indieeden7
indieeden7
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- indieeden7
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@ChurchofPig said:
https://forum.deadbydaylight.com/en/discussion/comment/1838934#Comment_1838934
My bad, thank you for correcting me about the skill checks.
No problem, easy mistake to make.
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@ChurchofPig said:
As someone who loves to play stealth killers when playing killer, I can say I hate when survivor's use Spine Chill. It gives too much information about the killers whereabouts and when they're heading towards you, not to mention it literally speeds up everything (including vaulting) and skill check success zones are larger making them easier to hit. It kinda needs to be checked for multiple reason.
Skill check success zones are actually smaller, not only that but the action speed increase is minimal, a killer could be looking at you for a whole gen's worth of time and less than 5 seconds would be saved overall.
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There should definitely be more distance between those loops, had it happen to me a few times as killer (I believe it's Chapel?) and any competent survivor realises that they have a God loop and beeline it over to shack whenever I start chase. Tbh Chapel could probably do with a bit of a trade off, make the map slightly bigger but seriously change the tile spawn algorithm. As a rule of thumb, asylum is torture for killers if survivors get lucky with tile spawns
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/1838557#Comment_1838557
I've never seen it that way. It has the most polarizing map design for both sides? Killer 3-gens, the survivors loss. Survivors split the map, killer loses. It's the only map I literally just want deleted.
When you put it like that, that's fair. But I have to agree that it should be changed, the outcome of a game shouldn't essentially be determined by the completion of 1 or 2 specific gens.
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@danielmaster87 said:
I can never have chill games of Autohaven anymore. Too many strong loops with too much space between the gens. It's like they made every iteration of the map into Azarov's Resting Place.
Dude, Azarov's is widely recognised as a killer sided map.
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Mine seems to be bloodlodge or groaning storehouse at the minute, I seem to be getting those maps nonstop.
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@Unifall said:
It shouldn't work with killers who have stealth abilities. It should also have the meter decreased or some type of cool down. It offers alot with no drawbacks.
It already decreases skillcheck success zones and increases the chance of getting skillchecks (these aren't really big drawbacks though) however it doesn't offer that much other than information against stealth killers. A killer could be looking in your direction for the entirety of a gen and you would save less than 5 seconds doing said gen.
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@Cristia1V0 said:
https://forum.deadbydaylight.com/en/discussion/comment/1838543#Comment_1838543
That's already in the game
BPS only increases bloodpoints, I'd like another that also increases xp gained
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Either shirtless Jeff, or an offering that increases the bloodpoints and xp gained by all players by 100% for the match that it is burnt.
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@DemonDaddy said:
The range is to large, I know a killer is coming before the TR even starts to play.
You get Spine Chill's notification less than a second before the TR becomes audible on the majority of killers.
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@ChiTenshi said:
It needs looking into. A change I recommend is making it not work through walls. It only triggers when the Killer sees a Survivor clearly.
This makes the Perk work against Stealth Killers as intended and not against everyone. It also provides Stealth Killers an opportunity to play it by closing the gap first before stalking/ambushing a Survivor.
If it didn't work through walls, it wouldn't have much of a purpose, you can move your camera around when working on a gen, survivors don't need told they're being looked at when they can see the killer themselves.
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@WraithBaby said:
I think it would be more balanced if Spine Chill's distance was reduced. You get notified when the killer is looking in your direction at a distance of 36 meters... That's more than the average terror radius. To me that is super busted. If you know that far ahead of time, you can creep off of a gen without leaving scratch marks and be gone before the killer ever get to you.
36 metres only gives you about 8 seconds to creep off a gen which would therefore be a maximum of 16 metres until the killer reaches the gen you were on. In turn, this only gives you about 4 extra seconds in chase seeing as the majority of the time, 16 metres isn't enough space to lose a killer in.
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@Exerath1992 said:
Honestly, I've gotten that error plenty of times with no DC penalty. Either mine was an error on the server side and the system recognized it, or its forgiving if the DC is occasional. Do you lobby dodge and ALSO get frequent errors?
No, never really lobby dodge, if I'm not having fun as survivor, I'll let the killer kill me, if I'm not having fun as killer, I'll just get up and do something else for a bit. Tbh I don't get errors too often but I seem to get them in small clusters e.g. I'll get like 8+ in one week and then have no trouble for another month.
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@Afius said:
https://forum.deadbydaylight.com/en/discussion/comment/1837679#Comment_1837679
Nah I just read blood echo wrong
Ah fair enough
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Do you mean Furtive Chase?
