swager21
swager21
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- swager21
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Comments
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@Gl1TcH_8727 said:
https://forum.deadbydaylight.com/en/discussion/comment/2037632#Comment_2037632
I know this, OK, but if you don't completely use up a Battery in a flashlight, you would still be able to use it again same, a med-kit in real life you'd be able to use the stuff you used before if you didn't completely use it all up
maybe they could make it so you keep the addons if you deplete the item but everyone would 99 it then
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inner strength is better. not only are you decreasing the chances of noed (you are probably not going to cleanse all 5 totems), but you are also making your self heal more efficient. i often get to heal during chases thanks to inner strength. way better alternative to self care
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i started to feel the same after 300 hours. spirit and nurse were fun to play against but as soon as i got to red ranks i realized how sweaty they are.
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i use it and i spend an entire minute looking for the totem that triggered my small game notification. id say you are better off with detectives hunch. the perk is also very map dependent, like on gideon meat plant it genuinely triggers 24/7 even if there are no totems near you
a nice small game buff would be to make it so you can see the aura of the thing that triggered it for 2 seconds or if thats a bit too much, make it so it gets added to a map in case you have one
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if anything insta hit macro hag is a problem
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@Alionis said:
https://forum.deadbydaylight.com/en/discussion/comment/2035370#Comment_2035370
Otzdarva is not omniscient and can be wrong as well. Peanits had pointed out a bunch of times that luck doesn't affect that.
i guess that makes sense.
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@SkeletalElite said:
https://forum.deadbydaylight.com/en/discussion/comment/2035644#Comment_2035644
DS was not intended to be used as anti tunneling lol. You know when DS was first added to the game it was always active with no timer? Like you just got picked up at any time you got out. Making it so it was only active after getting hooked was literally just a nerf to DS not a redesign or change of design goal with the perk.
The sprint burst one is kinda true but only because when sprint burst was first added it still recovered while you were running so you'd get multiple sprint bursts per chase.
If spine chill wasn't meant to give you faster vaults, they'd have removed that by now, it's not like it's some unintended side effect, it just does that.
sorry, i havent been playing in that time
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@Superyoshiegg said:
Do gens.
whats in it for the hooked survivor? i know hes buying his teammates time but what does he get out of it
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they should just remove collision entirely between killers and survivors. it would fix unresponsive pallets for survivors & would make bodyblocking harder. seems like a nice change for both sides
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i think this is a solid buff. you not getting more than 2 stacks pretty much means that the perk hindered you
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hatch is supposed to give the last survivor one more shot. hatch standoffs are already leaning towards the killer cuz he doesnt need to worry about anything stopping him like the survivor has to worry about the killer, he is faster than the survivor, he doesnt need to hide. the chances of the survivor finding the hatch are probably around 20%.
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cmon you know theyre never going to fix busted addons... but anyways here is my rework idea:
just make it so it doesnt stack with capacity addons
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it already does. my guy doesnt sound like hes about to have an asthma attack with iron will
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i consider a pip a win. escaping the trial or getting a double pip is just the cherry on top
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make a thread about how monsterous shrine is op and how it encourages basement camping
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i personally hate claudettes. i dont understand why everyone hates ash, before he used to have an overpowered perk called mettle of man but i dont get why people still hate him. maybe its cuz of his voice lines in the lobby?
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i dont think so. if you use logic, you put a battery into a flashlight and deplete it which means that the battery wont be able to charge the flashlight anymore. unless you recharge batteries but who the hell does that in 2021? same goes for bandages in medkits
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@Pirate said:
https://forum.deadbydaylight.com/en/discussion/comment/2037061#Comment_2037061
https://forum.deadbydaylight.com/en/discussion/comment/2037205#Comment_2037205
Wait... is this sarcasm? Because I literally wrote down the problem and the reason for the change.
https://forum.deadbydaylight.com/en/discussion/comment/2037380#Comment_2037380
Not my job to teach the survivors how to behave and downing them after 15seconds does not remove their DS.
