not_requested49
not_requested49
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@DecentBuff said:
1) There is a bug that blocks Killer Instinct when surv suffers from Oblivious Status Effect. If u had perks like Plaything then it might be the problem.
2) Also this add-on works on 1m distance not 4m. So u have to be really close to the surv for add-on to activate properly.
1) Якщо у Вас були перки, які викликають у сурвів Забудькуватість (на кшталт: Іграшка), то можливо в цьому була проблема, тому що в такому випадку в Інстинкт Вбивці не працює (швидше за все це баг).
2) Також, аддон активується, коли Ви стоїте прямо впритул до сурву (1м, а не 4м), можливо, в цьому теж була проблема.
1) Если у Вас были перки, которые вызывают у сурвов Забывчивость (по типу: Игрушка), то возможно в этом была проблема, так как в данный момент есть баг/фича, что у Инстинкт Убийцы не работает на таких выживших.
2) Также аддон активируется, когда Вы стоите прямо ВПЛОТНУЮ к сурву (1м, а не 4м), возможно в этом тоже была проблема.
s u had perk with such a
Ah I had thought so lol
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3296623#Comment_3296623
Why would you improve the power she has no to very little control over? I think the traps are already doing their job fairly well, they delay the game quite a bit, and if we improve her dash she will be a lot better in chase and not rely on prolonging the game that much anymore.
The main power of a killer should basically never be a passive thing, because handling that power is why you pick up the killer, what makes him different from others from a gameplay perspective.
I'm agreeing with u on the dash could use some work, why is it such a far fetched idea to buff Amanda's secret as well?
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@Kirarozu said:
Pocket Sand.
Throw them in the eyes of the killer to obscure their vision lol
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@Mooks said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3296627#Comment_3296627
Yeah it’s because of the forums rework..
gonna fix it.. probably in a week or so. (Too tedious on smartphone)
meanwhile I guess you could go on my profile and check my discussions, those links should work (though there is more stuff than just the items)
Yeah I can't find it lol
Thanks tho
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/3288520#Comment_3288520
You can click on them to get directed to the respective threads where I go further into detail.
Water bottle would be used to cure the negative status effects of Exhaustion (which would be something like louder breathing, slower vaulting speed or something) - just having an item to get completely rid of exhaustion would probably be too strong
Those links don't work anymore.. they just take me to home page
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Pocket knife??
(Friday the 13th flashbacks)
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3296419#Comment_3296419
If you get a gen grab as pig while using her build in stealth the survivor didn't listen properly, you can hear the blade really well...
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3296422#Comment_3296422
How are traps the most fun power? You're not doing anything from a gameplay perspective?? I don't see any reason to put her to 4.4 m/s sine she is really weak. Just to understand that... What is fun about using the traps? I mean I get it roaring at a survivor that is about to die from the trap is fun, but besides that actually usin a power to outplay a survivor is the most fun thing in the game, and making it usable on more tiles, allowing her to properly use her power seems great. I just don't understand how something can feel good when you didn't do anything to achieve it... I mean if you get a kill with the bear trap you mostly didn't do anything for it.. You maybe ran addons to help and the survivor got unlucky with boxes or something like that. But you did not really earn the kill or did anything skillfull or something that was based on your mastery of the killer.
I just want her to have more depth, more to learn about her, more ways to use her power, make her stronger but also give a her a higher skillcap. Because honestly after a certain amount of hours basic m1 killers just loose a lot of their charm, and Pig is not much more than that in her current state, an M1 killer with game delay, and very rarely usefull stealth/dash.
It's iconic really and it becomes a thing whether or not they will get it off in time
But since that usually does not happen and it's basically guaranteed for them to get it off before the timer goes off without patrolling boxes or face the darkness, I feel she should have an addon that helps this and makes box patrolling basically impossible in exchange for reusable/unlimited traps and a speed decrease
To me, that sounds like a fair tradeoff as she will be slower and cannot box patrol but her traps will not be limited anymore
Her traps are her main power, the dash is more of a secondary, why can't we improve both? Especially if they get a 30 second increase of their timers
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3296410#Comment_3296410
But the traps don't offer gameplay... You are not doing anything skillful if you put them on a survivor... From a gameplay standpoint it does not really matter what is iconic or not it matters what it allows the player to do... There is no skill cap to the traps no interaction to outplay the survivor just nothing... The main focus of every single killer should be the thing they can use in a skillful way... Billy's chainsaw, Blights rush, Pheads chain/range attack and so on... Demogorgons shred. If you have 20 killers that all have the same M1 M1 mechanic with a gamedelay machic that is basically the same then you have the same killer 20 times... That's just boring.
