theArashi
theArashi
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- theArashi
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I thought it went BING BONG GIANT DONG but you're right tho.
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I'm not surprised that rotten fields is a safest map.
Most killers don't have an actually counterplay to survivor just holding W. If survivor gets far enough he dissappears in the corn and that's it.
If he somehow stays in killers vision they just have to slowly catch up to them. Many other maps have certain structures which allow some killers to outdo survivors on them but not there.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/866430#Comment_866430
Ah, I had no idea! Any idea when we can expect this change to go live?
Wasn't he mentioned a lot of times on streams that he will be changed? All that talk about balance with addons?
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@xCarrie said:
https://forum.deadbydaylight.com/en/discussion/comment/863998#Comment_863998
If endurance activates while in a chase and the killer doesn’t have noed it’s a slight nerf as now you have to mend. If the killer does have noed then it’s really handy but now every survivor knows and weakens the killer even more. When hooked I’d rather be healed instantly and have a speed boost then a borrowed time effect. Plus if the survivor already had BT then adrenaline won’t have a purpose besides the speed boost.
I see what you mean however not being healed when adrenaline activates and you’re by yourself is a nerf to solo survivors as they get a useless endurance effect and now have to look for someone else to be healed.
Actually I didn't read it fully. 15 s for the person in chase is meaningless as distance you get for 5 seconds is too long for killer to catch up.
15 s BT for everyone on the hook means that EVERYONE will always get out and killer will have 0 ways of stopping it as survivors can open the gate and unhook even if they don't bring BT.
That slight change doesn't fix the issue people have with the perk but instead buffs one of the most powerful perks in the game.
It sounds like idea to change DS for it not not stun the killer but instead blind him for 15 seconds. Killer drops a survivor when blinded and survivors runs free.
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@Nobsyde said:
https://forum.deadbydaylight.com/en/discussion/comment/864022#Comment_864022
I never said I propose a nerf to adrenaline, I said I propose a change.
It's more powerful for the survivor being actively chased, less powerful for the others.
I don't like that idea, it is basically designed for already powerful swf parties and they make full use of it.
Example situation, I just downed a guy and his friend just popped the gen. He gets up but I still can smack him back down, with this idea he gets free full map run. .
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He's pretty good killer overall.
He can completely hide his TR and red glow which allows you to sneak up on people whole game.
Some say he can stalk people to one shot them but evidences of that claim are hard to find.
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That would be actually more powerful then current adrenaline.
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@Triumvirat said:
What @aregularplayer said is right.
It's a bit finicky at times. Sometimes I even extend my hand for a grab but it ends up not grabbing anything. Looks kinda funny but is also a waste of time.
Cool... so it's the same with plague and huntress hatchets and will probably never get fixed.
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@Witas said:
https://forum.deadbydaylight.com/en/discussion/comment/852641#Comment_852641
Pickrates for particular killers/add-ons/survivors/perks/items/offerings would be plenty already, Im a data maniac and I'd be super happy to see some official data !
I'd love to see these.
Also while were at it I'd love to see stats per killer. How many time killer X gets x-kills and how long average game against certain killers lasts ( as I have a funny feeling we will get some blatant issues from that stat).
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Gotta love them DC's becuase Mori was burned.
"nice change in pace" do you mean "circumventing the entire point of playing the game and completely killing any survivor momentum, leading to a way less enjoyable game for them"
I love this one. I had some games when I played one of the weaker killers and I didn't kill their momentum because of lack of mori burned.
Game ended after less then 5 minutes, all of them had toolboxes and just rushed gens. Fun game.
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He will get nerfed either way.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/862074#Comment_862074
Honestly, now I’ve sunk significant time into Plague, an extra survivor debuff is totally unnecessary. Games where survivors refuse to cleanse aren’t a problem.
Ok, so we have killer that MAY get survivors sick if she finds them and they can't loop(which doesn't happen) and even if they somehow get sick before the game is half way done we have a killer that doesn't have power in chase.
Survivors don't cleanse and they don't need to hide. Most loops are safe on most maps so all they have to do when found is to run the loop as per usual and drop the pallet earlier.
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Slap a fat cooldown on it and it's fixed.
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No matter how many times we ask it won't change.
Peanits (I probably wrote it wrong) already said that this perk is fine in devs view so it won't be changed. Simple as that.
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@PistolTimb said:
Insidious: Stand still 4 seconds to channel the power of insidious. Once charged, all lockers on the map are highlighted. Hold secondary power button to channel and teleport to the locker of your choice. Once used, Insidious goes on cooldown for 60(?) Seconds after you exit the locker, there is a map wide sound cue (locker door, goofy horn, anything) and you get the undetectable status effect for 5 seconds.
That would be too powerful. It gives the power of map presence to killers designed to not have it(for better or worse)
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@xChrisx said:
https://forum.deadbydaylight.com/en/discussion/comment/852639#Comment_852639
Will be changed, forgot what happened for surge?
Didn't they just play with the numbers?
