immortalls96
immortalls96
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- immortalls96
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Comments
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@Sinister0208 said:
Framerate on PS4 is so janky after the last patch. Sometimes they change things that are not on the patch notes - so I will need to test after I install.
It's the worst frames have been since their last engine update..its maddening
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Because hes a 110 killer..should be obvious
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@SCP_FOR_DBD said:
https://forum.deadbydaylight.com/en/discussion/comment/1527126#Comment_1527126
Nah, that adds up overtime, I ain’t alone in this. Quit acting like your opinion is fact.
No it really doesnt..not at 3 percent lol
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@SCP_FOR_DBD said:
https://forum.deadbydaylight.com/en/discussion/comment/1526642#Comment_1526642
Try again, I haven’t said anything incorrect, I said something you didn’t like.
No you were incorrect..freddy's addons for instance..you acted as if they were game changing when that's objectively a lie..you were just called out on it by someone who knew the truth of the matter..good day
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@behave_pt said:
https://forum.deadbydaylight.com/en/discussion/comment/1526174#Comment_1526174
No problem. Im glad you joined in to discuss your thoughts on this topic. I just called out a common bias, we all have our own.
I suppose
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@slunder said:
@immortalls96 the problem is that his gun is instant so yea, not much counter for survivors.
@SCP_FOR_DBD Freddy snares do not destroy looping potential, I have tested it a lot of time. His alow down add ons are broken, not his base kit. He can tp but there is enough time.
Also, EVERYONE, why are you so negative about this post for literally 2 killers while they are 7 killers? NO ONE talked about them.
There's still the raising animation..besides its usually easy to tell when he will shoot unless your in the open but that's on you tbh
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@SCP_FOR_DBD said:
https://forum.deadbydaylight.com/en/discussion/comment/1526171#Comment_1526171
Mate, My second most played is Freddy, just behind Ghost Face, and I’m almost positive my highest mmr killer is Spirit with the matches I’ve been getting with her. If you can capitalize on the survs losing loops you can get a down, its about playing right. And anyone whos decent at resource management can get tons out of Spirit, even without addons. Try not assume someone’s inexperienced before you dismiss them out of hand, it makes you sound close minded.
Hard to when your saying objectively false things about the killers in general
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@behave_pt said:
https://forum.deadbydaylight.com/en/discussion/comment/1524734#Comment_1524734
I like that suggestion too. Although I really think you are speaking out of hindsight bias because if I were to come on the forums before the billy change saying billy needs a overheat mechanic and we need to completely overhaul every one of his addons you would probably say im stupid and that billy doesnt need a change. Again I have to stress that I am not referring to changing Spirits add ons or her actually ability. Im just asking for a tell or two.
Billy didn't need changes really..but his addons were debatable..I'm content because they didn't just make him worse for the sake of being worse..and I'd only say an idea is bad if its bad..I'm open to debates on these things otherwise I wouldn't be here
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@SCP_FOR_DBD said:
https://forum.deadbydaylight.com/en/discussion/comment/1525833#Comment_1525833
That builds up overtime, and no. It’s literally freddys power to end chases faster, along with everything else. Him destroying loops automatically makes him good in a chase. And Spirits power can be used no matter what, whether its for map presence or chase it’s amazing. The duration is long enough that you can still get tremendous use out of it, now introduce addons and it only gets worse.
You clearly don't play her often..without addons she doesnt get much diatance..not terrible but not crazy either..and freddy's snares shorten loops but it doesnt always result in downs..smart survivors will just burn more resources, forcing you to play clever if you want to catch them fast..frankly I'd recommend you play those killers..you seem to have a lot of misinformation about them..due to streamers no doubt
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@SCP_FOR_DBD said:
https://forum.deadbydaylight.com/en/discussion/comment/1525685#Comment_1525685
https://forum.deadbydaylight.com/en/discussion/comment/1525696#Comment_1525696
Hard disagree, Freddy has great chase potential with snares, and great map traversal and control with gen teleport. Combine that with great slowdown addons and hes a terror. Spirit has great chase potential, map traversal, and control with her power. Combine that with perks like stridor and good addons and shes also a terror. You can’t tell me Death Slingers too powerful but Freddy is fine.
