thesuicidefox
thesuicidefox
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This town ain't big enough for the both of us.
*Inaudible whispers*
Wait what? It actually is big enough for both of us? Well shucks. Welcome to the crew!
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No but they can hear the sound effect of it being broken for a decent range. TOTH gives a counter and a sound when one is destroyed but no notification.
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Step 1: Stab survivors.
Step 2: ???
Step 3: Profit.
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@Acesthetiic said:
I think as long as you have intentions of ranking up, it won’t be considered as a smurf. Plus rank 11 aren’t like incredible noobies.
It wasn't on purpose I was just killing people and trying to max out BP. Suddenly I'm rank 10.
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@GrootDude What if I get to a rank higher than my main account?
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@drimmalor said:
The lullaby does not count as a Terror Radius, so it would prevent Borrowed Time from triggering.
I assume this is true normally as well when she has a TR but is still to far away?
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DS and Head On. If the killer tunnels you jump into a locker. They either have to grab you or wait and if they wait you will have Head On until crows come which is like 90 seconds so it's a pretty good deterrent. Unbreakable incase you get slugged.
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Or maybe it just proves noob3 is really good at being chased.
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I would add a "do not connect" list of recent players to avoid playing against them again. The list would be short, at max 3 and resets every 72 hours. This will let you avoid certain players you played recently if you had a bad game, but doesn't prevent them from being match in the future.
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FYI they call it a husk because survivors are filled with corn.
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@Devil_hit11 said:
I would like a perk that allows you to "see" ripples of sound on the screen or maybe that could be a killers power. By seeing sound, I mean soundwaves on the screen.
You mean like this?
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@AshleyWB said:
Well deathgarden has different game modes and that too is made by behaviour.
It is possible and they can make time for it.
People want it so why not keep them happy rather than getting burnt out and leaving again.
Deathgardan =/= DBD
They tried different modes because the game was flopping. Plus it's new so they have room to experiment like that.
DBD has a well established meta at this point, and it's doing very well meaning it would be a dumb move to make a new mode. They would have to rebalance all the maps, all the perks, all the killers, to fit this mode.
Not gonna happen.
They said so.
Let.
It.
Go.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/638402#Comment_638402
That actually sounds like a really neat perk, not gonna' lie.
BLOODSTENCH CONFIRMED!
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@AshleyWB said:
https://forum.deadbydaylight.com/en/discussion/comment/638322#Comment_638322
I mean you say let it go but...
Literally 95% of players want this.
We should nag if we want it. We are the players, the ones who play this game and keep it strong.
When you talk about time and resources well I'm pretty sure a new gamemode would be better received than a botched rework of an already bad killer.
I personally haven't heard anything about the Devs saying they didn't want to ever explore new game modes.
It's only ever possible from dedicated servers onwards I just think it's something which could engage more people and cater to them by giving them more freedom or challenge to keep things interesting.
Balance really is something required for everything, so I don't see why a potential new game mode is out of the question. If it starts out unbalanced then give it time to be rebalanced and then you eventually get an extra gamemode which is then perfectly fine.
They said no and they gave very good reasons why not. They made this statement in one of the recent Q&A streams.
It doesn't matter how much people nag, do you understand the amount of work that would be needed to put something like this in the game and then keep it updated as the game evolves? Way more than it is worth doing.
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Dude they said no to this. They want to focus on having a single mode because they aren't going to spend the time/money/resources to develop a second mode that will require new balance and maintainence.
Let it go.
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One step closer to Jaws as a killer!
dun dun
dun dun!
DUN DUN DUN DUN DUN DUN
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I image it would be 1 survivor with 2 skins like Legion. But it could be 2 completely different survivors as well, however it seems like a lot of work to make 6 perks for that purpose.
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Urban Evasion is a bad perk because it reinforces bad habits. You don't want to be crouch walking everywhere, most of the time you actually want to just run because it's more efficient. And you have LW so you can run around with less risk of being found. UE is only going to help if you are playing a Hag, and even then you can beat her traps with a flashlight.