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Tbh, more in-game apparel would be really cool, I think that things like Nea's t-shirts or her baseball caps would be pretty popular. The thing is about the merch store though, is that for it to succeed, BHVR would probably need to invest in it more, offering a wider variety of products. It would probably also be beneficial if they figured out a way to reduce the cost of their products and/or delivery seeing as international shipping can cost almost the same price as the products themselves.
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You don't have to have PGTW active, best way to get this challenge done is combo PGTW with Surveillance and just camp one gen.
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Side note: Why didn't the devs add the tattoos that were on her Neo Camo torso in SH3? It was arguably the most recognisable part of the torso :(
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Hopefully with key changes, broken key will actually do something without add-ons.
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Please, I need this to happen
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@Klakky said:
Nurse is literally slower than survivors... She takes a really long time to master and even then she isn't gonna 4k every match...
How about we nerf posts like these? "Oh boo hoo I died to a good nurse literally the hardest killer to learn so instead of saying gg nicely played Imma complain about it on the forums"
Literally every killer can lose just remember that
Actually a good Nurse will 4k almost every match, not only that but where did OP complain about dying to a Nurse, they were just wondering how Nurse could be brought down to the level of other killers.
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The thing that makes Nurse so strong is that she literally ignores all the things that survivors have to extend chase (environmentally, not perk wise), Nurse doesn't have to deal with windows, pallets or even walls, in order to bring her down to the level of a killer such as Bubba she would probably have to be reworked completely which would probably be more hassle than it's worth.
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@JimbusCrimbus said:
If someone is down or on the hook, you literally have 4 minutes. If that is LEGITIMATELY not enough time for you, that's a you not being good at the game problem. Not a "omg this person had a brain and opened the exit gate" problem.
The thing is though, what you're trying to imply is that having a maximum of four minutes to try and get everyone out of the match is somehow better than having essentially however long the survivors want. It really isn't that hard for one survivor to run ahead of the group in order to open the gate for everyone else.
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@JimbusCrimbus said:
Or maybe they have a brain, and know that 99ing exit gates is stupid.
And yes, it's stupid. I've died far more times because some nimrod 99'd an exit gate and I hate to stop in the middle of a chase to try and open it than I have because it was popped early.
And don't give me that "but but but BLOODWARDEN ERMAGERD" crap - it's a perk less than 5% of killers run.
MORE TIME IS ALWAYS IN FAVOR OF THE KILLER. LITERALLY ALWAYS.
So more time is in favour of the killer when running out of time instantly kills all survivors? Okay then.
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Thank you Mandy, merry pogmas everyone!
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Meg, Claudette, Jake (only P1), Nea, Laurie, Feng, Quentin, Kate, Jeff, Nancy, Steve, Yui, Zarina, Cheryl, and Élodie (with most of them having all survivor perks).
Have a few killers as well, Spirit, Oni (only P1), Ghostface, Pig, and Huntress. However Spirit is the only one I have most perks on (still have yet to make the Twins' perks teachable as I have been focusing on levelling up Cheryl recently).
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Iron Will doesn't have an effect on anything but injured survivors, if a survivor isn't making sounds in the dying state for example, it isn't any more likely to happen with Iron Will than without it, the game just messes up sometimes.
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Surely that's why you're running ruin/undying? If the devs ever make totem spots consistently difficult to find, undying would have to do something else.
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@kamisen said:
https://forum.deadbydaylight.com/en/discussion/comment/1830605#Comment_1830605
No, the WARMDWIGHT code which was limited in number. There were 25.000 codes.
The sweater has been available for purchase for 2 years now, they're just giving away 25, 000 for free. Have you honestly never seen anyone wear it until now? All you have to do to find it in store is look at Dwight's torsos.
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Are you talking about the sweaters for Zarina, Felix, Élodie, and Cheryl?
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Personally, the only thing I don't like about Hag is that activating a trap forces your camera to look in its direction which often leads to me running back into the Hag and getting hit.
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@EvanSnowWolf said:
The year is 2023. The last Killer perk has been nerfed. Spirit phase walk now lasts 1.5 seconds and stuns her for 5 seconds after coming out of it. Nurse can now teleport only 3 meters. NOED has been removed from the game. The lobbies are now filled with the cries of Survivors complaining about their 57 minute queue times.
Are you insinuating that a killer that gives survivors no feedback about what they're doing should be able to negate their only weakness? Because I personally don't agree. I'm not saying Stridor should be nerfed, just changed to do something more useful for all killers.
