inferjus
inferjus
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@Yung_Slug said:
https://forum.deadbydaylight.com/en/discussion/comment/1080790#Comment_1080790
Is this your experience from killer side or survivor side? If you play killer at high ranks, you'll probably be matched up with a lot more SWF than solos.
I would say both.
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@Yung_Slug said:
https://forum.deadbydaylight.com/en/discussion/comment/1080783#Comment_1080783
In SWF, maybe. In solos, Bond and Kindred see a lot of use.
I don't think so.
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@Yung_Slug said:
https://forum.deadbydaylight.com/en/discussion/comment/1080595#Comment_1080595
Open Handed buffs all survivors though, so it won't be wasted if other survivors use Kindred or another aura perk.
Survivor meta is Dead Hard, Adrenaline, Decisive Strike and Borrowed Time. There is little change anyone will be using aura reading perk.
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@Endstille said:
https://forum.deadbydaylight.com/en/discussion/128693/developers-want-money
I hate these kind of posts where people ask other people to understand something that they do not understand.
BHVR doesn't have 50 employees, they are almost at 600, check their own website. DBD is not the only source of income they do have available. Furthermore the devs probably do not make the prices for dlc, the game itself or even the cosmetic articles in the shop as this is not what they are paid to do. At least I would be quite surprised to have some coder make decisions about marketing and calculating their cashflow.
I would be shocked if they do not have a few people in marketing and so forth but hey in your world, DBD has to make up for everything. Sure why invest in anything with the profit made? By investing I mean other gains to obtain income stocks for example and other assets.
Beauchamp-Daniel is probably the person making the decisions (might be outdated idk) regarding deadlines and so on ofc with input from people such as Coté and the devs at least that is how it should be imo. When DBD doesn't make a profit anymore BHVR will either stop the project or switch persons who are in charge.
An example why they should aspire to other levels of quality would be ofc the infamous CDPR, they did show DLC can be free, quality over quantiy. Sure there is crunch for the people involved and so on but I doubt that this is diffrent to most companies.
CDPR made free DLC? You mean those reskins for Witcher 3?
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Well, Trapper also was tortured by Entity to force him to work. Same goes with Doctor.
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I don't care about new DLCs since all of them are paid and those "free" ones require you to grind the shards for about 40 hours.
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Depends. If you play Hillbilly, you don't need Ruin, but you get great value off of it. If you play Clown, then you will probably lose anyway, no matter how long Ruin stands.
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Depends. If you play Hillbilly, you don't need Ruin, but you get great value off of it. If you play Clown, then you will probably lose anyway, no matter how long Ruin stands.
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@Yung_Slug said:
https://forum.deadbydaylight.com/en/discussion/comment/1078202#Comment_1078202
You underestimate the power of open handed + kindred.
I do agree that Up the Ante does literally nothing, though.
It's quite strong, but you need 2 perk slots for that.
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Ace
Only Ace in the Hole is useful, all other perks do nearly nothing.
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@arcnkd said:
https://forum.deadbydaylight.com/en/discussion/comment/1076258#Comment_1076258
Thanks for the feedback - though I am surprised you think C is less logical than B. Killers look at their feet when breaking the pallet -- so how exactly is it logical they can be blinded by flashlights and stunned -- an item that only works by shining it into the killer's face. And if it is because "killers look forward on Survivor's screens and only look down on Killer's screen" then that just fuels the 'illogical' reasoning of making it so killer's can't see where Survivors run off to.
If anything I would think B would make it logical to be able to blind-stun killers with a flashlight during pallet breaking; or C would make it logical to be unable to do so.
I think C is more confusing as animation of pallet breaking would not change and killer has no ability to change the direction they are looking at.
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A - too OP. Numbers should be raised, but not that high.
B - not bad idea. Interesting and simple concept.
C - makes less sense than B, so I would stick with the option above.
D - as long as numbers are not too high it's not a bad idea to combine those two options.
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@Kebek said:
Magician Ace with top hat.
Or just the top hat. He already has nice uniform.
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@kaeru said:
https://forum.deadbydaylight.com/en/discussion/comment/1070383#Comment_1070383
Good point, but it's more like a job for animators, or maybe intern animators, if they have them. It's just a decoration work, and they could possibly input some new animations from time to time.
