randonly
randonly
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topic - Legion: killer instinct (outdated mechanic - easy to track/to injure )+buffs + stack all slowdown perks + nerfs to survivors.
All previously pointed out, and the devs are keeping quiet about the kill/escape stats
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3184789#Comment_3184789
I disagree that Wesker's perk is much better, it all depends on the range of the auras from the hooks. If you could see everybody within 12 meters of any hook anywhere on the map for instance that's probably way too powerful!
Also I don't think protecting from sabotage is strong enough to be a perk in its own right. It's fine as a secondary effect but on its own it's not that good. You could literally have the perk make all hooks be unsabotagable and it still wouldn't be worth a perk slot.
The perk's primary effect would be replaced. Instead of getting a notification while someone sabotages, it would reveal the aura of survivors with the same range (2/4/6). The secondary would be what I said, protecting the closest hook from being sabotaged with yellow aura, making the perk a good combo and synergistic with agitation, Mad Grit, etc.
ps: If the closest hook is already sabotaged before carrying a survivor, the next closest one is marked in yellow and stay protected from being sabotaged.
For me strong would be if it protected all hooks from being sabotaged, it would be very OP and it would be enough to always have a hook in range, replacing several perk slots for that niche purpose.
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Just putting the perk to have a consistent effect good enough to use, as it was when the hooks were broken for minutes.
Increasing the range to see survivors' auras will not increase the perk usage, as wesker's perk is much better and honestly this sabotage notification is unnecessary because you're already seeing the aura.
My suggestion: When carrying the survivor, the entity protects the closest hook from being sabotaged, with aura highlighted in yellow for killer. In case the survivors will have to work together analyzing the area around to sabotage the hook before the survivor has been carried and see if it's worth it, for example, they will have to see if there's a Scourge Hook and sabotage it before the survivor has been carried. Either way, the killer will always have a hook to put the survivor, making the perk consistent enough.
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in my opinion, the survivors would have, in addition to the 3 basic perks that can be equipped on anyone, a unique passive system that is exclusive to each survivor and is directly related to the killer that came along in the DLC as a kind of mini counterplay .
I.E: Fengmin could have a system that made her doesn't scream with the Doctor's shocks (like calm spirit), but doesn't stop her from completing actions, she would not be stunned, the shocks would just disable the pop-up actions to appear like vault and drop the pallet, that is, you would be able to continue cleasing the totem even with shocks.Haddie Kaur could have a slightly wider field of view at nightfall.
Same thing with the rest of the survivors, some small thing that counter some specific killer, so the survivors would be unique and you wouldn't feel the necessity to always be playing with some specific meta (in case the system that makes survivors unique was due to addons as in your suggestion) .
Ps: In the case of unique DLC survivors like Mikaela, it could be a utility passive (general things), like not getting speed debuff on heal actions or not suffer from blindness, etc.
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Replying my coment for same reason:
@randonly said:
is 36 seconds broken by stacking everything (perks and toolbox)? Undoubtedly, yes (as long as you get the skillschecks right.).
But is 30 minute matches broken by stacking all the gen regression perks and playing with high mobility and easy to injure killers (thanatophobia)? Also.
As long as one side manages to stack everything they can, I see no reason to touch Prove Theyself / Hyperfocus / Stakeout / Toolbox / etc, and it would still be another perk from Rebecca ruined. Let's remember the last nerf on killer meta perks was undone (DMS + PR)
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/3169850#Comment_3169850
Green medkit always heals you one healthstate (unless you stop with hemo applied ig).
Pharmacy is bad, however the rework could just become a buff if they did it like this:
You have a knack for finding medicine. Searches through Chests are 40/45/50% faster, increased to 80/90/100% while injured and the noises they cause along with their hearing distances are reduced by 8 meters.Pharmacyguarantees an Emergency Med-Kit on your first completed Chest Unlock and everytime you unlock a chest while injured.We get old Pharmacy back but with a niche if any other chests haven't been unlocked. However the Rummage way other people have been suggesting would also work.
