indieeden7
indieeden7
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- indieeden7
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/630519#Comment_630519
Killer stuff is supposed to be more powerful than survivor stuff. It's the nature of an asymmetrical game.
Yes but the thing is, they should be the same rarity as the perks they are cancelling out. You shouldn't be able to use exhaustion add-ons every match.
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I miss old map offerings, wish they'd bring them back. I don't like using new offerings because I feel like I'm just throwing away bloodpoints.
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I would never DC against exhaustion add-ons but I sort of understand why they did. Brown add-ons shouldn't be able to completely stop someone's green/purple perk from being useful in a chase.
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@woundcowboy said:
The problem is that you can run into efficient swf, especially during reset. Ruin is essential because no amount of pressure will stop gens against these groups.
Just had a game against a 4 man streamer SWF with two keys. I don't run ruin and I got a 4k with 2 gens left. You don't need to run it but it certainly helps.
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@TWiXT said:
Miss Trunchbull:
Power: Hammer Throw
Grab the nearest Meg by the pigtails, spin to build up momentum and throw her up to 32m. All survivors hit by the flying Meg are put into the dying state.
"What are those hanging down by your ears? Are you a Pig? Do I allow Pigs in my school?" -Agatha Trunchbull
Omg the girl with the pig tails in Matilda is called Amanda and Amanda is a pig in this game
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Not a killer main but totems need to be reworked so they only appear after certain conditions have been met (Hex: Huntress' lullaby shouldn't be getting broken before I have a single stack, a totem should light up after maybe I've gained 3 tokens)
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@AshleyWB said:
Omg remember the Chokey. Matilda is such a funny film...and book yes I totally appreciate the words ๐ of roalh Dahl
Everyone forgets that Miss Trunchbull literally said "you're going to die today" and that is the most hilarious part in the film.
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@AshleyWB said:
Speaking of Mrs Trunchbull, she kinda deserves her own game too.
New survivor: Bruce Bogtrotter
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You have no idea how much I HATE playing against Trapper, I don't understand how people can run about carelessly when playing against Trapper because I get inconsolably paranoid about standing in his traps.
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@Cable2486 said:
If you really have to complain about the Estates design, then it's not the map that has the problem. This is easily one of the best maps for stealth Survivors to play, not just because of hiding in the reeds, but because of the bamboo walls and mini-mazes offerways to trap and disorient both sides. Not to mention it's one of the only clown-friendly maps strictly BECAUSE of the hidden "walls". I could go on, but I've made my point.
So it's only good if you have stealthy clothes or if you play clown? That's reason enough for it to be changed, you shouldn't be hiding in plain sight from the killer, I'm pretty sure the devs have even confirmed that that's not how they want the game to work.
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A clothing collection based on until dawn would be cool and probably more likely to be approved.
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I actually died because someone was running monstrous shrine once. That 9% faster entity progression ######### me up.
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Meg's should be released on Wednesday, then Nurse and Ace's, then Hag and Nea's, and finally Kate and Jeff's.
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I want Kate's old voice back, she sounded like she was in pain when she was injured.
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I tell you what, I would have loved this buff the other day when a pig had double gears and I died to a trap 4 minutes into the game.
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There aren't any blond guys atm but I feel as though Jeff will probably get blond hair at some point in the future.
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I've got to red ranks without using either of those perks
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For all the people saying "If YoU dOn'T kNoW wHaT iT mEaNs By NoW mAyBe YoU sHoUlDn'T bE pLaYiNg" this change isn't for you, it's for newer players who could easily be confused about what it means seeing as it can be interpreted in different ways. Changing the name also isn't going to change gameplay in any way so I don't see why anyone is against it.
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Just because someone plays as survivor every now and again doesn't mean they aren't a killer main
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@Tzeentchling9 said:
Devs have stated that random Survivors get the Obsession instead the one who actually has the Obsession perk so that Killers can't play around DS.
Because #CoUnTeRpLaY is a Survivor privilege.
The #CoUnTeRpLaY to DS is just not to tunnel anyone, or at least only slug the people that you do
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It's a possibility, if they want to add more Yamaoka estate maps the killers released with them would most likely have to be Japanese, unless they just add standalone maps of course.