I don't think any killer is too powerful tbh..you see you like most people illustrate their strength but not their weaknesses..if I did that I could make any killer sound broken but it's not that black and white..take the addons..freddys slowdown addons..do you know their values? Jump rope is like..3 percent...they're useless by themselves since their nerf..as for freddy's chase hes a loop shortener but hes still not the best chaser..spirit can use her power for map presence but if you don't run duration addons it may not be worth it..in both cases map presence comes at the cost of non power to start the chase orcwalk with no power so your chases could potentially be faster..there's a give and take
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I can't agree with Slinger and ph...ph is heavily punished for missing which is why they don't fire usually unless it's a guaranteed hit..and controller survivors can easily dodge it , and slingers stealth is the only reason he can get a clean shot 90 percent of the time..otherwise he truly is just worse huntress
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@SCP_FOR_DBD said:
When you said 2 killers that should be nerfed I thought you meant Freddy and Spirit, not two actually balanced characters.
Those characters arnt broken either?
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Itll get sorted out..its really not that bad , it's a simple animation adjustment
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@behave_pt said:
https://forum.deadbydaylight.com/en/discussion/comment/1521622#Comment_1521622
You do realize that the killer doesn't chase all 4 survivors simultaneously right? A killer interacts with one survivor until they leave them down them or hook them and then they move on to the next for the most part. I dont know how many times i have to say this but i did not suggest to nerf her into the ground. Based on how strongly you feel about the minor changes I suggest you must reeeaaally hate the new Billy right? I think its better to just reword my question to: If Spirit were to be changed what changes would you be happy with?
Actually no the overheat was altered until it only affects campers for the most part, and his new addons are strong and expand his playstyles after their buffs...before I hated it and rightly so it was poorly presented.
As for me..i think a compromise change is the fairest solution , when her phase begins her husk will flicker much like her passive phasing..it'll do this for a moment and then stop..this allows survivors to better gauge her positioning but leaves her gameplay intact, and can be played around by spirit herself with good positioning
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Lag is a lot of your issue..and they can't change huntress without reworking survivor hitboxes..definitely not happening at any time soon
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/1026203#Comment_1026203
It is the case. To explain:
Auto aim gives you a hit you otherwise would not have gotten.
What happens in DBD is that the game recognizes that you've gotten a hit by checking a cone shaped area in front of you for survivors, then pulls you towards them to make it look like you'd expect (so your weapon actually makes contact). It will not give you a hit unless you actually aimed at them. Basically it dresses it up after the fact.
That's not to say that it can't cause a hit that should have connected to miss- I'm not trying to convince you that it doesn't happen- but it's not "auto aim" or "aim assist".
EDIT: Just noticed the other part of the question.
It is not there to hide lag. To hide lag, you would have to predict their movement and move the killer on their screen in advance. This is not the case. If there's a lot of latency between you two, the killer will appear to miss wildly regardless. As the killer, you have the authority over hits. It's not compensating to help you out. What you see is what you get. It's purely just to make your hits more visually appealing.
What about the server hit validation? Wasn't that supposed to be added in order to fix these things?
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Ehh..misconception
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Not likely...
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Thats..rather gutting
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@behave_pt said:
https://forum.deadbydaylight.com/en/discussion/comment/1520923#Comment_1520923
Yes that is indeed a counter play to the second suggestion. You can definitely just camp the pallet when you see her after images getting close to you. Though you are assuming survivor can react fast enough to her to be able to do so. Are we also pretending that survviors dont either try to time a pallet drop or camp the pallet while Spirit is phasing currently? Maybe the afterimages should appear every 3 or 4 seconds so at short loop or certain mazes were she can break line of sight she still can quickly out maneuver surviors. Though the main point of the discussion wasnt to force my own ideas on the community and devs as being the sure fix for Spirit. I've heard many people say that spirit (in chase) is somewhat problematic and for understandable reasons. I mainly wanted to see if anyone actually has any good ideas to change her chase experience.
