lemonsway
lemonsway
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@humanbeing1704 said:
https://forum.deadbydaylight.com/en/discussion/comment/2531807#Comment_2531807
I tend to see the detection add ons used
Or ghostface caught on tape
Reveal Range would be nice if the Reveal Mechanic was reworked like i've left twice in Feedback. What does it matter if you have those add-ons if the exact same things happen? Hooked Survivors reveal you easily, Stretched Res, survivors 3rd person perspective around corners, someone coming behind you, hitting or missing an attack. All you do with the Detection Range add-ons is changing the bubble around GF but the fact remains that all the normal things still apply. Range Detection add-ons do not make a differance at all because the Reveal Mechanic is not in a good state.
GF on tape is nice and changes your play style to use your power on loops and get fast lean stalks but it will only work on certain loops, otherwise it will take too long. But that means you won't have stealth for aproach so they can just hear TR and go away before you reach where ever they were.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2531708#Comment_2531708
It’s an objectively terrible change. People weren’t asking for recovery add-ons to be nerfed, they were asking for other add-ons to be buffed.
The fact that people were asking for something else doesn't mean it's "an objectively terrible change" (as if such a thing even existed).
His base-kit was buffed. That's always a positive, in my opinion. Killers should not be reliant on add-ons.
He still is reliant on them. He will still need Chewed Pen. 24 seconds is too much still and everything else is pretty useless so there's no reason to not run Recovery add-ons still. They completly missed the mark on this one. They mention feedback but what was in that feedback? 20 seconds base recovery was the max he should have... And i even made two whole threads of how they could keep the same recovery of 30 seconds if GF managed to use his power more often and for longer each time. I reworked the entire Reveal Mechanic for them twice in Feedback section. I understand reworking the Reveal Mechanic is more time consuming but would be a much more acepted and benefitial change even in QoL sense.
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REgardless of GF's condition. Boon Totems are a far more drastic and powerful change than a couple add-ons on some killers. ESpecially when those add-ons aren't so impressive or should have been tweaked years, YEARS, ago.
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It won't be Meta when They can cleanse yout Hex without breaking the totem. They get to keep 5 totems and you lost hex. GG.
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Outside of Recovery add-ons the most benefitial are the Iri ones.
Crouch speed is useless since you're still slower even if you stack crouch speed plus pov is awful when grass is the size of Godzilla.
Stalk Speed is useless since if you just standing there you're easy to break out, so Stalk speed is useless.
Movement speed while Stalking is useless since you'll move extremely slow anyway so going from extremely slow to slightly not as extremely slow is not a difference plus again Standing stalking takes too much time and you are exposed easily so you wanna be Leaning when Stalking so these add-ons are useless aswell.
Add-ons that Improve the Time a Target stays Marked are nice but pulling stalks off is already hard enough plus you have to deal with recovery even if you hit a Marked target so again not much benefit to use Extra Marked Time. Plus if takes you 45 seconds to get a Hit then that's already too long so by adding more time you're saying you are even weaker of a killer cause you need alot of time to get the hit.
Killer Instinct add-ons are useless cause you have been revealed so knowing where from gives you no benefit whatsoever. The survivor that revealed is already aware of your location and you have no power so really what benefit is there to killer instinct lasting longer?
The Reveal Distance add-ons work better when stacking than when on their own but the same problems are still there. Hitting someone auto reveals you, hooked survivors, stretch res, 360º reveal, corner reveals because of survivors 3rd person perspective, bla bla bla.
The iridescents are the only ones that Benefit GF in any capacity. Rewarding Stalking and hitting Marked Survivors.
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2531094#Comment_2531094
You are saying 6 seconds less for baselit is not massive but you are focusing on the 1 second longer recovery when using the two recovery addons?
i mean.. I agree his other addons could use some improvement but just focusing on the recovery stuff it’s a total improvement for GF. Please try to be a little bit reasonable here.
When are you really using GF's power? At the start of trial to not be spotted easily and maybe get a free hit or stalk and then you're mostly using your power for Mindgames, to guarantee a hit in loops. You will be out of power pretty much the entire match because Hitting a Survivor cancels your power, then you can't be in power while carrying a survivor to hook, you can't use your power after Hooking cause Hooked survivors have the advantage to Reveal you and they even get some height benefits from being on hook aswell.