The range change is a good change, so killer cant ignore it. But what I suggested is mandatory to prevent a "scummy" way of abusing the invincibility.
sorry, i tend to rush forum posts and usually dont read all of it if its too long
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@Nos37 said:
https://forum.deadbydaylight.com/en/discussion/comment/2037061#Comment_2037061
Lies!
The unhooked survivor body blocks
havent thought of that
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it doesnt need a rework. you can just go for the savior
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i know its not supposed to be a first try escape but HOLY #########, 7 tries? i highly doubt that its 25%. i also heard they made it harder to escape in 4.5.0 so that just adds to the bs. the only time youll ever escape bear traps is if the trapper doesnt immediately go for you which is highly unlikely
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mr. x just looks like deathslinger 2.0. springtrap all the way
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last game a fellow survivor trash talked me for accidentally leading the killer to a generator. not to mention the fact that i looped him for 3 gens and he still has the audacity to talk smack to me.
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this game is already balanced enough, its just that most smurfheads main one side which leads them into thinking that the other side has it way better than their side.
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whenever im searching for a totem for my inner strength, i run across the entire map like a chicken with its head cut off.
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i dont run spine chill and im not going to use one perk that only counters certain killers. spirit is already painful enough to go against, stand still at a loop and have the survivor freak out a bit having to flip a coin that decides whether they live or die
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i really want to get to rank 1 but man red ranks are such a pain in the ass. at purple ranks there was at least variety, now its just spirit, nurse, spirit, nurse, spirit, nurse, spirit, nurse, infinite t3 judiths tombstone myers, and the occasional billy or camping bubba. im sick of these op addon sweatbags. i hate red ranks but i want to push forward and hopefully get to rank 1 one day
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the problem with them playing it is that they might main one side which means that they will make really biased updates.
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well it was kinda just thrown into the game. none of the perks really had an intended use. here are a few examples:
dead hard was meant to dodge attacks, not be used for distance
ds was meant to used for hook campers/tunnellers, but instead its being used for locker techs and free gen progress
head on was meant to be used for making a juke during a chase, not being used to escape the basement
sprint burst was meant to be used when available, not to get 99d
spine chill was meant for information, not for faster vaults
mettle of man was meant to be used for helping teammates, not to be used as a free health state in a sabo build
i dont have a problem with any of these, but these were probably the intentions of the devs for these perks
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it would encourage tunneling. for example, two people are injured and the killer shows up. hes going to look at the hook counter and go for the person that has the most hook stages or is on death hook.
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@killz4fun said:
https://forum.deadbydaylight.com/en/discussion/comment/2034701#Comment_2034701
@2034701#Comment_203470@swag@swager21 that's the thing...
Lately I run into multiple survivors that text regardless of the game play..
Either to say EZ or to cry cause they died..
BTW, if you text toxic stuff you are toxic too (regardless of "you deserve it" or not )
it does annoy me too. as much as i hate doing it, i purposely disable my steam comment section when playing killer
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really good buff. you can tell if you should continue opening an exit gate or hide. i doubt they are going to make the change due to the perk being really insignificant but i do support it
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my teammates arent potatoes anymore. i do occasionally get matched with sweatbag nurses but atleast my teammates arent the thing that gives me a headache
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@Sluzzy said:
How many counters does a perk need? Since killers didn’t know how to play around the perk it will now have the most ways to disable itself than any other perk in the game. Pretty much paralyzing the survivor to keep it. As difficult as it is for the survivor to complete objectives this is a huge set back. Most matches there is little hope. Killers have nothing to do but one objective while survivors have to do several and on top of that punished for doing anything where killer perks completely changes the game. Now survivor perks punish for playing the game.
