supersonic853
supersonic853
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- supersonic853
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@OldHunterLight said:
Fun fact, it is not bhvr's fault for not adding cross progression for ps4, it's on sony's end since they are usually a very stingy company.
Basically bhvr is doing what they can, sony on the other hand is just not letting them just yet since they will lose money for it.
Doesnt Sony let fortnite cod and them do it though?
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Im very insulted! Ive been sandbagged by megheads 5 times today and when i go down on a pallet instead of healing they throw the pallet. Not to mention some of the nancys out there my god.
https://youtu.be/mOb0ruxs5vg -
Not as bad as macrohag where you can get immediately hit for triggering a trap.
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@Kolonite said:
https://forum.deadbydaylight.com/en/discussion/comment/1873748#Comment_1873748
My point was when they coded the new bottle it probably got copy pasted and then the effect and color was changed. That’s why it uses your stacks. I answered your question idk why you’re arguing with me over if it’s an “offensive action” or why it isn’t consumed on other killers lol
I thought you were saying they should be categorized the same lol.
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@Kolonite said:
https://forum.deadbydaylight.com/en/discussion/comment/1873735#Comment_1873735
bud read the beginning of what I typed
Its not hard for them to differentiate them. 1.0 doc didnt use tokens when shocking since it wasnt directly "offensive" and again deathslinger doesnt use tokens unless he lands his shot. Idk if huntress is the same.
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@Moxie said:
Because they do not want to customize any perks to work in tandem with Killer Powers. Same reason all those perks have basic attack requirements now as well.
Just another lazy dev move. They cite "Well we don't want [PERK] to trigger off of (Bear Trap, Plague Puke) so instead of making exceptions for some Killers, we just gut the whole perk. Much easier (for us)"
Hilariously, they quote Knock Out and say "We don't want it to trigger on bear trap or deep wounds.." Umm.... Who goes down to deep wounds?? And even if you did go to DYING state on a bear trap (Rare add-on), you still saw where they stepped on it.
As I said, just more dev laziness.
I love how they say that but they hide infectious in a closet where it procs after pulling a survivor out of a locker. If a survivor goes down by a beartrap. If they bleed out. If your hit by any killer power that does damage. And if your downed by stuff like victor even.
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@Kolonite said:
https://forum.deadbydaylight.com/en/discussion/comment/1873727#Comment_1873727
Reread what I typed
" they didn’t want you to be able to slow survivors while keeping all your stacks of PWYF" yeah you do lose pwyf tokens for the tonic because thats a offensive action. Imagine losing pwyf tokens when a survivor cleanses healing themselves with plague. The anditode cannot by definition be considered a "offensive action". Little sidenote deathslinger doesnt lose tokens when shooting his gun unless he hits you.
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@Kolonite said:
It’s because clowns bottles both likely fall under the same category and they didn’t want you to be able to slow survivors while keeping all your stacks of PWYF
The antidote doesnt slow and cures the effects of the purple.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1871181#Comment_1871181
No. 32m range on Kindred would be pretty broken.
CAN'T be stacked anymore though. Which was the point of the limitation.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1870697#Comment_1870697
The devs have repeatedly said on these forums, and on streams where Kindred is the one exception to Open Handed stacking. Kindred has a hard cap of 24m. You can test this now by doing a custom game and stacking open handed with kindred. Only one open handed will apply.
Did they remove the hardcap with the buff/nerf to open? Seems fairer to allow it to impact all now.
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@CLAUDETTEINABUSH said:
Is this an intentional change? If you watch otz's new video OoO is always lit wherever he's looking. Is this happening to all similar perks that light up in specific situations? (Like spine chill?) Please inform me.
Its something with undetectable i think which if it just cant see through undetectable anymore sounds fair since even though they cant see your aura OoO still lights up when you look in the direction of the killer kinda making undetectable useless. Spinechill can be bugfixed though.
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@MrGrizzly said:
PSA to all bubba's: please run devour, it's a better no ed I swear please switch them out, thank you.
But noed guarantees me a 2 or 3k when i facecamp 1 or 2 people to death since the counter to facecamp is genrush can't do totems! Fun for everyone!
/s
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@Yamaoka said:
https://forum.deadbydaylight.com/en/discussion/comment/1870885#Comment_1870885
Survivor turnspeed isn't affected by the new animations according to the devs.
Idk ive tried to 360 multiple times and it doesnt seem to be working anymore. Guess the devs were tired of it?
