indieeden7
indieeden7
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- indieeden7
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On ps it works how it's worded, I managed to get it on my second match as ghoul
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It's upcoming if I recall correctly!
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I wouldn't say I'd never play her again, but I used to be a pretty big Pig main until I noticed that most Pig players nowadays play as though there's a life on the line.
Obviously that hopefully wouldn't reflect my personal play style however it has just left a bad taste in my mouth and kind of killed my desire to play her. I'm hoping that the proposed basekit anti-tunnel maybe makes her players a little less insufferable to play against.
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I'd propose a similar change, while I don't think altering it's AoE would be the best idea (one way ticket to making the perk map dependent), I would agree on removing the M1 requirement.
I think that the best change to make from that point would be introducing a cool down, just to avoid situations of rapid slugging getting ridiculous value from Surge, maybe like a minute or so? A decent part of that cooldown would usually be spent hooking the survivor anyway so ideally the killer wouldn't feel the need to wait for the perk to come off cooldown before downing a survivor often.
Also I apologise if this reply is formatted poorly, I feel as though I've jumbled up my thought process and made my proposal difficult to understand.
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The worst offender is Dracula, IMO after any M2 attack he shouldn't be able to shape shift for a short period of time, same after any successful attack, M2 or basic.
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If you think the matchmaking system where escape = MMR go up is a fair system that accurately reflects the skill of the playerbase, you might want to rethink that
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I'd like to see something implemented similar to Pig's jigsaw boxes, where you have the option to get rid of it, but it costs precious time to do so.
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The Devs should either use them or lose them, before the addition of Ormond Lake Mine, the last time that breakable walls were used was Roots of Dread. If you're going to add any sort of game mechanic, no matter how slight, it needs to be consistent
Edit: I'm not even sure if breakable walls were present on Garden of Joy upon release, if not, the last time we would have received a map featuring breakable walls would be Portrait of a Murder
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We are not going to try and us vs them bloodweb RNG thank you very much
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Rework is great, but if we could get a kill switch until the rework goes through it would be even better
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It's always a good idea to read event info, I find
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The forums literally used to have a downvote feature and practically EVERY single post would be like 70% downvote to 30% upvote. I don't really see much of a reason for them to reintroduce it when people were obviously much more inclined to downvote posts that they didn't like than upvote those that they agreed with.
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@HeroLives said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3887577#Comment_3887577
I thought they nerfed the mist because a bunch of killers were saying that they couldn't see people through all of it. NGL when I would 4man we used to stack mist just for lulz. It used to be super thick when stacked. It was hilarious, and Myers specifically was thriving. Anyways my bad for being a part of the problem that got it nerfed, we were just meme-ing.
I believe this is the case, although the fog didn't look fantastic, I definitely remember it being able to hinder your vision of crouching survivors quite significantly
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@tjt85 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3884675#Comment_3884675
Exactly. Run early, camp pallets, make them whiff in Frenzy, spam vault those god pallets and body block for your teammates if you're in deep wound. If you can get Legion out of their power, they're the worst Killer in the game for the next 20 seconds.
When there's a 10 hatchet Huntress and 3 bound Wesker in the mode and people are complaining about a nerfed version of Legion, it makes me think some players just hate going against Legion. It's less about Legion being in 2v8 and more about Legion being Legion.
"Run early" the majority of them run shadow class
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Personally, I used the mlm pride charm and then two charms that are centred around whichever character I'm putting them on (if there are even 2 charms that relate to them that is) e.g. for the RE survivors I use the ficus elastica charm (looks just like a green herb) and the purple vial. For Cheryl, I use Mira and the seal of Metatron. Annoyingly however, this means there are lots of characters that I only have one or two charms on e.g. Sable and the Unknown don't have any charms related to them, not do the Stranger Things characters.
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Oh yeah just make the killer that already has an exceptional counter to all ant-tunnel perks basekit even better at tunnelling, that sounds like a great idea!!
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@TwinsMain2004 said:
First of all the time to make the game about hooks over kills was years ago when MMR first came out
Yall mocked people like tru3 for saying it and here we are
Secondly There is nothing you can do to stop people from giving up in DBD You can only make it as hard as possible
A good start would be to remove self unhook
AND make it so Survivors either get kicked from the game is the have 3 crows for too long when not slugged
You cant stop pallet griefing but you can make it reportable
Also yes i know killers can bodyblock to give a survivor a dc penalty with #2 but i assume that would be fixed if they added it
Who mocked Tru3 for saying wins should be based around hooks? It's been pretty much UNIVERSALLY agreed upon for years
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@Superyoshiegg said:
There are 59 maps in the game. Meaning you effectively have a less than 2% chance to roll this specific map without offerings or outside modifiers.
If you want to see it more often, bring the Ormond offering to up that to effectively 25% (you can still occasionally not get the realm you brought the offering for if the game feels like it).
