supersonic853
supersonic853
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- supersonic853
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Comments
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@Cameragosha said:
https://forum.deadbydaylight.com/en/discussion/comment/3147749#Comment_3147749
It still strong.
Nothing has changed.
Yeah let me get off my gen 20 seconds away and get 6 meters close to bubba for a 30 second stall. Assuming i don't die in the process. Amazing perk.
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@FeryGEN said:
It's better than watching three survivors taunt you on a hook. Thank you BHVR for listening to our feedback
...chase them? Don't get this whole mentality. I played on the ptb. Did the same thing i always do. Hook survivor. Go to the gens and find another one to chase. Reassurance is useless. Because im not camping to give it value. If all 3 survivors are there with the hooked. Noones on a gen. Literally you have a winning scenario. Its hunting season. Have fun.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/3147730#Comment_3147730
I mention in another reassurance topic that bubba is an issue that should be addressed. Reassurance shouldn't be balanced around a single killer out of the almost 30 character rooster camping.
Tbf perks already balance around singular characters (stridor spirit and awakened awareness nurse) the only difference for this is its from both sides instead of the 1.
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Id rather buff the range so i dont have to be in bubbas face to use it.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/3147409#Comment_3147409
Honestly that's why I found the ptb variant to be unhealthy. A perk that rewarded survivors for keeping a survivor on the hook isn't a good design. Now it buys survivors time to make a save or at the very least trade and they get more value out of the perk if they prevent survivors from going into their next state on the same hook.
At the end of the day if 1-3 minutes of extra time in total per a survivor isn't enough to finish gens and get saves, then the survivors should be dying.
https://forum.deadbydaylight.com/en/discussion/comment/3147442#Comment_3147442
Honestly I wouldn't be against buffing the range a bit. But also I think bubba needs some kind of change so he can't facecamp as well. Against any other face camping killer, you can often force at least a trade. Against killers like Oni and Myers who have instant downs on a timer, reassurance can wait out those timers for a safer trade.
I might agree with current if they buffed the range. To dangerous imo for the tradeoff.
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@Dead_Harder said:
https://forum.deadbydaylight.com/en/discussion/comment/3147298#Comment_3147298
Thats cool but 30 seconds is already pretty long time, isnt it? Look me in the electronic eyes and tell me it is reasonable to give a survivor the ability to extend the hook time by 6 minutes in any circumstance.
It was kinda insane before and its reasonable now.
Is 30 seconds actually that valuable? Really? Say im the one who has it. If it takes 20 seconds to get to them to activate it. How much did that save me? Especially if its like a bubba or something where im basically running to my death. (Being within 6 meters)
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@Jivetalkin13 said:
https://forum.deadbydaylight.com/en/discussion/comment/3147303#Comment_3147303
You can still pause it for 90 seconds if everyone brings it. Longer if the hooked person has Kinship.
Solo player.
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Reassurance:was i a good perk.
Me:some say you were the best.
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@Dead_Harder said:
You know 1 person being able to add 3 minutes to each hook state was kinda insane right?
Maybe to people who hard facecamped. For people like me i didn't mind it to much. Id already be chasing another survivor. Keep the dude on the hook if you want. 1 less person on gens. 2 since the guy has to keep going to stall the timer. And if im chasing the other. Win for me.
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@ThatOneDemoPlayer said:
All Killers have the same Lunge
Anyone who hasn't played against freddy.
(I know its his model)
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@drsoontm said:
Just wondering.
Isnt all "techs" bugs?
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@skylerbound said:
8 matches in a row of double range nurse, infectious/startruck/agitation. All different players.
funny enough all 8 complaining about ppl immediately giving up on hook.
I thought we were getting more variety.
You will get more variety! They'll add weskers perk to their loadout as well :3.
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@Crowman said:
Outside of bugged hooks on coldwind farms, what hooks are too closed to each other?
Hooks are generally close enough that a killer can reasonably each any nearby hook unless survivors body block or a hook is broken. There's a few maps like midwich that have notorious hook deadzones due to how hook spawning logic works.
Your complaint seems to be that you can't reliably wiggle out of the killers grasp which misses the point of what wiggle is for.
Not that i fully agree with Op. But theres basement nearby as well. So hook right there to my right not even 10 meters away. And basement. There are some maps like the game or Midwhich that are horrid on hook spawns like you stated.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/3137320#Comment_3137320
My problem is that the meta will never go away from anti tunnelling and camping perks regardless of what they change. Sure they can add another but that doesn’t fix the issue it just adds a different cost of paint on it
I mean isn't this the first meta to feature anti-camp? Call me stupid if im wrong. But the last anti-camp per we got was steves right? And it was memey at best. I do like seeing Reassurance having a chance to shine. Campers are used to being ignored by perks.
