thesuicidefox
thesuicidefox
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Nah
Furtive Chase and Rancor ;)
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/634173#Comment_634173
100% this, couldn't have explained it better myself!
It's totally by design.
Then it's bad design.
A perk should not override an offering. If someone uses a WW it should protect the item they bring no matter what.
Imagine if DS made you immune to mori. Killers would have an absolute fit.
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You know....
No Mither would beat this build LOL
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I kind of agree. I want a killer and survivor. Two survivors would be like meh.
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32 + (32*0.26) = 40.32
That's how much difference it makes.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/635239#Comment_635239
Her phasing sound should be directional though. She already has strong addons to give her boosts after leaving her phase. That at least would give survivors some intel not to base their juking on lucky guesses.
This is how she was on PTB and she was complete trash because of it.
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@Killmaster said:
The only realistic nerf I could think of is to remove her collision while phasing.
I've said this before, but I don't think this will solve any problems people complain about and will likely in fact just create new problems. Sometimes the fact she has collision can be a limiting factor. For example, if I could chase someone and just pass right through them I could just outrun you to the pallet, appear in front of you and completely block the pallet. With collision I either have to come out of phase walk to attack from behind or go around to the other side of the pallet which is slower.
By removing collision you don't nerf her as much as you just allow new tactics. The net result will be the same as it is now.
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@FichteHiro said:
https://forum.deadbydaylight.com/en/discussion/comment/634546#Comment_634546
No Character is louder than 100%. If you have Iron Will III, you won't emit grunts of pain, regardless of your character. 100% means all possible grunts won't be emitted.
When I play Jane, I always use Iron Will (Tier III) and she doesn't emit any grunts of pain. You can watch the video sent by @thesuicidefox yourself.
If you heard her grunting nonetheless, the killer was using Stridor.
I don't even know if the noise reductions by No Mither and Iron Will stack.
IW and NM do stack, it's the only way to completely counter Stridor. I tried them a few times and actually got a Spirit with Stridor one game. I literally just followed her all game she had no idea I was there.
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You still scream if you fail a skill check. I'm also pretty sure you scream if you step in a trap, or at least your bubble is visible to the Trapper.
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@Akuma said:
https://forum.deadbydaylight.com/en/discussion/comment/634552#Comment_634552
But jane isnt 100% loud.
So it works
every survivor is 100% loud by default
iron will reduces the sound by 100%
for ex.: stridor increases the sound by 50%
means without iron will you are 150% loud
with iron will only 50% but not 0%
Jane isnt by default 100% loud, she's louder.
I played her with Iron Will 3 and she was still crying. And no it wasnt a secondary ability by the killer or a killer perk or sth. That's why Im asking if both perks can make her silent. iron will and No mither making survivor 150% quiter. So if jane isnt louder than 150% those perks should make her finally silent. her grunts of pain are pretty annoying xD
If you still wont trust, please just start the game, choose jane and iron will 3. You will still hear her, come back and tell me more :3
Ahstounded playing Dead by Daylight: Special Edition. View more XboxOne clips at XboxClips.comThis is a video of a friend that plays Jane. He has Iron Will 3. She makes NO SOUNDS.
So either you are hearing things, or the killer was using Stridor.
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@Akuma said:
@FichteHiro @YaiPa @thesuicidefox
Yea iron will does reduce the volume by 100%
But if the character is by default louder than 100% then Iron will cant make you silent. Try no mither on ace and iron will on jane.
Ace is 100% silent with the 50% from no mither and jane even cries with iron will 3. did you never noticed that jane is suuuuper loud? It's so awful and..weird..she doesnt sound like having bad pain xD
You guys should test things more :D also be carefully with the game wiki. Some things are missing or just wrong
No, 100% is 100%. It makes you completely silent. Jane is loud normally but when you use Iron Will she won't make noise.
Ace is not 100% silent when using No Mither. He is 50% silent, you can still hear him cry in pain.
It doesn't need testing, survivors are identical and therefore you will get identical results when using any perk.
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Iron Will reduces cries of pain by 100%, so that alone will silence her.
