enough time to get away immediately after an unhook so they’re not downed instantly again. The word “tunneling” is too broad and ambiguous to really be meaningful on its own.
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@GoodBoyKaru said:
that's normally how this works. the game needs a ratio of 1:4 killers:survivors. if the ratio is closer to 1:2 then naturally queue times for the killer side will be massively out of whack since there's more than double the necessary killer players.
That and it’s time dependent. There are relatively fewer swfs online during the day when a lot of people are at work or in school which means fewer survivors at that time so longer killer queues than at night when he swf players can get together. (And since about half of all matches have a 2-4 person swf that’s a big chunk of the survivor queue at night.)
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@Blackboar22 said:
https://forum.deadbydaylight.com/en/discussion/comment/3153864#Comment_3153864
40* also once again 40 seconds is alot of time, thats half a gen. almost a full gen if u bring toolboxes and there are 2 people on the gen
FYI It’s a 30 second delay, not 40.
I agree with your main point, though, I think some people might be underestimating its usefulness in solo queue. Just because it’s possible for someone else to do a rescue the same time you do a Reassurance doesn’t mean it will happen or even that it’s necessarily likely to happen. And even a 30 second extension of a hook stage against a killer who refuses to leave the hook can be the difference between all the gens getting done and not getting done before the hooked survivor needs to be pulled off before dying.
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The thing to ask yourself is, if the perk gave everyone a 2% movement speed bonus across the entire map would it be too powerful? If the answer is no then a simple buff would be remove the range restriction on the Boon. If the answer is yes, but also the current Boon is too weak because its range is too small, then there must exist a bracket of ranges where you can set that parameter and the perk will be relatively ok.
So if Dark Theory does need a buff then I think increasing the range is the way to go rather than increasing its speed bonus.
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One thing you can try is listen to the terror radius music. All the killers have three versions out of out of chase, each is about 1/3 the radius. So when you hear the most intense non-chase music you're within about 11 meters.
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Nemesis is basically ok other than his zombies could use smarter pathing. Hopefully once they implement the bots in custom matches they can translate the bot killer pathing over to the zombies to improve it.
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Just to be clear, the new version does still punish facecamping, just not indefinitely. Even a single use of the perk means a killer who insists on face camping is losing an additional 30 seconds which is a decent amount of time. 30 seconds could be the difference between all the gens getting done before the survivors are chased off and not.
Now whether 30 seconds is long enough for people to still want to use it remains to be seen. But even if hypothetically 30 seconds is still too short, they could simply increase that duration to 45 or even 60 seconds to make it more impactful without reeopening the door to the abuse of the test version.
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Sounds like you had bad luck, most of the times I’ve run Shattered Hope I snuffed at least one Boon with it. And it does combo pretty well with Pentimento in particular.
That said I wouldn’t mind if its secondary effect was beefed up a bit. What would be neat is if it made it so when you snuff a Boon you see the aura of the survivor who owns it regardless of range. (Right now it just shows nearby auras which isn’t as impressive sounding to me.)
P.S. On a related note I wouldn’t be surprised if they eventually buff Shattered Hope if only because it has very, very low usage numbers from what I can tell. It’s one of the few perks with literally zero usage over the last two weeks by opponents on the aggregate site I follow.
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A scifi horror theme would be greatl 🙂 Alien, Terminator and Predator come up a lot as licenses people like for DbD, but a couple other fun ones might be
- The ship from Event Horizon as a map
- Cube as a map
- Pitch Black with Vin Diesel’s character as the survivor and one of the monsters as the killer
- The Fly
- Annihilation with something like the mutant bear from the film as the killer
- A Quiet Place, with the monster killer tracking by sonar
- Blade Runner also kind of fits the mood, a dark brooding atmosphere with a ruthless killer synthetic humans as the killer.
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@BenOfMilam said:
https://forum.deadbydaylight.com/en/discussion/comment/3152853#Comment_3152853
I actually use that build. Gold Creek Whiskey + M&A, but I usually don't use the other TR add-on and instead use the Iri Coin or the Warden's Keys. People aren't ever expecting it, so you can get a lot of stealth hits. I daresay, it's fairly effective.
It's just really clunky and awkward to have to hold ADS walk slowly to get a smaller TR. Kind of like using Pig's stealth, except you aren't even completely undetectable. But then again, Pig does not have a gun.
On a total tangent I love playing Pig using her brown add-on that increases her Crouch movement speed with her red add-on that takes away two traps but you can see auras while Crouched. They never expect it and you can land hilarious Ambushes from around corners because of the aura.
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I think the only killer that I really care too much about using specific add-ons is Meyers. I never really liked his base kit that much but I love how he plays with this Mirror add-ons, his Infinite Evil or his Tombstones. The Mirrors especially are a ton of fun.
Honestly if they made Infinite Evil just be how his base kit ability always works, and then replaced that add-on with something else, I think he’d be more fun to play all around. They could even replace Infinite Evil with an add-on that plays kind of like his current base kit, maybe with a slight buff, for the people who might happen to like that style compared to all the others.