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@SuzuKR said:
It's a strategy, the base counter is also a strategy: Making use of their lack of pressure on others to slam gens.
You are not meant to have a hard counter to a strategy, that is bad design. Even things like Reassurance can be prevented by killing a survivor before they get close enough to activate it. Hard counters take precedence over skill, which is bad.
You know with the 90 second gen time its actually impossible to do all 5 gens before the facecamper (normally bubba) kills the person on hook right?So facecamping bubba is guaranteed a 2k at least. Throw deadlock and noed on and you got the reason why facecamping bubbas average a 3k killrate. If the way to get a 2k+ is standing still doing nothing. That is even worse design.
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To be fair. That is how metas work. You remove one another pops up. There will always be a "best" build. Thats why they plan to do the meta shake ups as much as possible. (They said this on the last one near the bottom) so they are aware of needing to constantly change the meta.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3137129#Comment_3137129
Not going for the grab is opening yourself up for any number of situations preventing the second hit, including the basekit BT. Im not saying people do those things every time (nor that they can have counters to, especially concerning builds,) just that they're overlooked situations that do have the ability to change those situations entirely, and you can sometimes end up with absolute robbery outcomes.
Maybe im just patient and have the timing. But like even in the current game. I just smack the survivor unhooking. They finish the animation. Then i smack them before the other survivor can get even get in the way to block the hit. Even better when used with something like stbfl you can actually go from a smack into a grab. Of course this is only my experience. So maybe i just had good matches. And I'll have to see how it plays out fully.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3137067#Comment_3137067
its not even anti-camp, it just creates lose-lose situations for the killer if they're in the same place at the same time as someone going for the unhook. It actively encourages survivors going for bad saves more than it discourages camping. Half the times survivors go for bad unhooks like that, they don't even realize it was a bad call, and coddling them in those situations only gives them reason to believe it was a smart play.
We all know there are people who will stand face to face with the person on the hook. There are also a lot of people who don't do that, but aren't going to let you run past them to the hook for free. When that happens you end up in a standoff with the killer as they try to time a hook grab, since its a guaranteed trade or slug vs potentially letting both of you escape. They generally only want to go for the hit if they are sure they'll be able to get at least a hook trade, so you end up with the perk basically just delaying that standoff and forcing the killer into a lose/lose situation. As a bonus, one of the things the delay allows for other survivors to come in for bodyblocks, or just rush out the gens, so literally any time wasted has disproportionate impact as long as people haven't been tunnelled out. You've rewarded the survivor on multiple levels for making a poor play.
I played a good bit of matches on the ptb. And this was a problem...like in none of them? If theres a survivor looping right next to another on the hook. Eventually id catch them and then i have 2 survivors hooked together. Also there's not much in terms of god loops nearby hooks to just make that survivor uncatchable. Other times id just go to where i know the gens are being worked on to keep my pressure up. Forcing the survivor to save anyway to keep their pressure in the game. So if they are hanging out near the hook. Smack and catch them. Or bail to the generators. I never go for grabs anyway tbh because i can normally down the survivor after the unhook animation finishes.
On topic:The perks fine imo. It does its job well. I agree with a opt out option though. And deactivation at the end of the game where you have no choice but to camp. But as a whole i feel like the fact one survivor can make a facecamping bubba lose the match from 1 perk is a good thing. Maybe I'll have to see it more on live but i like it.
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@Mandy said:
The game only ends if the player fails to load fully into the game, there is sometimes a delay on this due to the loading procedure. But it's certainly not meant to end the game once the game has already started - which is what you're describing in your post.
Why not do something where for the first minute if someone dcs the game just prematurely ends? I understand you can't control when someone leaves if good or for bad. But if someone dcs 20 seconds into a match. Its pretty clear how ruined that match is from the get-go?
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Shadowborne. The fov is bad for me personally health wise. So i run it every game. I don't like doing so. But i will push for accessibility for similar people until we get a slider. Till then. Its just a part of me as a player.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/3129663#Comment_3129663
That's more of a problem with booba then anything tbh. Once per hook state is my issue initial reaction. But I think it would be ok if it didn't work on multi levels. That's THE biggest issue with it greifing/bully wise. SWFs sending people to the game, Midwhich, etc and using it on the opposite floor is more of a problem then infinite time on the hook. At least if it's limited to the same floor. 6m is nothing and gives enough opportunity to at least hook exchange.
