indieeden7
indieeden7
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- indieeden7
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@RainehDaze said:
https://forum.deadbydaylight.com/en/discussion/comment/3288422#Comment_3288422
Honestly, the thing should be basekit. I dunno, remove the TVs automatically coming on? If your entire thing is teleporting near to people and doing hit and run, it shouldn't come with a 100s timer even if people don't bother turning the bloody things off.
I have to strongly disagree, the only thing stopping Sadako being the second most infuriating killer to play against is the fact that Iri Tape isn't basekit. If anything I'd be happy for them to just reduce the cooldown of each TV to like 60 seconds instead.
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I'd be happy to see her buffed if Iri Tape was removed, that add-on is insane reward for literally 0 risk
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@Pega6 said:
https://forum.deadbydaylight.com/en/discussion/comment/3285463#Comment_3285463
I say this as a survivor main that the DS nerf was completely required and should never return to anything close to that state.
The only part that was warranted was the endgame deactivation, the stun time was already rather lacklustre before the nerf.
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Nea is also kind of implied to be punk but I would really love a full blown goth character at some point.
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I really don't know why the DS nerf hasn't been reverted, the only decent anti tunnel perk now is Off the Record and that gets hard countered by STBFL.
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Technically the Halloween chapter was based off the visual novel version iirc.
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If a survivor is being chased by a guard and they start unhooking, the guard will despawn. Of course the only thing is that they have to be in chase. I feel like unhooking within a certain range of a guard should despawn them re-guard-less (I'm sorry).
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3276847#Comment_3276847
Old Undying was also fine. Especially with the spawn points, where survivors could spawn next to a lit totem.
As i said, survivors could ignore Ruin and just push gens without being affected by it. Even more, a killer who wanted to get any benefit from Undying Ruin was required to constantly push survivors off gens. Aka not camping/tunneling. Which is currently the most complained thing.
You seem to be forgetting that old Undying would reveal the aura of any survivor close to a totem, any killer with a form of good movement speed would drop everything just to interrupt the survivor cleansing.
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It's definitely a mixture, there are definitely times where people will DC because of something unfair (to be brutally honest, I did it last night because I couldnt be arsed playing against yet another Iri Tape, Ring Drawing, Eruption Onryō in solo queue, only a couple of seconds later, all of my teammates had as well) but you have to keep in mind that people will DC at the start of a match when they hear the Lament Configuration spawn in. And don't get me wrong, Pinhead can be a bit frustrating to go against buy he definitely isn't all that strong of a killer.
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@Veinslay said:
https://forum.deadbydaylight.com/en/discussion/comment/3273378#Comment_3273378
To be fair it's also painful to play against SWF, but nothing's going to be done about that 🤷♀️
Remember when loads of slowdown perks got buffed and gens got a base 10 seconds added to their repair time?? Did that, or did that not make SWF easier to deal with?
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Local forum user thinks that all survivor players collectively have the exact same opinions as each other
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Is it actually that bothersome for you? If a survivor is standing inside you all that means is that they are making no distance, it's not a benefit for the survivor, it's a benefit for the killer if anything
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Yeah Michael definitely needs a proper add-on pass, he has some of the most ridiculous and some of the most pointless add-ons on any killer in the game.
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@RaSavage42 said:
If you get into a match that has 4 Solo Queue players chances are that Eruption might work 3-4 times in the trial
If you get into a match that has a 4 man SWF playing chances are the Eruption might work once if that
Once you realize that the Killer is spending more time kicking Gens then actually chasing flags must be raised
Also Gen regress at .25 charges per second
I don't know the math behind using Eruption, Pop, Jolt, PR
Or Gen slowdown using Thana, GOP, Dying Light
I would like to know
Ah yes because once I realise the killer has Eruption, I magically gain the ability to telepathically sense when my solo queue teammates are going to go down, that makes sense.
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@DashMonsta008XV said:
Hey you know what is really overpowered,three boons, resurgence, reassurance, Jill's land mine, having to deal with 4 people running adrenaline,3 people running deadhead,no seriously I've had these type of games. But yeah Eruption is totally the problem.
Survivors have so few perks of use that people on the forums have been reduced to complain about Resurgence and Blastmine, how upsetting.
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@Rareware0192 said:
Possibly one of my most wanted chapters is Clock Tower. Would love to have Scissorman as a new killer, Jennifer as survivor and getting to explore the Barrows Estate.
Would absolutely love this, why we don't have a mansion map yet is beyond me
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Because the devs seem adamant to not change outdated or completely unfun game mechanics (moreso on the killer side I dare say). Nurse is still a thing, Blight still has completely busted add-ons, Tombstone Myers is still a thing, Rusty Shackles, Scrollwheel Hag is still a thing, facecamping Bubba is still a thing, Twins and Onryo still haven't been reworked, and Legion and Plague are still some of the most boring characters to play against ever. And that isn't even going into perks.
