terumisan
terumisan
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- terumisan
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You could just break all totems
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@Raptorrotas said:
https://forum.deadbydaylight.com/en/discussion/comment/1057944#Comment_1057944
Except that only 1 or 2 of them reached over 65%... And btw anything under 75% is still an average of 2.
Also survivors been getting easier and easier just by virtue of certain new perks exisiting.
Or just the same old ones
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As much as I love clown he needs a rework or at least mega buffs
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@Mikeasaurus said:
I like the current perk's idea, but around a Gen is pretty useless when you're at the oppisite side of the map. It could just link to the killer TR, so their TR area is where the perk affects. It would give it use, especially if someones in a chase and a gen just happened to pop.
Not tr a set distance from the killer since it'll hurt stealth killers
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Map wide cruel limits that's all I could think of and even then it'll still be useless
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You mean old bt?
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@Todgeweiht said:
https://forum.deadbydaylight.com/en/discussion/comment/1046633#Comment_1046633
What do you mean? Doc is way better now, the ability to shock and hit at the same time without having to change stances is a huge boost to his chase potential, plus, static blast is one hell of a tracking tool, i would dare say its waaaaay better than the old treatment mode. The only real letdown is the fact that survivors go back to tier I when they recuperate from madness.
As for the killers, come on, Oni while having little chase potential at the beginning of the game, can obliterate any survivor team with ease once he gets his power, with his power on he not only has greater mobility, but also huge chase potential being capable of downing survivors in just a few seconds, plus, he got his flick back recently.
Tbf if the survivors play completely safe and drop pallets early or just use stealth and gens start popping oni can't really make a comeback from that unless he 4 man slugs in his power and that's depending on the map and whether survivors bring unbreakable
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Pop and thrilling work well with oni
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Thrilling pop I'm all ears surge
Works well for me and I don't use add-ons
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Winning duh
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Intel is busted everyone will just set it on either shack window or God window
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Mad? No disappointed yes
And more than likely we'll never get another ruin
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@Cheers said:
One idea I've always had is ban any communication except an in game one. You can only hear each other within 24m and the killer can hear you from 32m, starting queit but getting louder.
You can't really ban discord
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Personally I think it should go back to determining kills to pip
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Add-ons get used up every match for killer survivors keep their items if they aren't used up you use more add-ons than items
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Because swf and because the devs made it really easy to pip as survivor
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Its about money that's about it
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I'd say neither tbh thana is weak by itself and dying light is weak till you start snowballing but thana is better
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He's better than before but he still has no mobility
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1037304#Comment_1037304
It also goes on a cooldown that is paused by running.
And? Its been that way for a while I was playing back when people used to run vigil when exhaustion went down while running. What I'm saying is there isn't anything you can do when survivors use dead hard for distance
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1032804#Comment_1032804
Prove Thyself only cancels the first additional survivor penalty. DH can be baited, and if you have 4 other people, go into customs and practice. I never said DS was perfect. I said that I personally use it for anti-tunnelling.
Unbreakable is also only a once per game, and unless you are chasing across the map, you should be fine.
NoED for the speed boost is fine, but I just hate the free exposure.
Dead hard can't really be baited when people are using it to gain distance
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@AsePlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/1035960#Comment_1035960
That's such a generalization of the actual reason. A perk that effects people differently based on their skill level isn't healthy for the game in any way, shape or form.
It also required no interaction on the Killer's part, which was another motivation for the change.
The ruin change will lead to map changes/objective changes/ something now that the devs can see the actual stats without ruin.
They are nerfing synergy between gen slowdown perks to see how fast gens go but that's ultimately the problem people are complaining about
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I mean if he picked up a few magic tricks I wouldn't be surprised especially with an entity power up
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He's too new atm
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I mean I went against him and I never got found or shocked once since I either was never in his terror radius when he used static blast or in a locker
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It's not a good combo since totems are easily found
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How can you be at 4 places at once to apply pressure
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I mean if you consider yourself good with that crutch fine but you can't really say it's nerfed since old ds had enduring and dribbling as counterplay not to mention it only lasted 3 seconds
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I play solo and go out of my way to cleanse totems if I don't I just keep note of what totems I see
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@ABannedCat said:
https://forum.deadbydaylight.com/en/discussion/comment/1026597#Comment_1026597
They specifically said that one motivation for the Ruin change was to reduce the synergy of generator slowdown perks. They also hinted (by being vague as always), that they could do the same to other slowdown perks as well.