I mean the multi level nerfs it against bubba to. Since on some maps you can trigger it above the basement. Allowing you to not get in the bubbas face to do it. I don't know really how you'd fix it without it losing a good bit of anti-camp value. Personally i don't camp and i like when i chase survivors so if they wanna make the hook take longer. More chases for me. But i do get the other side of it to.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/3129659#Comment_3129659
It just needs to be once per hook. There's no reason you need that much time to save someone.
I like it because it finally kills facecamping bubba. Because you can actually make the hook last long enough for the bubba to lose 5 gens. Most bubbas get 1-3ks because gens just take to long now. Then they have noed to guarantee another kill. Reassurance can actually stop that on its own. That's why i dislike it being once per state.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3124773#Comment_3124773
Easy fix.
BHVR puts 60 FPS on Console like they promised.
Bhvr:
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Fixed? I thought the speed was intended? Did i miss something?
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@sizzlingmario4 said:
https://forum.deadbydaylight.com/en/discussion/comment/3117791#Comment_3117791
https://forum.deadbydaylight.com/en/discussion/comment/3117630#Comment_3117630
You walk up to a locker and press the ability button (instead of space) to enter it without teleporting.
If there happens to be a survivor inside you’ll just pull them out like normal.
Does it trigger darkness revealed?
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/3117112#Comment_3117112
You cannot comprehend why a survivor main would take literally the smallest obstacle as a reportable offense? Really? Do you have communications turned off and never watch any other content creator or something. If anything, THIS guy at least has A reason.
Irony is im a 50/50. Lol. Personally though i don't like bugs helpin me play. (Bugged addons/killer powers). Kinda why im taking a break from oni rn. I reported it as a bug like described in the desc. I just was wondering if the killer purposely using it to his advantage was against the rules. I didn't report him or anything. Mainly curiosity. All fairs to him usin the bug to his slight advantage.
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@GoodBoyKaru said:
You could go to the exit on the left also into the main hall or double back and go up via the fire escape or other outside staircase area that leads up to the rooftop area. Yeah it sucks but you had 3 alternative pathways you could've taken.
It's no different from a Hag or Trapper trap being there imo.
Yeah thats what we did. A little different from those 2 examples since zombies literally cannot be passed or removed.
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@GoshJosh said:
Absolutely not reportable, I can’t even begin to comprehend how you think it would be. Nemesis players don’t get to choose zombie pathing and them getting stuck, and most of the time it is detrimental to the killer.
I mean he could kill her and get her unstuck from blocking the path.
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@foxsansbox said:
https://forum.deadbydaylight.com/en/discussion/comment/3113388#Comment_3113388
Pretty much this. Nurses do it with blink range addons, Blight does it with speed/turn modifiers. The list goes on.
Yeah but i do think the handicap thing is a fair thing to looking at comments. If you have a nurse whos only ran double range. Or a spirit whos mastered only stridor spirit. And they have to take it off they are screwed with anything else. I think now im just better off mastering her at her base. And not with a perk i might wanna take off later. The messing up my phases is a added reason but i don't think i wanna push to learn to use a crutch.
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Yeah i am glad i spent millions on killers to have a giant safety net of the brown and yellow addons on the ones that need it (demo being the biggest currently with both shred addons) But eventually they'll run out. So i hope they can find a middle ground.
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I noticed this to. Survivors seem to know the hatch location ahead of time. A survivor was even tbagging and i saw them as the hatch was spawning. So i went to kill them thinking "well if they aren't gonna go look for it" just to see it spawn at their feet. I don't know if its a dumb coincidence or something else.
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@Aven_Fallen said:
Still sad that players in this game just have to cry enough to get changes. It is not like RPD was common. It was not my favorite Map, but it was refreshing to be on it once in a while.
That being said, I am not looking forward to two small Indoor Maps.
it was probably one of the most hated maps for both sides. Survivors still seem to have trouble finding their way to my hook or doing gens. Killers have trouble moving through it to apply pressure. I am 100% glad its being reworked. It's horrible, fitting for the puzzle game that is RE2 but not for this game.
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Hmm...kinda just have to say. "That was it? All that time?"
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@PapiFelixPSN said:
As much as I don't want to sound like one of the people in chat, I would've preferred it if they did DbD first. If a company has a single game that basically makes all of their money, it's expected to be their priority, not other games that may or may not flop quickly.
The fact that we have to wait until the end of the stream for the information on the main game is annoying.
Not that that justifies the chat though.
If you want people to see other content not just watch dbd and leave and ignore the rest why do it first?
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Mobile jurassic world...god.
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Nerf billy, freddy, MoM, and calm spirit. But buff nurse i guess. Lol. I try to defend where i can but this is getting insane.
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@Kasamsky said:
..and no kill switch either? what the hell BHVR..
The bug was fixed.