You should take something like Calm Spirit or Distortion instead.
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My guess is because that you will mostly be setting them on an "as needed" basis so you don't need to track them as much. You don't really set snares ahead of time except a few key spots maybe. For the most part I found you are setting snares during a chase to break the loop.
That said, I would like to be able to see snare auras just because it makes sense to see them, and you can see dream pallet auras.
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@HazeHound said:
@Ksoni @thesuicidefox Well, thanks for answers.
But if i put Distressing first, does that change anything?
No I don't believe so. Add-ons are order dependent, perks are not.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/637090#Comment_637090
Then why isnt this a thing for every other skillcheck in the game?
Probably because OC skill check has a high penalty.
But skill checks should work that way because it's BS when you stop a gen or a heal and get a skill check that you don't even see.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/637041#Comment_637041
The shock is meant to disrupt all actions. As far as RANDOM screaming though, that only happens during madness 3, which makes it impossible to even START working on gens. A survivor not hitting an Overcharge skillcheck due to a shock would be the same as them not hitting any other skillcheck from a shock.
Dude it's there on purpose to give you a fair chance to hit the skill check if you get interrupted by anything. I was just giving an example of something that could interrupt you.
And you scream each time you tier up, which can happen by just being inside the Doc's TR. So no it's not just tier 3.
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This is pretty cool actually.
And guys, Head On is an exhaustion perk because otherwise you could just repeatedly stun the killer by jumping back into the locker. Also just imagine how dumb it would be to chase someone using it near a locker, you would get hit by it like 500 times a game.
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Devs said it's never going to happen so just give it up.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/635989#Comment_635989
You mean screaming from doctor's madness 3? Because you wouldnt be able to do the gen AT ALL in madness 3.
Screaming interrupts you on the gen, it doesn't matter what tier it is. If he shocks you that stops you on the gen.
It was done because not having a chance to do the skill check if you walk away is BS.
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It's so you don't get screwed if you were to scream or something that would interrupt the repair action.
IMO all skill checks should work this way. It's complete BS that one comes up the instant you move away from a gen and it automatically fails.
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@Mandy said:
This discussion took an interesting turn and I can totally see both sides of the argument, however I will still stand by my feelings that the White Ward should not be changed to override it's current conditions. If an item is used or dropped the White Ward should not protect it - otherwise there would be many instances of Survivors bringing insta heals or keys into a trial and giving them to other survivors who then escape with the item - effectively duplicating the item. I don't believe that would ever be something that would be implemented in the game and nor should it.
Franklins Demise does over ride the White Ward and it is probably the only offering that is over ridden in this way, but that doesn't mean that the offering should be changed, I always think that bringing an item into a trial is a risk (which is why I never do it and prefer to plunder personally, cos I like to hoard my items), there is no guarantee.
Which is a valid point, however there are already measures in place to prevent item duplication when using WW, as the item disappears on death. It could very easily be changed to prevent other survivors from taking the item at all, even if dropped, as a means to prevent duplication.
Furthermore, while bringing an item is a risk, that risk is meant to be removed when you use WW. That's the whole point of using it, to protect your item. The fact a perk can override this offering is upsetting. Like I said before, if a perk like DS or MOM blocked a killer from performing a mori on you, there would be a great backlash from killer mains, you can't be your sweet tookus. If you come into the match without a WW, then it's fair game, but when you bring a WW it's there to specifically stop you from losing the item (except when you CHOOSE to either use the entire item or drop it, which is something entirely in your control as survivor).
And I don't expect it to be changed, just making my voice heard that it's a bad design decision to allow a perk to beat an offering, especially when that offering's sole purpose is to protect the item.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/635844#Comment_635844
Sorry but I will never agree with you and there is one simple reason why. You cannot make a read from something you cannot hear nor see. Spirit has visual indication in form of scratchmarks, survivor moaning which is directional and footsteps. She also has collision while phasing which helps her a lot as well - survivors have nothing. In the TR they cannot even hear if she is phasing or not, which by itself is dumb. The phasing does not have to be directional but removing it was a dumb decission. All survivors really have is hope that when they vault that window she will not be on the other side.