SO you're spending so much time out of power that the recovery time needs to be cut short dramatically, which is why most everyone stacked Recovery add-ons. Now if GF could keep his power up for longer periods of time then you can accomplish more stalking, more mindgames, more grabs, more everything and you won't feel like you're recovering your power everytime.
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2531094#Comment_2531094
You are saying 6 seconds less for baselit is not massive but you are focusing on the 1 second longer recovery when using the two recovery addons?
i mean.. I agree his other addons could use some improvement but just focusing on the recovery stuff it’s a total improvement for GF. Please try to be a little bit reasonable here.
Yes i am. The add-ons are nerfed for no reason. 24 seconds is still a massive recovery time, it feels even worse when REvealing GF is still extremely easy. You'll be waiting those 24 seconds as manny times as you were waiting the 30 seconds so yes the 6 second difference means nothing. Recovery is only an issue because of how easy it is to negate the power entirely. IF negating the power was not as easy as it is then you'd spend more time in power thus you spend less time waiting for cooldown thus the recovery can be longer since it happens less frequently.
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2530976#Comment_2530976
As someone who plays without add ons, the change is MASSIVE. Huge Ghostie buffs. YUGE!
It's not massive, 6 seconds is not massive. And you still have the same drawbacks to using Nighshroud how is 6 seconds anything? The fastest possible recovery is still nerfed. This is fact.
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@Rizzo said:
I just want to remind everyone that this is a PTB, the changes are there to be tried and you can leave your feedback about them here: https://forum.deadbydaylight.com/en/categories/5-3-0-ptb-feedback
No one was trying to bait anyone, it's not like the changes got pushed to live with no way to test them and discuss them.
I'm not giving feedback, i'm making a claim.
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@Aven_Fallen said:
Out of everything you complain about...Ghostface? Which was asked for so long? That the Recovery Time is reduced? That the Add-Ons are nerfed at the same time is just logical.
Before, if you used the green and yellow Add-On you had 16 seconds of Recovery (30-8-6). Now you have 17 with green and yellow Add-On (24-4-3). Hard Nerf. /s
If you use the yellow and brown Add-On, it is actually better. Before 20 seconds (30-6-4), now 19 seconds (24-3-2).
Now at least you can think about using something else than Recovery and only use 1 Recovery Add-On or even none.
No you can't, all the other add-ons are a joke. Crouch speed? Why you're still incredibly slow. REveal Distance? Yeah right Stretch REs and 360º reveal radius, Hooked Survivors having height advantage... REcovery changes is not what he needed. You could aford 30 secs of recovery if you actually managed to use his power.
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@R2k said:
If u expect boon totems being bad f it's your fault and no one was jebaited. Well mb only u. No one is going to sell something underperforming on a release.
Tell that to pretty much every killer.
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@Purgatorian said:
https://forum.deadbydaylight.com/en/discussion/comment/2528069#Comment_2528069
Does it sound like the crackle of a hex totem or is it more audible when close by?
I really don't like the fact they affect all survivors, this may become unbearable when enough get released and all survivors run them. They should be a one enable deal like hex totems with their own version of undying. Once snuffed out it will transfer to a random dull totem once.
I know the devs wrote about thrill being changed to apply to boon totems but does thrill of the hunt tell you when a dull totem is being blessed? Also how much longer does it add to the total time of blessing a totem?
There's another problem tho, you're forcing killers to run Thrill of the hunt cause they fear Boon Totems... Same problem as why we run Gen Regression Perks. We are forced to.
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*fingers crossed for GF*
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OH i know i said i'd be gone but i have to commennt on this.
How is 2 weeks not enough? Do you understand how manny matches happen in 2 weeks? DbD is played, according to BHVR, by quite a few million people, so how is 2 weeks with millions of matches (people will play more than 1 match and even if they don't there's plenty of people who do long sessions playing the game to compensate) not enough Data? All Fog Whisperers play more matches than ethe average dbD player.
SO 2 weeks is not enough time for you guys but you make PTB's last 2 days and that's enough? And only PC people, Steam, can play the PTB so is PTB feedback in 2 days on a limited number of matches enough when compared to 2 weeks of live servers feedback?
Explain this logic to me please.
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There's an easy fix to this problem vs GF and the reveal mechanic in general. I've already left this on Feedback long ago. Anyway the solution is to make the Reveal Area be GF's Mask. It solves the consistency issue for Survivors, meaning using stretch res is no longer an advantage vs normal res. And since it's the Mask that is the focus point, GF can do more to prevent being revealed, looking away and moon walking for example reduce or remove the exposition of the Mask so even with stretched res GF can avoid or delay the Reveal. By being the Mask what you need to see you're also preventing Hooked Survivors from revealing you unless for some reason you're face camping them.