It can't heal one health state because 16 Ticks is >>precisely<< what you need for that. Usually Sloppy butcher comes with Thanatophobia which is a hybrid perk (gen + heal slowdown) or simply 4 Gen slowdown perks (which includes Thanatophobia) + Addons to apply the hemorrhage effect (or not, just thanatophobia is enough).
So, killers doesn't even need a build all focused on delaying healing, just one (with addons) or two perks from the killers and it simply makes 4 or 5 niche survivor perks outdated.
Even undoing the midyear update nerf to remove the injuried condition from pharmarcy, the perk was already dead anyway.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3169751#Comment_3169751
The number of concurrent players is pretty stable at the moment at about 36k on Steam Charts, people aren't playing less. I don't know how many people if any have shifted from playing one side to the other but the total number of people isn't changing much either way.
the number of simultaneous or avg players may not have varied much, but without a doubt that on one side has increased exponentially. And you can see this not only because of the waiting time for matchs, but also because of the benefits that are active almost all day to one side.
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is 36 seconds broken by stacking everything (perks and toolbox)? Undoubtedly, yes (as long as you get the skillschecks right.).
But is 30 minute matches broken by stacking all the gen regression perks and playing with high mobility and easy to injure killers (thanatophobia)? Also.
As long as one side manages to stack everything they can, I see no reason to touch Prove Theyself / Hyperfocus / Stakeout / Toolbox / etc, and it would still be another perk from Rebecca ruined. Let's remember the last nerf on killer meta perks was undone (DMS + PR)
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pharmacy was already ruined even before the mid-year update, with the hemorrhagic status update, where the green med kit can no longer supply ONE cure even if the killer is using the right perks, which they very often use in the build with the sloppy butcher perk. Not even Felix's Built to Last can be more useful, a niche perk to combo with pharmarcy, since the lockers you use to restock the medkit, when you come out of the locker, you've lost all the healing ticks you had accumulated before .
This hemorrhagic status as a default in perks and addons still doesn't have the proper counterplay, making many niche survivor perks outdated.
At the time of the change it was suggested that the lockers also prevent the survivor from bleeding, as well as preventing the aura reading of the survivors when the killer uses that type perks (like Barbecue), giving proper counterplay and rewarding the survivor who heals at the correct spot and timing. , but as always the feedback is ignored, meanwhile killer perks that come from Hex, like the third seal that leaves survivors blind are much less used and more niche and has the proper counterplay, which is precisely cleanse the hex totem.
And today with all this risk of frequent debuff from hemorrhagic status you only get the useless green medic kit from pharmarcy if you got injured, and no more in the 1st opening.
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I loved the idea, agree with everything
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@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3165157#Comment_3165157
If this is really a "niche meme perk only for swfs" then why would you care if it got nerfed again? Nerfing SWFs should be a good thing, right?
I care because like CoH, Parental Guidance, blast mine, and now ressurance, these all had the robustness of being viable and helping all types of players, and the devs' reaction was to either randomly nerf perks that weren't even relevant or just listen part of the feedback from a portion of the community and "tweaking" only flat numbers and take the >easy way<, which is balancing to lessen the effectiveness of perks to everyone and not only for SWF.
And since there are few perks that avoid face-camp (2 in the whole game that are pure band-aids from game design errors), if you nerf what already has restricted use for SWF, the perk will have 0% pick -rate. The way is not to make the perk dead, it is to rework it.
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Enough the unnecessary nerf that destroyed the perk's solidity, now you want to change specifically how the effectiveness radius of this perk works? (already a niche meme perk only for swfs)
Ps: The nerf had the sole purpose of preventing take the game hostage, but instead of ruining the perk activating once per hook, it was enough to not make the skillchecks disappear, and when survivor miss 2 in a row, the survivor dies anyway.
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this is not new people, this kind of behavior by the developer of looking only one side to apply several nerfs has already been more than 6 updates in a row
They named the range nurse addons as a nerf when it was actually a bugfix, since the sadako update when the nurse was rehabilitated, the range addons were giving extreme speed to her, and yet they (devs) said it was like that.
