fluffymareep
fluffymareep
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@Nea_Death_Experience said:
https://forum.deadbydaylight.com/en/discussion/comment/583636#Comment_583636
Longer gen times would make camping amazing to do.
Even if you extended the hook times to account for this some poor dude has to sit there on hook for longer. The strat needs to be nerfed for the good of the community. It sucks to go into a game and be 3 hooks dead with no other points.
Nerf the points for praying on the weak survivors, promote other strategys that don't crap all over someones experience. This needs to be done for both sides but it looks like they are taking the right steps with the new map so maybe looping will be less of an issue.
If it was extended to have more than enough time if someone decides to camp, I feel as though that would be fine. Even if it's a long time on hook, the killer doesn't have to worry about that if they're doing their job. I've also seen people suggest making struggling a skill check event rather than the button mash it is now and I think that could be a good idea, too. I feel the punishment needs to be lighter (on survivors) for if you leave someone to die if the killer is camping the survivor. I feel as though you get people farming camped survivors because they don't want to take a hit to their points. It also has to be easier to get light bringer emblems from gens.
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@Nea_Death_Experience said:
in my post https://forum.deadbydaylight.com/en/discussion/75835/balance-for-noed-camping-and-tunneling/p1
I think if they reduced the points tunneling and camping game in things like the sacrifice, the downs etc then the start would be used less because these players wouldn't climb. The game style would still exist but rank would mean alot more because you wouldnt see a rank 1 bubba face camping
They've already reduced points, though. I think it'd be better to reward killers for changing targets and not camping with in-game pressure. I also saw someone suggest changing gen times and hook times. So, it would take survivors longer to do gens, but would also be less beneficial to just camp a hook.
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@Onionthing said:
Im sorry you are having bad games like this. As a killer main I can tell you face campers and tunnelers just aren't used to the scoring system yet. This is a baby killer tactic. Some will argue that it is because of toxic survivors, but I don't believe that is the case. Once you break down how points are scored you get used to the idea of "messing around" and dragging out chases. You can actually pip and level without a 4K, I do it with Legion and Clown all the time. Sometimes I do it with no kills at all.
On the flipside however, I get mad at survivors who just want to 5 gen and run out. They get crap points, I get crap points. Its just no fun ESPECIALLY after I drop sacrifices so EVERYONE can get points. Thats about as boring to me as tunneling and face camping.
it pisses me off.
Yeah, usually when I see a killer brought in a BPS, I'll farm at the end if they do poorly. I also let the killer kill me, too, though if I feel they did well and just happened not to kill anyone or if I want to given them a kill end game. I honestly think pointless camping/toxicity comes from frustrations, though I couldn't be too sure.
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@George_Soros said:
Yea, depending whether I want to farm (Prove Thyself, WGLF), going for a daily, etc. Occasionally I play with a friend or two, that's also a different build (We're Gonna Make It is a must), and then there are those times when I just want to have fun, then there're time for Diversion!
And obviously, you gotta mix your perks up as killer. Nothing is more enervating than using the same crappy Ruin+BBQ+Nurse's mix or that horrible SF+Enduring combo.
I usually don't have WGLF on my build since it's hard to get stacks. Most of my games already have people going for the saves, so I end up getting 1~2 at most. Less if the killer decides to camp. I haven't tried Diversion all that much, but people look like they have fun with it lol.
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@screamdreamsx said:
I like to switch it up, especially if I’m playing solo or whether I’m playing with friends.
Solo, I’m always having Kindred, so it isn’t a case of everyone thinking ‘ah, someone else’ll get the rescue’ and then I pointlessly go into the struggle phase.. and Bond is super useful.
With friends, WGLF works well because by you can communicate when it’s safe to rescue, and BT cos I want my friends to live :D I also love using Alert to keep them up to date with where the killer is
Honestly, I've been playing with Kindred recently. I don't like that you don't get the same information, though (don't see killer aura, so you can't see if they're camping). Seems like an oversight. Typically I just try not to get caught and bring along more useful perks.
Alert's pretty good. c: I played around with it a bit. Bond is a must, regardless of if you're on a team or solo. Some of the people I play with will still take the killer over to me. Back when the infinites were open all the time, I knew someone who'd take them, despite me saying "Hey, I'm on the gen in here." Quite frustrating.
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@HazeHound said:
It was already the strongest perk in game before buff. Just no.