If you reveal her location she gets destroyed..her ptb made that very clear..plus survivors can already slice her power with perks as is..the issue is every argument is against her 1v1..and what is this game? A 1v4...people don't seem to be able to comprehend that
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Here's the issue with your idea
......." oh there she is " -pallet on her face -
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Much like ds in theory the perk is fine..in practice its abused
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No killer should be nerges in the games current stature..could polishes be made ? Sure..but party nerfs that help remove thought from countering these killers won't help people improve
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Not a fan of the key idea because it encourages selfish play and still screws the killer for doing well, while the mori idea is thinking too small..moris need a place in the game..not just as an offering that disrupts the flow..as for the base kit perks..not a fan tbh...while I love me some devour removing all semblance of risk from a hook dive for free on everyone would be really busted
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Mmr has a place..its just having a few unintended effects..its still I'm its infancy
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Bubba being a good camper is news to nobody friend..always been that way
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Bbq, surge so she doesn't have to waste time breaking gens all the time..tinkerer for pressure and some cheeky hits, and infectious for pressure because she needs it..addons fragile wheeze for recharging and ataxic respiration for less fatigue..used to run double recharge but I found I liked this combo more for staying on track with the survivors
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@landromat said:
https://forum.deadbydaylight.com/en/discussion/comment/1513709#Comment_1513709
devs literally said it was to limit him in dev notes
Actually no they said it was to punish misuse of the chainsaw without disrupting his gameplay too much is what they actually said..and you should be grateful for that
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Some of his stats were questionable but overall he had a good idea I think..just that he took and gave some points undeservedly from his opinion alone
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Think of it like this..it was tracking but not being used for matchmaking..therefore not using it's own data to refine the matchmaking as it was still so random
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@bm33 said:
Since last update. Also having it glitch out during struggle way more too. 😒
Very odd
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@Androuruguayo99 said:
Since the last update, I have stopped playing killer because of this problem, it hurts my eyes
It's very hard to track spinning survivors because of it
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1506863#Comment_1506863
A big warning they can do nothing about :/
Incorrect..they can memorize where the totems are
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1504120#Comment_1504120
It's fine to buff NOED, but the least you could do is also make it more manageable and noticeable to survivors. Uncleansable totems isn't exactly manageable, and the best counter to NOED would still be hoping the killer has it and running around cleansing dulls.
The tirems being unclensable is a big warning hence why I made it this way and plus the EGC starting immediately would also be a giveaway..it turns the end game into a mini game so to speak
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@Waffleyumboy said:
This only makes NOED more killer favored...was that the intention?
It was to make it better yes..but make it fair because every other "rework" I see is just a fancy nerf which is purely stupid..its a very mediocre perk
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@Mak0 said:
in my eyes
Survivors should know they are exposed the moment gens are finished so they have a chance to look for the totem before the killer starts slugging or camping. Rancor does it so why can't NOED
Honestly it doesnt matter...
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@FilledPizza said:
https://forum.deadbydaylight.com/en/discussion/comment/1505904#Comment_1505904
Well if you win against people who are a lower rating then you, you gain less rating yourself
Not necessarily because the dev's said the system can tell how unbalanced the match was and adjust accordingly
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@JerFIL said:
Yea, what about me, i got teammates like this 5 games in a row
https://forum.deadbydaylight.com/en/discussion/comment/1505904#Comment_1505904
The way I see it either we grit our teeth a little longer and the system adjusts or it's no different than before
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It won't take long for the system to jump him up if he won that hard..
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@Zaitsev said:
https://forum.deadbydaylight.com/en/discussion/178467/a-noed-rework-just-because-im-bored
No. NOED is fine. Survivors who complain are simply bad at the game.
Do
Bones
But yeah a totem counter would be nice.
You misunderstand my intent..I want noed to be better and more interesting
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1504136#Comment_1504136
i do use it. again though when i have to carry altruism and chases and gens and totems itd be nice for teammates to do just one.
Sometimes they do
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1504120#Comment_1504120
My thoughts on reworking it were to fix issues people had with the perk whilst retaining the original design philosophy of the perk, being instantly downing survivors in the endgame.
also please come take my solo teammates away from me and give me yours. id do anything to have teammates that cleanse the ######### totems.
Just run detectives and you'll eliminate noed pretty much every game..that perk is seriously bloated but hexes are so weak nobody notices
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@Demonl3y said:
But whats the point of blocking dull totem if they become useless to you anyway? With this change dull totem cant longer get hexes.
Also the mori part is too much i think.
Without the mori part there's no point to the perk at all..as for the totem block..since the perk gives itself away it wouldn't exactly if it didn't do that..the point is to have an earnable but countable final stand at the end
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@TheMonadoBoi said:
https://forum.deadbydaylight.com/en/discussion/comment/1504107#Comment_1504107
Bruh you're literally making it 10 times worse to face than it already is. People are giving you useful criticism as to why your perk is OP and poorly designed as hell but you brush everything off as it "makes no sense" or "is worthless" to you.