The thing you can do from a gameplay perspective should be the most relevant... The mechanic yo u use to outplay the opponent, how do you outplay someone by just putting ab bear trap in their head :/
Mending, bear traps, Pheads box, wesker sprays they are all just secondary game delay what matter is the power the killer can control because otherwise there is no killer specific skill cap, it's just basic M1 killer skills... And that becomes boring if every killer is like that.
I'm not saying the dash should be removed entirely lol I'm simply stating that we shouldn't leave the traps in the dust and for most, the traps are her main and most fun power
The dash can still be used, especially if combat straps and last will is basekit I just think the traps should be reusable with Amanda's secret too since it disables jigsaw box auras and possibly even put her at 4.4m/s
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@hastarkis said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3296079#Comment_3296079
Sometimes that's the deal: you escape but loose your item as a cost. The moment you try to get your item back to escape with it you die.
I always let survivors keep their items if I decided to let them go beforehand. I'm trying to make them take items back. And often they don't, they drop items in gates before escape, they just want to make this "sacrifice" in return. You loose your kill, they loose their item. Not super even but cute.
The thing is since there's no communication it's not really possible to understand this "deal"
I originally dropped it then picked it back up but I think some killers took this as a form or disrespect so I changed it to a simple thank you single tbag instead
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@MarKrTheDemigod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3296060#Comment_3296060
The main point of the traps is not to kill survivors but to force survivors not to do gens, which gives you more time to hunt them down. I think it is not a bad concept and could be expanded on. For example, the activation timer could get those extra 30 seconds but the first completed gen would activate the timer and any following completed gen would cut (e.g.) 30 seconds from the timer. So the strategy where each survivor starts repairing a gen and then suddenly there are 2-3 gens repaired within 10 seconds would not be viable because this would most likely kill the player(s) with traps on their heads. It could also be changed the way that the puzzle boxes would not be revealed to survivors and once they get a trap on their head, they would only see the aura of the box that is the farthest from them. They would always know for sure where to go but if they run into another puzzle box on their way, they can search it too.
The sprint and stealth mechanics are usually just situational. I often manage to grab survivors off of gens at least twice per game thanks to getting close in stealth and approaching from an angle where they cannot see me coming. The charge attack is also not bad but it does require some luck. You can get close in stealth, then charge and hope the survivor doesn't know which direction you're coming from, will panic and start running towards you rather than from you. If anything, the charge attack should count as basic attack so that it can apply Sloppy Butcher or insta-down survivors if you manage to somehow apply Exposed on them.
That's true and I get that but really I feel if you are going to increase the time then she should have a higher quantity of traps or have an addon that allows them to be reusable (ie Amanda's secret since it already disables jigsaw box auras)
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3296060#Comment_3296060
Why would you want the traps to be the main power when they don't change her gameplay mechanics rather than her dash a power you can actually get better at using and so on? I think 4 traps are already a ton of game delay and wish the changes to the dash she should perform far better in chase therefore not even needing as much game delay anymore.
Because the traps are the most iconic and dash is really more of a stealth mechanic, making combat straps basekit would be cool but again the dash is a secondary power and not the main power
Plus Amanda's secret seriously needs a buff anyway and I feel like removing jigsaw box auras for reusable traps and lower speed is a good tradeoff, plus the traps need to be activated first by a gen anyway so it's not like it's abusable
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@ByeByeQ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3296088#Comment_3296088
That would make Eruption too similar to Overcharge and how would you tell the difference?
We already have Overcharge and Oppression as that type of skill check perk, we don't need more.
Perk icon when you get the skillcheck just like any other? Plus it doesn't proc immediately when you touch the gen so
And tbh I feel that's the best way to go about it while keeping the effects the same
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@ByeByeQ said:
I think Eruption (and Overcharge but it is not as big of a deal) should not affect gens that have regressed to zero.
It would create acceptable counterplay to Eruption where if a gen has almost regress to zero the survivor could wait for it to hit zero and then work on it safely. Even with this counterplay the killer is still getting good value from Eruption but at least there'd be some counterplay.
It also would make it so killers don't just mindlessly kick gens whenever they can and they have to deal with the "Should I kick this gen?" question that killers not running Eruption have to contend with.