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I recommended a props prompt like overwatch and it got moved so i think they saw it. Good way to reward people and encourage fun engaging gameplay. And makes people feel better if they tried their best.
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Its impossible for him to be weaker hes only gotten buffs and you don't have to use the antidote and play him the exact same way but buffed.
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@Mister_Holdout said:
I saw on Reddit that Spine Chill is bugged. Seems like a few other perks are bugged as well.
The devs better fix Spine Chill. It's one of my favorite survivor perks.
OoO can stay bugged tho imo lol never know when your showing the killer where you are. Currently they can pinpoint by looking around to get a direction of the killer using OoO even though it doesnt show the aura the eye still lights up. Spinechill makes sense for this OoO doesn't.
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@AhoyWolf said:
Wait, really? They hopefully just forgot to add it into the patch notes.
Thats where it ends
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Their also getting rid of exhaustion none of reworked clowns addons give it anymore.
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@NomiNomad said:
The game automatically ends if your the last person on hook. They made it this way to streamline it. And, as someone pointed out already, at that point the killer already one. Deliverance is a solid, solid Solo perk.
There has been a few times where a deliverance buff like this one woulda saved me like being hooked at the hook right infront of the gate i could literally just jump off and crawl out with ds lol. Or dead hard. Or having a key and being hooked infront of hatch.
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(20 char)
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Seeing that bubba man with the chainsaw since i know when im downed im dead.
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@Chchchcheryl said:
https://forum.deadbydaylight.com/en/discussion/comment/1867933#Comment_1867933
Where did you get slugging from? Unless your replying to someone, OP simply said they don't care about getting hit by DS because they always funnel it out early game!
(I meant funnel, not tunnel)
Saw in another post the way he plays clown is normally by slugging everyone which then its not very surprising he doesnt get hit by ds. But it does make the trial the most boring thing ever. Either way i like how the answer to ds is to actually tunnel to remove ds from play as early as possible. And most of the times when i do ds a true tunneler they just come back after me since i have no answer now. But i can ds hit a killer after they have hooked 2 other survivors when they grab me off a gen! Fairplay yay!
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Big surprise a person who slugs people over and over making the game very boring for both sides isnt impacted by ds. I never get hit by ds as oni because of slug oni but i dont leave people on the floor all game. Not to mention they can just get back up with ub anyway and soulguard making your strat useless.
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"Its oppressive for solo que to have to cleanse 4 or less totems" *laughs in me cleansing 4 with detectives hunch then getting smacked with noed and being left for dead because of it*
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@Mandy said:
If you are not the last person in the game, then you do get a chance to struggle if it's your first hook...the issue is the killer can't be chasing someone out and hooking you at the same time....so usually, the killer has chased someone out whilst you are slugged, then hooked you - then there's no chance of escape.
With deliverance though if the gates right there why couldnt ya just hop off with ds and deadhard out or crawl out while the killer just sits there and watches? (I know the answer but i wouldn't be surprised if this was a possibility)
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1863815#Comment_1863815
Exactly, those are the questions that are relevant for new Perks. Either Objective Speedup or Time Wasting. And I highly doubt that BHVR will ever release a Perk which straight up increases Genspeed (I can imagine something like Totem Cleansing tho), so it all comes down how useful those Perks will be in a chase or helping to reduce the pressure done by the Killer.
Iron Maiden on Huntress is a good example, even buffed this Perk will most likely only be played by Huntress-players (maybe Twins and Doctor as well, but not as common). Infectious Fright is another example, it is not useful on most Killers but on those where it can be used, it is very strong.
But for Survivor-Perks, I dont really see the potential to shake up the Meta with any release, yes, some players may use Perks (a friend of mine is running Deception for example), but the requirements to replace a Meta-Perk on the Survivor-Side are really high.
"I don't think bhvr will ever release a perk that increases genspeed" *the resilence gamers who 99% their heal with selfcare or medkit to rush gens* lol but even with resilences increase to everything it didn't reach meta status not that i know.
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@Gay_Police_Dept said:
https://forum.deadbydaylight.com/en/discussion/comment/1862461#Comment_1862461
Same when survivors bring Calm Spirit against someone who isn't Doctor or running Infectious Fright. Take your chances.
Calm has value besides those 2 it also stops crows from flying away which top killers look for and when you go down to deepwound or go downed at all you dont scream. Lightborne and franklins do nothing if theres no items or flashlights.
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@indieeden7 said:
Excuse me?
Hes saying sometimes you could be looking right at a survivor running after them and the chase status just says "im out" when your still following them.