Actually you have around a 2.6% chance to get Ormond Lake (assuming you didn't play on Ormond during the previous match). How map selection works in dbd goes as follows:
A random realm is selected, each with an equal likelihood of being chosen. There are 20 realms, so each has a 5% chance of being selected (assuming it's the player's first ever match, my previous statistic assumes that another realm had been played on during the previous match)
A random map from the selected realm is then chosen, Ormond has 2 maps, and so the chance of specifically getting Lake Mine is half of the likelihood that you'll get Ormond.
Edit: Completely forgot that BHVR decided to add 2 variants to the original map, the actual likelihood would be around 1.3%
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Ill also add that with the upcoming changes to Deep Wound (with mending becoming automatic in chase) Made For This could certainly do with a change, however reverting it is not the answer, the nerf it received was justified.
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Id like to see a graveyard incorporated into some sort of mansion map, possibly like the courtyard areas on RPD. I feel as though nothing but graveyard might be a bit bland in terms of map design, that's why I'm not really a fan of Eyrie (along with how boring its gameplay happens to be)
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Idk how balanced it would be but I'd really like to see how original Dead Hard would perform if we kept the once-per-hook-state limitation
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@zarakikenpachi said:
lol.. do you rly expect killers to play normal game when perks are random so they rarely have good build? which means they dont even have many options xd
Oh, do survivors get to choose their builds or something? If anything, I'd say that killers have a higher chance of getting perks that are actually useful than survivors do.
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I assume this is in relation to add-ons and basekit power only then?
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@Shroompy said:
TR can only be heard for awake Survivors, meaning it only has an effect on them if they're awake
Lullaby and TR should be the other way around, not only would it be stronger but it'd make more sense thematically
Tbh I'm not too sure if it would be better. Personally, I prefer to just stay asleep as a survivor when playing against current Freddy because it guarantees that I won't be caught off guard by any form of undetectable. However, this also often leads to me being at a disadvantage in chase because I leave myself vulnerable to his traps.
Obviously you could make the argument that swapping his TR and lullaby around would make sleeping survivors much more vulnerable when it comes to stealth perks, etc. but seeing as how the Devs are making it easier to wake up with his changes, there is almost NO reason for a survivor to stay asleep, nor is it difficult to find a means of waking up. Which would then mean not only would they not get caught off guard with stealth, they also wouldn't be affected by his traps either.
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Literally, this perk practically makes tunnelling useless and I seem to be the only survivor in my games that bothers to use it, and even then, my teammates always seem to rush in for unhooks before I can even try to use the perk. Seriously wish that solo players would start using perks to help their teammates like we had to pre-basekit BT.
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Either a haunted mansion or a more traditional cemetery map (or even the two combined). As excited as I was when Eyrie was first leaked, I hate the design, gameplay, and general aesthetics of that map.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3862596#Comment_3862596
There was a version that granted endurance, but so many survivors complained that it was a nerf, that it got reverted.
Well yeah, it was a nerf, conspicuous actions would deactivate it
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Personally think all that really needs to be looked at is Snug's usage at pallets
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@TwinsMain2004 said:
nah probably not
but it does add a new class of perk so idk
i would prefer scourge hook pain res to be "Each time you hook a survivor, the gen closest to completion loses 15% total progress
" This perk doesn't activate if you hook the same survivor twice in a row"
bo
@ratcoffee said:
they should remove the charge-based system, make it do 10 or 12% per hook, and have it deactivate when a survivor dies
These suggestions are pretty much how the perk worked originally, and it was super obnoxious to play against, 1 time per survivor for a higher percentage is significantly better design in terms of game health.
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Do people genuinely think that having a smaller hitbox while crouched is a bug?
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@Langweilig said:
It looks good and balance wise it’s okay. I only don’t understand, why they made the upstairs windows so bad, when the stagger makes them relatively useless.
It's a pretty common pattern among newer maps for some reason. The only reason I can think of for it's explanation are that the Devs are trying to avoid a situation similar to Old Haddonfield + BL, where some buildings were actual infinites if Balanced was in play. The only thing is though, this design pattern literally makes verticality useless UNLESS you're running Balanced, which completely nullifies what could be a pretty interesting part of level design.
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@danielmaster87 said:
The whole scourge hook mechanic is just bad design. Ideally, it's made the way it is so that the killer has to go to 1 specific hook, as opposed to another one which might be better positioned in case he wants to come back. But being limited to only 4 and having their spawns be random instead of equally spaced means that the killer straight-up doesn't get to use their perk some matches, which can literally cost them the game.
And people are calling that good design: "Sometimes, the killer shouldn't get to use their perk that they equipped. Otherwise, it's mindless/skilless." But imagine that applied to a survivor perk. Imagine, because of some random RNG thing, you should have been able to use DS or Dead Hard because you met the conditions, but got locked out from doing so. It would be a riot. I know it's hard to draw these comparisons but, well, there isn't anything quite like bad hook RNG in the game.