Or just make eruption need a skillcheck to proc like overcharge
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How would that even work for killers with macros tho which make up most of the afk killer playerbase
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@hastarkis said:
Sounds like a good reason to destroy item for BP and then kill survivor anyway. Or, if you offer to give bonus only in case of escape, to destroy it just because, with no bonus. Or to kill survivor in case the item isn't rare enough.
The real good reason to let survivors go when they try to perform an act of kindness for the killer is perform act of kindness themselves in return. Not a material profit.
Sometimes the killer doesn't want it tho lol especially since they can't use it. Sure it's a sign of respect but you're losing out on your item that the killer was letting u escape with
I simply do a friendly single tbag if they let me escape and go (sometimes I will just stare at them at the edge of the exit to see if they try to down or respect that I got there if they did not want me there lol (obviously this does not apply with Twins, Pinhead, etc) and I don't tbag BM either cuz I think that's just being a jerk to be a jerk lol
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3294830#Comment_3294830
most of the changes just feel like, "I hate how this character makes me lose in this annoying way, please remove that annoying way to lose". pig does not need a negative change on reverse bear traps, those traps are suppose to mori you if you fail chases and recklessly smash generators.
I would say pig suffers from poor base-kit balance and a bunch of add-on that should be all base-kit with stronger numbers. its this weird thing where pig has generator slowdown, stealth, minor pallet anti-loop and believe it or not, anti-shift w play with the dash but all these aspect of her active kit are under-tuned. If you use add-on to improve them, they become more relevant in her kit but they're still overall not great and she still struggles to make good use out of her tools. If I had to take a guess why her kit is balanced like this. I am thinking two possible reasons.
1) Concerned that the mori too strong
2) Fear of the character becoming a jack of all trades, a master of none.
Its case of dev just being overall caution on her design which is same thing that Sadako suffers from. Put Combat straps, John medical files, Last will and Gears base-kit. they would need buff the last 3 add-on's as well because numbers are too low before putting them base-kit and rework those add-on into slightly different add-on that change less critical statistics. I have idea's to what reworked add-on could be but I do not see a point with talking about each killer mainly because very little changes.
I like those ideas, although i feel like we should be able to put interlocking razors basekit too, then mabye buff Amanda's secret to allow removed bear traps to be repaired and reused, or able to find more since not seeing jigsaw box auras is a huge downside
Of course I'm not sure what you would do with the addon of interlocking razors then.. mabye just have a higher penalty for failing them or something
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@Archol123 said:
Trapper:
- Traps don't spawn on the map anymore, but can now be grabbed out of lockers similar to Huntress and Trickster, once all traps are either in his hand or on the map he cannot grab more out of the locker
- Trapper can delete traps from a distance, he gets a marker above the selected trap and has a short non slowing animation, so he does not accidentally delete the wrong trap
Wraith:
- Faster kicking and vaulting in his power by default +20% (does not stack with the addons)
Hillbilly:
- Overheat gets removed
- 3 new addons: 1. One addon the lowers his charge time by 15% 2. One addon that gives him a 15 % lower chainsaw cooldown 3. One addon that does both but only 8-10% for both values
- When hitting a survivor that is doing an unhook action the chainsaw gets a 15 second cooldown
Nurse:
- Nurse's Blink attacks don't work with exposed anymore
- Her purple range addon gets a decrease in the bonus range so now 5m instead of 6m
- Her green range addon gets deleted completely
Shape:
- Purple tombstone gets deleted
- While not running his permanent t1 addon he is now 4.4m/s in T1
- Once a survivor is fully stalked you can still stalk him for 50% of the original value (He can now no longer run out of power)
- When leveling up to t3 all "fully" stalked survivors will have their auras shown for 5 seconds
- While holding a second button additional to the one used for stalking he can prevent himself from reaching T3 unintentionally
Hag:
- Hag's traps can now be disabled with a small animation when crouching on top of them, it takes a similar amount of time s disabling Trappers traps
- Hag can delete traps from a distance, similar to trapper, so she has control over which trap gets deleted instead of the oldest one
Doctor:
- Doctors shock therapy gets increased in length by 2m
- Doctor can teleport to a fake doctor with a 4 second delay, it cannot be interrupted and has a 50 second cooldown, you hear a global laugh while he is teleporting
- After finishing his teleport a smaller Static Blast will be activated around him at the moment his teleport finishes, it only has a range of 20 m and the same effects as his normal static blast
Huntress:
- Huntress' Hatchets become insta down if you get hit from more than 40m (could also be a change for Iri Head)
- Reload time from lockers gets decreased by 20%
Cannibal:
- The chainsaw looses charges when within 16m of a hooked person, it looses a charge every 8 seconds
- Loosing charges starts after 5 seconds of standing in that radius
- Charges don't recharge while within 18m of a hooked survivor
- When downing a survivor during an unhook action with your chainsaw it goes into cooldown for 15 seconds, recharge time per charge is doubled after this
- Per survivor you down during your chainsaw sweep you regain an additional charge and 2% bonus movementspeed only for the current chainsaw sweep
Nightmare:
- Freddy has dreampallets and dreamsnares at all times, no addon needed
- Number of Dreamsnares gets increased to 8, Number of Dreampallets gets increased to 10
- Dreampallets can be removed by survivors without having to throw them, it takes 3 seconds (Passive game slowdown, since putting Dreampallets everywhere does not really cost you much as Nightmare)
- Dreampallets now have, similar to doctors fake pallets, a visual indicator that they are not real, it is only visible at very close range, like 5m
- For each survivor in the Dream Freddy has 5% faster recovery from basic attacks
- Full addon change, since they are all useless (Too much to put it into this post as well...)