A perk “Nothing to be afraid of” is really the opposite now. More afraid of losing it and needing it when a spirit phases all the way back and tunnel. Was it forgotten that being a survivor you should try to heal yourself if you are injured? What benefit is it to have good med kits? It should be fair game to try to heal yourself and not worry with losing a perk. Not to mention trying to help your team. Now Bubba will be stronger in the basement because BT does nothing to him, DS you could maybe unhook someone and have a chance for only one to get out. An unnecessary buff where Bubba didn't need it because there is no counterplay to killers like Bubba.
It was nerfed way too much to benefit only killers and make their game easier than it already is with nothing added to it to help survivors. Like the least that could have been done was to stop the timer if someone is being chased or slugged on the ground. I thought 1-time use perks should be powerful, not very weak and catering to the other side so much. Undying was a busted perk and it won the killer the game, yet it still got huge counter buffs when it was nerfed. DS is only a 1-time use perk and it can really only be used by a facecamping killer now and that assumes that they don’t slug. It is ridiculous decisive strike will be so situational and only useable if killer plays a specific way and can still prevent it from being used by slugging. Lets be sure killers can abuse it. The decisive strike nerfs were rushed and for only to entertain killers.
you are like the only baiter that i genuinely support
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how do none of these morons realize that all of this guys' posts are baits after seeing a hundred of them
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2034951#Comment_2034951
Pretty sure that is not true. From what I understand, Luck impacts exactly two things in the game:
1) The chance of a successful attempt at escaping a Reverse Bear Trap
2) The chance of a successful attempt at unhooking yourself
otz said that luck increases chances of getting a better addon from ace in the hole.
otz said it, i think thats enough proof
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bubbas chainsaw is a lot more accurate and is next to impossible to dodge but his chainsaw but his chainsaw doesnt do much else . billy can run like usain bolt but he cannot chainsaw multiple survivors at once. i think billy is better
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2034951#Comment_2034951
The add-ons, the item itself, or both? Last I checked the wiki, luck does not affect chest rarity. Something it very well should.
the addons, you have a higher chance to get a very rare one
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2034779#Comment_2034779
This. Luck already has such little place in Dead by Daylight. It literally only affects the first hook state and escaping bear traps (does it even still do that?). If you remove this option, you essentially remove luck from Dead by Daylight. For that reason alone I am against removing the chance to unhook oneself.
luck technically does another thing, it increases the odds of getting something good with ace in the hole.
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@gendoss said:
The hitboxes are fine. It's the server latency that is the problem. Basically whatever happens on the killer's screen is what happens in-game so if you are slightly closer on his screen and his hit connects it will be a guaranteed hit even if it looks weird on your screen.
when i play killer i tend to get the most bs window hits
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ew i can imagine that little fetus sleeping in the locker waiting for her. it would be funny if a survivor got into the locker and you just heard screaming and saw the locker shaking
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proxy camping if i dont have ds. i can deal with slugging since i often use an anti slugging perk. facecamping just makes me think that i should kill myself and move onto the next game. getting tunneled can be fun if he doesnt bm the ######### out of you
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heres what i find fun about the game:
for survivor: running the killer around and getting huge clutches & value out of certain perks is really satisfying.
for killer: not going against toxic survivors, them putting up a decent challenge, running around the map with billy & oni
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we've all been there, i used to get curvestomped by red/purple rank survivors but now i get a 2k in atleast 40% of my games. dont give up, one day youll get there
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feels like a fair buff. not something i would use but it makes the perk viable enough
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well most other perks are complete bs. perks like deja vu and lightweight would never help you out in game
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@Dizzy1096 said:
I agree I've had it reset games before. When it works it's a free deliverance, no perk slot required.
yeah in 2% of your games? i have 100 hours as killer and have yet to see someone kobe
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well it would kill perks like deliverance (but they could enable kobe if you have deliverance), up the ante and luck offerings. on the bright side, it would stop suicides on the hook and would stop newer players from doing it but i dont think it should be removed, you are already screwing your team over by doing it
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billy is really good, assuming you know how to play him correctly. he has a built in instadown and extreme map pressure due to his chainsaw speed. whenever i face a red rank billy, my solo queue team gets clobbered with 4 generators remaining