herrik666
herrik666
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- herrik666
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"a few people"? That's a bold understatement
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wait already?! but we just had the mid-chapter like 2 weeks ago!
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- Babysitter - the concept is cool, I think a buff on numbers (10-20 secs) might be enough. Maybe also adding no injured sounds to the unhooked survivors.
- Furtive Chase - the stacks of this perk are so damn useless it hurts, and they go away if the obsession gets killed. Something that still keeps the theme but is a bit more powerful is reducing the red stain each stack.
- Vigil - now that it doesn't affect mangled it's even worse, only works in conjunction with other exhaustion perks and even then it's pretty bad. Not sure how I'd buff this one tho.
- Autodidact - Fun but backfires more often than not. Just a QoL that guarantees at least a skill check per heal would be enough.
- Buckle Up - I'm convinced that getting value of this perk is physically impossible. I would make it like a kindred but for slugged people.
There's many more but those are my top 5.
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You could play killer yourself to know but the update is not great for killer either. The new HUD makes you lose important information and The Game now has like 30 pallets, all of which are safe and HAVE to be broken. The hitbox problem is weird, I haven't been getting any longer hits than usual with killer, in fact, I've missed some very close shots. It might be a strange server isssue that displays the killer further back than they actually are.
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Honestly while playing killer I even got a Kate who positioned herself for the unhook when the dude was dead on hook. Personally it's been useful but I don't think my teammates take it much into consideration; for now at least.
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@Datpotato said:
https://forum.deadbydaylight.com/en/discussion/comment/1929653#Comment_1929653
If they put anything more on that UI you're not going to be able to see or keep track of ANYTHING it already looks like a mess and no one can look everywhere at once it just makes everyone's game play experience worse.
Most games have the UI spread out, as I said I think looking at the right place at the right time will just take time getting used to.
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I don't think it looks that bad. The old one does look better, but they said they needed to space everything up in order to fit more stuff that they want to put in. I think it just takes some getting used to.
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An urban evading david coming arround a corner when you know the killer has tinkerer.
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This happened before hit validation, its both a problem with servers and hitboxes not matching the actual puke. The puke's hitbox is like a bunch of little dots, which are all connected with a VISUAL line of puke that doesn't have any sort of collision. To be fair though, it's been a long time since I last played Plague so I'm not sure if hit validation makes it even worse.
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The most effective way to overcome this is having a diferent mindset. I try to go into a match thinking "Let's have fun" or "Let's learn this killer I'm not that good at" instead of "Let's win". I've found that this way I have a more clear mind and I do not care as much about other things.
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Literally perfection. Thank you for enlightening our unworthy eyes.
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Yes please I want schoolgirl Oni NOW
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I like the new ones except the running while injured, that one looks kinda derpy.
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The "escape through hatch" ones are always problematic too, so many keys!
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This is about the chaser emblem, which counts the hits and chases in a match. All insta-down killers have this issue where they don't pip because they have half the chases and hits than other killers, which is quite ridiculous. The fact tht a hit with Legion's power conts the same towards the emblem than a chanisaw hit for Bubba or Billy is downright stupid.
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The portraits is what I like the less, they don't match very well with the other UI elements. Everything else though, I think I can get used to eventually.
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I'm really excited, he's complexity and versitality will spike up.
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This looks cool! Another one that would be very useful and simple to implement could be revealing the perks of the whole team.
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Object of Obsession and NOED, both have the exact same issue: they're extremely annoying to deal with
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apreciatte you getting some laughs out of the situation
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The best thing you can do is try to have fun and learn each match, and don't care too much about the outcome.
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There's not a right or wrong pick, but here's some stats so you can compare their features a bit. (take into account that the Clown is about to recieve and update and this may change for him)
From strongest to weakest: Blight, Twins, Plague, Legion, Clown
From best to worst perks: Clown, Plague, Legion, Blight, Twins (Blight does have Undying which is the strongest perk in the game but only when paired with Ruin, otherwise it's not that great)
Gameplay type: The Twins - mostly strategic. The Blight - Chasing power and great mobility. The Plague - strategic and aim. The Legion - mostly chasing power, a bit strategic. The Clown - full chasing power.