Good point.
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It's a lot of work and time, I would prefer this time to go for fixing bugs and balancing the game instead of new visuals.
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Nobody cares about BP and there is no penalty for DCing.
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@mouse0270 said:
https://forum.deadbydaylight.com/en/discussion/comment/1064746#Comment_1064746
I don't see any other challenge on tomb 2 that is behind a killer specific challenge. To the best of what I can see the challenge I pointed to on the left side is the only challenge like this.
Sorry, I meant hidden behind DLC killer perks.
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No, making gens is boring and one extra gen to do would kill games for less experienced players of both sides.
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There is also second locked challenge for killers for those not owning DLC, it's from the right side.
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@Colton147 said:
Killers tend to average around 300K bloodpoints with Barbecue & Chili, while survivors tend to average around 12K bloodpoints with We're Gonna Live Forever.
Ummmm, no? I never got 300k BP with BBQ&Chilli, and I always get around 50k BP or more with WGLF.
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@VolantConch1719 said:
Trapper ~10 seconds
Wraith ~9 seconds
Hillbilly ~11 seconds
Nurse ~14 seconds
Shape ~13 seconds
Hag ~13 seconds
Doctor ~12 seconds
Huntress ~12 seconds
Cannibal ~13 seconds
Nightmare ~10 seconds
Pig ~7 seconds
Clown ~14 seconds
Spirit ~11 seconds
Legion ~11 seconds
Plague ~14 seconds
Ghost Face ~12 seconds
Demogorgon ~12 seconds
Oni ~13 seconds
These times were taken from the video lengths of the Memento Moris on the DBD Gamepedia.
So no, Clown's is not that long in comparison. It just feels that way since he spends a good amount of time licking fingers.
14 seconds is the longest if we look at your stats...
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@SurvJoe said:
https://forum.deadbydaylight.com/en/discussion/comment/1053225#Comment_1053225
agree with insidious is cancer , self care is good mate using it on red rank saving time instead of searching for teammates or totem around for inner strengh
Self-Care makes you waste time on healing every time you get injured. It takes over 30 seconds to heal yourself with that perk. It's better to go and do gen or really anything else than heal yourself with this perk. Also medkits exist and are way better than Self-Care.
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@SunaIIanu said:
https://forum.deadbydaylight.com/en/discussion/comment/1054158#Comment_1054158
I'm pretty sure that faster recovery while crouching isn't a thing anymore. As far as I know it was removed with the introduction of vigil or shortly after.
You are right, wiki says "Up to Patch 1.8.0, crouching would accelerate the recovery of the Exhaustion meter by 33 %.".
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@Magician said:
https://forum.deadbydaylight.com/en/discussion/comment/1054236#Comment_1054236
Yes of course. I know it is irritating to watch someone sprint away. I feel you. Try to make someone use it and just change course, or if in the open with the right character, go straight for them if you think you can cut a corner or close fast and proximity face camp once hooked till they are dead. I feel like too many people let survivors off hooks too easily. I mean really though. You know the other survivors are coming. It's bait. The other survivors realistically can't get more than 3 gens done and probably not even two b4 that person is dead bc someone always comes for the save. That type of play makes some people upset, but it is just tough. They have to deal with it. A lot of times the survivors only manage 1 gen in that situation, which afterward puts them in a horrible position with 3 survivors and 4 gens to complete. At that point the killer has a huge advantage and if you face camp again they are in serious trouble, because they might need 2 to 3 gens and only have 2 people left. Alternatively, sooner or later you will catch that person with sprint burst exhausted, or the game will be going on for a very long time. You should really try to force the issue with the last few gens. Good survivors will get gens done. You can't stop that. There are some killers who can close really fast too though. If you get two survivors, it is really kind of a small win, three a bigger win, and get them all and you dominated (max of 24 hits connecting on survivors). I had Billy one match and kept chainsawing between the last three gens. The game went on for like 30 minutes and they finally just gave up because it was near impossible to overcome. If a gen was turning, I knew where they were and kept randomizing which gen I would check on. Same with the hag. Put markers down on three close gens and the survivors are screwed. They have no idea whether you can teleport or not, which lots of times will cause sprint burst to be activated sporadically and in the wrong direction.