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I’ve seen some really bad movies, but the only movie I nearly walked out on in the theater was Ballistic: Ecks vs. Sever in 2002. It was an action movie starring Antonio Banderas (still riding high from Desperado) and Lucy Liu (also a big hit from Charlie’s Angels) and the trailer was pitched as a frantic Spy versus Spy film between the two. Sounds great, right?
And yet somehow they managed to turn that seemingly good setup into the most boring, super dumb movie ever. Just god awful in pretty much every way, and even worse not awful in such a way that it was funny to watch, only incredibly slow paced with dull dialog and no sensible plot. It’s one of the few movies to rightfully have a 0% rating on Rotten Tomatoes, it’s THAT bad!
Man, to this day, when this topic comes up of what’s the worst movie you ever saw, this one was so disappointingly bad it still gets me a little angry that I paid money to see it in the theater.
I think the second worst movie I ever saw in the theater was Curly Sue, a 1991 Christmas movie starring Jim Belushi and a child “star” Allison Porter that I guess the producers were hoping would be a modern day Shirley Temple? 🤷♂️ (Narrator: She wasn’t) It was incredibly cringey to watch, so artificially sickeningly sweet to the point of nausea. This one is a whopping 13% on Rotten Tomatoes, so not QUITE “hall of fame” bad but still really, really, really painful to watch.
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@Reinami said:
Per the survivor rulebook, killers are no longer allowed to, and i quote, "camp the gens" and if you do you are, and i quote "trash killer"
Lol, I had a survivor complain a few years back that I was “camping the gens”. Even the other survivors thought that guy was an idiot.
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On a tangent if I were a better shot it would be tempting to try a Silent Sniper build on Deathslinger with his two add-ons that reduce his terror radius while aiming plus Monitor and Abuse which further reduces it out of chase. With those combined you have only a 12 meter radius while aiming and a 24 meter radius out of chase while not aiming. So the idea would be walk up to about 25-30 meter distance, start aiming, and slink up while aiming the remaining distance until you are within the 18 meter range of the rifle. They still won’t hear the terror radius at that point but you can hit them at that range.
Probably tricky to do, especially since you still have a red stain they can spot, but who knows? 🤷♂️
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Honestly I don’t get why people are flipping out over Awakened Awareness not showing the aura after the carry, it’s still a perk I’m planning to use because frankly seeing auras of nearby survivors during a carry is a good effect. 🙂 Even outside of a Backpack build, it immediately tells you if there is a survivor nearby to chase after the carry, if someone might be going for a bodyblock or sabo, and if you see no auras tells you that you’ll want to go farther away for the next chase. It’s like the benefits of Infectious Fright but the survivors don’t know you are using it because they don’t scream and you see their exact location the whole time.
Seriously, combine this perk with BBQ and Chili and every time you carry and hook someone you can immediately know where all the survivors are on the map. It’s a crazy amount of info. The only downside is if Distortion catches on then it will be less useful. (Off the Record hides auras too but it’s a little less flexible than Distortion so not quite as big a problem probably.)
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It’s a close call between Ash and Bill for me. I went with Ash though because he actually has voice lines and an Evil Ash puppet hand. 😄
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The main changes I’d like for Nurse are
- Let her keep her head up between blinks and compensate by slowing the refresh timer. She spends 1/3 of the match staring at the ground, it’s super annoying. Compare that to Wesker, for instance, who keeps his head up while recovering from Bounds and you can see that one change alone makes Wesker seem more fun to play despite his Bounds obviously being weaker than Blinks. This one facet of Nurse is the main reason I actively never play her, so irritating!
- Treat her Blink lunges as Special Attacks, not Basic Attacks. Again, imagine if Wesker or Demogorgon or Victor could get Exposed hits on their Bounds and Pounces, it would be crazy, and Nurse can do exactly that with an attack that is even more powerful since it goes through objects.
- Have a subtle indicator showing where she will teleport similar to Plaid Flannel (but less intrusive on the screen) as base kit. That would make Nurse a lot friendlier for new players without substantially increasing her effectiveness for Nurse mains. (After all, if Nurse mains thought an indicator would be really useful they’d just run Plaid Flannel.)
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@Chocolate_Cosmos said:
You saw someone running Nurses Calling? Damn, that's pretty rare not gona lie. No one using this perk nowdays even tho it's still pretty decent perk, just outclassed by many others.
I don't think it needs such buff. It's just unlucky situation that happend to you that someone even used this perk. Also lets nerf Nurse calling, shall we?
People still run Nurse’s Calling, it’s got about the same 9% or so usage as before the rework on the stat site I follow.
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Well first they need to improve the Nemesis zombie pathing so zombies don’t get stuck on terrain as often. Hopefully the new bots they’re adding for custom matches will have pathing AI that can be imported to the Nemesis zombies to make them a bit smarter.
I do thematically like the idea of a zombie grabbing a survivor and Hindering them though. I’m not sure if it’s good or bad in terms of balance but it would look cool. 🙂