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I just want a fov slider for motion sick players. Have had it in my builds for years because i have to. It sucks just looking at my build missing 1 perk which i could use for true synergy but shadowborne has to take the slot.
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Yeah. Its kinda depressing. Wish bp just felt better right now. Since the nerfs you don't get the bang for your effort it feels like.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/3102036#Comment_3102036
I said the good Survivors will loop safer and drop Pallets earlier (not predrop, drop, they wont go that extra Loop).
But as I said, the whole extend of the DH-Nerf cannot be seen because they buffed Killer so much with it.
But if you want, you can pretend that every Survivor is bad and they only relied on DH. If thats what makes you happy, go for it.
Hmm. Fair. My only question is if dhs impact was minimal. Why would just nerfing it as a option inflate the kill rates on its own? They said kill rates overall were low. So i can see why from their POV, If dh wasnt as bad as people said it was from some peoples POV. Just nerfing Dh wouldn't change kills as a whole. Youd have to buff killers universally. Wouldn't you agree? Unless DH DID have a huge impact and people didn't realize till after the fact. Because idk if a little basekit STBFL and Brutal with old DH would still matter. But theres no way to tell i guess.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/3102004#Comment_3102004
Second paragraph - wont comment on this. This is speculation on your part and I just disagree with this, since my opinion is different.
First paragraph - not really thought out. Sure, every Killer could have equipped those Perks and would have the same Buffs like they have now. But now they have those Buffs AND can use any Perk they like. Which would not have been the case before.
I mean didn't you say survivors would just loop safer and predrop earlier? So shouldn't that have been what happened when it came to looping? Why are survivor's getting caught out so much more then? They should still be playing just more safe like predicted without DH, loop twice drop then move forward. Also i do think you pushed for sprint burst to be the replacement but I've seen a wild variety of exhaustion perks since the update,mainly lithe.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/3099838#Comment_3099838
I think that's missing what semblance of a point Gindaen was making.
But basically, there's no way to prove that the shift in game state is due to DH, or even how much of it is due to DH, because there were half a dozen other nerfs alongside it.
Well the main defense was "ill just loop twice instead of 3 times because of DH" so youd think not much would change. But seems like that defense crumbled hard. Survivors think they can make these loops and just crash down. That's a example where i think DH had a significant view of how people played. And now they gotta figure out how to manage without. But i guess it is hard to make a overall view so thats fair.
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I main wraith and i don't do either. So. Yes.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/3095330#Comment_3095330
Nurse.. overpowered? Not by any means. Did you miss the graph above your comment, showing official data that she has the lowest kill rate for one of the highest picked killers? Sounds more likely to me that she reveals the skill issues for both roles.
But y’all keep holding W and predropping; if you don’t point and hook suicide or DC first.
Also, I could argue that those two killers “break” DbD in their own ways. Hillbilly moves base speed, yet gets a speed increasing one-shot power that can also break pallets. On top of that, it gives him extremely high map mobility - greater than Nurse. Huntress can ranged camp (get hits and downs while camping or protect the hook from afar) and also get other ranged hits and downs out in the open. Nurse can’t do those things!
You ready to nerf them into oblivion too?
Billy already was nerfed to oblivion. I've faced like 2 in the past month. And thats a miracle. Huntress they are "satisfied" with since when they did her and demo she didn't really get any changes but exhaustion hatchets. Pre nerf besides instasaw billy was labeled one of the fairest killers in the game. Since he had the most gameplay from both sides. Each loop being equal opportunity. Nurse isnt even close.
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Same such a pain.
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@[Deleted User] said:
You know I love more? Doing the gen 2 or 3 times because of Call of Brine/Overcharge/Eruption. Absolutely exhilarating
I was gonna say wasnt overcharge dead on arrival? But then yeah you have the other 2. Lol.
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@RavenBirb said:
https://forum.deadbydaylight.com/en/discussion/336882/god-i-love-2-minute-gens
Alright, so we are supposed not take a strong build so survivors have a breezy time every match? I don't think so
I mean idk about you but since the update ive been able to run nicer builds because of having 50 more seconds and survivors gaining less distance. So i don't mind giving survivors some leeway with not going gen control central. I don't know about your mmr though.
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Also as a mini update these are only 2 perks. A full slowdown legion can also run pain res to knock off progress, Or pop to tick off more.
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@Dead_Harder said:
https://forum.deadbydaylight.com/en/discussion/comment/3087689#Comment_3087689
legion when every one is injured comes pretty damn close, do they not : )
doesnt matter when with maxed thana they can double the games overall length does it? :)
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@Dead_Harder said:
Does 2 minute gens matter when you are up agains a basic m1 killler with no power?
What killer are you talking about? Because thats not a thing.

