slipttees
slipttees
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- slipttees
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Comments
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Ghost Face can get in the lockers?
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Rework Farmacy current Selfcare with 30% more slow and 100% find medkit in chest.
New Selfcare 4 token, heal 50% faster and others 150%. each healing consumes 1 token.
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Muahuahauhauahuahauha
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@iammsf said:
https://forum.deadbydaylight.com/en/discussion/comment/504368#Comment_504368
higher the rank u r, harder the game u solo.
but meanwhile, teaming up would face the 300+ms network latency. holy geez
Lobby 60ms
in-game 500-600ms
Muahuaha
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Yes. EGC sucks for solo survivor.
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@iammsf said:
https://forum.deadbydaylight.com/en/discussion/comment/504360#Comment_504360
How about chainsaw and yamaoka, do they care this poor distance limit?
But this distance would help a little!
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Mettle of Man:
Mauhuahauhauhauhauhauhau. Realy?
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It could increase the sacrifice time on the hook when the killer is up to 15 or 20m close to the hook.
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My ideal Left Behind
"You'll get the job done... No matter the cost.
If you are the last Survivor remaining in the Trial, and Gates are powered
that needs to be open, gain a 30/35/40 % bonus to Open Exit Gates."
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@Entità said:
@Brady I believe in @not_Queen @Patricia @Peanits @Shelby and the other Devs: I see they work with passion, they pay attention to our feedback, they desire to make DbD last and be appreciated by an increasing playerbase for a very long time. I do my best to report issues and write fair and nice posts. Be constructive, give your good contribution...
It has been some time that the EGC has been implemented and the devs did not say anything about the Left Behind.
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@Milo said:
@slipttees how is Wake Up good exactly?
Balanced. You gain 2.25 seconds to open the exit gates even though you are not alone.
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@Entità said:
@slipttees That would be a good Wake Up buff.
Wake Up is good now, Left Behind need more.
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In this forum only provides the ideas that favor the killers.
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gain a 30/40/50 % bonus to Open Exit Gates.
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Focus is "While Wake Up! is active, BloodWarden decreases active time by 5/10/15%"
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New map supermarket with parking and a lot of cars! ;-)
"totem is in the fruits session" lol
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@LastShoe said:
https://forum.deadbydaylight.com/en/discussion/comment/496275#Comment_496275
Yea, baby killers that menaged to kill 3 survivors and get to the hatch first... are you sure you know what are you talking about?
Yes. How much easier is not it?
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@Gardenia said:
https://forum.deadbydaylight.com/en/discussion/comment/496437#Comment_496437
Can you elaborate? If you mean decreasing the distance of the vomit, then I don't agree. That wouldn't be a good change.
Yes, decreasing the distance of the vomit.
Vile Purge: 10m
Corrupt Purge: 8m
it is a very disproportionate distance!
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As survivor It might decrease the distance the vomiting.
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my mistake!
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Baby killers like EGC. Easy 4k. :-)
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You'll get the job done... No matter the cost.
If you are the last Survivor remaining in the Trial, and Gates are powered
that needs to be open, gain a 35/40/50 % bonus to Open Exit Gates.
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After activating the EGC the killer nor even looking for it is just to camp the gates for the easy kill.
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@ReikoMori said:
https://forum.deadbydaylight.com/en/discussion/comment/496038#Comment_496038
There is this lovely perk called Wake Up that opens gates faster if you commit to opening the gate and getting the hell out.
Wuah 15%. Realy nigg a burn perk slot for 2,25 secs?
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bla bla bla... EGC need changes and killer want more easy 4K.
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New freedy?
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Release dedicated servers for all plataforms?
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"Blood Party Streamers Festival"... up to 3 BPS in bloodweb for 24h. ;-)
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Um 23
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Forget everything. I think a little change in the gate driver is enough. Maybe Increase to 25% or 30% to turn on the first indicator light and spawn gate not so close.
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@AetherBytes said:
- The spawning of the gates not so close.
- Survivor Solo buff open the gates 5% faster.
- Killer can not see the aura of the gates. (only temporarily equal to the survivors)
- if the killer closes the hatch the survivor solo will have another option besides the gates he can open the hatch also only with twice the time it would take to open the gate. So the killer can not just camp at the gates
1. This is already in the works. While I hate that it's going to be a thing as a killer main,I have to agree it's an important change
2. No. Gates open fast enough as is. Just gotta outwait the killer. He'll check, then start heading to the other gate, which gives you more then enough time to open it (unless they spawned together, in which case see 1.)
3. This severely reduces the killers ability to patrol the gates, which most of the time is already a problem without "Remember Me"
4. The point of closing hatch is to force endgame collapse, which auto-powers the gates. Refer to 2.
Forget everything. I think a little change in the gate driver is enough. Maybe Increase to 25% or 30% to turn on the first indicator light and spawn gate not so close.
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Post Duplicated! Please remove admin!!
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@not_Queen @Peanits survivor have voice here?
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bla bla bla.
I have another vision about all this. They are always trying to make the life of the killer easier like: Hitboxes without solution , Noed, bloodwarden, EGC, nerfs suvivors perks. As I said earlier. Already starting the match with two on the hook this makes it easier for the killer or change game killer vs killer.
So its logic is to be difficult for the survivor and very easy for the killer?
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@Orion said:
- Yes, the gates do spawn too close sometimes, but if they spawn too far, it's a free escape. The devs consider that both situations cancel each other out.