Yes, 3-gen strat is pretty powerful. It definitely makes easier to catch survivors, and those with SB are often exhausted when being in 3-gen area.
I don't like camping tho. I do it only when I know survivors are around or it's already too late to do anything different. Good survivors can punish killer hardly for camping.
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@ermsy said:
https://forum.deadbydaylight.com/en/discussion/comment/1054212#Comment_1054212
I'm starting to think it has more to do with the killer population than the mm (which still isn't great).
The survivor challenge tomes are the only reason I'm playing survivor right now otherwise I'd play killer.
There is another reason to play survivor: you get daily bonus in Rift Fragments for playing first match of the day as survivor, so you can play each role one time daily and get two bonuses!
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@Magician said:
https://forum.deadbydaylight.com/en/discussion/125797/small-sprint-burst-like-perks-nerf
The thing that I would say is that as long as someone is running, gens are not being done by that person. It is also wise to concede some gens on purpose to get a remaining cluster together. Try hard when two gens are done to concede one or two others so that the remaining gens are clustered together. You can't get everybody every game, but if you do that, most of the time it won't matter what the survivors can do, as getting the gates open will be extremely hard without dying out.
Thanks for the tip, I already know about 3-gen strat. It is helpful, but it has nothing to do with SB. Thank you anyway!
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@Magician said:
https://forum.deadbydaylight.com/en/discussion/comment/1054181#Comment_1054181
It is an easy perk to use bc it is always applicable, but it also makes you a target once the killer knows you have it. It is also very easy to exhaust and not have when you need it against good killers, so it kind of restricts how quickly gens are done. I don't think it needs to be nerfed. A lot of the time people crash into stuff in the middle of it anyway.
Depends on how skilled survivor is. Skilled survivors can use it pretty well.
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@Marcavecunc said:
https://forum.deadbydaylight.com/en/discussion/comment/1054145#Comment_1054145
I mean I like the acceleration idea, but it would ultimately give the survivor less of a headstart if the effect still lasts the same 3 seconds, since the first half of that time is spent accelerating before reaching top speed.
I just would like to change meta a bit. You see the same survivor perks every game since its release.
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@Todgeweiht said:
https://forum.deadbydaylight.com/en/discussion/comment/1050389#Comment_1050389
No, they aren't, besides the fact they have a 40 second cooldown that does not go down when running, they last very little and require certain skill to get use out of them
The fact that you don't know how to play around them does not make them OP
I know how to play around them, do not accuse me of being noob when you clearly can not read. 40 seconds times goes down pretty quickly and when you crouch it goes even faster. I think it recharges too fast but I did not mention anything that it is unbalanced. Also they require 0 skill, you just have todo basic action like vaulting, falling or running (in case of SB you can start running before it recharges to activate it when you want). Don't put words into my mouth
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@Marcavecunc said:
https://forum.deadbydaylight.com/en/discussion/comment/1054125#Comment_1054125
It does change something. It's easy to say "this perk that's on my team's side is totally fine" or "that perk that's on the other team's totally broken and needs to be changed"
But yeah, I feel like speed boost perks (basically every exhaustion perk except Head On?) are fine the way they are. It's only 3 seconds, not as if it lasted 10 seconds.
My balance idea does very little to the strenght of those perks and tweaks them greatly (wrote it above). I see no reason to not introduce it, but I respect your opinion.
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Unfortunately, devs won't fix this system because they are creating new one. Prepare for surffering.
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@Marcavecunc said:
As a killer main, no. Those perks work as intended and the cooldown to use them again makes them fine as they are. Yes, it's annoying almost catching up to a survivor and having them sprinting away but it's all part of the game.
As someone who plays both sides, yes.
For real, why you have to say that you are "x" main? It changes nothing.
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@PrettyFaceKate said:
They're not OP.
Yes, they are. They are one of the most used perks in the game, among Borrowed Time and Decisive Strike. They are also bugged and most of the time when you would hit a survivor that just activated their Sprint Burst, game stops your lunge and lets survivor run away uninjured.