Pig:
- Dying to a reverse bear trap takes an additional 30 seconds
- Crouch state transitioning speed gets increased by 30%
- Dash attack movementspeed gets increased by 6 %
- Pig can use her dash attack while standing
- When using her dash attack from a crouching position its duration is increased by 20%
Clown:
- Clown gets Jack in a Boxes spawn similarly to Sadakos TVs close to generators, he can teleport to them
- Survivors can lock them similar to Dredges lockers, but not limited to once, it takes 10 seconds
- Normally his teleport takes 4 seconds, when locked it takes 6
- When his teleport finishes slowdown gas gets spread in a wide area (14-16 m radius maybe?)
Spirit:
- MDR movementspeed gets decreased to +25%, scratchmarks can still be seen
- Spirits Base movementspeed in her power gets increased to 180%
Legion:
- Legion can take off his mask and pretend to be a normal survivor running around, he looses his terror radius and takes the form of one of the survivors that is currently in the game, cosmetics included
- He gains controll over everything a survivor can do, he can also fake repair gens, they will show the red bar normally, but not increase for his part
- Putting on his mask again will make him go into feral frenzy normally
Plague:
- Plagues Fountains can now be messed with, it takes 10 seconds to do
- If Plague tries to use a fountain the survivor has messed with she will take an additional 2 seconds to use it
- The duration she has her power normally gets increased by 5 seconds
Ghostface:
- Survivors get a crosshair in the middle of their screen to properly reveal Ghostface
- After fully exposing someone Ghostface gets an increase in movementspeed of 5% for 5 seconds
- While holding a second button Ghostface can prevent himself to fully exposed a survivor on accident
Demogorgon:
- New Addon: Demogorgons Shred now gains an additional 25% range, but it takes 1 second longer to fully charge
- Demogorgon can remove portals at will (same as Trapper and Hag)
Oni:
- Oni can end his power at will, but it will loose xy% until the next step (steps being 75% 50% 25% and whatever number that it is currently at that is below 25%), allowing you to cut your losses
Deathslinger:
- Terroradius gets decreased to 30 m
- Deathslingers gains an additional ability: sharpshooter
- With a 2 second animation he can switch between his normal harpoon mode and a sharpshooter mode, in the sharpshooter mode his projectile will have unlimited range,
- targets hit by it from more than 40 m are put into the dying state,
- targets that get hit between 18 and 39 m will only loose one health state or put into mending when healthy
- When getting hit by it while being in range of his harpoon it cannot down people, but will put them in mending like it would if they broke the chain
Pyramid Head:
- Full addon rework, since most of them are not worth using (too much to write in detail)
Blight:
- Alechmist Ring only recharges 2 charges
- Iridescent Blight tech gets reworked (no idea how exactly)
Twins:
- Charlotte can recall victor at all times, he then has a 6 second cooldown
- When Victor gets kicked he does go on cooldown for 15 seconds
- After downing someone with Victor you can already switch back to Charlotte while Victor goes through cooldown
Trickster:
- Main Event can be hold for a minute
- Survivors have the option to remove knives one by one, each taking 5 seconds, does need to stand still for it
Nemesis:
- Implement an audio queue for when a Zombie is chasing someone
- Tentacle now has 6m Range in all tiers, but 5 % faster cooldown in T2 and 10% faster cooldown in T3
- When in T 3 survivors will go from healthy to injured and infected in one whip of the tentacle (Big maybe about this one in particular...)