And in that same update from sadako they also nerfed the yoichi parental guidance perk, a niche perk that have the effectiveness reduced from 10 to 7 seconds >even before reaching the official server<< (https://forum.deadbydaylight.com/en/discussion/312298/about-parental-guidance-nerf)
Devs don't even try to hide the BS anymore....
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This bug will make an anniversary of months inside the game without having been fixed.
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@VadenOve said:
https://forum.deadbydaylight.com/en/discussion/comment/2955282#Comment_2955282
My friend, everything you say here just prove you dont play as killer, at least not in a high mmr. I think you didn't read what i posted if you say i dont hace arguments. If you truly think blight has to be nerf like that, it's only because either you are a bad survivor who doesnt know how to counter blight and only relies on dropping pallets or you use dead hard every time to avoid hits and get to a new safe structure. Nerf the hug tech, nerf the addons, what else do you want them to do? Maybe repairing even faster? Maybe there are some addons that should be nerf a bit, but not in the way you are proposing. Making the killer a tier b or c has no sense. It is supossed to be strong as i said, ir has to be difficult to loop him. He is meant to be like that. To have a lot of map's pressure taking into account how HUGE most of the maps are, and how impossible to defend gens that are so far away from each other.
I could bet a lot of money you are not complaining about how broken dead hard is, i'm quite sure you think DH is a "balanced" perk. Like you are only suggesting nerfs to the killer's side and ignore all resources survivors have to escape.
You just proved what i said. But anyway, here's what I think about DH, in my comment histories.
@randonly said:
well, like developer Q&A said, dead hard will be reworked, so, this is my ideia for the new dead hard:
https://us.v-cdn.net/6030815/uploads/CV7LRQC9B4A7/dh1.png
whenever you suffer an basic attack or special attack when in a Healthy State that puts you direct in the Dying State, Dead Hard activates automatically, putting you directly in the Deep Wound state (after the hit you gain 1 second of invincibility/i-frame)Dead Hard causes the Exhausted Status Effect for40/50/60 secondsDead Hard causes the Broken Status Effect for 40/50/60 secondsDead Hard cannot be used when Exhausted or Injuried
The idea here is basically to rework the perk to be useful when we have killers that naturally manage to put the survivor directly in the dying state (bypassing Healthy state) through special attacks (Bubba, Ghost Face, Myers, etc) or through perks/a-ddons (Iridescent Head, Iridescent Blight Tag, Starstruck, NOED, etc.)
So Killers that are essentially m1 would not be affected and as they are still the majority in the game, many survivors would waste a slot for nothing with this perk that may not even be used in the game, and at the same time, only activates if the survivor is fully healed and not exhausted
Ps:One second of invincibility is necessary because assassins like buba do multiple hits and before you even gain speed you would already dying
edit: Add broken status effect
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@VadenOve said:
I cant believe anyone saying blight needs to be nerf till the point making him a tier b or c. He is supossed to be strong like nurse. Anyone saying he has to be nerf are people who just want to play the game in an easy way. Trying to go into every match to just play aroung the killer and looping him for 2 or 3 gens and being caught in the point where the game is already over for the killer. This is how the game is in really high mmr. It is sad bhvr considering removing the hug tech of things like which are the most funny techniques about the killer.
we need to stop creating taboos here in this forum.
Why do threads that demand nerfs in killers, especially the best argued ones, always have people creating controversies and intrigues?
Even if you don't agree, point out the reasons and create a healthy debate, but don't keep generating flames and arguments about "us vs them" - "survivors want easy way".
Even because whenever threads are created about nerfs in survivors (generators, perks and even ->crouching <-) no one is doing this type of behavior, and everyone can discuss it in an adult way.
About High mmr, the game urgently needs to stop being balanced around SWF with comms in perfect 1v4 scenarios like the nurse and the blight in tournaments/content creators where the chases don't last even 20 seconds and create better ways to make the game more around "1v1v1v1v1 " how the game is in practice.