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@moonlunn said:
Imagine if we were all toxic survivors? And imagine if we...kissed ๐๐๐
Bro ๐ณ๐ณ๐ณ
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@ArecBalrin said:
https://forum.deadbydaylight.com/en/discussion/comment/623461#Comment_623461
When was the change made that she could cancel her blinks?
I think you mean she can shorten her blinks, so does not have to go a full-distance on a full-charge. This is unlike with the Huntress, who can charge up a throw but then cancel it without throwing. The Nurse must blink, she must blink for the full-duration and then wait-out the fatigue, having only achieved a shortening that survivors seem to have problems reading.
Blink at the floor and it cancels the blink, it was added with the saw chapter when they allowed her to blink through the floor for some reason.
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@Gardenia said:
https://forum.deadbydaylight.com/en/discussion/comment/623453#Comment_623453
No, the problem is killer design and viability as well, for people who don't want to play nurse Billy spirit etc. The game is increasingly difficult like putting a handicap on yourself in high ranks, so in high rank play it's stressful because of the killers ability to handle ultra organized Survivors regarding their power.
Why can't they just make swf unable to do ranked match and instead only a casual mode, multiple games have this.
But it's fine. Everything is fine. The devs think things are fine.
I'll take my leave, you all enjoy your day
I mean, Spirit and Billy aren't all that hard to get good with. Even Nurse isn't as hard as people make her out to be ever since they made it so she could cancel her blinks.
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Quick and quiet, lightweight, dance with me, poised. Anything that makes tracking difficult
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@ArecBalrin said:
https://forum.deadbydaylight.com/en/discussion/comment/623344#Comment_623344
It saves the killer 50% of the time, which is a very long time considering the extensive options survivors have kept receiving for extending chases. That is if the killer finds someone, which to each person is 50% if they go for an exit and don't even try to hide. You aren't refuting anything I've said.
It's an anti-mashed potato perk. For it to be an actual 2nd-chance perk, it would have to revert a killer fail-state and the only clearly-defined fail-state for a killer is a survivor escaping.
Currently, the game considers someone getting caught in a trap mid-chase to be Trapper 'losing the chase' in the emblem system; such are the incredibly low-standards the devs have for what they consider to be a killer fail-state.
I was mainly trying to point out that it doesn't only punish bad players. Say you were in a five gen chase with someone and their teammates didn't cleanse all 5 totems and you only then hit them with NOED, they obviously weren't a bad player, you were just using a perk that punishes them for not doing something that they didn't have a chance to do. I don't have that much of a problem with NOED but I don't like the fact that it also punishes players that weren't playing badly.
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As much as I understand that, I don't want to run around the whole map, chasing the Ash that unhooked me but is scared to heal me for some reason.
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Can't say I know what's happening then, probably just busy queue times
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Are you different ranks?
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@ArecBalrin said:
I don't think NOED even counts as a 2nd-chance perk, even if it wasn't a Hex perk: most killers can not guard most exits on most maps. Survivors literally only have to pick a gate and it's a 50% they'll be found. Then there has to be at least 1/2 of a chase.
You have to not only be a potato but a mashed potato to lose to NOED.
I'm sorry but that isn't true, the whole point of NOED is to completely skip a health state. Where a survivor could get hit once, they could possibly run a killer around until another survivor opens the gate they were working on and then run back. It saves the killer an astonishing amount of time and many good players die to it quite often.
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This doesn't show how unbalanced the game is, it shows how weak Trapper is. 2 generators had been powered before he even got a chance to look for survivors because that time was taken up by him setting traps. You have to think about what would have happened in this situation if different variables had been changed.
For example, what if he had been using ruin over corrupt intervention? If the survivors hadn't found the totem it would be unlikely that generators would have been completed in as quick a time seeing as corrupt intervention will 100% of the time be disabled in 2 minutes whereas ruin can (but usually doesn't) last the whole match.
Some builds are risky seeing as perks can be completely countered by maps or another player's build, we can't pretend that this is a killer only problem either, do you think it's fair for a survivor to get shelter woods while running balanced landing or the game when using lithe? As more perks and maps are added, other perks, killers, add-ons, etc. need looked at and rebalance accordingly.