Your perk literally does what you'd get out of a 3 perk combo with absolutely no downside and no counterplay.
Outside the downsides of needing to stack it , can be removed , only works at the end, and gives the killer no empowering effects unless the perk is at risk of dying..just named the counterplay and weaknesses all at once..do try not to let your bias turn this into an argument..a tad more respect would be appreciated
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@GoodBoyKaru said:
I'd suggest removing the mori aspect tbh, and you'd need a way to tier the perks too.
If I was to take this idea and try and improve it here's what I'd say:
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Hex: No One Escapes Death
A hex rooting it's power on hope.
Every time you hook a survivor, one dull totem becomes a hex totem. This hex totem cannot be cleansed. When the final generator is completed or the Endgame Collapse is initiated, the totems are able to be cleansed. For every hex totem on the map, all survivors suffer from the Exposed status effect.
Putting a survivor into the Dying state turns 3/2/1 random hex totems back into dull totems, prioritising Hex: No One Escapes Death totems. If too few hex totems remain, consume all available hex totems instead.
Whilst any hex totem linked to Hex: No One Escapes Death remains in the trial, the perk remains active.
~
I wanted to keep your original idea and kinda combine it with current NOED. With this idea, you keep the whole insta-down shebang but remain at 115% speed now. I liked your idea of slowly adding more and more hexes to the match (as it gives survivors an indication that NOED is in play) so I wanted to keep this in there, and so as to not be able to kill the perk too soon NOED hexes can't be cleansed before the last gen is done or EGC is initiated. I added both conditions there to ensure a situation like Rancor won't occur, where if you close hatch the perk doesn't acitvate.
With this, you can keep getting hexes to re-light if you keep re-hooking survivors, which will discourage end-game slugging. It has a tier-able effect this time, and consuming the totems seems pretty cool to me. At tier 1 you'd get 2 downs if all 5 totems remained (5-3 brings you to 2, then if you hook another survivor you go up to 3 again, then 3-3 = 0, deactivating NOED) however only one if survivors cleansed 3 or more totems before you were able to build up the hexes. At tier 2, 4 downs if all 5 remain (5-2=3, +1=4, -2=2, +1=3, -2=1, +1=2, -2=0) and at tier 3 all 5 downs. I think this is pretty fair.
Also, I wanted to allow synergy between other hexes (if they manage to stay around that long), so I just made it any hex perk but prioritising NOED totems. Removed the mori aspect since I feel that's a tad bit unfair.
Thoughts?
The issue is this is then just an even less impactful noed which isnt what I'm after as noed is a mediocre hex to start with..sure survivors will like it but now your punished for using it on top of the dead perk slot for the rest of the game..plus as the killer gets no bonuses unless a noed hex is cleansed and a hook was required beforehand I figured it'd be more fun that the current iteration..especially since dulls are usually cleaned on sight nowadays..plus anti totem perks are busted rn
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@TheMonadoBoi said:
I thought your idea was pretty great up until the mori part. Everything except that sounds like a decent rework (taking time from EGC instead of insta down) however I'd change the whole "uncleansable totem" part and just make it a token perk with a hard cap at say 5 tokens.
But then it's not worth having..as a reduction to timer alone is nothing
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@Pipefish said:
I got an interesting fix for NOED that I'd add to it.
1. The NOED Hex becomes a dull totem when you hook a survivor
2. While the NOED Totem is active, survivors are able to recover from the dying state
This would make NOED still fun for the killer but give survivors more of a chance against it :)
That makes no sense tbh
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@LqF said:
So basically having a mori every game and having exposed on survivors who cleanse totems, reducing endgame colapse timer, have to potentially cleanse 5 totems for the perk to deactivate, and only being able to cleanse on endgame that may be really short because of the other effect? It sounds stupidly overpowered.
Except that I've seen all totems go in the first 2 minutes..if you find a totem that's lit you know the killer has it , and it requires hooks to power up
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Those stats are very very old..people have adapted and both freddy and ruin were nerfed since this..in a word..completely irrelevant man
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@Poochkips said:
https://forum.deadbydaylight.com/en/discussion/comment/1497608#Comment_1497608
I Watched people chainsaw through preschool just fine. Dunno about not being able to clear them corners
Didn't say couldnt..I said it was more risky..besides..that's a hallway..not what I'm referring to