Wow did they finish the killer ai because they really want to get rid of their playerbase
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@Exxodus21 said:
https://forum.deadbydaylight.com/en/discussion/comment/1026281#Comment_1026281
Oh, they're also going to reduce the synergy between killer slowdown perks so things like PGTW, Thanatophobia, and Dying Light won't work well together because survivors find doing their one and only objective boring.
Wait what???
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Wouldn't that mean your even worse than those killers since totem spawns are easy to remember
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@memiieko said:
https://forum.deadbydaylight.com/en/discussion/comment/1018836#Comment_1018836
1/2 at Level 3 but I get you. I honestly think it's balanced because when you maintain good pressure then you can slow the game down a good amount, obviously it's not as god tier as old ruin but I still think it has value and shouldn't be discarded immidiately. However, this whole thing could've been avoided if it weren't for somewhat busted gen speeds or lack of secondary onjs
You can only chase 1 person at a time and there isn't a need to get off a gen unless the killer pushes you off so 3 gens pop in the first chase and the killer has 1 hook
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@Atchoo said:
https://forum.deadbydaylight.com/en/discussion/comment/1013401#Comment_1013401
Interesting view on this situation. Never thought about it this way but it makes sense. It might change the pick rate of killers as well.
With how fast they nerf killers but how they are slow to buff or rework killers we'll probably end up in a situation where the high mobility killers are bad and the low mobility killers are still bad with gens speed and maps being the same
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What bothers me about the ruin changes is that it really only benefits the high mobile killers and when their pickrates increase because of it they'll get nerfs
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Not at the end but during the match like a snare
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You brought up an interesting point why does the entity never affect a survivor directly
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Tbh it'll just be everyone at red ranks eventually and whoever joins the game when that happens will never get a match with anyone. With that change you might as well just match anyone with everyone at that point
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It's like getting hit with a random iri hatchet from across the map it feels unfair
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Remember his power is best at catching people off guard since you can still be looped in your power
My build is bbq thrilling pop and dying light
Fav add-ons are top knot and speed or speed and duration
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@SunderMun said:
https://forum.deadbydaylight.com/en/discussion/comment/1007100#Comment_1007100
Right, except that is not efficiently if you at all understand what is happening in a given game.
To claim it's efficient is rank 20 logic, at best. If you tunnel one person, 3 people get to do gens for free. It is a losing 'strategy' (a word I'd use loosely tbh) against survivors with half a brain.
Not really since the moment you catch someone if bt and ds didn't exist you'd immediately throw them back on the hook and they are out the game assuming sb and we'll make it isn't in play
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@Peanits said:
It's more or less there out of necessity. It did not spawn with zero generators completed before. The problem was, the survivors would then have to power 4/5 generators alone while the killer patrolled them. Since the killer could patrol them faster than a survivor could power them- and touching a generator tells the killer that someone was working on it- the only conceivable way a survivor could win was by waiting until the killer got bored and gave up, then do a generator. As a result, it became a very, very long game of hide and seek, and it wasn't fun for anyone involved.
These days, the hatch spawns. If the survivor gets there first, the game ends and you still win with three kills. If the killer gets it first, they close it and the EGC starts (odds are they'll get that last kill). Either way, the killer still wins and the game ends, you can move on to the next match.
I would much rather have the game end and move on, personally. If anything, I would just prefer if the emblems were more lenient when there was a hatch escape (since you basically had it in the bag).
So what's the point of left behind then?
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What early game slow down perk are you replacing ruin with
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Oni ain't better than Billy hag is in she cute(when she's not)
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1002974#Comment_1002974
Should have seen the DBD Discord when the ruin nerf was announced. Oh dear.
I had no idea a dbd discord even existed
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@Rex_Huin said:
https://forum.deadbydaylight.com/en/discussion/comment/1003431#Comment_1003431
Which game are we talking about?