It's such an easy soltuion i don't understand why this hasn't been done yet.
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@GhostMaceNotCrusty said:
This is a non issue
Ofc not i just pointed it out cause it's a non issue. We all know most people point non issues out everytime they point out something. Why would would something out of killers FOv affecting them be an issue? Just get better FOV LUL
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DbD is nothing BUT UNBALANCED AND UNFAIR.
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I can't even enjoy any killers i play...
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@T103 said:
It’s not that difficult to look around before you pick up a survivor, it can give you free pressure as that’s 2 survivors not doing gens.
it's not that hard for them to crouch with iron will either
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Running Lightborn is like running Undying to cover for other Hexes...Plus having every perk on every killer requires massive amounts of time and grind. Grind which is always more and never less.
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@ThiccBudhha said:
Just tonight? I am jealous of you.
Idk, tonight's been really damn weird, more than usual.
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@n000b51 said:
@lemonsway please, don't read this previous ignorant & mocking pointless comment. We all know rn Dead Dawg was previously bugged with an infinite window that it certainly struggles all these ridiculous sneaky killers and that was 'fastly' fixed the following patch.
But now, we have on the same map, an uncleanable totem under the wooden stairway (often it is the Hex:Ruin or Hex:Undying) & another one in the wooden barrels and his cleanse makes you stuck in place until the killer come to down you...
So yes, it is certainly time to disable this damned map again. And these maps come back worst than before because developpers use old version to make a new one !
I'll never understand how fixing 1 thing causes a whole map to break. just BHVR does this, never in 23 years of gaming have i witnessed such things.
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@ThiccBudhha said:
"Kept" getting stuck? As in, you were hiding in bushes, got stuck stepbro, and then got out again, and then also got stuck on rocks? And then it happened again?
The struggles of an immersed gamer...
yes killers are very immersive
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@Maperson said:
https://forum.deadbydaylight.com/en/discussion/comment/2498599#Comment_2498599
If we are getting clown I'd much rather have Pennywise, I'm sure devs would too.
He is mostly a Clown and whatever he is is definetly from outer space so we can have a 2 in 1 Chapter.
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Forget Psycho, what we really need is a Killer Clowns from Outer Space Chapter.
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Give everyone Cage's of Atonement.
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Trickster has too much downtime time which makes him incapable incapable of dealing with 4v1. Biggest example being that you can only activate Main Event once before being forced to reload and there isn't always a chance to make good use out of Main Event.
His mobility is garbage, you slow down so much to throw knives that you're faster being a 110% M1 killer.
He sucks so much in so manny loops that using knifes is detrimental to 1v1 and 4v1.
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a 5th perk for killers should not be forced to be a Hex, no Solo hex besides from Haunted grounds is worth, so either there would be an increase in haunted grounds usage and people claim for the nerfs or nobody cleanses totems because they're afraid of Haunted Grounds which would mean every other Hex perk would be nerfed to even more uselessness so that survivors can keep cleansing totems.
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@theplaggg said:
Trickster is easily one of the best killers right now. He just has a very high skill ceiling and needs to be really precise.
Main event is way too strong imo. The timer should be cut by half and it should only be usable after reloading. He may be weak in chase but those drawbacks are balanced by the 24/7 map pressure and 4v1 potential. I think they should buff his chase and nerf the oppressive map pressure.
The knives as throwables are such a unique and interactive power and main event takes it even further. A true masterpiece.
Ok we got the troll.
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@UnknownKiller said:
Welcome to dbd where all killers are fine
Well i still have more interest in Trickster than Nemesis i don't even wanna talk about that Nightmare Barbie wrapped in Plastic.
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@Laurie268 said:
Killers when they lose to a competent team:
4 MAN SWF!!! They couldn’t have played better than me, they MUST be swf!!! REEEEE!
Guess what, teamwork between solos (although rare) is possible
By team work you mean someone does everything while Claudette self cares in the bush.
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I'm sorry but any Claudette running self care is BAD. It's a scientic conclusion based on years of research and large quantities of evidence.
