lagosta
lagosta
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- lagosta
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Exhaustion perks are not required in SQ, but they help a lot. SB discourages killers from chasing you, DH is nice to extend loops, and the new perk is good for dumb tech. But if you want to play better and make more conscious decisions removing that safety net can help you.
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I S2 James Charles.
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Stop the cycle of hatred :P
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Flavor, I guess.
Many killers have peculiar interactions with perks, BT is no stranger to that. The TR restriction also has the neat effect of giving the user a clear sign of the perk will activate. Good survivors will wait for the TR before rescuing.
IMO, keep it as is. Rescuing someone should not be a game of chance to see if BT is active or not.
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@Nameless said:
https://forum.deadbydaylight.com/en/discussion/comment/1979879#Comment_1979879
Perhaps, but why are there god pallets back to back then? It's not like the existing windows are weak either on the map, and I'd be surprised if the total amount of windows on the Game is fewer than let's say Sheltered Woods, or Thompsons House.
The real power of pallets is not on the pallets themselves but on the ability to weave and extend loops before you use them. A TL is good, the same as a jungle gym. But when they're close together the time it takes for a killer to force the pallet down increases dramatically. That's why old Ormond and current Cowshed was and is so survivor-sided. The outer ring of tiles tightly connected to each other is just overkill.
Behavior seems to have noticed that and every tile on reworked maps seem to be connected by simple unsafe pallets. New Ormond outer ring has basically one tile in every corner + pallets connecting them. New Gideon is an approach to something they've never done before, an indoor map with no visual barriers on the upper floor. The trade-off is that by giving vision to the killer, no conventional windows could be placed there. as most window assets are related to walls. Bear in mind that safe pallets are much weaker without windows or vision obstruction to force 50/50s.
Surely, that upper floor leads to boring gameplay on both sides, no one likes mindlessly dropping pallets or kicking pallets every 15 seconds. But it was a commendable effort by the developers. A few solutions exist though. One would be introducing unsafer pallets on the top side by reducing the size of the loops, another (my favorite) would be introducing window assets on the top floor (like the ones by the exit gate in Midwich) and just removing pallets to compensate.
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Jumpscare Bubba with Dark Devotion, Tinkerer, Trail of Torment, Insidious + indoor map offering. Enjoy :D
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Ruin nerf was deserved. And so was undying.
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Make people play the other side and not just their main role.
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Doc has plenty of counterplay and is a middle-of-the-pack killer.
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I'd love to see a character that was a killer AND a survivor. Kinda like the Entity taking someone in 2 different moments: either a ruthless killer that pathed to redemption or someone with pure intentions that drifted into a tragic fate.
An example would be allowing us to play as the survivor Lisa Sherwood or the killer Hag.
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Why not both?
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Corrupt main value is not the slowdown, but the map control. Some killers need that extra push at the beginning of the match. The best examples are Hag and Trapper that need to drag survivors to the areas they control and need some prep while the survivors arrive.
Regarding regression perks, go with Surge if you're a slugging nurse, or Ruin/Pop depending on your playstyle.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1979903#Comment_1979903
In all honestly it's not even a bad one. It works pretty well.
They are in a situation now where the map is only too survivor sided because it has far too many good pallets. All they have to do is like....delete a few basically and then give it a month to see how that works out and then delete a few more as needed until it's fair xD
Another one would be to reduce the size of the loops to make them unsafer so that killers don't have to destroy every pallet :D
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@Chchchcheryl said:
https://forum.deadbydaylight.com/en/discussion/comment/1979921#Comment_1979921
Idk who you are and I've never seen you before today but you're the funniest person on this forum
Thanks again, stranger :D
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I swear this is how I pictured you finding the bug:
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@Chchchcheryl said:
https://forum.deadbydaylight.com/en/discussion/comment/1979835#Comment_1979835
Who ever you are I love you
Thank you, stranger :D
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@[Deleted User] said:
I had a 10 pallet change to do, so I used Bubba and landed on that map. I was like "Man, I should get 10 pallets easy"
I broke like thirty-#########-four of them.
https://forum.deadbydaylight.com/en/discussion/comment/1979879#Comment_1979879
That would be fine except the majority of them HAVE to be broken which is a problem.
I know, I just think it was a design choice. Old Gideon had only 2 windows on top, the new one I am yet to count.
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Gideon has almost no windows on the top half of the map. It seems to be a deliberate choice to give pallets instead.
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Yes Officer, this post right here.
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Perk idea:
Run in Heels: You have a 20% speed penalty while running. Press E to stun the killer with your looks.
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Spine Chill is easily accessible as it's not a teachable perk. IMO, If I was playing a stealth killer got 3 black cats hissing at me, that would be my last match of the day.
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IMHO: Breakout to follow the killer around, Mettle of Man to take protection hits while doing so, Tenacity to crawl away after getting hit, and No Mither to Rinse and Repeat.
You cannot be killed! :D
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@Momentosis said:
I find myself tunneling Janes more.
Wonder if it has anything related to that bounce action XD
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I think there was a video of Otz placing a trap with Iri stone at the Switch Box after getting 4 stacks of Remember me.
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@Volfgang57 said:
Jane and Kate. The only two survivors with "extra" physics
And hatch.
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A while ago when killers picked a survivor up, they could see their legs and hips partly blocking the camera. Basically, Jane would make the killer blind of their left eye, so the devs had to adjust that.
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@JediWithASniper said:
https://forum.deadbydaylight.com/en/discussion/comment/1978473#Comment_1978473
I didn’t realize that. I thought they nerfed it.