Is that why it's in the most used perks? Oh, wait. It isn't? Yeah, that's because it isn't strong. You're bringing a perk that'll "help" other teammates (which is largely debatable if it does) and it's really only good for solo players (who are SIGNIFICANTLY weaker than swf and need a perk to be like "hey, he's camping"). There is literally no reason for you to NOT to see the killer, too. The only thing it would change is giving YOU some use from the perk YOU put on. You know, what the perk should already be doing. You would be getting the same information (from a perk you chose to put on) as the other people in the match.
I'd like to know why people are sitting on the gens instead of coming. If they can see the aura and I can't, I might just try to pull myself off since they can very well just be boosted and not care if I get off. It would affect literally nothing if the person (who is using the perk) gets the same benefit as the people who are not.
You should be able to see the killer's aura if people in game can see it because of you. In SWF, you literally can ask "Can you see the aura?" There's literally no reason to exclude this information.
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It could be either that or luck. Your survivor also makes breathing noises and if he has his volume up enough, I may hear your survivor breathing. Some survivors are louder than others, too.
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I'm working on a story and I enjoy doodling, too. I'm also quite fond of listening to music and looking into psychology-related things. c:
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Yeah, no. There's a reason MoM isn't used any more. Protection hits are largely inconsistent and puts you in a vulnerable spot after getting the hit. This is especially bad if the blocking doesn't pay off (which most cases it doesn't). Additionally, "protection hits" cover a wide range of actions and would discourage people from helping their team (which many are already unwilling to put their neck out for the death hook guy, even if they've never been hook).
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I wonder how many in the ranks 15~20 are cheating to be there.
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I'll down the person and leave them slugged while I chase the other person. If I can't do that, I just chase the other person.
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/581778#Comment_581778
Thing is sometimes you NEED BT to make the save. So for me, I'd rather have it and not need it than need it and not have it. It's not that I'm bad at making saves, I can make safe rescues, it's just sometimes there's no other option.
Well, I can still manage a save, even without BT. I'm pretty okay at blocking and knowing when to try for it. The only ones it's tricky with is killers that can one shot and I typically don't try for it if a LF is camping since it's what he's best at. It's only really an issue if I happen to be injured. I find when I'm playing solo, there's typically someone rushing hooks. It's only really helpful in SWF regularly and we can coordinate who brings what.
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@Jdsgames said:
https://forum.deadbydaylight.com/en/discussion/comment/582167#Comment_582167
It is called struggle phase. I am against any form of button mashing, however, I don't really agree with having no real mechanic or thought 'just hold down x' is quite lame. @fluffymareep this mechanic keeps you on your toes a bit. Your suicide isn't instant give up you have to lose the battle to the entity. It gives killer's time to possibly give them a reason not to go full slug mode. You get a buff to deliverance and some other smaller perks. Generally an overall mechanic that makes your struggle worth something.
You make a good point. Skill checks would be an interesting change and it would take longer for trolls to give up, so hopefully there would be less of that.
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@ArecBalrin said:
No.
Without the struggle in phase 2, a survivor who half-heartedly gives-up is then able to choose to inconvenience the killer by not dying immediately, then they're still able to change their mind if they happen to be rescued. This costs them nothing, whilst a killer always has to second-guess themselves about what all the survivors are doing.
On phase 1, the choice is patience: do you wait patiently for whatever happens or choose to take control by making attempts to escape that in probability, mean going to phase 2? The decision is about whether you are giving-up on the other survivors or not.
On phase 2, the choice is agency: you're hanging on for a few bloodpoints, to buy time for the others and/or defy the killer. The inconvenience of having to keep pressing a key pays for the killer having to keep tabs on you, which is a very small bar to meet. You can not be exercising agency if nothing is being asked of you to the point where you could walk away from the keyboard and come back to the same result.
Carpal-tunnel is not a trivial RSI, but key re-mapping still allows you to avoid it. Even if that wasn't the case, it's not a reason to make a change to gameplay. The devs only even bothered changing the white effect used for flashlight blinding last October, twenty months after the Unreal engine update had caused it to emit a dangerously-blinding light through higher-end monitors.
Choose to inconvenience the killer by not dying immediately.