- Opening the gates 5% faster would shave off one second. That's it. If you want, you can take Wake Up or whatever that perk is called that allows you to open gates more quickly.
- Not seeing the gates' aura is pointless. The aura doesn't give the killer any useful information regarding which gate the survivor is at. However, since they're an objective not unlike generators, it makes no sense to have killers able to see the generators but not the gates.
- If the survivor had an alternative besides the hatch when the killer closed it, then closing the hatch would be irrelevant. If anything, it would be actively detrimental to the killer.
Listen, I get it sucks to be the last survivor alive and feeling like you have a snowball's chance in hell of escaping. I've been there, I've died to the EGC. I've been left to bleed out to the EGC as well. ######### happens.
What you have to understand is that when you're the last survivor remaining, you are in a 1v1 situation against a player playing a character that's balanced around a 4v1. This player completed their objective very efficiently and should be rewarded for it. That's how games work - you do things right, you get rewarded for it.
The survivors, on the whole, failed to do anything right for the game to end in a 1v1. They didn't win chases, didn't repair generators, didn't survive. The killer should not be punished by a forced alteration of the game's balance to try to make sure a single survivor is able to 1v1 the killer after the killer did their job.
What Balance?
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@wydyadoit said:
https://forum.deadbydaylight.com/en/discussion/comment/486713#Comment_486713
Right, but this to me feels too much in favor of the killer. My exact words were "is slightly in the favor of the killer too much"
I understand that the killer has won the battle, and ultimately getting 4 kills is going to be their reward for doing so, but it shouldn't just be handed to them. There still should be some urgency on both ends.
in the best possible scenario for a survivor - the survivor has spine chill, wake up, resilience, and decisive strike ready to use on a killer that picks them up. It still takes 14 seconds to open the gate at maximum effect.
That means you have to be injured with the killer looking at you and you have to hold the lever the entire time. Then you have to succeed in using decisive strike which gives you a 5 second stun and requires that 60 seconds earlier you escaped from a hook (impossible as the final survivor) - the animation takes 3 seconds to activate and channel power into the gate - so you get 2 seconds to put more time into the gate - assuming you were downed directly beside it. anything else and the killer will outrun you to the gate. Once the gates are powered it takes approximately 2 seconds for them to open wide enough to run through and you have to be 85% of the way to the back wall before you're downed to crawl out.
Trapper could just beartrap the two exit gates and if you're the last person he wins.
Huntress has hatches that can travel nearly 30 meters.
Hag can trap the two doors and stand in the middle of the arena.
Hillbilly can sprint between the doors and instantly down you if you try to use the lever
Nurses can blink to you (though she's one of the weaker ones without add-ons in this specific scenario)
shapes going to kill you
doctor can shock you and cause you to stop opening the gate nonstop
nightmare can see you opening the gate if you're in dream world
if pig's trap is activate you cant leave
spirit can phase walk at 7.04 m/s which is 1.8x faster than a survivor and can see you holding the lever.
plague can vomit on one lever and if she sees that you've contracted the sickness buff then it's obvious where you are.
wraith moves at 5.04 m/s while cloaked and he doesn't have to be uncloaked to stop you from using the lever since his presence will deter most actions.
cannibal has barbecue and chili and instant downs. you're not getting away. he doesn't even have to close hatch.
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as stated earlier, if the intention of the black lock is to give hope to the remaining survivor then it's not living up to the lore. as a solo survivor whose team has lost the match it's pointless to attempt a hatch escape. The hatch won't spawn until all 5 generators are repaired if 4 survivors are alive. if 3 are alive then it wont spawn until there are 4 generators repaired and the survivor has to have died before the 4th one gets repaired, 3 for 2 survivors and when you're the last one alive it opens. The only time that hatch is worth the effort is if your team has somehow managed to repair 2-3 generators and the someone dies right before the 3rd or 4th generator is repaired. in this very specific scenario the survivors have an opportunity to scout for the hatch and commit its location to memory. The problem with this is that survivors will stop trying to do generators. And that's my primary point - it seems counter intuitive for the hatch to be relied on the way that it is and yet still be a waste of time.
Perhaps this is a side effect of the hatch now always spawning for the last survivor? if so one (myself especially) has to wonder if it's potentially negative gameplay. Remember, I am a killer mainly so this isn't a post from a survivor crying about OP killers. I don't care either way, I just find it interesting and wanted to discuss the matter with other players.
Soon enough, starting with two survivors on the hook for the killer's life will be even easier.
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EGC sucks!
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humm
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Back when balancing the EGC. The current sucks!
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Can close app ou shutdown PS4.
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Nerf DS, Nerf Adrenaline, Nerd Mettle of Man, Nerf Dead Hard, EGC SUCKS for solo survivor. Stop crying. Devs do not listen to baby killer will end the game.
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EGC sucks!
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EGC sucks. Should be better remove survivor and game will be killer vs killer. 👍🏽
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EGC sucks!
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Solo survivor? Yes! DC bro!
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EGC sucks!
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EGC sucks!
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Current EGC sucks and should be better balanced.
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Current EGC sucks and should be better balanced.
- Exit gates very close
- Only 1 survivor can open more fast in 1 or 2% or re open hatch with 20seg.
- Survivor with Jigsaw EGC time don't slowed down.
- Survivor rescue for hook EGC is restart.
- Bood Warden 30/40/50
Please BHVR no work only for killer.
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um 7