Civ 6
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Did the online get fixed cause last time I checked it was garbage 50 min to maybe get in a game
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@Seltas0208 said:
So the main argument is that a lot of survivor favouring things used to be in the games and the devs patched them out, which is a fair argument to make but that's ignoring the huge part of "killer changes" for the benefit of survivors. Like the fiasco of the nightmare on steam Street when old Freddy was aparantly deemed OP and things like that. When a post is claiming xyz is killer or survivor sided to me that means xyz makes changes that only benefit the side being argued
So let's just jump into it fellow players
Hatch couldn't be closed - this is a good point to make against the developers being surivor sided as closing the hatch allows the killer to more easily secure a 4th kill. However. The hatch is now in a weird spot of being BS for both killers and survivors, on the one hand upon it being closes the last survivor can be screwed over from even having a chance of escaping. But on the other hand the hatch can spawn right in the survivors running line as they're in a chase and there's nothing a killer can do about it because they removed the ability to grab them to prevent hatch standoffs (to be honest if there's more than 1 generator left a killer who really wants that 4k will probably just stand on the hatch and wait until they learn where the survivor is. Kinda like old times) additionally it was buffed to be able to spawn regardless of generators complete..... But closing the hatch means absolutely nothing if a purple key is even brought into the match.
EGC didn't exist - it's a 3 minute timer for the survivors to leave the game once exit gates have been opened/when the hatch is shut. Unless the killer has noed and a blood warden combo it isn't much of a blow to survivors. If it gets started via an exit gate that's plenty of time to get out. If it's hatch activated.... Its the standard rng of spawns that this game is known for. So I would call it a change to the game rather than a nerd to survivors
DS worked on first down - it did. But you could avoid this ds through dribbling if a hook was close enough, and it was also affected by enduring to my knowledge. And in its current state its stun duration is the highest its ever been at 5 seconds unable to be endured through without the ability for a killer to viably play around it. Sometimes it isn't a viable thing to slug when you need to apply pressure via hooks in the early game
There were More safe pallets - true, but structures like the coal tower haven't been effected in a way that'll severally lessen the loops value or the God window in rancid abattoir that depends on a coin flip. Furthermore their may be less safe pallets but the proximity of strong loops close to each other enables for a survivor to chain on one loop for much longer than they should in theory be able to due to the proximity of other safe pallets
BL infinites - infinites were never intentional. Just like how the developers said oni flick wasn't intentional. But yes balanced landing was nerfed. Well. It got another bonus to compensate making it great for stealth players... Unlike ruin which didn't get any compensation but a decent perk synergy
instant heals allowed for crazy long chases - they did, but this was in tandem with perks like dead hard, your other exhaustion perks, desicive strike. Without these perks I honestly think the community wouldn't have had as bad a view on them. this is a killer sided change however you'll have your content creators like monto who actually claim that the purple styptic change was actually a buff seeing as it can ignore insta downs. Additionally a survivor that's injured can benefit from the perk resilience which in combo with the spine chill perk is slowly coming into a survivor favoring meta (as long as they aren't down they're still able to loop like an uninjured surivor would)
Compare all of these changes to the CONCECUTIVE tweaks to nurse (the rework), oni (the flick. But aparantly it's coming back but in this context it still applies) , spirit (removal of collision plus prayer beads and a viable vault animation) and now doctor with his rework all to make playing against them easier (just look at the 3.5.0 patchnotes for more proof of the focus being on making them easier to play against rather than play as). What compensation did nurse get for having a cooldown forced on her? What did oni get when his flick was removed? (he's got it back aparantly but remember. This is talking about the changes at the time). Spirit got.... No collision? No wait she had most of her purple add ons nerfed. And now doctor. His minute long cooldown for notification bubble is still countered by going into lockers, the cooldown between static shocking and attacking matches that of when he still had to swap stances. His reverse skill checks are a very rare add on that can be countered by just paying attention. What did he get in compensation? The awnser is a sweet makeover to lerrys... But that's not gonna help the doc specifically.
You forgot to say every legion change is a buff to bt
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I'm using it with oni and it works well but it only really works if your snowballing
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@Mellow7 said:
Killer bugs are not a priority it seems, but basement and med kit bugs are huge priority for the devs. LUL
There was a med kit bug?