This has to be a joke. Someone killing themselves on hook is far more "inconvenient" to the survivor team than the killer team. You take a hit to points if someone let's go and most of the people who do this are just sandbagging their team. Most of the time they wouldn't do anything useful if that's what you're afraid of and stops a situation where someone gives up and sandbags the team. It's essentially DCing without all the points. Why in the world would you be against this? You get EXTRA hooks. More points from someone who doesn't care to stay, anyway. AND it helps people who have issues with pressing the same button repeatedly. It's called wear and tear, no matter how gentle you are. You continue to rub something, you'll rub it off. If you continue to press something, you'll break it. And some people have carpal tunnel. There isn't a downside.
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I'm up for this, too. The downsides would be negligible and the upsides would be noteworthy from both a killer and survivor side.
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@Science_Guy said:
Not really. I try to make all my Survs have slightly different builds, but the more Survivors that max out the harder it is to find something both unique and interesting for each one (obviously it would be really easy to choose perks that were unique and terrible). I've just brought Jeff to P350+ and have yet to come up with a build that isn't identical to what I run on someone else.
I have a friend who makes builds inspired by their lore and personality. c: I have another one who plays with unique perks and another who plays with unique perks +1.
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Can we just have the option to hold down a button instead of tapping it? Or maybe just make it a passive event. If it were passive, you would no longer be able to ######### for the last person, but you have free range to look around and maybe you could do additional things while struggling.
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@Crazewtboy said:
Not my entire build but one perk tends to fluctuate with whatever fits my mood. I run Self Care, Dead Hard (which I just recently swapped out for Lithe to see if I like it better) and Adrenaline at all times. My last perk right now is Windows as I was playing solo survivor earlier but if I'm annoyed with being farmed off hook it will be Decisive, if I feel like going for saves it will be Borrowed Time and if I feel like gen rushing it will be Prove Thyself. Rarely I will use a perk other than what was named above for my last perk.
I used to run SC a lot, but the only time I run it now is when I can pair it with Botany. It takes too long otherwise. I'd rather run Bond that way I can find people and have them heal me. My other three perks are related to my build. I've played with Dance With Me and Lithe sneaky escapes. I've also played with Technician for sneaky gens. I like putting on Bond and I've been playing with Kindred recently just to give my team more information. I'll also put on DS when I'm being tunneled a lot and Windows to never be out positioned, basically. It's nice to see what pallets are used and what ones aren't. I used to play with Balanced a lot. I also used to play with DH a lot, but dropped it since I felt I was becoming too reliant on it. I don't typically use Exhaustion perks anymore, not too often.
I'll also put on Sabbo or bring a Tool Box when I feel like a change of pace or put on SB to test lag when I change settings or there's been an update that supposedly optimizes the game. The last two make killers really salty lol.
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@ASpazNamedSteve said:
Ew. Wraith is meant to be wholesome! I shall not be doing this old Legion tactic >:I
I agree with this. He's a good boy! :c
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It'd probably be better for time to just catch them again, though.
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Had a game where we were healing on a hill and I could see someone self caring in the corner. If he had bond instead, we would have all been done so much quicker instead of him still self caring in the corner as we walked away.
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@thesuicidefox said:
Nnnnnope.
My build has been Balanced, Iron Will, Spine Chill, and BT for a while now. Sometimes I'll swap BT for Adren, but I'd rather have the ability to rush hooks. And if I'm going to offer Lery's I'll do Lithe instead of Balanced, but that's rare.
I honestly do just fine with saves without BT. It's only really an issue if the killer decides to camp, but I like to change my role in the group every once in a while. I haven't used BT in a while except when I have saving dailies. I usually adjust what I do according to what others are doing, really. No one going for saves? I'll go. No one doing gens? I got it. It's why I really like bond. I can get close and see if anyone's setting up for the save or I can see someone heading over. I can also see where teammates are if we need to have a healing party. I bring Iron Will a lot of the times, too.
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Autodidact would be better with empathy or bond. Otherwise it's basically just a dead slot. Dark sense is okay... but I wouldn't bring it in over another perk, honestly. I don't usually bring SC and without botany, it takes way too long. The perks are all right, though. It isn't like you got no mither lol.
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@Rydog said:
On survivors, I run Bond and Spine Chill 100% of the time, but I am otherwise frequently experimenting to see what I do well with.
Same thing for killers (I currently main Spirit), but with Whispers and BBQ.
For killers, I generally run BBQ and Ruin (if I have it or another gen slowing perk). I like to have Iron Will on my builds, but I have tried out other builds to see if I'd like them.