In here numbers won't change the viability UNLESS they make it mindbreaker level.
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Oni-chan is cool but I don't think he is that strong.
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@xChrisx said:
Thats what a ptb Is for. The change Is not gonna reach the live version
That isn't a change. It's a new perk.
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@avilmask said:
Then you come back to the hook and wait. I can dig it.
Then maybe just make it ONLY work outside of that radius.
Some killers can do it straight up like GF or myers so it's an idea.
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How about:
Instead of losing TR after standing still you get undetectable after hooking someone and going outside of 16 meters for like 20-30 seconds.
The process remains the same but perk isn't used for camping.
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@Danielgdp3 said:
https://forum.deadbydaylight.com/en/discussion/comment/850094#Comment_850094
Why is it either that or DS? Are your other 3 slots permanently taken up
Not really, I don't use DS lately but it doesn't seem that useful.
At the moment I use BT, WGLF, We'll Make it and Some random perk.
Kindred could help if you want to play extra sweaty with randoms but what's the point?
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It will stay in the same place.
It's better but if I have to pick between that and DS...
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What in the actual ######### is that?
KILL IT WITH FIRE!!!
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Only maps totems are actually hidden is the Lab.
No other map has actually any of them hidden because after 3 years they finally realised that they should encorporate them into the envioronment instead of just sticking them instead of a hook or a gen and slamming box right next to it(which dissappears if you are far enough, leaving totem exposed).
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Totems are hidden if you believe they are... not that
It's a mindgame... wait..
We are doing a pretty good job so far...
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Maybe they could make it give some kind of status effect while using stacks on obsession.
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First step would be balancing the loops.
Some maps are build almost entirely out of safe loops while others have one giant "infinite" aka. time wasters which are long enough that killer won't be able to catch up until window blocker appears.
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/846539#Comment_846539
I am under the impression that as long as the killer is not using exploits, targeting an individual across multiple games, or actively attempting/succeeding at holding the game hostage, then it's all good in the hood.
I've also had killers that farm the entire game and then "turn bad" as people start to leave, which I'm also certain is fine.
Yes, that's pretty much it.
It's pretty much it:
Holding the game hostage by for example bodyblocking someone in the corner and not 3 genning or anything of sorts,
Actively working with the killer to kill other survivors.
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Survivor can be banned for working with the killer as it is bannable offense.
Farming, camping, tunnelling and all other survivor favourites are not bannable in the slightest.
No matter how upset someone can be about it. On the other hand, some in-game chat insults may result in a ban.
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It wasn't fair at all but it did have a counterplay. If a hook was nearby it could still be countered.
Now you have to leave that survivor on the ground which has no repercussions on other survivors as they can just run up after some time and tap him up. On the other hand hooked survivor has actual time limit.
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/845427#Comment_845427
So you've got two people not working on gens and getting closer to death. One almost guaranteed to hit phase 2 and once they do you can hook that DS survivor and he'll be dead or in phase 2. How awful for you, the killer that excels at camping.
Ok, another example from game I just had.
I got 2 in the basement, one downed nearby without DS active (at that moment) and I chase last survivor.
I down her, hook her and I have to wait for her to struggle twice because for some reason if all survivors are hooked or downed at least one gets a KOBE every game.
She did, now I have to leave her to crawl for 60 seconds and hook the last slug of mine or give her free points and potencially give away that game.
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Anyway, now that we got the response from community manager which seems really against changing the perk we will never get anything changed about it so no point in discussing it further.
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/845401#Comment_845401
He said if you're not actually tunneling. If you down someone and they have 60 seconds or close to it left then you were 100% tunneling and should know the risk of doing so.
Example I get across quite a lot:
Survivor runs for a stupid save against leatherface. I ofc down them both.
I hook the idiot that farmed a teammate... and I have to stare down the guy. I didn't tunnel them but I guess it's against survivor-rule book to punish survivors misplays. My bad.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/844879#Comment_844879
Hit 'em and slug them. If you're not actually chasing them off the hook, the timer will run out in a few seconds. Even if they hop in a locker, a few seconds go by and you can grab them right out. If you are chasing them right off the hook, you'll have to wait a full minute, but the perk is doing exactly what it's supposed to.
Few = 60 seconds.
That is 3/4th of a gen times 2 survivors out of which 1 is close as he just unhooked but can still hide as the DS guy makes all of the tracks and all of the noise.
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@ChiTenshi said:
https://forum.deadbydaylight.com/en/discussion/comment/844984#Comment_844984
If only a few of the Survivors know what they're doing, focus the ones that don't know what they're doing. Limit/slowdown the progress of the skilled Survivors and increase the odds of you getting more kills.
If all the Survivors know what they're doing, they're either:
a) SWF
b) Red Ranks
If they're SWF, there's not much you can do but try your best.
If they're Red Ranks, then you would also be Red Rank. I would have the expect you to have the skill or/and knowledge to play on par with these Survivors (regardless whether they have DS or not).