So all in all, the devs need to look into rebalancing things on both survivor and killer sides as there are many things on both that shouldn't be as strong / weak as they are.
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@Marcus said:
https://forum.deadbydaylight.com/en/discussion/comment/619979#Comment_619979
Carrie ? The girl with telekinesis powers who killed all her clashmates at the prom ?
Or you talk about another Carrie ?
That's the one
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@Rydog said:
https://forum.deadbydaylight.com/en/discussion/comment/621395#Comment_621395
Yes. You are quoting a reply where I immediately pointed out "with some exceptions." :D
RIP I'm stupid, sorry
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@Rydog said:
It's arbitrary. With some exceptions, each character's first teachable perk is green at tier 3, and their other two teachable perks are purple at tier 3.
This is one of those weird stupid UX things, because Behaviour seems to grossly undervalue strong UX. It would be nice if we had, say, a tiered yellow/green/purple system for tiers 1/2/3, so perks sort alphabetically according to rank in each character's loadout screen. As a player, I feel like this certainly isn't a notable issue, but it's one of those little minor thousand-cuts things that hurts DBD's overall sheen.
Sorry just being a killjoy here but there are a few exceptions to your statement:
Windows Of Opportunity (Kate Denson)
Open-Handed (Ace Visconti)
Hex: The Third Seal (The Hag)
Sole Survivor (Laurie Strode)
Save The Best For Last (The Shape)
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Just so that everyone is clear on what thanataphobia does:
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They certainly need to make the window for a flashlight save larger but you should still need to time it correctly, not just blind whenever you want and profit from it
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Some are stronger than others and therefore cost more.
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Wouldn't oblivious just be dark devotion and tinkerer?
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@YaiPa said:
https://forum.deadbydaylight.com/en/discussion/comment/620535#Comment_620535
Community=Playerbase, 4head.
The community have no control over what BHVR release first when referring to cosmetics and balance. Your comment suggests that they only release cosmetics before balancing the game because the community want more outfits when that couldn't be further from the truth.
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@YaiPa said:
Because this community is filled with people who put priorities such as bringing legacies back, over balancing the game.
Imagine living in 2019 and still not being able to comprehend that the people who design and create cosmetics are not the same people that balance the game.
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Good idea for a David buff
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On god I just want a Carrie chapter, prestiging her would just feel...right.
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The slight tweak to her base kit that the devs were talking about might help with this. I don't understand why everyone just assumed this tweak was to do with balance rather than gameplay.
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It should work on average, if it was based on highest rank it could possibly be closer to a 1v1 rather than a 4v1
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Is everyone just going to ignore the fact that someone said that MoM is more frequently used than old DS?
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I'd prefer to eat it
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Pig, Spirit, Nea, Feng, Kate, Claudette and Jeff
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@Ceiling_Entity said:
https://forum.deadbydaylight.com/en/discussion/comment/619175#Comment_619175
So Mori's don't spawn people together, but you assume 2 people together = mori and then try to Kobe off the hook..
I mean; yeah; fix Shroud if it's broken, but it sounds like it's on you for assuming 'I spawned in a group. It's a mori.', not anything in the game being broken..
I'm not that much of an idiot, the killer's offering was secret
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@Ceiling_Entity said:
So you're upset that you assumed it was a Mori and killed yourself, cheating your team out of a player & the Killer out of points..and you want to better guess if you should do it next time?
Yeah, no. Don't suicide on the hook. It's a jerk move.
I'm not suiciding on hook. If it's a mori I may as well try to kobe so I do, if I don't manage to then I go into struggle and wait for someone to save me. An ebony mori will ALWAYS cause you to start with one other survivor and if the killer burns a secret offering and I spawn with another survivor, I'm going to assume that it's a mori and that after the killer finds me after I've been unhooked I'll get killed. If the shroud of separation actually worked the way it should, I wouldn't play like this.
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I once had a dream that I spent all the bloodpoints I was saving for Bill on Pig and I distinctly remember in my dream looking up to see all my bloodpoints were gone and saying "#########.." I then woke up.