Cenobite:
- Make it less likely to be conitnously harassed by chains while holding the box and trying to solve it
- Chain gets unlimited range, but the movementspeed will not go over a certain amount, hitting a survivor from more than 40 m will remove one health state
Artist:
- can't really think of something easy to make her more bearable to go against...
Onryo:
- Hitting Survivors with an M1 attack will spread 1 stack of condemned
- Invisibility Duration after Manifesting gets increased by 33%
- Duration of intermittent visibility phase after manifesting gets increased by 2 seconds
- While demanifested Onryo vaults windows faster by 10% and breaks pallets faster by 10%
Dredge:
- During Nightfall a locked Locker does not delay Dredge coming out of it, the lock will not get broken though
Mastermind:
- After getting unhooked infection does not start growing passively until a conspicious action has happened
- Iridescent Uroboros Vial makes it so 4 additional charges of First Aid spray are in the game (the addon will now only delay the survivors in the beginning without also making them burn through all First aid sprays faster)
Knight:
- No clue where to even start with this mess...
Feedback is always welcome, some changes might not be enough but I wanted some smaller changes at first.
So nerf pig's main power? If you were going to increase the time it takes for a head pop then you should at least give her the ability to create more traps or just have unlimited since they have to be triggered first by a gen anyway or buff Amanda's secret to give unlimited traps while keeping the jigsaw box aura disabled so it does not promote box camping/patrolling and if that's really still OP then you can set her speed to 4.4m/s when she has that equipped, cuz it's supposed to be a purple addon yet it basically makes her worse
Or alternatively just make it so you can pick traps from the floor that were removed so you can use them again with Amanda's secret idk just something that discourages box patrolling while allowing them to be reused/have infinite or a high amount since mostly I think why there are box patrolled is partly because the traps themselves are limited and therefore letting survivors take them off wastes the few that you have
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@drpynz said:
This is the second issue I have seen with Undying. Hex Ruin was broken before Undying. I had to kick gens as they were not regressing and undying was still up.
https://us.v-cdn.net/6030815/uploads/688IFCVURB94/20221213201246-1.jpg
You killed a survivor, so ruin auto cleansed
That's your problem right there
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@TheRockstarKnight said:
I'm getting some Friday the 13th: The Game flashbacks. Especially with the whole combat stance.
But in a good way.
Also, I'd take what is essentially an extra pallet over a Medkit any day.
"You want some more? Huh?!"
-Buggzy
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@NoOneKnowsNova said:
A stun on demand in any form, even to the extent of needing a stance, would be broken and unfun to play against.
What if it was a perk that took away a health state tho and could only be used once?
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@Akito said:
For years I started to play only survivor. I used to play Clown and Legion alot. But Clown got butchered for me (used to play with the exhaustion addon everytime but they removed it lol) Legion got boring over time bc he got dominated everytime.
So I lost my interest in palying Killer. Also I lose very often and I hate it.
After that they added the Legacy Prestige Portraits. Since Legacy I was waitinf or an update like that. I started playing at the end of November 2016 so I just missed it. Since the old prestige system was obviously pretty bad I was 100% sure they would do sth similar again. Also people asked a lot for a new legacy reward.
After I've got a bunch of red portraits I was.. done.. I stopped playing.
Now I'm kinda bored from other games. And I like the bunch of level 70+ skins from the new rift so I started to do all the challenges. Also: Dbd knows how to make me start the game. Start a BP-event. Or nowadays: Incentives. Those got me goood. Everytime there are events/exclusives/bp events I launch the game.
I started to play Oni again (years after I stopped playing Killer) And I feel ambitiously to learn how to play him well enough. Safed some BPs to gain some new added perks from other Killers to try things out. Trying 180s bc I feel like he deserves to be able to do 180s. Against good survivors you need this. And most of the time you would've gotten the down anyways, you just safed some seconds. It's also nice to show people that you're a good Killer. Trust. Good players recognize you playing well even if you play Trapper. They see how you move and do certain things. Only experienced eyes are able to see that.
So yea I'm bored. But the incentives are working for me, I like playing Oni, doing Challenges, making everything 100% and after that I'll probably move the game aside.