What I'm telling you is that you don't need to see her. You just need to know what options you have available and calculate which she will expect you to do. When she phase walks, there's not an infinite amount of things that can happen. There is at most a handful. You are basically overthinking it by trying to react to what she does instead of calculating which options are the best you have and then predicting what the killer will be predicting of you. If you showed a habit of running to the window to vault, then don't vault because she will be expecting that and is in the process of countering it. If you backtracked last time, she is mostly likely expecting that so don't do that. Basically never pick the same option too often, ie. be predictable.
This is how I play against Spirit and it almost always works. Of course, sometimes I don't have many good options or she just predicts what I'm going to do, or she does something really bizarre that I couldn't have predicted and by chance runs into me (which is very very rare).
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/635762#Comment_635762
It's all good in theory but how then hell survivors are able to tell if she is not right next to them in a chase? There is no indication for them to make that assumption and juke the Spirit properly. That is my biggest problem with this killer.
Surviors have to make lucky 50/50 guesses what to do next. It's not skill based at all.
You have to assume she is following you, or doing something to counter what she expects you to do (vault a window). It's not a guess, it's a read. A guess is just a shot in the dark. A read is based on previous interactions, and what seems to be the most logical decision at the time. In other words it's a calculated risk.
Like when you are chasing a survivor and they jump into a locker, how often do you guess they were in the locker and how often did you predict they were in the locker. I will admit there were times where I opened a locker on a guess and they were in there, but majority of the time I do it because I expect them to be in there. I open the locker with a certain expectation, I'm not just doing it randomly without expecting it (usually).
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@Ksoni said:
When not in chase its 30 meters when in chase its 50
30.24 and 50.4 to be exact.
Distressing is applied after M&A. So the formula is...
- In chase = (TR + 8) * 1.26
- Out of chase = (TR - 8) * 1.26
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/635738#Comment_635738
She was bad in the PTB because her power took ages to recover and also her lunge was broken - it was shorter than any other killers' lunge in the game. Now imagine playing Spirit with sounds of the game turned off - would that be fair? That is fair comparison how survivors feel when she is in a chase. You can't effecively fight against something you cannot see and even if you confuse her with a scratchmarks - survivors are slow she can still look around post phase and down or hit you due to boosts from her addons.
Yes you can. I do it on a very consistent basis by understanding when I'm leaving tracks, making sounds, or moving grass. Against Spirits I know to be good players. And other players do it to me, and I feel I'm a very solid Spirit player. You act like it's impossible, it's not.
She is slow too, all you need to do is make sure she doesn't come out of phase walk right on top of you. THAT IS IT. If she's even a mild distance away you can make it to another loop because she is a 110 killer.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/635708#Comment_635708
First of all it's hard to pull of a good juke or mind game where there is hardly any room for them. You as a survivor can tell when the Spirit is phasing as shards of glass in her boty shine white - that means she is phasing, but sadly it is very hard to notice that and with all her new skins it is even harder. That is the reason survivors vault pallets straight into your face.
You say lose scratchmarks - yeah, but what is stopping me as the Spirit from leaving phase once I see scratchmarks gone? I can still hear footsteps, breathing and with Stridor equipped i can hit survivors without the need to look, because with good headphones sound is all I really need. Spirit is also much faster than a survivor and not all maps are suitable for losing her. Also with phasing sound not being direction blocks any sort of reliable input for survivors to plan their escape route. That is why Spirit is such a pain to deal with and not properly balanced at all. Her phasing should be directional as it was in the PTB - that would even out with her input from the survivors but nope, devs broke her and also added Prayer Beads buff to make the game miserable for survivors.
You don't need to know if she is phasing or not. You should just always assume she is, but that she is also just standing there. So whatever you do needs to counter both options at the same time.
