indieeden7
indieeden7
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- indieeden7
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Comments
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@HaunterofShadows said:
I mean I've had people use theirs after being healed or tapping a gen
You don't lose DS after being healed.
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MMR, if you perform well as either role for a couple of matches, you start getting matched with sweatlords.
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1) It has a cooldown
2) The information It gives you is less valuable than the information given by Spine Chill, it doesn't matter if the killer is near me if they aren't coming over to me.
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I feel like if they ever added a downside to this perk, the removal of 1 chain when hitting an injured survivor with a possessed chain would be fair.
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I can't wait for them to add more deadzones to swamp and put every single pallet on the edge of the map :)
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I've heard it all now
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/2492348#Comment_2492348
But Cheryl's cosmetic hasn't been released yet..?
Yes but details about it have been leaked, there's probably a certain line of code that tell us the price of the cosmetic, therefore telling us what rarity it is.
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@lemonsway said:
https://forum.deadbydaylight.com/en/discussion/comment/2492704#Comment_2492704
So Huntress should be 3 hit too?
Huntress has a much longer wind-up period before being able to throw her hatchets, her hatchets also cannot go over many obstacles at close range or break pallets.
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If you want survivors to focus on gens more, then sure.
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I'm personally hoping for a Nea skin, however so far, the Halloween events seem to have really only focused on killer skins so I won't get my hopes up too much.
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@Friendly_Blendette said:
https://forum.deadbydaylight.com/en/discussion/comment/2492031#Comment_2492031
IIRC that skin for nemmy is rumored to be legendary which means it will be an entirely different character like Mr X
It isn't Legendary, Nemesis is one of the killers who wouldn't make sense with any Legendary skins, as his power is exclusive to him in the Resident Evil series. It would make no sense for Mr X to have a tentacle ability as his only means of attack was punching.
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Seeing as it would be a way to give solos more info without buffing SWF, I'm certainly not against the idea.
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The Cenobite actually has an additional score event for survivors as well as himself, if a survivor escapes with the Lament Configuration (survivor score event) or if the Lament Configuration is left in the trial (Cenobite score event).
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It really shouldn't apply to pallet saves, they're few and far between as it is without pointless changes making them next to impossible to achieve.
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Seeing as I don't really play any of those killers, nothing. And even then, it would depend what the nerfs were.
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Tbh any mini game other than skillchecks is a welcome addition in my books.
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The new grade changes have pretty much removed the already minimal downside that camping had. You can no longer lose a grade, so if you camp at Iri 1, you will stay at Iri 1. I'd like to see some other form of punishment implemented, however it would need to be designed in such a way that it doesn't punish a killer for camping when they need to.
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I enjoy playing as and against him for the most part, he certainly isn't very strong but he's pretty fun.
The main 2 things I would like to see changed though are
1) Find a way to make missing a possessed chain less punishing for Pinhead.
2) If a survivor carrying the lament configuration enters their chain hunt, they are literally unable to solve the puzzle box as chains will continuously interrupt the action (I'm not sure whether or not this is a bug, it may only happen if the survivor enters the chain hunt while already carrying the box).
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Maybe he's near sighted
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It isn't disabled, I found our after DCing against a Pinhead who was tunnelling less than a minute into the match.
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Ignoring the Birch and the Look-See are we?
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He could certainly use a few QoL changes for both sides, the main problem that survivors face is that if the person carrying the configuration is in a chain hunt, they literally cannot solve it because every chain that hits them completely resets the progress. I feel as though they should do one of two things:
1) Make the solving an uncancellable action but have it ignore chain interuptions
2) Make it so that progress is kept but decays over time when not solving the configuration (similar to a generator with Ruin)
However if either of these are implemented, the time taken to perform the action would probably have to be increased.
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I've been using Counterforce and Small Game recently just to try and fight the Ruin, Undying meta. It actually works quite well, you get a good amount of BP and all totems are gone before you know it.
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@CornHub said:
https://forum.deadbydaylight.com/en/discussion/comment/2476622#Comment_2476622
Who says they're weak? Sources?
The vast majority of the community are in agreement that these killers need to be made stronger
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Clown is already strong enough at pallets, his weakness is his lack of map pressure.
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Hopefully not
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Deliverance literally has a built in DS timer, just wait until they aren't broken.
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@GrimoireWeiss said:
Wasn't it always like that? I remember it being black.
The tips of the hair had a red/pink hue to them, similar to the head piece's makeup..
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2472033#Comment_2472033
I haven´t seen a 4 man bleed out slug in years. Do they really exist? Or do you just make things up to justify survivors BM?
Had one yesterday actually, wasn't Nurse or Blight, it was twins. Not only that but they were livestreaming. It may not be as common as survivor BM but to imply that it doesn't happen is ignorant.
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@Rey_512 said:
https://forum.deadbydaylight.com/en/discussion/comment/2470433#Comment_2470433
Found the survivor who dies to Spirit every game.