Giving mere communication tools to survivors in SoloQ will only serve as an excuse to continue this kind of balancing around high MMR SWF with comms.
The healthiest way to balance the game for both sides is to create a competitive mode that limits the formation of squads, allowing only duos, removing the pre-lobby chat and the steam profile to not share the communication link. Leaving the match lobby triggers the dc penalty, to avoid leaving and entering until you are in a closed squad group
That way you'll end up with the high coordination and can focus all balance around the "1v1" scenario.
@topic
I think his power should only be used when he has a minimum of tokens restored, and obviously, nerf the addons, including the problematic alchemist ring.
I also believe that allowing him to break pallets by attacking (m1) during Lethal Dash was a mistake. Pallet breaks should only occur if he uses C33. In analogy Oni takes a while to build up his power, Bubba has tokens but doesn't go out activating the power instantly. Same for Billy. Or at least base speed should be reduced to 4.3
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A simple addition to the game client settings would solve so many problems...
From putting A.A, Vsync and mode for people with epilepsy without necessarily having to change all the mechanics of the game or editing gamefiles (flashlight blind effect, doctor power, flickering lights inside the houses, etc).
2022 and we don't have basic settings anyway
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2951486#Comment_2951486
That’s not correct. It must be 1 gen. I was on swamp checked shack, no glyph. Completed a gen just outside the shack. As soon as it was done I could here the glyph noise. Go into shack and it was there.
Good to have other people sharing experiences. But I know it's guaranteed to be 2 on each side (gen/hooks) in the two times I did this quest.
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honestly I don't know, maybe?
But I'll quote just for you to see
@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2949037#Comment_2949037
You are correct.
Green Glyphs do not spawn at the beginning of a match at all. You have to actually complete some of the objectives before they spawn. So survivors have to complete generators and killers have to hook players before their respective Green Glyph spawns.
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@Hex_Ignored said:
https://forum.deadbydaylight.com/en/discussion/comment/2951486#Comment_2951486
That is just plain wrong. I've spent entire games doing literally nothing but running around the map as wraith and found glyphs when I had 0 hooks and no gens were done
@MandyTalk herself said that they don't appear from the start, you need to complete certain objectives, and from what everyone shares in experiences, that's basically what I said if you're a survivor or a killer.
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@Chiky said:
https://forum.deadbydaylight.com/en/discussion/comment/2949442#Comment_2949442
did that for a match, and there were 0 glyphs in the map :)
miserable experience for everyone
You need to hook at least 2 times as a killer for them to appear on the map (slug from the start of the game will not make them appear) . As survivor, make at least 2 generators.
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I won't go into too much depth because you already know my position and we're going to discuss it in loops.
I just point out that the examples of games that accepted the bugs are not asymmetrical. All of them you have the same number of players with possibly the same amount of meta roles that cancel each other out.
I.E: Even in games like LoL or Paladins where you can't select the same character on both teams, a tank that had its gameplay increased due to a glitch that was accepted, it won't make a difference, it's still weak alone against the DPS role from the other team.
Here at DBD (asymmetrical one), anything outside of what was predicted increases fatality/survival.
Blight currently has a strong base kit and belongs to a high tier.
Even if the glitch increases his gameplay (the good part), it's undeniable that it increases fatality, so the question is: Does he need it?
the better analogy is the constant glitchs that affect survivors in every update. Some decrease the gameplay (like the one that breaks the survivor's arm using the flashlight or that doesn't allow them to use the toolbox) and others increase the gameplay (the maps with constant spots that don't let the survivor be carried by the killer after being in the dying state ).
Same question: Survivors start making gameplay around it, placing map offering and forcing the situation to increase survivability. And it's not even like it's uncounterable, because it's just letting them bleed (slugging) or playing with killers like the deathlisger that pull them.
So, do the survivors need it? Clearly not.
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@sizzlingmario4 said:
Or, we can actually make the maps balanced so that getting sent to a certain map doesn't make players feel like they lost the match before it even started.
The problem is that even if the maps were utopian and perfectly "balanced" (wich will not happen and not be possible due to map singularities), killers and survivors will always take advantage of a pre-game strategy.