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GF does not have that high of a skill cap. You're just an M1 killer, with no power 90% of the time. *Cries*
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I've faced a couple Spirits, i honestly don't have anything bad to say about them. I was mostly outrunning their first aproach with Sprint Burst to see if they gave up on me, most did. Those who persisted i made sure to avoid grass and i doubled back a bit, other times i'd just shift W from loop to loop prioritizing window vaults from inside the loop to the outside so i could progress to the next and try to waste their power and time.
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People can't really tell written sarcasm, most of the time it just looks like complaining.
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I've faced a few tunnelers today but also had a Spirit an Plague letting me go since well i'm just not the average brain dead toxic survivor, i'll play normally and not BM. Honestly can't complain much. I have more to complain about teammates tho.
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Nurse could be made easier to play while still maintaining the high skill cap. Every killer needs quality of life changes. Let's hope for once BHVR isn't full of bs and actually focuses on game quality like they said in the annyversary stream.
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@AnneBonny said:
https://forum.deadbydaylight.com/en/discussion/comment/2494620#Comment_2494620
Jill and Carlos had plot armor, if you want a lore explanation he was just toying with his targets. I think it's a fair match up if Oni has his entity-given powers but otherwise Nemmy wipes the floor with him.
Well if you want to ignore entity powering oni then you have to ignore mutations for Nemesis aswell. Even then Oni was already Oni, it's his lore. He wasn't toying with them he had plenty of opportunities and failed everytime. I've searched for a kill list for Nemesis and found nothing...proving he is extremely inneficient.
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I can't tell, my matches feel mostly the same as killer and survivor matches only get better in the evenings, during the day they're very much like the usual Solo survivor games with Claudettes doing nothing, Dwights hidding from the wind and Shirtless Davids bleeding on the ground.
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Oni without a doubt. Nemesis is very bad at his job. How manny times did he fail to kill Jill and Carlos? If anything the dumb zombies and the Gamas and Betas were far more dangerous to face than Nemesis. Even after few Mutations Nemesis fails. As far as we know ONi has far more confirmed kills.
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I always trie to solve it as soon as i pick it up, don't want killer to notice the HUD changes.
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Even as killer i do variety. I don't get how anyone is just playing only against any of those 3 killers. that's means you're facing the same players, not characters, players alot which would only be true if you were in a remote location or you had crossplay turned off, those are the conditions i'd accept for you facing the same stuff over and over.
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This is just pure BS. I've played 6 hours of survivor today and only faced 2 Spirits and 1 Nurse, absolutly 0 Blights and the rest was variety. Doctor 2x, Plague, Legion, Pinhead 2x , PyramidHead, Huntress and Trickster.
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/2494085#Comment_2494085
Ok? Then its on the Wraith to adapt to how the survivors handle the situation
You dont just play 1 single way EVERY game and expect the same outcome every time.
Yeah that's what i said... you people jsut keep saying hit&run hit&run, hit&run doesn't work...it works against LOW MMR and that's it.
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/2493899#Comment_2493899
Hes strong yes but his chase game was never his strong suit, its the hit and run playstyle that Wraith absolutely crushes at. His chase is average, no where near as oppressive as Spirits, because again, the best outcome with Spirit is to force a 50/50
The Hit&Run doesn't work, at least against decent survivors, once they know you're not commiting to chases they won't heal, they will just do the gens anyway cause you're going far away...
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@GrimoireWeiss said:
https://forum.deadbydaylight.com/en/discussion/comment/2493746#Comment_2493746
Huntress has a 1,5 seconds wind up compared to the 0,35 seconds Nemesis has, is slowed down to around 60% MS so she can't fake her attack like Nemesis can, moves at 110% and doesn't break pallets with her hatchets. The only advantage in chase she has above Nemesis is range, because in actual loops it's way easier to hit attacks with the Tentacle.
Not even to mention Huntress doesn't have zombies.
Huntress doesn't need Zombies she can cross map snipe
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@GrimoireWeiss said:
Because it's a projectile that is thrown as fast as Deathslinger's harpoon, barely has a movement speed penalty, recovers faster than a M1 hit and can basically walk through dropped pallets.
So Huntress should be 3 hit too?
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Nah killers can get much more BP, it's not even a Discussion.
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What you mean it has a cheater problem? DbD is the cheat.
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Visually Pinhead is boring, he looks super stiff, very little animation from him. Comparing Trickster to PepeHead, Trickster is full of charisma while Pepehead 2.0 is just there. Even Myers's breathing is more than whatever PepeHead 2.0 does. All he had was the voicelines so i don't blame you. It would be the same as removing voice lines from Ash Williams, you just don't do that.