However, killers using Stridor will increase cries of pain by 50%, a net result of -50%. Basically if you run Iron Will 3 and killer runs Stridor 3, you now have Iron Will 1.
HOWEVER AGAIN, No Mither reduces cries of pain by 50%, meaning if you run both Iron Will and No Mither you will completely override Stridor and be completely silent.
Fun fact, Stridor's effective is universal. That means if you run Iron Will and the killer runs Stridor, you will be able to hear yourself cry out in pain. This is how you can tell the killer has Stridor.
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BBQ, Ruin, Pop, Stridor, speed + duration add-ons.
Devout + TOTH, Prayer Beads + Mother Daughter Ring.
Insidious, MYC, Prayer Beads + Brooch.
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They should remove the whole gen repair speed bonus and instead, Left Behind will allow you to pick the hatch lock when you are the last survivor. It would be a full channel, like doing a totem, and take 14 seconds. And just to give it a tell so the killer knows you have it, you start the trial in Broken state for 120/100/80 seconds. This would also benefit NM players since the killer could mistake it for NM.
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@Chaddad2169 said:
https://forum.deadbydaylight.com/en/discussion/comment/633942#Comment_633942
First off, spine chill is useful against like Two killers (Spirit and GF)
Secondly, every red rank survivor (minus a few) know when and when not to get off a gen or stop healing if a killer is coming straight to them.
Spine Chill is useless against more than half the killer roster.
LOL No it's useful against every killer dude. It's not just about getting off a gen, it's knowing which path is the safe one during a chase. Or when the killer is looking at a hook when you are about to rescue. Or when they see you with BBQ or Nurse's or other aura reading.
It is far from useless. If you think that I seriously question your abilities as survivor.
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@Chaddad2169 said:
https://forum.deadbydaylight.com/en/discussion/comment/633512#Comment_633512
https://forum.deadbydaylight.com/en/discussion/comment/633512#Comment_633512
Mate, every time I see you, it's cringe.
I'm not running one of the worst perks in the game in the case of facing ONE out of SIXTEEN killers.
Spine Chill is far from the worst perk in the game. It's actually one of the best. It gives you so much info, it hard counters stealth killers and PB Spirit, it can help you make better plays against Nurse. Spine Chill is a great perk dude.
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ME: *crouches once*
KILLER:
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Spirit, Freddy, GF, Huntress, Trapper, Plague, Billy.
Pig, Hag, and Nurse are okay, but I usually don't play them unless I have a daily.
The rest I honestly have 0 interest in playing. Except Myers I want to play him a bit more but I just never feel like it.
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@Shad03 said:
https://forum.deadbydaylight.com/en/discussion/comment/633886#Comment_633886
Exploit- Make full use of and derive benefit from (example)
Advantage- A condition or circumstance that puts one in a favorable or superior position.
Also a note:
Exploit isn't always a negative verb. In this case I'm using it in a positive note.
And in this context, most survivors exploit their advantages.
But in gaming terms, an advantage is not an exploit. It is a very specific thing, usually a bug or a serious flaw in design, that is considered an exploit.
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@Shad03 said:
https://forum.deadbydaylight.com/en/discussion/comment/633819#Comment_633819
I can see your points, but if we won't call it exploiting, that still leaves the fact that survivors still take advantage (and it's in their rights to do so) of the fact killers cannot round corners faster then survivors in a loop.
1) Infinites are gone, so I'm not counting that in my argument. What I am saying is that due to a survivor's smaller size, they can really take advantage of things most killers can't, and the problem is, all killers share the same hitbox no matter how big or small they are, meaning that someone as small as the Hag still get stuck in things that someone as small as the Trapper could. It's the same for the survivors, except they all can use it as a advantage.
2) Pre-Legion 'rework' I would've agreed that the Devs knew from the start what looping was, but not the full extent. Unfortunately current events leave me to believe that they really had no idea what looping ever was to begin with. That or they underestimated how abusable the tools they give could be.
To reiterate:
When I say exploit I mean to use as a advantage, and there is nothing inherently wrong with doing that.