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Ah great then i can bring lightborne and franklins for no reason. Genius they should hire you.
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@Moxie said:
I am looking at some perks in particular, but I am sure you can think of more.
The one that drew my attention is Territorial Imperative. I understand the distance requirement...But why does it have a cooldown? The basement is niche, how many people are running around that, all while you are 32 meters away.
Same goes for Empathy and Wake Up!. Why were they changed to reduce the global reading range?
They have fixed a lot of these (Fixated is another one. Why the injured restriction?)
Just curious: why they add these restrictions to already niche perks?
I mean blood favours a hex with a cooldown and a short range that the survivors can just cross by holding w after being smacked. But no buffs for them this midchapter even though they said they look back at the last chapter when they just released a new one. Funny isnt it?
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1862322#Comment_1862322
Yeah, according to this logic, they would be buffing Nurse.
But eh, DBD-Forum, what to expect. Bugfixes are Buffs now.
I mean with the 125 listed bugs now i wouldnt shy away from calling it a buff for them to finally fix them. Its a wonder why they havent already. For instance being unable to teleport upstairs of midwich has been a thing for so many patches now im used to just not being able to do it at all.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1861681#Comment_1861681
So making things work as intended which got bugged due to Dedicated Servers is making them "more braindead" now?
So, whenever a Bug get fixed, this is a Buff for that respective side?
I mean i wonder how powerful nurse would be if all her "bugs" were patched.
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Nurse is the only one to be good against god swf. I never call the devs directly survivor sided but the day they gut both her and spirit making god swf unbeatable is the day i honestly quit.
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@ClarityOfWill said:
https://forum.deadbydaylight.com/en/discussion/comment/1861867#Comment_1861867
Okay...and also irrelevant since a 60 second chase with or without DS will probably lose you the game.
If you are ending chases quickly enough to get hit by 4 DS's then you are winning the game. If you're against high level survivors there is not enough time to get hit by 4 DS's unless something has gone very wrong. In that mythical situation, you slug, simple as. Also, please don't twist my words, I've already stated locker DS is a problem which you ignored and that I'd like to see DS reworked to be better suited for anti tunnel.
The game doesn't hinge on it, it hinges on decision making, something which a lot of players (me included from time to time) get spectacularly wrong. Sure, there's some things which need reworking (effectiveness of SWF vs solo, how to make killer more engaging for players and improvements to weaker killers like wraith and trapper) of which you'll hear no argument from me. I'm simply of the hyperbole some people have around this games issues
(20 char)
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@TheClownIsKing said:
I am a long time killer and I simply do not understand how so many killers can get upset about DS.
The devs won’t change it because the survivor can only use it ONCE. This means the absolute MAXIMUM amount of times a killer can be stunned by it is 4.
Just eat the stun. It’s really not that crippling. That survivor is now vulnerable for the remainder of the trial.
For me its not always ds but unbreakable to allowing them to do a gen in my face. If i smack them down they'll just get back up and get back on the gen and if i pick them up even though i obviously didnt tunnel i still get stunned losing all my momentum. But i do agree with the OP on OoO its been a long time coming and that perks gone unchanged for way to long.
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@Inferno427 said:
https://forum.deadbydaylight.com/en/discussion/comment/1859286#Comment_1859286
monitor helps with stealth doctor playstyle and also makes his terror radius bigger. it's not great for doctor 100% of the time but it does fit some playstyles. honestly, i think it's only a doctor perk because it does terror radius stuff and that's his main gimmick.
all of michaels perks are about avoiding the obsession. save the best for last wants you to avoid hitting them, play with your food wants you to avoid attacking them and stop chasing them. dying light wants you to avoid hooking them. they all focus on killing everyone around the obsession for a 1 on 1
Isnt michael defined as a killer who goes after who hes obsessed with and kills whoever gets in the way? In the movies his sole focus is lorie sure he will kill others if they are in the way of that goal but ultimately he wants to kill her. The original dying light embraced this fact and when the obsession died punished all the other survivors.
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@AhoyWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/1859259#Comment_1859259
These changes sound great! I also want the basic attack requirement removed, just so it can be actually used with the Killer it came with.
That Sounds nice but the devs always say about consistency consistency consistency *looks at infectious fright* and to be fair some perks do go against their killer like monitor and abuse and dying light. Michael always goes after his obsession so why would he avoid them in one of his perks? And doc doesnt want a smaller tr.
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@AhoyWolf said:
I was hoping for some changes to the Blight (Like the PoV increase and some add-on tweaks) and perk changes (Mostly changes to Visionary and Hex: Blood Favour)...
