lagosta
lagosta
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- lagosta
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@Bwsted said:
I don't think 2nd Wind issue was the the healing time, but the activation condition. It's an ok buff, but not the buff that makes it palatable.
Nailed it.
Second wind is equivalent to a Yellow medkit + Bandage IF you get the activation requirement before being hooked AND the killer doesn't tunnel. If there was a way to get more perk activations, it could be good or maybe too good. IMHO, change it to a self borrowed time upon being unhooked and make it mutually exclusive with DS.
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I think they made feral frenzy attacks not count as basic attacks exactly bc of perk interactions. During frenzy, there is no line of defense for survivors.
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I don't think so. He is still one of the best chase killers in the game and can't be bothered by some strong survivor defenses. He plays his own game and is one of my favorite killers to play and go against.
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The kill rate is flawed. Other metrics would be much better suited, even the total number of hooks in a match.
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No, I don't wanna hear how Jayden, Brayden, and Aiden pleased my mom yesterday.
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Dead Hard. Too much source of frustration laying exhausted on the ground compared to the times I got it to work.
BT. This one I regret removing sometimes, but as I play SQ only, kindred is much more valuable.
Waiting to grow the balls to drop Iron Will, but I hate Spirit too much.
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Detective's Hunch is not meta but a counter meta pick, I luv it.
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@xEcoLog1cDuk3Xx said:
Isn't her hand her weapon? She swipes at you with her hand like a lion or tiger.
No, he's talking about her feet sliding on the ground while lunging.
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@Freki said:
https://forum.deadbydaylight.com/en/discussion/comment/1866692#Comment_1866692
I understand what it does, and have seen it yes, but it does not happen till you stop running. because running holds it in check per game rules. now I do not believe resuming the running state will stop it from darkening once it starts. but i've never seen it darken till I stop running, this is my experience only perhaps it is different on other monitors or configurations in how it reacts to the effects. i dunno.
https://forum.deadbydaylight.com/en/discussion/comment/1866690#Comment_1866690
my experience with the greying of borrowed time and original DW (immediately after legion launch) was that it darkened my screen more then again i have a cinematic setting active on my monitor.
In my experience it gets darker and darker with time despite running.
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@Freki said:
https://forum.deadbydaylight.com/en/discussion/218598/please-change-deep-wounds
old borrowed time did the same thing without the blood on the screen. and you didn't complain about that then did you? no. The effect is to simulate the NEED to mend instead of continue running. I have never had it darken once I get into that state and the killer is still right behind me, only when the chase is gone and i'm no longer running does my screen get darker.
I started playing way after legion and DW rework. I know it's supposed to denote urgency and that's good in general, but in darker areas it just makes it impossible to loop the killer. I usually mend whenever I can, but with the killer on my trail its just insufferable.
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@EvanSnowWolf said:
Maybe you should hurry up and Mend, then. 😄
I can't, miss piggy is on my trail.
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Country Livin' can be done easily if you go friendly in a match. Survivors tend to be cooperative for challenges.
3 Gens is kinda interesting. You don't need to do the gens, just finish them. I used bond + prove thyself + leader to stick to 1 person in the beginning of the match and finish fast. After that I tracked other survivors working on gens and just finished with them.
Cleanse 20 totems took 5-6 matches using detective's hunch I think. Lots of people looking for totems due to Ruin+Undying.
Worst for me were hook the obsession x times/sacrifice x survivors as I am not a killer main.
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The only benefit for reducing your TR or going undetectable in chase is if you're consistently switching targets to catch survivors off-guard or transfer bloodlust. Needless to say both are inconsistent.
I just wish they changed the Beast of Prey from the undetectable status on killer to oblivious on the survivor and made it activate with the start of the chase. That way, the perk would be impactful and could be used by killers who don't know how to moonwalk yet.
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Cleanse totems doesn't either.
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Run whatever build you want to. If you really wanna discourage tunneling, you can strap some obsession perk and make the killer take the guess.
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Unfortunately, it requires some degree of coordination and boldness. You need to work on 2 different gens at the same time, he can only be at one place at the same time.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1865136#Comment_1865136
https://forum.deadbydaylight.com/en/discussion/comment/1864868#Comment_1864868
They are reworking The Game in this update (which is licensed content).
And rework Freddy's map, but I am not sure they belong to the same IP holder.
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@JPA said:
https://forum.deadbydaylight.com/en/discussion/comment/1865145#Comment_1865145
Elodie's hook scream is actually OP, it has a 70/80/90% chance of making the Killer player remove their headset
or actually turning the sounds off if playing on switch
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@hardtimefun said:
and what I mean by that is that she's the only killer that literally don't move when she attacks, she raise her hand and then stay 100% still and slide towards you without a single movement, she is in the game for years and she still doesn't move her legs when she attacks, why?