I don't have any suggestions on how to make this game better. I kinda gave up making suggestions. Almost 7 years and look how the base games looks for survivors. Solo q is just a mess and MMR only a safespace for newbies because q-tiems could possibly take too long.
Dbd itself doesn't know what it would like to be so who am I so make a guess? So much stuff doesn't makes sense on which ever playstyle you choose to play. I'll play it and if it#s getting worse I'll stop playing it. Kinda stuck with age of empires 2. it's kinda like dbd? but it does not dbd you all the time.
Yeah tho when you have all the challenges done it just becomes a "what now" feeling
They should probably add an ability to prestige tomes or smthn tbh
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@Xendritch said:
No Mither is the worst perk by far, no I don't care you brought resilience to go with it nothing excuses making yourself useless in chase and giving up all the time another health state would have given you. And if you come across Oni your existence threw the game from the start.
There are a lot of bad perks but No Mither is the only perk where literally leaving the perk slot empty is preferable.
Tfw it's a plague tho and all 4 survivors have no mither and therefore no reason to cleanse lol
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@OnryosTapeRentals said:
No Mither...
No mither has synergy with injured perks tho at least so it's not ENTIRELY useless
Even Better if the killer is a plague as you won't have a reason to ever cleanse since you're broken regardless (except spreading it to others I guess)
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@Spirit_IsTheBest said:
It's a terrible perk but it's not the worst, I'd say Technician, or This Is Not Happening are the worst perks in the game.
Technician definitely is close, but it at least can deny the killer info if you mess up an Overcharge skillcheck (and the gen is already at 0 progress)
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@roundpitt said:
I think people forget that No Mither is a perk.
no mither has synergy at least with resilience, TINH, and pharmacy (for chest opening challenges)
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@AtoTimber said:
yall forget about red herring
at least this is not happening works for new players. show me one person who ever got red herring value
Probably someone who worked on a gen then went to the other side of the map to work on another lol
It's at least useful for getting that one challenge done tho since it requires it to be used
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@Valaryyn said:
Sole Survivor is the worst survivor perk in the game.
Edit: Actually, the new Ada perk that just hides your scratch marks when you are the last survivor is probably even worse.
How? They both are good for surviving ad the last player
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@Chiky said:
the knight is extremely weak in every sense... not sure if weakes killer or second to weakest after pyramid head...
literally get anything but the knight, it's not worth it
Since when is pyramid head the weakest killer? Basekit sadako would like a word
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I actually don't mind eyerie tbh, even as killer since I am able to see survivors as easy as they can see me
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@HPhoenix said:
I may or may not be the only person that though of this but it may be healthy for the game if some of the most used perk to get changes from time to time. This would keep things fresh for the game and can give other perks time in the spotlight, in my opinion. I made an option for the meta to change in the mid-chapter since there has been changes to perks during those patches in the past. I would love nothing more than to hear your opinion once you make a decision or any comments really. :D
Writers note:
"Change meta every year (Around july" < I forgot to add this as a 4th option. If you think the meta need to be change once a year, do throw a comment weather the meta need to change yearly or not.
Why change the meta when you can try to make all perks equally good..?
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@Thralfazuz said:
Dying Light, the Volatile as the killer would be really scary, and the gameplay could still be, use a flashlight to burn him, he could run fast, the maps would be dark but you would able to use a pocket flashlight while running and maybe when going against him survivors could also do parkour or something similar
You mean night hunter?
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@Pieghetti said:
Why is this taking so long to fix?
Cuz they don't care or haven't seen this yet (even tho it's been reposted on dev pages multiple times)
Or it's simply very very low priority
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@1oldroad said:
I just was in a game with the knight who was a twitch streamer who was grinding blood points abusing this in a game. Made it completely unfun, meaning a lot of people are starting to find out about this. KILLSWITCH THE KNIGHT!
How can they use it for bp tho?
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@tjaea said:
Still broken after patch, hello?
What patch? Latest is 6.4.2 right?
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@scachich said:
Hello, im speaking specifically of the addons of leatherface, a killer i have plenty of experience with:
Long guide bar and the grease: currently they have no use, i have tried several times to make use of then holding the chainsaw at a loop, or even to mindgame at locker techs, their application is very niche, however i think i have the idea of a possible change that could make then much more useful, as we all know, leatherface is considerably slowed down while revving up his chainsaw, so the change would be to increase the movement speed while you're preparing the chainsaw sweep, im unsure as how much % they should be, however, feel free to suggest how much it should be, additionally this could create a very good synergy with light chasis.