The simplest response to this argument I've heard is, "Well, if we made a scourge hook perk work for every hook, then it wouldn't be a scourge hook, would it?" It's a moot point. If that aspect of the perk(s) must go, so be it. You can't use lore or original design limitations to say, "You're not allowed to balance this perk in this way." A wise man recently said, "If something exists in your game, you have to ask the question: 'How does this improve the game?'."
I mean, have you ever equipped a full healing build just to go against a Plague or Legion? It's no different
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No I absolutely agree, felt the same way when Nea's blighted outfit was released as very rare
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Id love to see both the main gang (maybe Scooby would have to be excluded?) and the hex girls.
I'd imagine they would be assigned like this:
Shaggy: Dwight
Velma: Claudette
Fred: Felix (maybe David?)
Daphne: Either Kate or Mikaela
Thorn: Sable
Luna: Élodie
Dusk: Either Nea or Taurie
I'm sure there may be more characters that would work for other survivors, but I can't really think of any off the top of my head. Killers could obviously have skins based off any of the countless villains too.
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Im not sure, if he was to be remodelled to look like his remake counterpart, then so would Maria, and I much prefer her OG look
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I mean maybe? But it would have to be a pretty small tiger if so
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3847618#Comment_3847618
because it was agree to be too strong vs swf. I personally did not think it was too strong because time sink to kick gens needs high rewards to merit the risk /opportunity cost of entering chase sooner. surprise, surprise, the perk is seen very little. base-kit gen-kick rewards are too little and perk isn't good enough to stand on its own.
I'm sorry but I really don't have the energy to try and justify why this buff is not healthy to someone that thinks Eruption was balanced
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/433795/thrill-of-the-hunt
solo players having poor coordination cannot be account for in the balance of the game. it has to be balanced around swf and coordination(good play) and not balanced around bad play because if it is balanced around bad play than whenever killer faces good play, the item in question is not balanced properly and has poor power-level to the point of irrelevancy.
If that were the case, why did almost every player unanimously agree that Eruption needed nerfed? SWF could counter it, does that mean that 20 seconds of being unable to do ANYTHING as survivor was fair?
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@PreorderBonus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3838912#Comment_3838912
That's like saying that to counter a Blight using Hug Tech you should just stop going to tiles where they can do it. See the problem now?
Hardly a fair comparison. The killer literally makes the choice to use their power or not, survivors cannot freely choose where they encounter the killer.
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3838920#Comment_3838920
I mean, it says right there in my post.
If crouch teching is so punishing for those killers and nullifies their powers to a borderline broken degree, how on earth are Billy and Blight considered some of the best killers in the game? Surely if it's so easy to counter their powers, they should barely be getting any kills. Because it's not like people don't know about crouch teching.
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3838914#Comment_3838914
The killers that are most affected by this have their cameras locked vertically during their power. Billy, Blight and Demo mainly.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3838912#Comment_3838912
Kind of asinine advice. Crouch tech nullifies some killer's powers to a borderline broken degree and shouldn't be a thing.
Like who exactly?
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I mean, killers aren't FORCED to always use their power. If a survivor keeps crouch teching you, you should probably just go for an M1. A big part of this game is learning how to make the better choice in a certain scenario. Hence why killers like Huntress or Hillbilly even have the option to M1 in the first place.
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Tbh if it's anything like the original, it might. I feel as though the original was a good deal different to dbd, enough that if you got bored of one title, you could play the other without it feeling too similar.
That being said, this new one could just be a dbd clone for all I know, I'll have to look into it some more.
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@OmegaXII said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3836451#Comment_3836451
So… does that mean anything? Even if you get the Unhooker on second stage, other Survivors can also use the perk on him to remove it.
Okay? And then they'll be on second? Regardless of how many times survivors use it, they are exposing themselves, giving the killer ample opportunity to spread hooks out, even making it easier to do so.
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Literally the only time that this perk will pose an issue for killers is if they tunnel? In fact if anything it rewards NOT tunnelling. Instead of going after the survivor that was just unhooked, you could go after the person who got the unhook, and then you'll already have someone in second phase???
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@Lolmao said:
I don't care. My dog is here to maul people and it's too funny. Too bad I can't do it in real life to some nasty individuals such as a playdopiel who just got out of prison and living next doors near a school.
?!?!
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You need to double up on turrets. The only bad thing about this is that if your teammates don't know this, they'll just waste them by putting single ones somewhere.
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How often are those mechanics even used? 9 times out of 10 I see killers slugging for no reasons other than to try and secure 4 kills the second the match starts, or simply to make the game as unfun for survivors as they can
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You lost all credibility the second you implied that the existence of UNBREAKABLE means the game is survivor sided
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Me when I hate joy and whimsy