I.E: Stealh killers - indoor maps.Sabo squads/boil over - Lage and with high spots
And I agree, just in this case, that yes, a radical attitude here is the best solution. Remove map offerings.
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Just like the trapper, Hag and the pig, she requires the player to build the vulnerable situations for the survivors, nothing is going to be automatic or passive like it is with the pinhead, for example.
She takes great advantage of indoor multi-floor maps, managing to spread her condemnation power easily (RPD, Gideon, Midwich)
Also, her power involves 3 different things, mori, tp and stealh (which is also useful in loops with the last buff)
I think she's on a great spot too. Any buff has to take into account her highest game-play potential on closed maps with multiple-floors
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I keep thinking here, why did they leave the perks and just renamed it? Couldn't they do the same with the map? (leave and rename it to something else). It's not like the map copied all of the lab's similarities from the series.
With the breakable walls placed in the loops on the top floor of the lab that had the Solo generator with windows wrapped around the rooms were going to be pretty strong at the beginning of the match.
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And Survivor players complain Nurse and Blight because they can't get easy game on both.
Very biased dropping half truths like the previous changes in killers that had a specific reason accompanied by statistics, and not due to "popular demand".
It's very easy to make a similar post pointing out things ranging from david being gay to the constant nerfs in survivors and end my biased view saying that killers just want "easy down 4k"
Another us vs them. Typical.
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Even if the perk remains what it is, devs could give the same treatment they give to some common killer addons, something like double the amount of blood points at the end of the game (good combo with WGLF), or give more bonuses to all emblem category (help to pip), etc.
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As i said here, i wouldn't mind reducing the number of windows or putting breakable doors (walls) in some houses (and removing the hooks that are on top of the houses, it practically becomes a basement), in exchange for more structures that break the killer's vision in the middle of the street (more than mere small cars or small ambulances that don't do much) and more pallets (some safe and some not) that always appear in the middle of the street (and not depending on RNG for them to appear/spawn on the map).
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The closest to this scenario that I can imagine in analogy is Mercy's superjump in Overwatch and other situations in MMO's I've played (like ottoshot in grand chase).
But even in those games where the bugs were "built into/standardized in the gameplay" because they had been around since the launch of the character/mechanics introduced, note that these are multiplayer games where both teams have equal chances and skills can be reproduced or countered equally.
Here at DBD it's simply a role with more power, mobility and map control against one with more players and weak by nature.
Simply anything that isn't programmed to work as intended, significantly increases the chances of any little thing going right or wrong for either side (especially if it benefits the survivors) generating false stats and easily increasing or decreasing kills/escapes.
I can imagine a similar post with a lot of criticism and people calling the bug fix a "nerf" when devs give the same treatment for the nurse range addons that have been glitched since sadako's release.
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So probably... they're stealing your glyphs (allies or killer), since in the EGC only the ones that are still on the map appear.
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Was added to his base kit by pressing m1 on power (update 4.2.2)
https://deadbydaylight.fandom.com/wiki/Patch_Notes_4.2.X#Hotfix_4.2.2
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According to the latest leaks (which includes the dredge), the RPD will have 3 different versions, probably with certain parts closed and reduced in size.
But for me it doesn't matter, I have nothing against the map (i like as survivor). It's great with certain killers like the pig too.
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well, it's been 3 months now with the Range addons glitched, giving more blink speed for her.
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Everything around her is RNG. It's part of her game style and Lore (live or die). Making a flat number to remove RBT by search on 3 boxes or everything else is more of a nerf than a buff (as many people suggest).
It really only takes a few addon improvements (Amand's secret, the most useless and create one more box when using video tape to decrease the chances of the "AFK pig" style working), small changes in crouch speed, the roar starts as soon as she executes the full loaded ambush and make RBT's work on EGC (like in the past or RBT's remain disabled in EGC but kill the survivor who tries to leave at the door).