Add-ons: The Twins - fun & strong add-ons. The Blight - fun & strong add-ons. The Plague - fun & strong add-ons. The Legion - only a couple actally useful add-ons. The Clown - decent add-ons.
I hope this helps in the pick!! :D
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Too strong / annoying: Undying, NOED, DS, Object of Obsession,
Too weak (I think this is going to be a long one...)
- For survivor: Fixated, Aftercare, Blood pact, Flip flop, distortion, Open handed, ace in the hole, better toghether, red herring, mettle of man, vigil, dark sense, solidarity, pharmacy, poised, leader, off the record, diversion, stake out, streetwise, autodidact, breakdown, buckle up, second wind, small game, lightweight, calm spirit, technician, wake up, camaraderie, left behind, baby sitter, visionary, boil over, lucky break, premonition, up the ante, no one left behind, sole survivor, this is not happening, no mither.
A lot of these perks just need better numbers and cooldowns, their effect is fine but you just don't get to use them that often in game or they are not impactful enough.
-For killer: Spies from the shadows, remember me, stridor, Hex: Huntress Lullaby, Blood Warden, Distressing, Hangman's trick, Iron Maiden, Nemesis, fire up, knock out, mad grit, coulrophobia, dying light, Hex: third seal, coup de grâce, deerstalker, iron grasp, dead man's switch, overcharge, unnerving presence, overwhelming presence, blood echo, deathbound, Hex: Thrill of the hunt, beast of prey, furtive chase, forced pennance, Hex: blood favour, unrelenting, cruel limits, zanshin tactics, territorial imperative, gearhead, predator, monstrous shrine.
Unlike the survivor ones, most of these need a whole rethink. Their problem most of the times comes from all of the conditions that need to happen for them to do something, and that something might still be underwhelming.
told ya it was gonna be a long one.
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It could use a bit of a buff to the regression, but not too much so it becomes a problem when stacked with all the other slowdown perks. If you find it frustrating that a survivor taps a gen seconds after you kick it, you might want to try Dragon's Grip (the perk from the Blight which makes them exposed if they touch a gen shorty after you damage it).
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What works for me is not lunging, wait until you are pretty much touching the survivor and then with a basic attack the spin is much easier to deal with. Take this with a grain of salt because I play on PC and I'm not sure how useful that is on controler.
On the survivor side what you are supposed to do is spin you character one way and the camera the other. Takes a bit of practice to pull it off though, it's not that simple.
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If you want perks I would go for Legion, discordance is definetly the best perk of the bunch you got there. Otherwise if you are searching for something a bit more challenging to play but still very strong either Oni or Spirit are good chioces (with Spirit being the superior choice perk-wise)
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I'm confused that they didn't do this earlier, haven't they been looking at moris and thinking what do to for a couple chapters? If this is the best they could come up with I'm kinda disappointedd. Don't take me wrong this is miles better but they're just kinda useless right now.
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I hope all of this delay means they are working hard on it and when it eventually comes back it isn't the shitshow it turned out to be, were killers with thousands of hours went against completely new survivors, and viceversa. I'm still waiting on it to learn how to play nurse without depiping my way back to rank 21.
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/1802124#Comment_1802124
I don't have much choice but adapt or die. The one good thing about the Ormond's new dead zones that if I mark a location and then turn around backwards I can move toward it (while they are behind a wall working a Generator) and not trigger the Spine Chill until much closer. Don't get me wrong; Spine Chill is the bane of my existence. When they do a pass through of Myer's Add-On(s) I'm hoping on of the Rare or Ultra-Rare turns off the Red Stain and/or protects from Spine Chill. Wishful thinking I know. But in the meantime, the Moundshroud (like the Dude) abides.
There's a bit of a trick to not activate Spine Chill while still looking at where you are going, basically you need to put the gen (or wherever the survivor is) in the very edge of your screen. I use this a lot while playing Wraith and it gets me so many downs, specially because survivors with spine chill feel very safe when it's not activated and they don't pay attention.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1802025#Comment_1802025
IMO it seemed bigger before the Rework, because so many safe Tiles were like two feet away from each other. Maps of similar size (like Temple of Purgation or Family Residence) never felt so big like old Ormond, because there was a better spacing between the Tiles (in a sense that you had to run further to reach the next Tile so because Ormond was so clustered, it seemed bigger).