Now I really don't like to bring up an us vs them mentality on here unless it's calling someone else out for enforcing it, but I really don't think anyone can deny that survivors have been hit hard over the course of some of the most recent updates, that isn't to say there haven't been some good xhanges for survivor as well, but I honestly do believe that some killers are long overdue some adjustments to their powers and they would be nice to see sooner rather than later.
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All of them tbh (excluding Freddy)
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@Barbarossa2020 said:
It was a stupid bug and needed to be fixed.
If i was able to throw a hatchet through a locker would that be fine?
I don't really care about theor removal, but what do those 2 things have to do with each other? It also wasn't a bug.
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Either killers camping and tunnelling as soon as the match starts or teammates who drop the pallet as soon as they see it. Not good.
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Please for the love of God come to the realisation that most people play both, toxic players are toxic players. The only reason that it might seem that survivors are more toxic is that there are 4 of them to every killer in every match.
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@Shi283 said:
The first counterplay to nurses is to keep your distance
The second is to force her to choose between two options.
run straight away or come back
Run straight across the wall or come back from the wall
Get off the building or don't get off the building
Get over the board or don't get over the board
Such
However, it is necessary for nurses to anticipate when to blink and how much to charge.
Otherwise, nurses who see your movements can attack you unilaterally.
You see, it's all very well and good saying to force a 50/50 but you seem to be forgetting that Nurse has 2 blinks, not 1. In most situations, even if you win the 50/50 she has another blink to fix her mistake.
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@Aceislife said:
Hold W, make her guess your movements. Pray. Thats about it. (Not implying she needs a nerf, because she doesn't)
*suggests praying as counterplay to Nurse*
*claims Nurse does not need nerfed*
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I mean, even if they do pay attention to the ground, there are times when you literally just cannot see the traps, Hag is worse for this seeing as her traps are smaller, have a larger AoE, and are 2D. I personally hate going against both of these killers because it feels as though their counterplay is "guess where they've been that match".
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@EntitySpawn said:
Why should we nerf a perk just because of one niche situation which is still counterable?
Yes it makes end game saves a little harder, but seriously the killers using a perk for it...
Did you even read my post? This nerf will only affect the perk in the "niche" (camping has been prominent ever since basekit reduced cooldown buff) situation that I'm complaining about. Outside of a camping situation, the perk will act exactly the same as it currently does.
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@CaulDrohn said:
I'm against that.
Why? The killer has to hit 8 times to get full stacks, not counting in a potential block by the obsession. So when the killer camps the first guy possible, he should have 2 stacks tops. So for blatant face camping from the start, STBFL does not really do anything. It's really not that efficient for a camping playstyle, Corrupt, Deadlock and Noed are way better. So when camping takes place with many STBFL stacks it's more likely in mid / end game. Where camping might actually be a valid decision to secure a kill.
Also, STBFL is a great counter to hook bombing, I wouldn't want to lose that. If survivors playing super aggressively and unhook just seconds after you hooked, it's fair game to hit them equally aggressively with fast hits.
This wouldn't have much of an effect on punishing hook bombing, 1-2 metres is a tiny area of space, like 0.25 - 0.5 seconds of distance from the hook. Most times you will be able to hit the person going for the save before they reach that area. I just think something needs to be done about the fact that survivors who aren't part of a coordinated SWF (or if the hooked survivor is the obsession) are literally forced to just leave the person on hook to die.
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@GrimoireWeiss said:
That's a problem with camping in general, not STBFL.
But if the killer doesn't have STBFL, you can do something about it. I'm not saying that camping isn't an issue on its own but STBFL is what makes saving the hooked survivor nigh on impossible. The change I proposed would not change the perk in any way apart from when a killer is camping. Much like how certain survivor perks are disabled under specific circumstances, I feel as though it needs to be done with STBFL as well.
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It wouldn't happen but I would kill for Violet from part V to be a survivor, I need more survivors that are explicitly from alternative subcultures, think all we have at the minute is Nea who is pretty explicitly suggested to be a punk.
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I feel like reworking the only killer that completely ignores all physical obstacles that are designed for survivors to use to prolong chase, would probably make the game just that little bit healthier.
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@fake said:
Is it a known defect but has not been kill-switched and is still available for exploitation? Why is that?
Because it isn't game-breaking, killswitching only ever happens for things that make the game crash, etc. Oni was bugged for about a year and pretty much had 2 add-ons basekit, did he get killswitched?
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Update on my personal situation guys:
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/3223694#Comment_3223694
Yes, can confirm. You don't get progress if you weren't the one to open the gates.
It's a horrible achievement.