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@Icaurs said:
https://forum.deadbydaylight.com/en/discussion/comment/2829892#Comment_2829892
You cannot change the gen speeds. As it stands, if a killer chooses to camp there is only just enough time to do the generators before he dies. usually, it isn't even enough time, and survivors need to trade places to buy more time. Camping would be more optimal if gen speeds were altered, because time would be in the killer's favour.
I'm sure people will say "well if gen speeds are fixed, then we can fix camping." How? Put in a in game mechanic to prevent camping (pausing the hook timer). Won't work, its been tested and can be abused. Make it so the hook moves or something? Maybe but I see an issue with killers abusing that to prevent unhooks. Believe me, the devs have attempted to fix this, and nothing has worked. The only reasonable solution would be to make it so killers receive less blood points. But that wouldn't work, because the killer only needs to focus, 1 survivor out of the match for the game, then can play the rest of the match normally.
Over the years, various types of suggestions were made involving camping, from the least invasive to the most radical.
Among them you can filter several that would be good additions to the game, such as
1. remove grab from unhook actions (would remove, especially in SoloQ, the lose-lose design of the unhook action, since all attempts at worst would just be trades between survivors, but it wouldn't solve the main problem involving the power of certain killers, like Bubba)
2. Create more perks (band-aids) that involve this theme, since we only have Camaraderie, which has little impact.
3. make Petrified Oak offerings (which are stackable) increase the maximum time takes for the survivor to be sacrificed on the hook
The right thing would be to remove these game design issues (killer has their problems too, just notice we're talking about the survivors here), but since things don't move that fast, we can start with small details.
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well, without any skin, plague is already associated with the classical period for me (greece/rome).
I'd rather see skins with an inverted concept for her. "Angel of tribulation", "Bringer of salvation", "Guardian of purity", etc.
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/2945921#Comment_2945921
1 and 2 are for the same thing.
So the actual 4th one would be: Survive the trial - gold emblem.
Heal complete four health states are also enough to replace the 2 safe unhooks
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As you rank up (in the grade system), you need to score more and more emblems to be able to pip.
In short: to pip, you need an average of four gold emblems as survivors in iri ranks or pip with two silver emblems, but for that the other two emblems need to be Iri.
1. Complete two generators alone (or one in coop) - gold emblem
2. Cleanse two totems - gold emblem (hexs one give more)
3. Get two save unhooks - gold emblem
4. Last long in chases or hide inside the killers terror radius long enough - gold emblem
More information:
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I just don't know the reason to exclude many countries from participating in the event. It is a shame.
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if you're bringing the toolbox, press r, drop it and pick it up again from the ground, you'll be able to use it on the generator.
The bugs section is full of reports, and unfortunately this last update only brought more, with bugs making an anniversary of months (Brand New Part not working)
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Taking my idea out of limbo again to give visibility (devs pls...)
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Specifically inside this main house, the basement can spawn, making looping inside it quite risky (where you use the fence/rail to vault, go around the outside, jump out the window, re-enter in the house and repeat the process. When you're about to get caught, use the indoor window on the left side of the house and try to reverse the loop, starting at the front.
Anyway, since ptb, people have complained about the windows of this main house (and the others too), and I'm not even against the idea of closing one window inside it or putting a breakable wall, but devs must have to distribute the pallets better in the middle of the street and put more structures that do not leave everything exposed there (breaking LoS)
ps: in your drawing the left window of the house is not being shown
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2938344#Comment_2938344
I get why killers need to slug for pressure sometimes, but it’s baffling they’ve made no base game changes to camping or tunneling. The last change was adding 15 seconds to each hook stage years ago.
You don’t consider anti-camp, tunnel, or slug perks to be second chance perks?
yes, i don't consider anti-camp, tunnel, or slug perks "second chance perks" because like I said, these strategies only have real counterplay in Trios/Squads if the killer focuses on playing that way from the beginning of the game ( and depending on the killer, more or less effectively). These perks are more like band-aids to cover game design mistakes
It's not like I don't have scapes without using BT, DS, or unbreakable, but clearly when I don't use them and end up entering a match in SoloQ that the killer plays like that, i already know the game is lost (and praying to get the scape through the hatch, with good luck or hope the other allies have brought these perks)
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2937943#Comment_2937943
The standard killer ‘strategies’ (camping, tunneling, and slugging) don’t require any perks to employ. Perks simply enhance it for them. Survivors have to run perks to counter these (in any meaningful way anyways). Sounds like a hot mess I want no part of.