This little nerf would probably fix this bug (game would detect hit way faster and let you injure them if they would hold for too long with activating Sprint Burst) and make exhastion perks more balanced.
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Legion has add-on that gives him ability to destroy pallets by vaulting. Also hit from the basement could be some server lag or something like that, something like that happens to me sometimes. To report someone you need to submit a ticket here: https://support.deadbydaylight.com/hc/en-us . You need a video of person hacking tho.
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16% gen speed debuff that is permanent and can be multiplied is too OP. With this perk survivors would do no gens at all.
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You wrote that gens are done faster for hitting survivors.
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The good one.
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It punishes killers for doing their job and the punishment is too big. Not every killer chasing survivor for more than 30 seconds tunells, sometimes they just struggle to hit them because they are at the strong jungle gym, or eat pallets the whole time. Also you get too much information for very easy to fullfill condition and you can share this with other survivors. It's a "No" from me.
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Bloodweb.
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Boil Over actually helps killers and Windows of Opportunity is useful only to beginners. Dance With Me is the only useful Kate's perk because it can help you lose the killer (WoO can help too, but you can just learn where windows and pallets are).
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Just don't respect pallets.
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@[Deleted User] said:
You must have reported them in-game, then you can submit a support ticket here: https://support.deadbydaylight.com/hc/en-us/requests/new
Thank you! Fortunately, I reported them in game, now I just have to wait for video to upload and report this cheater.
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@AsePlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/1036119#Comment_1036119
Oh yes then we can combine old ruin and new ruin and never do a generator ever. Sounds great
- You can destroy hexes, and now there are 2 of them so it is easier to find them.
- Killer has to use 2 perks slots, so he has only 2 perks if you destroy his hex totems.
- Killer can chase only one person at the time, so you could still do a gen if your friend is being chased.
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If you want to do it, then it's ok for me.
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@Pumpkin_King said:
https://forum.deadbydaylight.com/en/discussion/124317/tips-for-adept-oni
Wait for rank reset.
And get better with Oni. Maybe use Renjiro's Bloody Glove
and some perks that help you disrupt generator progress. You want to get in position where you could win , at best in the beginning of the game which shouldn't be too hard since you can slug with Oni and then disrupt their efforts of trying to build them back up. You need to be better than them though. If you only nearly win games you probably won't get a Merciless Victory, you need to nearly destroy them and then play with your food. It must be clear that you could end the game without problems at every time, if the survivors have the control you probably won't get a Merciless Victory.
It's Adept Oni achievement, they can not use other perks than Oni's.
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New Ruin isn't bad, but it should become new perk instead of taking place of old Ruin.
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@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1035568#Comment_1035568
Why do killers always call for nerfs?
Just dont tunnel and DS isn’t a problem
What if you don't tunnel and still get DSed?
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All Adept Killer achievements rely on luck. You need to get four potato survivors to unlock it, because this achievement demands from you not killing survivors, but making the game last as long as possible so you can farm enough points for every emblem.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1034901#Comment_1034901
He is a viable killer.
Many Clown players make the mistake of never advancing beyond only throwing bottles directly at survivors, and are not frugal enough with them during chases.
The Afterpiece Tonic is more effectively used as a trap ahead of survivors, either where you want them to run through the whole expanded gas cloud, or to trick survivors to change direction to run somewhere Clown actually WANTS survivors to go.
Short version: players struggling in matches with Clown aren’t using the gas as a deterrent, and/or they’re not properly thinking about how to get survivors to run through the FULL gas cloud instead of just partial exposure to the gas (direct bottle tosses).
Yeah, no. Even if you use tonic as you wrote it's impossible to win as Clown against well playing survivors. You can only put pressure on one survivor at the time and other three keep doing gens. Clown NEEDS map pressure ability, otherwise he won't be viable in Red ranks.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1033081#Comment_1033081
It sounds counter-intuitive but Clown doesn’t need more map pressure. When Tonics are used strategically/properly, chases can be ended quickly, or pallets wasted quickly. This allows Clown to forgo some of the pressure other killers need because the survivors are going to more frequently distracted with heals, rescues, and revives of downed/slugged teammates.
You say it like Clown would be a viable killer.