When they changed Sabotage as a whole, they gave the perk a competitive time bc it was tied to a CD and survivors could no longer 99 hooks. That way one can sabotage during the blade wipe animation. Other toolboxes cannot do it in such a short time span.
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@JediWithASniper said:
It can occasionally come in handy, but most people don’t use it because it’s way slower than a toolbox sabotage. Self-care is the same way, way slower than a med-kit.
On the contrary, Saboteur is generally faster than most toolboxes. The only 2 toolboxes that are faster (not counting add-ons) are the yellow and Alex's
OP, a good strategy is to block the hook while healthy and take a hit. Immediately after you sabotage and run away or DH out of melee range. It's quite consistent to pull off. Saboteur can also be used to inflate your boldness score, each use awards 500 points and it can easily help you in the games where the killer is tunneling someone else or refuses to chase you.
The perk would be a lot better if it didn't go on CD after being interrupted tho.
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Poor Sally was violated.
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Of course the hitboxes are huge, how do you think he beat David King?
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@SilentPill said:
Killer is the best solo Q experience
Indeed. Survivor SQ was always a martyrdom. One plays SQ to atone for past sins or to acquire karma for the next life.
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It's a gimmick. Do it for the funs, but don't expect good results out of it.
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Did they tase the killer?
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You didn't approach his most lethal weapon: Boredom.
I can't describe my sadness when the match starts and the HUD shows those little clocks. The only thing that saddens me more is the phasing sound.
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Dunno. Just waiting to see how David King will take a beating this time. :D
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Last we heard, MMR was silently running in the background to be finely tuned by the data the current system is producing.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/1972211#Comment_1972211
That is literally just a better version of the release version.
Not really. The release required 3 normal hits. So just by going down then being first hooked, the survivor already had 2. This one is powerful but requires you to take a protection hit to activate and needs to be reactivated if healed to healthy. Also, it can only be used once per match. Note that taking a protection hit while Healthy does not grant the effect when exposed or against insta-down killers.
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IMO, change it to be powerful but only once per match with an easier activation. Something on the lines:
Mettle of Man: After taking a protection hit while Healthy, Mettle of Man activates. While active you gain Endurance for as long as you remain injured and when the effect is consumed, Mettle of Man deactivates for the remainder of the trial.
That way the perk keeps a similar (but easier) activation requirement, but can only activate once per match.
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Guys, I think I cracked the code:
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Hmm, builds that are intentionally bad are not fun. The ones that try and fail miserably are the best, tho. Ex: No mither, tenacity, saboteur, MoM.
The idea is to run along with the killer while they're carrying a survivor. Sabotage the hook and when the killer hits you, you crawl away with Tenacity and get up with No Mither.
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Yes, don't hug the fences when the killer is on the other side.
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Stay focused with nurse. You will lose many games before you start killing people. She has a steep learning curve but can be rewarding.
Hag plays her own game. Trap choke points and watch lots of content.
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@IWasLeft2Die said:
It could be a cool perk idea (to either remove it under certain conditions temporarily or not have it all game). That could be a really cool idea.
But it should stay in general. I could see a lot of people get much more frustrated and complain that killers shouldn't see them. Just not worth it honestly
I don't like that idea. Currently Beast of Prey, Trail of Torment, Tinkerer, and Dark devotion grant undetectable can remove the red stain. If Beast of Prey, for example, removed the red stain completely and didn't reduce the Terror Radius, I could see new killers being dependent on it.
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We can create a new background story for her:
"In the year 2019, a new plague was discovered. It swept the land, and spread like wildfire, sending nations worldwide into a lockdown by 2020. Sally was a frontline worker, a nurse by calling. She stood strong through 24h shifts making the difference, although her best was never enough. The sheer number of patients outscaled her peers, the ventilators were not enough. Soon enough it was not a matter of IF she could save them, but WHO she would.
Unfortunately, not only the times were trying. Waves of deniers kept the threat alive, not wearing masks at Walmart and meetings. "Barbecue, Beer, Freedom" was waved in their flags. "Why can't I have my Haircut. Show me the manager!" screamed Karen. The younglings soon joined in countless summer break parties.
Overwhelmed, Sally tried again and again for months to save whoever she could, but eventually, hope had abandoned her. One night while driving sleep-deprived from 36 hours of a shift, she stops at a traffic light and gazed upon a group close by. "How could they?" she muttered. "Maskless and partying while I kill myself for them?".
Lights turn green. The Noise was unbearable. Those people's screams and laughter were suddenly joined by the loud honking of cars behind her. "MOOOOVE, YOU #########!". And she did while swaying the steering wheel and going up the curb hitting those 4 of those teenagers. A sudden stop ensued moments of silence before the screams started. What had she done?"
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@CountVampyr said:
https://forum.deadbydaylight.com/en/discussion/comment/1970842#Comment_1970842
Why would combining it with No Mither work? That isn’t even remotely close to being a stealth perk.
No Mither reduces the grunts of pain by 50%. Those effects seem to stack additively, so with Iron Will reducing by 100% and Stridor increasing by 50%, they all add to 100% -50% -100% + 50% = 0.
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Neither.
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The Red Stain is a tool that you can use or hide as a killer to lead survivors into a false sense of security. Removing it would compromise one of the most important expressions of skill from a chase. I am fine failing a decision bc the killer outplayed me and don't want chases to become a biased game of chance.
If you don't like the Red Stain, there are perks that provide the undetectable status for every killer or addons/powers that benefit specific ones.
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@GoshJosh said:
Your fellow survivors, most of the time.
IMO, Block other people's gens, teabag, and leave.