That’s the whole point of her power. You’re not supposed to see a ghost.
Mush, I was a Spirit main for 2 years, I'm pretty sure I'm allowed to say that's she's stupidly imbalanced. This entire game is balanced around reacting and adapting to what your opposition does, a killer that gives 0 feedback on what she's doing is stupid.
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@Rey_512 said:
https://forum.deadbydaylight.com/en/discussion/comment/2467401#Comment_2467401
S Tier? She can’t hear footsteps and Iron Will is very common, so basically every game she’s facing invisible survivors while phasing. Scratch marks aren’t reliable enough to use her power vs an Iron Will user.
Players shouldn’t be required to have the hearing ability of a dolphin to play her at a normal level.
Omg now Spirit will have to guess just like survivors have had to for 3 years! Spirit is finally balanced!!
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I can't wait until there's only 1 playable map left!!
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@Zozzy said:
It isn't a bug. They "made the server" determine the hit and totally not the survivors client /s
TLDR survivors have cried about pallet hits (without understanding how they work) for years and bhvr finally gave them the advantage.
Guess I should just play better next time
https://youtu.be/_6kR5w-Rgx0 -
If I have the option to change the perks that I'm running then maybe.
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IMO Evil Incarnate
A stupidly designed challenge that requires a stupidly designed add-on to achieve.
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Literally the only negative changes I want made to him are:
Removal of aura reading add-ons
Slightly reduce his uncloak lunge speed, it's ######### bonkers currently
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My guy, the chapter was only added a couple of months ago, they have a while before the license needs renewed, and even then I doubt Capcom revoke it seeing as they've done countless crossovers in the past.
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@Sackboy123 said:
Therefore the Killer will have no tracking at all
If they fix the Breathing issue with Iron Will then it will seem ok
My guy, scratch marks would still exist.
Also I don't know where this breathing "bug" theory originated from. That implies that when injured, survivors will breath and make grunts of pain, which they don't.
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We can only hope, but seeing as there are no leaks for an upcoming Nancy skin, I wouldn't hold your breath.
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@Sackboy123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2457562#Comment_2457562
I see it as Disrespecful honestly, you're neglecting your team mate points when they've crossed map just to get your arse of the hook.
Not to mention if you succeed then you've wasted everyone's time when it could have been spent on a Gen
My guy, why is your ego so fragile that you'll throw a game just because someone wanted to test their luck? Not only that but most people do so safely, making sure a teammate is nearby to save them. Anyone who plays survivor knows that Survival points are nearly impossible to get without escaping, and managing to escape the hook gives you a significant amount of survival points, it's not that deep.
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@razvicool said:
https://forum.deadbydaylight.com/en/discussion/comment/2456206#Comment_2456206
First of all, opportunity. Not right, not privilege.
Second, you shouldn't have the opportunity to do that just because you alone think the match is doomed to have a bad outcome.
I fail to see how someone leaving a game prematurely is such a pressing issue, it can certainly sway the game's balance if done really early but even then, it's a game, it's not like you actually lose your life if you die, just move onto the next match.
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People have the right to remove themselves from the game if they want to, get over it.
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I can't wait for another Halloween event where we get 5 million killer outfits and 1 survivor one, that'll be fun.
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@Aven_Fallen said:
MacMillan-Maps are probably the most balanced Maps in the game. If you struggle on Ironworks this is most likely a you-problem.
I hope you aren't including Shelter Woods in that statement
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I'd say it's pretty balanced, the old version of the map was awfully survivor sided. Now it's maybe just a bit more challenging for killer than your average map, nothing too noticeable.
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Unhook and emblem challenges should just be retired at this point, I don't mind people partaking in gameplay that isn't the norm but hook rushing is so annoying.
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@GannTM said:
There’s no way you go against tombstone Myers that much too warrant getting sick of it. I see it 1 in every 100 games or so.
I mean it in the sense that I rarely ever see Michael, but when I do, about 50% of them run one of the mori add-ons. I can deal with getting insta downed because my teammates played poorly but getting insta killed before I've even been hit once is pretty much the epitome of unfun for me.
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@KerJuice said:
https://forum.deadbydaylight.com/en/discussion/comment/2451694#Comment_2451694
Oof. Sorry. No, I meant beforehand. Any red flags that indicate he has TS? Other than an unhooked teammate suddenly dying in the middle of the map lol…
Oh sorry, misunderstood. The only signal is his empty hand will be open instead of closed, which is extremely easy to miss IMO, don't really have time to check whether or not his hand is open while he's actively chasing me.
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@KerJuice said:
I rarely see these. How do you know when you are versing a TS Meyers?
Because I get grabbed and killed while in chase because some clueless teammate decided to let him get tier 3. Getting insta killed because of the actions of your teammates feels stupid to play against.
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I have more of an issue with Crate and Bag of Gears