Shop lubricant: the issue with this addon is you will never know when its activated, unless you have infectious fright, its quite useless, also its only 20 seconds, its kind of very bad for a green addon considering you should'nt be able to run it every match, my idea for this addon is the following: it would be the only addon that increases the charge speed of the chainsaw, i want it to be pretty decent so it should be a considerable amount, however this could bring issues, as it could make facecamping more easy, in order to counter this, leatherface should NOT be able to hold his chainsaw a single second, either you fully charge the bar in one go or you enter a tantrum, this sounds not bad, right? nobody holds the chainsaw with leatherface!, adittionally the tantrum duration would be increased by 0.5 seconds if you used one charge, and 1 whole extra second for the second, and 1.5 seconds for the third one, beyond that it will still be 1.5 seconds, so it would be EVEN more punishing to bump with the chainsaw, i know this sounds extreme, but its the only way survivors could escape a camping leatherface, if this is not enough, i think it should also make the charges come back slower, like atleast 30%.
This is meant to REALLY punish the average camping leatherface and allow survivors actually escape.
Extra note: there is currently STILL a bug where if you bump your chainsaw mid sprint and break a pallet right after, the next time you charge your chainsaw you will enter a trantrum, most of the time this will also lead to leatherface being unable to use his power, fix it, please.
Long guide bar can be changed to actually hold true to its name: by increasing the range of the Chainsaw by a marginal amount (say 0.25 meters or 0.3 meters)
Also the Engravings addons increase chainsaw move speed already, its just nobody really uses them as the downside of extra charge being needed does not match the tiny bonus you get
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@MoNosEmpire said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3293676#Comment_3293676
The nerf to BBQ was heavily needed though, it meant killers now started to use different perks, but we're almost starting to see the main 4 perk killer meta soon. I've already noticed 2 main perks. (Not going to speak about them here to slow the meta progress down)
Whats more important: reducing tunneling and camping by rewarding not to do so or just perk variety?
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@MoNosEmpire said:
The rise in tunnelling/camping proved the 3 perks were heavily effective at stopping this horrible playstyle from killers
The rise in tunneling and camping really was more of the nerf to BBQ and DS
Decisive strike is the only one that should be 5 seconds like before and/or usable multiple times but still disabled in endgame
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@VoidOfMe said:
proper fog would ######### people's vision and make the game unplayable
looks are good and all, yeah it's a horror game, but darkness and fogginess can hurt the player experience for both sides in a game like this.
You should try out eyerie with double thick fog offerings
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@Clockwork_Enigma said:
https://forum.deadbydaylight.com/en/discussion/comment/3288749#Comment_3288749
Bro, first off, you don't need to multi-post to try making a point. You could've just done one post.
Second, my version of Beast of Prey is a significant buff since:
- Survivors won't know you're coming when you're undetectable AFTER hooking a Survivor.
- You gain a massive buff to your basic attack speed; which can stack with STBFL and Unrelenting.
The reason you don't like the idea of the change is because it gets rid of the BP bonus, which is more than compensated for with other perks, including the Perk before it in my Perk changes.
It hardly is, the BBQ gives 25% in hunting instead of 50% beast of prey currently does
Beast of prey does not need a buff (nerf) since it already fits a niche of BP perks
I honestly liked your original idea before you edited it to give a 25% bonus to sacrifice for each unique hook up to 100%, that would make it the perfect build to use on Legion or scratched and vanity mirror myers for BP gains as all catagories will be boosted
I'm not sure what made you change your idea because it was perfect originally
If you don't like it, you don't have to use it and limit choices for other players by removing the main aspect of why some choose to run it
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3288774#Comment_3288774
Those perks you mentioned do not multiply your BP gains. All they do is earn BP in their specific category quicker. And I don't know the reasoning behind it or why one is ok and the other one is not.
Exactly. It may not seem a big deal to you but when you're getting genrushed or otherwise don't want to use a whole bunch of time pressuring, its a huge time saver and can make the difference to maxing a catagory out or not
There's no reason to change these perks outside of updating some other weak perks that can't really be buffed to fit this niche of BP perks
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Took me a while to find this page with the new forum but I found it
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@En3ermost said:
Speaking about original killers only, Trickster, Ghostface, Clown and Doctor are the most evil ones.
Those 4 are pure sadists that 100% enjoy what they are doing and would probably never leave the Entity's realm even if given the chance to.