Scratch marks take a full second to appear, so if you run in a certain direction, then walk in a different direction most of the time you will be able to gain enough distance from where she exits phase walk to make it to another loop. Her power does have a cool down, so your goal should be to get her to waste her power. If she was phase walking from a great distance you KNOW you have 15 seconds and she can't try the stand still trick on you because it's obvious her power isn't ready yet.
Asking for her phase to be directional would literally kill her. She would go from 2nd/3rd best killer to F tier right next to LF. That was the whole reason it was changed from the PTB, it was way too easy to know what she was doing.
Prayer Beads need a change, I agree. I've suggested before that they shouldn't allow you to grab out of phase walk, or that it should add very audible footstep sounds when she is within 6m just to prevent easy gen grabs, but outside of that Spirit is fine the way she is. She has counter play, with or without Iron Will (with makes it way easier but I digress). Again it's not easy but it can be done.
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@deadbyhitbox said:
https://forum.deadbydaylight.com/en/discussion/comment/635575#Comment_635575
"The stand still mindgame" lmao
I mean if I can stand still and you do some stupid stuff to try and counter it like vaulting right into my face, it is indeed a mind game. One you did to yourself. Almost every time a Spirit does this trick, there is an optimal choice, namely break LOS on the husk, walk a certain distance to hide your tracks, then break for the next loop. If she is standing still, you just forced her to chase normally as a 110 killer or phase walk, and since she has no LOS or scratch marks she might not find you right away. If she was phase walking, then you will make it to the next loop because she's going to mind game herself into thinking you stayed.
You act like it's so hard to beat when it's really not. You just have to not potato so hard you basically just give her the kill. I've kept many Spirits, good Spirits, occupied for a long time because they keep trying to pull this trick and I'm not going to potato right into them like every other survivor. A lot of times I even escape the chase entirely and she loses me.
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Maybe you're into butt stuff and just don't know it yet?
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@Locker_Monster said:
https://forum.deadbydaylight.com/en/discussion/comment/635582#Comment_635582
Oh, I believe in discussing changes.
Except tons of people have told you it's a selfish, unbalanced idea, and they have shot down every reason you had to wanting this.
And yet you come around, ignore every sound reasoning as to why White Wars is what it is and should STAY what it is, and claim 'No one has given us any REAL reasons!'
At that point, it stops being a discussion, since you refuse to admit any opposing viewpoints, and just stomp around ignoring everyone who disagrees and claiming 'you're biased' like the OP did.
A discussion goes both ways, but the MOMENT people disagree, you shove them off to the side and pretend they did not say anything, or claim their viewpoints are invalid.
So this stopped being a discussion about 2 pages ago.
It stopped being a discussion when you resorted to calling bias because someone makes valid points, none of which you have actually addressed you just said "that's how it is deal with it" or "everyone agrees I'm right therefore we are right".
There is nothing selfish about wanting an offering to override a perk. Which BTW, since Frankie's unwillingly knocks the item out of your hands it DOES counter a WW because the item is no longer in your hands and it wasn't your choice to use it up or drop it.
Like this is the same thing you did in several other threads. You resort to ad hominems and never actually address points made by the other side. You just shout down and then get everyone to bandwagon with you.
"A discussion goes both ways, but the MOMENT people disagree, you shove them off to the side and pretend they did not say anything, or claim their viewpoints are invalid."
No I actually address the points you make and offer counter points. You guys on the other hand have not done this in the slightest. You just repeat the same points I've provided counter points and do nothing to advance the discussion beyond "that's how it is deal with it" which is exactly what someone would do to shut down the conversation.
You don't believe in discussing changes. Literally everything someone says that is in any way shape or form benefiting survivors you have shot down in the same way. Then you call bias and all this other nonsense to hide the fact you never made any actual points of discussion.
But whatever, like I said I don't care if it gets changed or not. I'm just providing my opinion and reasons for wanting a change to something. Unless you can offer something of more substance than "get over it that's how it is" then there is nothing to discuss here.