Pain
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@GreyBigfoot said:
https://forum.deadbydaylight.com/en/discussion/comment/3223262#Comment_3223262
"Playing normally" is kind of a stretch in this case. Because you also need to be the one to open the gates and escape through them. That, coupled with the 20 times makes it need grinding, otherwise you'd never actually get it reasonably.
Do you actually have to be the one to open the gate? I thought you just had to escape through them
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@AcelynnBen said:
https://forum.deadbydaylight.com/en/discussion/comment/3223681#Comment_3223681
i said the whole damn map was like this, i only took a screenshot of this because i had time
With the most recent updates being as one sided as they were, I really don't see any reason to nerf pallets with the exception of some specific maps being reworked. I really don't want to sound rude but it might have literally just been a you issue, everyone has bad matches as killer every now and again, but the general consensus among the community now is that killer really isn't anywhere near as difficult as it was a mere few months ago.
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If you are somehow letting someone chain THAT pallet into a jungle gym, you aren't playing very well. The treads next to it are like 2 metres long in total. A survivor using that pallet is pretty much a guaranteed hit.
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I would love a Carrie chapter, as long as it was based on the og 1976 movie and not the awful remakes.
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I think its main purpose was to stop hillbillies who would just stand at hook revving their chainsaw, they can still camp but it gives survivors a chance to at least trade hooks.
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@BringShaggytoDBD said:
Shattered Hope should be basekit imo. There are 5 totems in each game which means survivors can get 5 uses out of their boon perks. Allowing constant blessings is just ridiculous.
Other options to nerf boons:
- Increase the time it takes to bless a totem each time one is snuffed out.
- You have 3 tokens, each time you bless a totem you lose a token. Once all tokens are gone, you lost the ability to bless totems. (This would allow up to 12 blessings per game if all survivors brought a boon perk).
Ah yes because Shadowstep, Exponential, and Dark Theory are all strong enough to warrant such a nerf.
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If you legitimately think killers still have to run 4 slowdowns, maybe you should take a step back to see if you're actually playing well.
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@Coffeecrashing said:
We shouldn't nerf perks just because SWFs with voice communication bypass game mechanics. Eruption is supposed to be a surprise.
And it's still a surprise over half the time with the majority of SWFs, because the majority of SWFs are only two people. And even if it's a 4 SWF, they don't always know when they are going to get hit. It seems like the only people that are consistently bypassing Eruption's surprise are 4-SWFs that are using competitive call outs, and survivor mains on these forums are constantly reminding me how absolutely rare those groups are, and that most SWF are people "just playing with their friends"
This perk is only useful against solo queue, which is arguably already the weakest role. Losing the equivalent of 40 seconds of time just because the killer had a perk that you have no way of knowing when exactly it's going to activate is not healthy.
Not only that, but where did OP ask for a nerf, the title reads "changes". "Nerf" and "change" are not synonymous.
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@Regulus47 said:
https://forum.deadbydaylight.com/en/discussion/comment/3216285#Comment_3216285
No need to be so rude. Just having a bit of fun
This exact joke gets told at least 5 times a day
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AHAHAHHAHA FUNNY AND ORIGINAL JOKE!!!!111!1!1 🤣🤣🤣🤣🤣🤣
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I'll be happy to see it nerfed when CoB, Overcharge, and Eruption get some sort of change as well.
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I wish more people would run builds other than CoB, Eruption, Overcharge for once, ever.
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Tbh I'm starting to find going against Call of Brine, Overcharge, Eruption every match just slightly aneurysm inducing.
Will never understand why the devs thought buffing a perk that only affected solo queue to the point that getting hit by it means you cannot do anything for 30 seconds along with 9 seconds of gen progress lost was a good idea.
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Twins (not complaining)
Hag (not complaining)
Billy
Demo (nor complaining)
Trickster (not complaining)
Dredge
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Maybe if Rancor had literally any sort of counterplay, I'd agree. DH on the other hand really has not changed that much, it's still pretty much an instant kill while being exposed.
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I mean, you could just break the pallet, I know it's probably not what you want to hear, but removing it also removes any possibility of a survivor wasting your time there as well.
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I'd rather they give her buffs that make her kit slightly different. As cool as the current mori mechanic is, I'd prefer they did something like:
Make condemnation much easier to obtain to increase frequency of survivors using TVs
Condemnation now inflicts a survivor with the exposed status effect rather than the ability to mori them, adding a more immediate risk to allowing yourself to become condemned
The mori ability is unlocked once the survivor is dead on hook, similar to PH
Also rework the iri tape add-on, as good of a boost it gives Sadako, for the effect it gives, its risk vs its reward isn't exactly proportionate. I feel as though it should activate for hitting a survivor within 20-30 seconds of teleporting to a TV.
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I'd say pretty much any chapter is worth it. New characters and perks to play with is always good.