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It's fine the way it is. I wouldn't really say it's horror so much as hide and go seek spook tag. It takes place in spooky locations with spooky killers, but you really can't make this sort of game a true horror I don't think.
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It shouldn't just be BP bonuses, though. I've seen people suggesting getting a debuff while the killer is chasing a new target (a.k.a., not tunneling) to justify killers changing targets and help them out if they choose to do so.
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Lurker would need some kind of downside or token system (like Devour). Having it at the start would probably be too strong. Perhaps the stacks would add %s (25, 50, 75, etc.) off of your terror radius so that survivors may not notice lower terror radius at first. I don't think it should notify survivors, either.
Cloak and Dagger is too strong. You can have both injure and notify the killer and to happen before you finish the totem would make it just a much much stronger thrill. If we had something like this, I could see it as a non hex perk and give the person who just cleansed a totem the exposed affect so that they are a one shot. That way there's some danger to cleansing the totem.
Blinding Strike would be like Sloppy, right? I'm not sure about making it last for the entire time you're injured, though. That seems too strong if you can't manage a heal during that time.
Cursed Treasure could also be a hex or randomly applied to the chests where not all of them would have cursed items. Perhaps it doesn't notify you of the item being curse, but it's a different color from the norm and if you escape with a cursed item, you get additional BP.
Ambushed Prey, so like Bitter Murmur?
Blood thirst: Most Mori perks are either hexes are on one person at the very end of the game. That could be very strong, so I'm not sure. It could also be on death hook, though. I'd honestly like if that was base kit, though, and just rework the current Moris.
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People cycle out occasionally. I'm aware some people are using OP add-ons as protest, though, and people aren't preaching "don't use add-ons" (to practice and get better) as much for killers like nurse. They've found out it doesn't matter all that much, I guess.
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@Grimsvotn said:
https://forum.deadbydaylight.com/en/discussion/comment/581071#Comment_581071
I dont want to stomp new players though. If they're less knowledgeable about mechanics or game quirks I just want to get it done and leave.
In the same regard though it gets to the point in some games with really skilled survivors especially SWF where theres nothing I can do. So I force myself to get better even though I'm not having fun doing that.
I become this stressed out sweaty angry person instead of feeling a sense of accomplishment.
People at rank 10 aren't really new players anymore. I'd say that's a good place to stick around if you can manage. Otherwise if you leave and come back, you'll just be rusty and how rusty you'll be will make up for who you happen to be facing due to what you deranked. It'll give you time to get accustomed to the game again.
SWF often are over altruistic and there's often 1 or 2 (if not more) in the group that are really weak. A lot of SWF are casual and chit-chatting while playing and a lot of time they aren't fussy with who's in their group. If someone's looping pallets well, leave them and find the ones who aren't. You can find the others while they're out positioned. Honestly SWF should go by the lowest member, though. Like if I'm a rank 4 going in with a rank 15, I shouldn't get rank 10s. That isn't fair for the killer if I'm the one he happens to find first.
Their coordination tends to be better than solos, but that's unfortunately not something that can really be addressed until they fix coordination for solos and some don't want to buff solo players. -w- So, we're currently in a vicious cycle. One day.
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@MySpaceBarsBroken said:
https://forum.deadbydaylight.com/en/discussion/comment/581071#Comment_581071
You shouldnt have to feel like you need to "take a break" from a game you get enjoyment out of, because the game is failing to provide enjoyment.
I dont agree with his rationality behind the post, however, the solution being to take a break is true but just so sad.
Why doesn't BHVR add any forms of new game mode? I'm sure theres hundreds of creative and plausible suggestions to experiment with. Even a solo mode, just something to change the pace while still being able to enjoy on this beautiful engine, killers, mechanics, perks, etc... @Peanits @not_Queen
You get burn out on either side. I think it's just the type of game this is. You'd have to have vastly different game modes (including non-competitive, friendly modes) to reduce burn out. I think it's common when you're doing a lot of the same thing and while killer and survivor are quite different, they can both be rather stressful just in different ways.
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@Yamaoka said:
https://forum.deadbydaylight.com/en/discussion/comment/581046#Comment_581046
@Zertix I fail to see how pressing one button equals skill. I used to run dead hard till I realized any experienced killer just waits for it making it useless unless you use it to reach a pallet or window which you would have reached anyways if you had used other exhaustion perks in the first place.
Kinda overrated perk in my opinion.