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TBH I don't like this new Exposed effect. It's too jarring, and it ruins the experience when you play against Myers. If they tone it down, and just outright remove it for Myers EW3 I'd be fine with it.
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The only change I want to see for NOED is add some sort of "tell" that will tip off a survivor you have it. I suggested elsewhere that a very very low percentage of skill checks would not have a great zone. Something like 1/50 skill checks. This would be the clue that the killer has NOED, which then encourages survivors to slow down and look for totems. Because at the end of the day that's what you want as killer, for the game to slow down. If you lose your one shot + speed boost but made the game like 5 minutes longer because of it, is it not worth it? I think so. Then there really would be no excuse for letting NOED proc because you will know when it's in play.
Alternatively, they could make the NOED proc when the last gen pops instead of when the survivor gets hit. I think the most lame part about NOED is just that you don't know until you get hit. If you got the notification when the last gen pops then it would be way less lame because you know to play more cautiously now. It's not going to be a "does he have NOED?" *survivor gets hit*, yes/no, type of thing.
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@Accorn said:
So let's make a hypothetical. You use the ward on a plain, no add-on brown tool box. You drop it because you found an engineer toolbox. So instead of saving the engineers toolbox, you want the plain, brown one? Because that the exact situation you're creating.
That's your choice as survivor. If you use a WW on some lame item then find a better one, oh well. No one uses a WW like that though. They use it to protect a good item.
Frankie's isn't a choice. Again comparing apples to oranges.
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@Tzeentchling9 said:
Furtive Chase only works in a chase(where M&A increases your TR) and you lose all your stacks when your Obsession gives up on the hook.
But if M&A reduces your TR by 8m out of a chase, and Furtive can reduce it by up to 16m in a chase, that means that you have a permanent -8m in or out of a chase (since FC would remove the +8m from M&A then reduce it another 8m).
The only thing that sucks about it is yea, if the obsession dies you lose your stacks. Outside of that it does indeed permanently reduce your TR by 8m when combined with M&A at full stacks.
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@Accorn said:
https://forum.deadbydaylight.com/en/discussion/comment/635563#Comment_635563
Again, you show an ACTUAL bias. You want the ward to function the way you think it should rather than how it actually does and playing to that. It's not a "save my best item and add-ons no matter what". It's "if I die with this item, I don't lose it."
@Locker_Monster said:
https://forum.deadbydaylight.com/en/discussion/comment/635560#Comment_635560
The perk is not OVERRIDING the offering.
it's not turning the offering off. It's not PREVENTING the offering from working if you TRIGGER THE OFFERING BY HAVING AN ITEM IN YOUR HAND WHEN YOU FREAKING DIE.
It just so happens the offering only works IF YOU HAVE AN ITEM IN YOUR HAND WHEN YOU FREAKING DIE.
IN YOUR HAND WHEN YOU DIE.
HAND. WHEN. DEAD.
IN YOUR HAND. WHEN DEAD.
NOT ON THE GROUND. IN YOUR HAND.
WHEN YOU DIE, THE ITEM HAS TO BE IN YOUR HAND. THIS IS HOW THE OFFERING WORKS.
Okay then I will mark these comments and if you ever make any sort of complaints about anything else in the game I'll just point to this and say "well this is how it does work but you want it to work another way so you are biased".
That's not how a discussion works. You don't shut down the other side by saying "that's how it is deal with it". If someone brings up valid points for why it should be changed address those points. Otherwise no one has the right to ask for anything to be changed. MOM and DS should have been left as they are because that's what the perks say they do, so deal with it. I'm sure you both can see why that's an unhealthy way of discuss the game.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/635535#Comment_635535
Because at least with Leatherface and Myers you have to mindgame survivors. With Spirit you have some many cues where they are running all you basicly need is a decent pair of headphones. Survivors are not able to tell from which side you are phasing so basicly there is little to no counterplay against her.
That's because too many survivors are just clueless how to run from Spirit. When I'm Spirit, this is how most survivors act:
1) Run in straight obvious lines.