Let witch be slidin' in peace.
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I would say strap Big Booty Jane + Elodie on your team and overwhelm the killer with screams.
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@QwQw said:
https://forum.deadbydaylight.com/en/discussion/comment/1864872#Comment_1864872
Please don't tell me you're serious.
nurse and spirit can have a good time there.
Also, Haddonfield must be constrained by licenses. I believe that makes it a little more troublesome to rework.
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I don't think wraith will be blessed yet.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1864774#Comment_1864774
The second the killer downs you and sees the broken status effect they'll know what's going on, though. I think you have to either add more buffs for the injured survivor (e.g. 3% extra movement speed) or lean into the meme and make it a challenge perk (e.g. add BP bonuses for running it).
The intention was to keep the meme factor while making the perk less punitive to use. The only way to make No mither usable is to have the perk not display the broken status to the killer.
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No mither. Just start the healthy and once injured apply the whole effect of the perk we have currently.
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@BillyAndStu said:
https://forum.deadbydaylight.com/en/discussion/comment/1858693#Comment_1858693
Theres multiple counters to bbq. Unlike ds + unbreakable.
You didn't get the point. I was not arguing DS UB isn't overpowered.
OP's argument was that the statement "We don't actively seek to tear down perks just because they are used a lot" only applies to survivors. I pointed out BBQ as a counter-example of a killer perk that has been solidly overused for many years and doesn't need changes.
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@[Deleted User] said:
easy answer: Text chat. you can't stop people from coordinating their loadouts and picking teammates before match but this is the best way to close the gap. now solo survivors will have the ability to say "99% the last gen, i have soul guard and adrenaline i'll distract him and get out with decisive strike. the guy with borrowed rescue me so i can body block. someone go to the exit before the generator is finished"
Oh jesus no. I'm having LoL nightmares. One of the things that makes this game more palatable is the limited communication aspect, the post-match chat is already toxic enough. Also, console players are at a disadvantage typing in a chat box.
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@Junylar said:
They haven't said anything about it, but I might have an idea why exactly DS stays unchanged. It's because it's just hard to use. I have 400 hours in the game and still can't consistently hit that skillcheck. And there is nothing more frustrating in the game than missing DS while the gates are open. So this perk is like a Nurse of survivor perks: it's strong, but will take a lot of time learning and failing miserably before you can get full value out of it. This is probably the reason behind the perk not being nerfed as well: the numbers show that survivors who run DS die with the same rate as those without it just because there are a lot of new players who miss that goddamned skillcheck.
This also shows that the perk is not really just an untitunneling perk, since you can easily be tunneled and if you miss that skillcheck you won't be saved from it. It's a skill-based perk that can be abused by highly skilled players, but it can't even be used in the basic way by those who are not skilled enough.
Understanding this fact can lead to a good way of changing it into a better perk, by making it a truly anti-tunneling perk. Add all those nerfs kiilers demand, like expiration on interaction with anything or anyone and expiration on hooking of another survivor, but also remove the skillcheck: make it auto-success or just "press action button" kind of perk. That way it will be fair and more accessible to all players who can't hit the skillcheck all the times. I think most players would agree on this buff-nerf kind of change.
nah. Don't think so. The skill check is not an issue. DS is meant to be strong for the same reason BBQ is strong: bc it's behind a paywall. That's also the reason both perks are so rare in the Shrine. That seemed to be the practice with early licensed characters.
If they really want to turn DS into an anti-tunneling perk, just make it activate after being unhooked and last until another survivor is hooked instead of having a 60 seconds timer.
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In game coordination. There has been a few suggestions in the forums to provide survivor emotes with limited communication like "need healing", "go rescue", "stay here", "help". Another suggestion would be giving the benefits of Kindred when you queue solo.
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Daddy Myers doesn't wanna stalk 2 survivors 1 gen after internet trauma.
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Try replicating in a custom match a few times and record the footage to report as a bug. Only played against thrill once recently and it seemed to be alright as the killer kept coming back to interrupt the cleanse.
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Unless some main objective value is added to totems in general (dull and hex) they won't see much cleansing. Something that isn't required, but helps in the long run along the lines of "for each totem remaining, generators take 4 extra seconds to repair".
Even with NOED running rampant, it's still a better deal not to cleanse totems. If you go through a match, see 3 dull totems, and later NOED activates you know 3 possible spots. If you cleansed those, NOED needs to be found.
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@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/1862344#Comment_1862344
If we could see our own MMR and that of our opponents. That would only give us more evidence that their MM is #@$%ed up. They won't allow that. The more they keep us in the dark the less things we have to argue about.
They have been showing ranks in the current system for a long time. Don't see how that would be much of a stretch.