The point of the perk is to give you extra time to make it to a pallet you wouldn't have reached by normal means. So if you notice you've taken another loop where you should have thrown down the pallet, you can DH over to the pallet and throw it down. You can also use it to get someone else hit. I had someone sandbagging me, DHed and they got hit instead. It was really funny.
You don't want to be in a situation where the killer is waiting out the DH and close enough to do so.
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@Grimsvotn said:
It's not the type of game you can take a break on though. If you arent constantly focusing on new mindgames or ways to play pallets then you're just going to come back and get steamrolled.
I'm sick of the same perks as well, m1 killer? Bbq,ruin,sf,enduring (maybe pgtw or sb in there) M2 killer? You mean nurse? Because none of the other m2 killers come close. I had a doctor game today and it was actually really fun for the 7mins it lasted until I lost and depipped.
BACK TO THE 10MIN QUE I GO!
A lot of it is muscle memory. You don't have to be the very best, anyway. If you take a break and come back to rank 10~15, you'll notice most of the survivor aren't all that great and will be able to get around that. You may be a bit rusty at first, but you'll get used to it soon. Too much of the same stuff will make you dull. It's good to take breaks and give yourself some chill time. Don't think too much about what you're missing and how you're going to be worst than before. You're not. c:
You depip sometimes. Same for survivor, too. Don't focus too much on the pips. There's no reason to be in the lower (1~8) ranks unless you're going for achievements. You'll find games that are more fun in higher ranks.
The ques are awful. -w-
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I really like Legion! Right now I'm using Discordance, BBQ, Ruin, and Spies. I would say play around with perks until you find combinations you like. c: I just don't have all the perks on her yet.
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FOR SURVIVOR
- make WGLF stacks easier to get
- address strong top tier killer add-ons (nurse, billy, huntress, spirit)
- better BP
- do something about ebony moris (early deaths)
- hard camping/tunneling down one survivor
- more hiding options (so you aren't just running the entire game)
- more dynamic perks to have fun with (like head on, pebble, etc.)
- buff weaker perks
- an additional objective for lesser gen times (m1 simulator is boring)
- more communication for randoms you play with
FOR KILLER
- less looping and safe pallets
- something to be done about keys (early escapes) and insta-heals
- more time to do things during the game (with another objective, maybe)
- killer buffs (LF really stands out as someone who needs love)
Everyone wants bug fixes.
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@Ashkiin said:
https://forum.deadbydaylight.com/en/discussion/comment/580866#Comment_580866
Don't you know? It's one of thousands different rules survivors decided for us for their convenience. Meanwhile they'll go 4 swf with every broken perk, item and loop milked to death and call you trash when 2 escape withva key lmao. Part of this community is disgusting, if you get messages through friend requests just report them imo. Maybe after a few suspensions from psn they learn.
(this is so appropriatte, hope it's against rules)
Honestly, It's sad that we need to be in private to play this game. I've recently gave up and done the same
There is one for survivor's, though. Don't bring in keys, take overly strong loops repeatedly, etc. So many killers get fussy over silly stuff, too, like sabboing hook. You're literally not doing the objective for something that usually doesn't pay off.
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I take breaks every now and again, too. It wears on you after a while and the littlest things can get to you. I quite like Slime Rancher. It's a cute and relaxing game. c: Dark Souls is a lot of fun, too, and so is Catlateral Damage.
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@MyNamePete said:
https://forum.deadbydaylight.com/en/discussion/comment/580872#Comment_580872
To me, counterplay doesnt speak being able to immediately lose your power because of a survivor, just like ptb ghostface
I think it's fine for their power to be canceled, but I'd like if they'd keep the amount of their gauge so that can reenter it sooner. Otherwise you can just spam until you hit and can make dodges feel unrewarding if you get hit, regardless of them missing multiple times in a row.
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@George_Soros said:
That's about the smallest problem with Legion. Just keep in mind that you lose FF if you miss, so time it a little better.
The HUGE problem with this killer now is the barely noticeable speed increase in FF (takes the fun of the original version away), and even more so, the horribly slow and sluggish vaulting. Seriously, the whole point of this guy was that he could vault fast, forcing survivors to change their chase tactics. It was very relaxing, after playing any other killer. Now it's gone, any survivor with half a brain can still loop and lose him in a T+L.
He's not even weak now, just boring. A sad example of killer going from "good concept, imperfect execution" to just boring, uninventive and mediocre.