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@[Deleted User] said:
Nerfing a perk due to a killer is bad design. I'd rather twerks to the killer than to the perk.
Btw, Stridor on Spirit is slightly overrated.
I'm not saying nerf it, it needs reworked in order to do something else, Stridor has no place in dbd's meta on any killer other than Spirit and when on Spirit, it literally removes all for of "counterplay" against Spirit when perks shouldn't even be considered "counterplay".
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Nice to come across one every now and again, good to see players that try to be nice to other, would be boring if it was every match though.
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Is she finally dead?
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I wouldn't even bother trying to play resistance, that game quickly turned into either mastermind bully simulator or get defeated 1 minute into the match depending on how experienced the mastermind was. The team that worked on resistance clearly didn't balance around statistics, nerfing practically all useful survivor skills into the ground (despite all masterminds having a win rate of over 50% ever since the game launched) and refusing to touch any problematic mastermind abilities. Because of this, survivor players will take any opportunity to win, even if it means that the mastermind's match is miserable, because the devs never bothered nerfing OP mastermind builds.
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@SweetTerror said:
https://forum.deadbydaylight.com/en/discussion/comment/1815373#Comment_1815373
He does? I know he has that rugby sweater, but I don't see one in the store.
The Christmas sweaters are all to do with the character that wears them even if they don't necessarily look "christmassy". For example, Nea's just has a bunch of cats on it, Adam's is calculations on a chalk board, and David's is his rugby one.
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Ah yes, remove SWF and kill the vast majority of the player base. Survivor is hardly ever fun in solo queue unless you're playing with God tier teammates, removing SWF is simply a bad idea.
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Raise token cap to 5, maybe add a score event for gaining tokens? Survivors need more ways to get survival points.
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@Iceyrawr said:
https://forum.deadbydaylight.com/en/discussion/comment/1812544#Comment_1812544
syringes or styptics or toolboxes is no where near as useless as Moris right now.
Fine, they didn't decrease the price of odd bulb
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@Lycidas said:
Don't get me started on rift charms
Every new rift I sit there checking how many charm each character has, and every time I sit there, upset by the fact that most of the time the situation looks something like this:
Survivor 1: 5 different charms (much more if you count the recolors)
Survivor 2: 2 different charms (with 0 recolors)
Killer 1: 4 different charms (again, much more if you count the recolors)
Killer 2: 2 different charms
I ######### hate whoever decides the rewards of the rift, I mean, is it so hard to give at least 3 different charms to each character?
OH, and I almost forgot that in the first rift they added 2 perk-related charms (empathy and technician), which was a nice and simple idea, and then they never did them again
The thing is though, the archives often focus mainly on one killer and one survivor, it would make more sense for BHVR to save the charms relating to the secondary characters for the rift relating to those characters.
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@Aneurysm said:
Possibly a bug, you should be able to get three totems if the killer has no other aura reading
One totem will take up two tokens seeing as the cleanse action takes 14 seconds to complete, and one token only hides your aura for 10 seconds.
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The real question is: why are you making such a big deal out if it?
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That literally gives as much info as Kindred, which a lot of people think should be base kit for survivors.
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Well if it was a free diwn, survivors just wouldn't go in lockers would they? The 10 second hold time gives you about 7 seconds to control Charlotte, which is about 32 metres worth of distance before the survivor can leave the locker. Even if you don't get a down, it is likely that you'll get a hit on the survivor.
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Gonna be completely honest here, I don't think you're telling the truth
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@Squirrel_Thicc said:
https://forum.deadbydaylight.com/en/discussion/comment/1809296#Comment_1809296
It actually goes
Entity displeased
Brutal killer
Ruthless killer
Merciless killer.
Oh yeah you're right, sorry
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Isn't brutal a safety pip to a pip? I'm pretty sure it goes:
Entity Displeased
Brutal Killer
Merciless Killer
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@rglarson13 said:
https://forum.deadbydaylight.com/en/discussion/comment/1806694#Comment_1806694
Should DS be changed to just be a cooler, better struggling animation?
Work for your survival.
There's a difference between perks and offerings though. If DS was something that could be added to an additional 4 perks, then yes, they could be comparable. Your comparison is on par with a survivor player saying "Should Ruin be changed to just be a cooler kicking animation? Work for your gen pressure" in response to someone complaining about keys, they just don't hold the same value.
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You're within 6 ranks of all survivors (who could have been lower ranks before the match began), this isn't bad at all.