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Dead Hard has some serious issues. My best piece of advice is to instead of complaining, learn to play against it. You can walk to survivor and hit, you can lunge after the DH, you can use exhaustion addons on different killers.
Now, if you chose to ignore the guy that Sprint Burst for distance and followed the one that was not exhausted only to miss a lunge and come to the forums and complain about how the perk is OP, then you're not getting any better.
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I just wish they show your own MMR, or possibly other players to in the post-match screen so we can have a parameter as to why we've been placed together.
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wha?
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omg, that's awful. you should submit a bug report.
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@JPLongstreet said:
I think the goal of this admittedly outdated system was to encourage the playing of both roles, which sadly doesnt happen often enough imo.
I believe the devs themselves haven't been happy with it, and plan changes down the road priority wise.
I don't think so. For a good while, I had the game with only the default characters + the Jigsaw chapter and used to get a good balance of survivor/killer challenge. I level to rank 1 survivor P3 Tapp and David while doing survivor rituals and dropping the killer ones. Later 2020 I purchased all chapters. Immediately after doing so, Killer challenges have skyrocketed.
I believe the ritual is picked randomly from the pool in the list: https://deadbydaylight.fandom.com/wiki/Daily_Rituals. If a common ritual was picked, then it selects a character at random among the pool you have available.
There you can find that 9 survivor rituals are common between all survivors along with 3 killer common rituals and the dreaded rites that account for 22 (one for each killer). That gives a proportion of 9:25 that is more in line with what I've been finding.
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-Undying: thank god. It was time they made Undying useful for stacking hexes. I was tired of running around cleansing every single totem in the match bc I play SQ. I was tired of using Detective's Hunch every match bc of this Hex alone. I was tired of watching mediocre killers 4k just bc this perk bought them enough time to blow up every single resource on the map. I am still tired of reading unreasonable and unempathetic players in this forum defending this perk.
-Clown: disappointed. I was hoping they gave him tools for map control instead.
-HUD: it's a breath of fresh air.
-Other perks: Overwhelmed. I love to see that lesser-used perks are being brought more in line in terms of viability. This helps experimentation and off-meta builds.
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@RamblinRango said:
Undying was the ultimate "Totems are an objective too" hex, RIP.
That one is interesting. What if killers had an action that awarded 1000 BP that took 14 seconds to execute and required them to find an object hidden in the map, would you do it?
Unless the devs incorporate dull totems to provide some real in-match benefit, then they will remain score events.
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Iron Maiden is amazing on Doc.
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@coppersly said:
So does this mean Nurse QoL and bug fixes?
I appreciate the 1 specific map and 1 specific area within that map bug fix per update (sometimes) but this is a great chance to lump it in with her map and upcoming Tome.
Please.
No, bad Nurse! Shoo!
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@JawsIsTheNextKiller said:
Open handed with Windows of Opportunity will be amazing!
I didn't expect a DS nerf but I am starting to think the devs are a little afraid to scare away the YouTubers that make their juking videos that rely on this perk. A lot of people bought DBD after watching these videos. If there was a single OP perk that lasted a minute and gave the player too many other things to do other than their main goal, it wasn't Pop!
Open handed with kindred :D
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@supersonic853 said:
All they need to do for blood favour is realize a hex doesnt need a cooldown and buff the radius a bit so survivors cant just hold w out of it.
or maybe keep the CD and make it stack each time it activates for an increased area of effect. That way, it would reach a point where survivors could not ignore the perk anymore.
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Don't worry, king. In the next update pebble will stun the killer for 5 seconds if you manage to hit the killer with it, I promise.
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My humble contribution.
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@Nosferatu3145 said:
https://forum.deadbydaylight.com/en/discussion/comment/1858983#Comment_1858983
Don't worry, they will nerf Devour Hope on the next update if killers start to get value out of it
Nah, the activation requirement is already steep enough.
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Showing the rank is an important step in the post-match chat. I really hope they do.
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@TeabaggingGhostface said:
https://forum.deadbydaylight.com/en/discussion/comment/1858940#Comment_1858940
True, but its incredibly weak after the change
Unless you get 2 very unlucky totem spawns, It brings a lot of consistency for Devour Hope. By itself, H: DH is enough pressure to remove survivors from gens and make them look for totems plus the occasional Mori. It brings a lot of momentum and it's one of the few perks that can turn the tides of a match.
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Also, it allows you to better stack hex perks. Ruin + Undying + Haunted Grounds for example. You can get up to 2 activations of haunted grounds or one Ruin transfer + 1 Haunted Grounds Activation.
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@TeabaggingGhostface said:
Literally the only change it needed was the aura reading not working on dulls
Undying generates more immediate value for Stacking hexes now, Devour Hope being the best contender.