Legion is not gonna get changed for a long while (that would mean admitting that the new version is a failure), so... just play other killers I guess.
The vaulting is atrocious, but I think the movement speed during FF is fine. I believe it was adjusted to make up for their movement speed being normal.
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I'd quite like if they take away the complete depletion, but 25% being depleted would be fine, too. I'd say that and the Pins need to apply to the first hit and the frank's need to be reworked since it doesn't make sense to use it anymore.
@[Deleted User] said:
BHVR is satisfied with Legion as it is and its okay if there is a Killer Minority who feels ripped off and angry about the changes, but that's just the danger with these always patched games.
What you need to do is play Legion and then don't forget to vote if you had fun after the match so they know how much you enjoyed playing them.
It won't be long before they start banning these Legion posts, because honestly it does flood this forum, but apparently its not as bad yet as it was when Survivors were complaining about Legion. So there is that.
They're not going to ban posts discussing wish list stuff and criticism. I believe I've seen a mod post something about that already.
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@Jake_Parks_prince said:
https://forum.deadbydaylight.com/en/discussion/comment/580900#Comment_580900
You guys act as if walls are literally always right there and there isn't only 2 maps that are indoor only. There are plenty of maps where flash light saves are EZ no matter what and you also act as if im terrible at this game and only play killer instead of debating.
Most of the time people go down due to misjudging loops that happen to be next to walls. They don't always go down wide in the opening and as we were saying before, you can bait it by waiting a few seconds, then looking around. You'll see movement or scratch marks or even spot the survivor who's prepping for the flashlight blind. If you know people are going to be going for saves (saw a bunch of flashlights), always keep that in mind.
That's why I was saying to practice with flashlights. It'll help you understand their downsides and how they work.
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@Jake_Parks_prince said:
https://forum.deadbydaylight.com/en/discussion/comment/580885#Comment_580885
I mean thats very rare and survivors have to be real dumb for it to work.
No, it works. Most of the time survivors will go down by walls, too. Try holding still for a few seconds and look around. Most of the time they start running out to get into position 'cause the timing has to be just right. If you're unsure on how to combat flashlights, maybe try playing around with flashlights in KYF or a normal match? That way you can get a feel for what you have to do and see what other people do to combat flashlights, too. Realistically, most will have green with batteries. Some will have purple, though most take batteries from my experience. Still have to get into position, regardless.
You can also fake out a pallet pick up. Just wait a few seconds, then step out to look around.
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I think Head On could be considered skilled. I would consider Bond to be, too, since you may not know what to do with the info if you were unskilled.
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How it is now is fine. If you're chased for long enough for it to go away, you're doing fine enough that you don't need extra help. If you're having troubles with that scenario, pretend to mess up a vault or run into something. That way the killer will catch you earlier and it won't be in some way that screams "I have DS" like running into the killer or something.
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Flashlight saves are easy to avoid (if in a good position) and easy to bait out, though. If you made pallet saves like that, it would literally by like the old flashlight where you could do it whenever.
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People just don't like losing their items, that's it.
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Everything's toxic.
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She isn't the killer. She's the entity.
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@Ghostul said:
https://forum.deadbydaylight.com/en/discussion/comment/580277#Comment_580277
Yes, accidental use is obviously okay. But thing is, this ash admitted to knowing about the exploit and him and his team used it to win. If they don't plan on fixing this bug asap then they ought to place the threat of a ban for using it.
That's what I was saying. It's against the rules to use an exploit and they admitted to knowing it was one.
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@miaasma said:
a complete rework is likely the best solution
however, i don't know how realistic this is, as several survivor (and killer) perks are even worse than current MoM. think left behind and monstrous shrine. a lot of perks need reworks
for the time being, protection hits need to more consistent
Left Behind is the worst, though. Most killers will just close the hatch. You don't get a chance to use it at all.
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@GuineaGamer said:
https://forum.deadbydaylight.com/en/discussion/comment/578058#Comment_578058
I been playing leatherface to rush BBQ. It is VERY difficult right now to progress. LOL! I have the worst luck with lobbies. I am not great at tracking either. Question: Does "I'm all ears" proc with the spirit while she is phasing? If that makes sense. Like can you see the outline while in the phase realm?
I don't believe you can see auras while you're phasing, so it wouldn't proc. Is Leather Face your killer with your best perks that you're most comfortable with? I would recommend playing a different killer in the meantime if you have one that's better and just dump points into him when you have them.