Did the Devs broke their chapter revisiton rule literally after one chapter revisition?
All they need to do for blood favour is realize a hex doesnt need a cooldown and buff the radius a bit so survivors cant just hold w out of it.
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@Almo said:
We don't want it triggering on getting downed by an addoned Bear Trap, or going down to Deep Wound, etc. It's better game design if we don't start stacking up a series of exceptions.
Doesnt stuff like infectious trigger in those cases though which is special to only infectious? Infectious literally triggers on any downs including grabs in locker.
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Kinda why i rarely use bloodwarden i can get it to proc though if i wanted by just opening the gate myself which if the gates far away the slug could be already up by the time i get back. Bloodwarden just needs to naturally regress the gates id think to give the survivors a choice.
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@EvilJoshy said:
Can you convince people to switch out adren, dh, bt, ds for hunch?
I cant convince stupid.
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@Blueberry said:
People don't hate NOED because they think it doesn't have counter play. Everyone knows it has lots of counter play.
The reason it's disliked is because it rewards the killer with kills he didn't earn. He gets them because the survivors were lazy, not because he earned them.
People aren't saying NOED is unbalanced. It's just unhealthy design.
Also Works on ruin undying.
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@Blueberry said:
People don't hate NOED because they think it doesn't have counter play. Everyone knows it has lots of counter play.
The reason it's disliked is because it rewards the killer with kills he didn't earn. He gets them because the survivors were lazy, not because he earned them.
People aren't saying NOED is unbalanced. It's just unhealthy design.
Yeah im just sayin for the people who say its hard to find the totem.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1845969#Comment_1845969
Yeah. I periodically run it when I come across an uptake in Blindness add ons. I know, I know, that seems like a lame reason, but my builds are usually aura reading focused, so Blindness is very crippling to my play style. But even then reducing 30 seconds of blindness to 24 seconds of Blindness seems quite weak, although I’d rather that than put up with that than the default blindness timer.
People are just afraid of it being like old exhaustion but with the new map reworks getting a person should be easy before they get a second sprint burst and if they somehow do stall ya for 80 seconds ya shoulda lost already in my opinion. But yeah vigil i only really use and hope i face like a huntress or clown with the different status effects. 15% is a lot when your mangled for like 90 seconds (huntress addon)
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1845937#Comment_1845937
I could only imagine that kind of change occurring if it was much slower recovery while running. I.e. if tier 3 Sprint Burst were used, and it would usually take 40 seconds to recover, while running it allowed recovery equivalent to 60 seconds or 80 seconds. I.e. if the survivor we’re continually running for that long, by then their exhaustion will have recovered.
Does this make sense?
Personally I’d like vigil to extend to new status effects as well. Oblivious etc.
Like I said specifically exhaustion change it so ya can recover while running but double the time of the exhaustion. So if they sprintburst they have 80 seconds before they can do it again. Also adds some synergy to allow a all exhaustion build. Allowing for oblivious and stuff to wouldnt be bad. Just the 15 percent seems very mediocre as it saves ya like 4 seconds which with exhaustion is not worth another perk slot.
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@TheClownIsKing said:
If so, what are you hoping to see changed?
I’d love for the devs to finally surprise us with something compelling with Monstrous Shrine and This Is Not Happening.
Vigil allows exhaustion perks while running but at double the time might push the perk to decent.Right now i never see a use for it since the 15% faster exhaustion id have gotten the extra like 3 seconds it saves anyway and it gives no real big exhaustion benefit. If ya cant down a guy after he deadhards for 80 more seconds in newly reworked maps im sorry lol
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@PrettyEyes182 said:
add me! PrettyEyes182, I need more friends it sucks playing alone I’m a ps4 player who mains Meg.
Sent.
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@BroccoliRob said:
I added you I’m bacon
ah mk your name wasnt the same as your forum name.
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@BroccoliRob said:
Are you on PS4?
Ye
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@Blueberry said:
You're conflating strong with no counter play.
It doesn't get the term small pp build because it's strong, it's because it lacks counter play. All the other examples you mention are just strong things, not things lacking counter play.
If you seriously get tunneled or face camped that often you are either inciting it, playing badly or just exaggerating. I don't run the plethora of second chance perks and hardly ever get tunneled or face camped. Too many survivors think things are camping or tunneling that simply aren't.
Id say the closest to small pp for killers is stridor spirit or god nurse because both are very hard to counter if possible since nurse and spirits making mistakes is confused with counterplay.