Ghostface is liscenced..
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@Cleverotter said:
Killers who don’t really want to kill survivors have white eyes. I believe this could be the entity making them see the survivors as someone they hate (azarov for wraith, spirit dad for spirit, etc)
Ex. Wraith, spirit, hillbilly, deathslinger, maybe blight?, artist (There is no mention of her eyes being taken out in artists lore, so I’ll assume the entity did something to them.
Note that tricksters eyes are confirmed to be contact lenses.
Nobody is mentioning doctor?? His eyes are like the most white
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@Demo_Gaming101 said:
and which ones to discard, i can see him not being much interested in someone like Ace but someone like Ash, he'll definitely skin and wear, Heroic-face
https://us.v-cdn.net/6030815/uploads/U9V7AAD6OGO5/6-tcm-d08-01258-r-c-scaled.jpg
I don't think he can anymore, given how his original survivor masks were removed so I take it as the Entity stopped allowing him to do so and discarded the masks that he had
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@Thralfazuz said:
If BHVR made new mori for each killer but to get them you would have to pay for it in the store would you do it?
Yes. As long as they're like 100 auric cells each or come in packs and not too expensive
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@SkeletalElite said:
Eruption more so than CoB.
Eruption gives base kick regression + 10% later + 24 seconds of forcing the survivor to not repair. Thats over 30 seconds of slowdown. That's more than PGTW ever did, and the devs felt that PGTW, a fair perk, needed to be nerfed into oblivion? But that's not it either because the perk also shows where the survivors that screamed are. Why? It's literally the exact reason that Pain res got nerfed. Giving the killer info AND strong regression just makes it a no brainer.
Eruption should have the location reveal from the scream removed and have it's incapacitated status cut in half to 12 seconds. In return, the cooldown can be removed from the perk and the incapacitated status should apply in a 6 meter radius around gens so SWF can't counter it by letting off right before they go down.
CoB is a little over tuned in that it gives info and good slowdown. It should just have the info removed. If you want to know if someone is working on the generator you kicked, put on surveillance.
Or just keep it the same BUT have it needing to do a difficult skill check, that way there's a chance to avoid it altogether and denies the killer info that you are there
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/357301/boon-dark-theory
No it wouldn't. Fast vault takes 0.5s (you don't target mid vaults, because they take 0.9s which is way too long + you can get hit even right after it finishes, because you are touching window). Making it 5% quicker would be 0.475s. those 2.5ms is way less then any kind of desynch or anything.
In my eyes there's no helping to dark theory. The effect is too strong for devs to be willing to play with it. And as they are (rightfully) cautious with it, the perk will never be worth it. Just forget it exists.
You're not going to be using it on its own of course.. you would use it with resilience for a total of 14% vault speed and that's kind of a big difference
Plus, it applies to pallets too, not just windows
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3288744#Comment_3288744
From gameplay's perspective it wasn't touched. BP's does not make perk stronger (and devs explicitly said they don't want people to pick perks for BP bonuses). It's fully possible devs will decide to buff it (but I doubt it, because the perk still has higher usage then other perks)
If that's the case why would they even add distressing, thrill of the hunt, beast of prey, prove thyself, and NOLB? If they didn't want this then I'm not sure why they added them in the first place but removing them only limits perk options for non-serious players
Plus, no mither is one too that is literally supposed to make it harder, why not just have that same idea for these killer perks too but with a BP bonus in exchange?
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@Crowman said:
You can still teleport around the map. Saying she has 0 power is just wrong.
You can but the tvs take so long to turn back on if you're not running iri tape (which is practically mandatory tbh)
Basekit sadako could use some buffs however iri tape and ring drawing sadako is really strong
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@russf10 said:
I think nurses base-kit should be her old addon that you cant teleport through walls but you get 3 blinks. or maybe only her first blink gets to travel through walls but her second doesnt, also make her hits count as normal hits. Nurse is absolutely busted with little to no counterplay, please change her power, the majority of players HATE going against nurses, every time I go against a nurse someone either gives up or dc's and its getting boring AF
I feel like Nurse doesn't have a lot of counterplay because her charge speed is so fast and can alter the distance by just aiming at the floor
Her going through walls is fine IMO it's just mainly that she can fake and change her blink distance mid charge
Also lightburning is supposed to be a weakness for her yet it hardly does anything because shining a flashlight slows you down too much and allows her to just m1 you