But like I said, from the raw size, the Map is not that big. Maps like Ironworks or Gas Heaven are bigger for example.
I think what makes it feel so big is that there's a gen in each corner of the map, one in between each corner and then one right in the middle. They are all so far away from each other (some even can be on a hill facing the corner of the map) that it just feels impossible to patrol them efectively or even to set up 3 gens.
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Man this feels bad. What the hell did they touch to break everything like this?
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I agree there's camping issues with The Twins, both with leaving Charlotte close with 0 terror radious or camping with victor who also has no terror radious and so no Borroed time is applied. This being said I do disagree in that Victor's Pounce is too strong, it it indeed a very useful tool to create massive pressure but if it comes with the risk of missing, which is much more punishing than any other killer by letting the survivors get rid of your power for a few seconds (which, admitedly, I think it's too short) and moving you across the map out the the chase.
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Orphan of Kos would be so scary too. Having this weird pale creature screaming at you while chasing could be awesome.
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Red Herring is so incredibly funny. Doesn't work every time but when it does... oh man
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I completely agree. I don't think it's ever going to happen but I'd love the devs to remove the option to suicide on hook.
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Honestly I think it's good that you do that. I personaly also don't care about the outcome of a match, I value much more having fun chases and learn something. With that midnset I actually think you can go further than people who drown in their own rage and thus are not able to see their mistakes; they blame the game or other players rather than themselves.
And when talking about survivor, if you last just a couple seconds in chase, do a bit of genwork, and save you team when you need to, I think you'll be doing better than most solo queue teammates. Even on the matches where you do badly and maybe throw the game, don't hammer yourslef too much; try to analyse what went wrong, learn from it, reset, and go to the next game with a clear mind.
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@Generator_Repairer said:
I have only watched stream so don't trust on me too much.
The tractor that was in the old ormond and removed is back, but you can't go inside it but has a potential pallet spawn.
There's more falling snow so it feels even more like it's winter.
The main structure is reworked as you'd expect and it feels even more like a shop, look real comfy
And now for the loops: most of the loops near the main structure are now much weaker
That's perfect I think it's all it needed
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@Parallax said:
The map isn't a connected pallet loop, so overall I think that it's pretty good now.
Also walking on snow leaves footprints.
hell yeah, I'm happy they took the time to look at the balance. The footprint thing sounds nice too!
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Such an original concept, looks like a super fun and complex killer to play, with a lot of room for mind-games. The perks also look really fun, maybe not the best or meta changing, but at the very least fun and useful. I think some pepople underestimate the big lunge, you can cover half a loop and use it like a Pig dash with no charge time or warning for the survivors.
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I switch them up a bunch but I like to run perks to help my team like We're Gonna Live Forever, Borrowed Time, Empathy, etc. along with other usual perks like Dead Hard or Adrenaline.
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That's the Halloween Event's medkid add-on that makes you run faster for 20 seconds and also gives that visual effect.
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I think you have to be standing still to throw it on front of you. Don't press any of the movement keys and you'll be fine in that regard.
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@Sonzaishinai said:
Me too, hoping for an original killer though.
I don't think they do teasers like this for Licenced Chapters so you're on the money.
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Also I have noticed they never make teasers for licenced chapters, only Original ones. So safe to say absolutely nobody knows what this thing is. Very excited to see how she plays, might be a fun one.
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I think it's fair, but that's different than fun. I've heard some other good ideas out there on what to do in the 1v1 sceario tha could make it more fun and rewarding (like and end-game chase where if the killer doesn't catch the survivor in a certain amount of time they get to escape).
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Well I imagine they would be hella confused by everyione staying in their homes and only going out with face masks. Also I don't think Plague would do so hot given the current situation. 😂
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Well looks like the voice of the people is clear: everyone likes the good ol' Basement.
I'm sure The Entity is proud.
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That's a very good analysis of the situation, I like this.
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I feel like they're missing out on making Spanish "Tappas" 😏
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To be fair I don't think you can make following scratch marks ever harder than right now on Ormond. I'm really really hoping they actually do more with the map than just visual rework, because the map is in dire need of it...