I get quite a few games like this lately for some reason. Not saying they aren't making any mistakes, it's just they are efficient and can loop half decently.
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@Sluzzy said:
The 60 sec timer should pause when slugged
And then there is this guy.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/105009/ds-shouldnt-have-a-60-second-timer-but
Why not both?
60 second timer and the timer is immediately reduced to 0 seconds when someone is hooked. 😁
Don't you think it should also disable when survivor with DS active does things that he shouldn't?
Like breaking totems, fixing gens, getting healed to full(I'm not sure about that one) or jumping in lockers
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Most games have swf people in them. Nothing wrong with that necessarily so you shouldn't bother with that.
On the other hand, some people should be marked as simply very good players and matched accordingly with giving the killer/survivor something extra for even going against them.
Of course I don't mean the rank. Rank doesn't mean anything. There should be something else to tell that for example you are going against he killer with 4k hours that 4ked his last 100 matches or a survivor that has 4 k hours and he escaped or ended the games with 25k points every time.
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@Pizzaman said:
https://forum.deadbydaylight.com/en/discussion/comment/844879#Comment_844879
You don't get immunity. You can still get slugged, and DS will expire while being in the dying state. Please don't spread misinformation.
You get 60 seconds protection to getting grabbed or picked up.
If survivor will jump in the locker YOU CAN'T DO ANYTHING. No pressure, just straight up loss from killer side.
Also, I never said it doesn't expire nor did I said that you can't get slugged. Stop using straw man argument to fit your narrative.
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@ChiTenshi said:
https://forum.deadbydaylight.com/en/discussion/comment/844879#Comment_844879
If they were easy to catch, down them and pick them up. You'll be able to catch them again in no time.
If they were difficult to catch, down them and slug them. Leave them on the ground and do a close patrol (although if they were difficult to catch, I do recommend chasing someone else and not waste your time on that particular Survivor).
The issue I have with this perk is it removes ability to pressure using that survivor.
Just slugging doesn't work if survivors know what they are doing. Against survivors that don't, it doesn't matter what perks they run.
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Mindbreaker and Mettle of Man.
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As addition to that, I would replace mindbreaker ######### effect with deafness.
Imagine not being able to hear anything while working on a gen(until 50%).
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@ChiTenshi said:
DS is very situational and one-time use, it's fine in it's current state.
So all these times when after getting unhooked survivor proceeds to unhook other survivors, work on totems, work on gens, jump in lockers is definetely very situational.
You get absolute immunity for 60 seconds regardless of killer actually being around or not.
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@AkiTheKitten said:
https://forum.deadbydaylight.com/en/discussion/comment/844226#Comment_844226
Yeah, no one cares about it anyways
As far as I remember it did matter in COD games.
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@Peanits said:
The end game collapse and being slugged are not valid reasons to disconnect. In both scenarios, the game ends within a few minutes. With the EGC in particular, it might end even sooner if you try to escape and fail. I have yet to see someone disconnect because Distortion only has three tokens and the killer is using BBQ; most people will hop in a locker once they realize the killer is using BBQ to hide their aura.
If you're disconnecting over things as minor as that, you're disconnecting excessively and probably will be waiting for the timeouts quite often.
I have seen entire lobbies disconnect because of a mori being burned. There are no punishments for it because moris are rarely used.
And I still see a lot of survivors disconnecting so that last guy can get the hatch so whatever system is here, it's uneffective to say the least.
I'm kinda interested if anyone was banned due to excessive dc's last few months.
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New nurse has more useless addons, no map pressure and counter to her "guessing" when she doesn't see you is to hold W and point at the opposite direction. Rince and repeat.
Haven't seen any nurse get more then 1 kill yet(out of 2 I have seen).
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@FregglesFred said:
I still main Nurse, she's fine the way she is now. She still has counterplay, and doesn't have those old addons that break her.
She's a bit more skillful now, if you relied on Omega blink every game, then you're gonna have issues with the new nurse. This is a fine adjustment, but the base power shouldn't of been touched. It's just addons that needed adjustment. She's perfectly fine. She's still the best killer without a doubt. This nerf was not even a nerf.
How can "the best killer" be deal with by holding W?
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Yesterday I had 3 such matches in a row.
Survivors can(and often do if they have a functional M1 button) finish the game quickly.
They start their game, turn around, cleanse all of your totems during first 20 seconds and hold M1 for 80 seconds... 3 gens pop, then last 2 they get all on and before you really start, they finish everything they needed to do and escape.
Survivors used to get punished for it because of very low points intake for just doing gens but now they finish with 15-16k each because they appear before you while you are chasing someone else and they do the bones.
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If you are in the console with any sort of "rating players" option that is transfarable between games STOP PLAYING RIGHT NOW.
People in this game gets salty over everything and they will make your ranking lowest possible in no time.
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I haven't seen anyone complaining about challanges other then tiny rewards they are giving. What stings is amount of time you have to spend on it to reach the end of it.