2) Run directly to a pallet or window when it's pretty obvious I am phase walking after them. Then vault the window or drop the pallet, which I predict and catch them on the other side.
3) Do absolutely nothing to hide their scratch marks, they just run around without a care in the world then I follow them and catch them.
4) Try to do really stupid stuff, like vault a pallet into my face when I do the stand still mind game, or run away such that I still have complete line of sight on them.
5) Try to loop pallets when I can just outplay them with phase walk. Instead you should just drop the pallet and play around it. It's way more effective than trying to loop the pallet.
Fact is most survivors are just morons when it comes to Spirit. I can immediately tell who will be an easy catch when I chase them.
The survivors that waste my time or escape a chase don't do any of this stuff. They actually make the smart and optimal decisions. They actually understand they need to predict what I'm doing and be unpredictable. And it works.
Spirit is not infallible. She has weakness, but like Nurse those weaknesses are not the same as other killers. You can outplay a Spirit, it's not easy but you can do it.
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@Accorn said:
https://forum.deadbydaylight.com/en/discussion/comment/635521#Comment_635521
BBQ only works after a hook (by the time all 3 distortion counters are done, only one MAYBE two gens should need done), the counter to a Mori is don't get hooked or just die on the hook, just pair distortion and calm spirit to counter the Dr then, and I messed up on countering the Spirit. Just take iron will.
Don't act like removing an item from a survivor is broken when you were able to read what the offering did. It's not some secret or glitch, it says very specifically what it does. It didn't do what you wanted instead of what it says. So obviously it's broken to you.
Again you fail to see the points made. WW should protect the item no matter what, as in it should be changed to work that way. Not that it's broken and doesn't work.
Furthermore, all those counters are perks countering other perks, or tactics countering perks. None of them are PERKS countering OFFERINGS. There is no other instance of this in the game. Frankie's V WW is the only time this becomes a thing. So stop making false comparisons that have nothing to do with the discussion.
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Also I want to make a point that, if they don't change it I don't really care. I'm just giving my opinion on the matter and defending my position, which just so happens to fall in line with the OP because it's just dumb that a perk overrides an offerings. You guys keep wanting to compare killer add-ons to this and it's not the same thing. It's PERK > OFFERING. Which is why I bring up a point about DS making you immune to mori. You can be damn sure killer mains would complain about DS if it did that. Offerings should be the penultimate thing in the game, nothing should be able to override them. As of now, Frankie's overrides WW.
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@Locker_Monster said:
@Peanits Can you or another dev come in and end this inane argument, please?
It's getting nowhere and it needs to be ended, and only a dev can put right the opposing views, regardless of which is right or wrong.
You are missing the point.
The OP asks for WW to protect from losing your item against Frankie's. You guys are arguing that the offering doesn't say that, which is correct, but that's not what the OP is saying. He is asking for it to be changed.
None of you have given a valid reason why an item should be removed from inventory if the survivor uses a WW against Frankie's. There is no reason. Make the item drop and prevent them from using it? Yes. Remove it from inventory? No.
Also both I and the OP have made some valid points, where you guys just want to shout us down because you outnumber us. That's literally been every post here. Maybe if some of you would acknowledge our position we would stop posting, but you just insist on repeating yourselves as if that's conducive to the discussion.
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/635482#Comment_635482
I already hate the current DS, but I'm fine with it being in the game, much like I think Adrenaline, NOED, etc can be a bit silly, but I accept them as being in the game.
Using hypothetical/non-existent changes and my perceived reaction (really, Google some logical fallacies, please), doesn't do add anything to your argument at all.
If the devs put a perk in the game that makes you immune to mori, I would guarantee all of you guys would be hear asking for it to be changed.
PERK SHOULD NOT OVERRIDE OFFERINGS. It just shouldn't, it's dumb. As killer my only concern is preventing the item use during my game. I couldn't care less if the item wasn't removed from their inventory.