They are clear game design errors. These strategies only have real counterplay in trios/squads.
SoloQ just praying for someone else to bring BT, unbreakable, DS if the killer plays this way.
My opinion: Instead of it being a week without exhaustion perks, it could be a week without real second chance perks (Noed, Lithe, SB, Overcome, DH, etc)
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I know what video this is, a Fengmin. There's even video of her playing with a camera in an aerial angle
But let's face it, it may seem cool and innovative at first, but it's just a matter of habit. I'm pretty sure that in few months people will be clamoring for buffs because just putting the camera on 1 person won't be enough.
That is, if the killer is focused exclusively on the camera, without some passive acting behind the scenes (because his/her chase power is already the altered camera for the survivors in firist person).
But honestly, I prefer a simple killer without passives, a traditional but powerful m1 (like huntress, for example). I miss a simple killer being released, even because these new killers after pinhead are all practically the same in gameplay
About the thematically... idk, but any killer that involves altered perception of reality would look good...
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2937531#Comment_2937531
Can we all take a short break to appreciate the use of the term "problematization" please?
English is not my native language, sorry for any miss translation/interpretation
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Idk about instantly open the gates, but allowing them to have a small speed boost to opening the gates wouldn't be a bad idea. At the very least it'd fit thematically.
The thing with opening chests faster is that in order to get any value from opening a chest, you would need to swap your key for the item inside of it, unless you leave the item there for someone else to take. Although if you find a medkit and heal yourself up with it, and then take your key back, I guess that would be pretty useful.
By instantly open the gate using the key, i meant take the same time to open the hatch - 2.5 seconds of animation with the key (just to avoid opening the gate in the killer's face and not getting punished).
And even if it took less time to open the gate, I don't see so much problematization, because in order to open the gate it means that all the generators were made or only one survivor remained (and the hatch was closed) - the animation always starts from 0 when reset and once it completes the gate goes to 100% automatically.
In a hypothetical scenario where Killers are using a full EGC-focused build, even here they wouldn't feel much difference, not least because the mandatory perk in this niche is no way out (with Noed, Blood Warden and Remember me), which blocks interaction with the gate (removes just a little bit of pressure from the remember me perk once the gate is unlocked ).Just noting that killers have full access to items that survivors are taking in the match, it's quite easy to replace one of the perks with Franklin's Demise
The most affected alone would be Remember Me, but 1 item to counter 1 perk alone isn't a big deal.
about the green key... well, it is already an underappreciated item, and it just wouldn't be worth spending time opening chests with it if... another green key appeared (quite unlucky).
Ps: There could be a new addon for keys to increase the rarity of items obtained from chests, stacking with Plunderer's Instinct. So, would be worth spending on the green key these addons, and even fully depleted (using the aura reading addons), it would still open chests instantly
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in fact this perk has a huge psychological effect, especially on SoloQ and high mobility killers.
You might think that the perk doesn't do much because you don't see yourself interrupting the survivors' healing. But behind the scenes, when survivor hears the TR of the killer approaching, he/she stops the heal and hides.
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why not? I see no reason to not increase the charm slots, but honestly, in my personal opinion, there should be a lot more stuff in the game by now than mere static Jpgs that you equip on the hook or in waist.
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From those you mentioned, i like kindred, but the rest of the perks are totally situational.
soloQ healing perks are essential, and I used a lot niche perks after the CoH nerf (Ressurgence + Self-care or built to last + pharmarcy), but with the hemorrhage update, a bunch of niche survivor perks ended up being completely nullified by a simple perk or addon equipped by the killers.
So now i'm using the default build (BK + SC with DS and Unbreakable or BT)