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@Accorn said:
https://forum.deadbydaylight.com/en/discussion/comment/635470#Comment_635470
You CAN use a perk to disable a killer add-on lmao. Hell, some survivor perks negate killer perks. Distortion, killer can't see my aura no matter the add-on or perk for three instances. Calm Spirit just negates part of the Doctor's entire power. No Mither kills the Spirit being able to hear you. Tada. Man you're biased.
There, I think that's the number of times you've called a dissenting opinion a "bias".
They don't negate your offering though. If you offer a mori, no survivor perk will counter that.
Distortion has limited use.
Calm Spirit can be countered by aura read or illusion extension add-ons for Doc.
No Mither you still make sounds, and Spirit can use Stridor to counter Iron Will.
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@Accorn said:
https://forum.deadbydaylight.com/en/discussion/comment/635489#Comment_635489
So killer add-ons shouldn't be removed at all either? Cause you shouldn't care right? Iri heads every game are cool right? Like an engineer box with add-ons every game for every survivor? We need to be able to take it from you otherwise survivors win every game just because you can take down. 3 gens before a killer even sees one of you.
If you bring a Black Ward no.
But image a survivor perk that would remove your add-ons, then even if you used a Black Ward you lose them.
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@Raccoon said:
Stupid design is what you're literally advocating for.
There's a reason that you're in the (literal) vocal minority with regards to this.
Tag a Dev here and see what they say - I'm sure we'll all be amused.
LOL because of all the killer mains that want to keep it the way it is for literally no reason. Like for real look at everything you guys are saying. You're only argument is "derrr that's what it says" which ignores the entire point the OP is trying to make. IT SHOULD NOT WORK THAT WAY.
Tell me, what is the point of removing the item from a survivor's inventory? There is no reason you should even care, the only thing that matters when you use Frankie's is that the survivor cannot use the item during YOUR trial.
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@Accorn said:
https://forum.deadbydaylight.com/en/discussion/comment/635451#Comment_635451
Ds does not state it protects you from moris. The ward SPECIFICALLY states it protects your (YOUR) item if you die. Don't have it on you? Not yours. Man you're biased.
@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/635451#Comment_635451
https://i.ebayimg.com/00/s/MzAwWDMwMA==/z/33AAAOSwEK9T~8jl/$_35.JPG?set_id=2
LOL
That's pretty terrible logic, sir/madam, particularly when everything is literally functioning as intended, but you're so entitled that you feel it necessary to continue a losing "argument."
(Argument is in quotes, as both sides generally need to have some type of foothold for it to be a worthy endeavor)
So then if DS was changed to say "you cannot be mori'd" you would be okay with that?
I would bet money you guys would be the first to come here to complain about it.
My point is that a perk should NEVER override an offering. And it doesn't matter what the offering currently says, the point of the OP is that it should NOT do this.
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@Locker_Monster said:
https://forum.deadbydaylight.com/en/discussion/comment/635338#Comment_635338
White Ward ONLY saves your item if you have it IN YOUR HAND while you die.
And even then, it protects whatever item you're holding, NOT exactly what you came in with.
Came with with White Ward & no item, died carrying a toolbox? You keep the toolbox.
Came in with a brown medkit, died carrying a green flashlight you found? You keep the Flashlight.
This is not bad design. This is literally what the offering was made to do. You only think it's bad design because you want to keep your item no matter what.
Yea and it shouldn't be that way. If you bring a WW you are doing it to protect your item. That's what it's meant to do. Give me a reason why you need to outright remove the item from a survivors inventory if they use an offering specifically to protect their item.
@Madjura said:
https://forum.deadbydaylight.com/en/discussion/comment/635338#Comment_635338
Explain why perks should not cancel out offerings
Okay then DS should make you immune to moris. I'm sure you would think that's fair since perks should override offerings. If you don't agree that should be a thing then you are a hypocrite.
Perks can be reused. Offering cannot.
WW should protect your item no matter what. It's bad design that it doesn't because not only would you lose an item you waste an offering too.