Infinites were part of the negative exploits that I didn't include as a argument, I was in fact referring to the fact that survivors could turn corners tighter then even the frail Hag couldn't (and could streak past Trapper Traps even when they shouldn't have).
Forgive me if I disbelieve you when you say "It is HIGHLY UNLIKELY that the devs didn't realize looping was a thing when first creating the game."
An advantage is not an exploit.
And exploit is something that negatively impacts the game. Face camping to body block the unhook prompt was an exploit. Infinites were an exploit.
Looping/collision box size difference is NOT an exploit.
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@Shad03 said:
https://forum.deadbydaylight.com/en/discussion/comment/633781#Comment_633781
Did you not notice I added on to what you said though? That was my way of agreeing with you. Shesh.
https://forum.deadbydaylight.com/en/discussion/comment/633790#Comment_633790
It exploits the killer's larger hitbox, and in this case that isn't necessarily a bad thing for the survivors. It would be like a killer exploiting the fact their bigger hitbox can trap survivors in corners more easily. I'm not using exploit in the negative way here.
No it doesn't exploit anything. If that was truly an exploit, the devs would have changed the killer hitbox by now. Doesn't matter if you mean it in a negative way or not, killer v survivor collision box is not an exploit. Take literally any loop in the current game, have both players run the loop perfectly, and the killer will still eventually catch up. Nothing there is exploited.
I edited my post probably before you saw so I ask you go back and read the edit... but nothing about looping is an exploit. The only time it crossed the line to being an exploit is when the loops were infinite, but nearly all those kinds of loops have been removed from the game.
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@Shad03 said:
https://forum.deadbydaylight.com/en/discussion/comment/633690#Comment_633690
Nah, cause unlike some other killer mains, I do actually know survivors need a chance to defend themselves. However, I just wish stealth was a more valid option.
https://forum.deadbydaylight.com/en/discussion/comment/633727#Comment_633727
You obviously didn't read the whole post that you just quoted, or you just didn't understand me. If the latter I'll pin the blame on myself.
I don't want looping to be deleted, there has to be loops because survivors otherwise have no realistic ways to defend themselves. I was merely stating that looping was in fact a exploit used by survivors, and that you have mentioned, been made into a feature. As for this point:
"A good killer has methods to beat most loops."
Who? Nurse, Spirit, Hag and Trapper? Four out of 16 and even then only three (sorry Trapper, love you, but your trap hitbox can be garbage) can actually deal with loops effectively. Billy is only really good at punishing mistakes. And yet a majority call out for him to be nerfed. Legion could've been a promising killer, but their exploit heavy game play and the extreme nerf just knocked them out of the park.
Anyways, my stance on looping is just to balance it a wee bit more for the killers who can't teleport or have powers that can negate/stagger loops.
It's not an exploit it's an emergent dynamic. An exploit is something that breaks the game. Looping does not break the game, it was merely something that naturally evolved from the way pallets/windows were used.
Calling it an exploit is like calling camping or tunneling an exploit. It's not.
EDIT: Just to make these points...
1) Infinites are exploits because they break the game. But not all loops are infinites, even back when the game came out. Therefore looping in itself is not an exploit.
2) It is HIGHLY UNLIKELY that the devs didn't realize looping was a thing when first creating the game. In fact I will bet they knew what it was before any of us did. The thing was, back then no one, including the devs, fully understood it, which is why so many loops were really bad and why infinites existed. But cut to today, the devs greatly understand looping and as such the newer tiles in the game are way better designed. Therefore, looping was likely an intended dynamic of the game, albeit one that was very misunderstood at first.
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@Marcus said:
https://forum.deadbydaylight.com/en/discussion/comment/633768#Comment_633768
But if she cuts you off it isn't wasting. Also, she can deal with them better than other killers with certain add-ons.
But by trying to cut you off she takes a gamble that you will continue the loop. If you run from the loop, or take a different path she won't catch you. Also unless she has MDR at some of these loops she can't make it all the way around in a single phase, especially if she was already phasing before you got to the window. So even if she predict right, she will be ending her phase walk long before she gets back around to you, which means you are now getting chased by a 110 killer.
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@Marcus said:
https://forum.deadbydaylight.com/en/discussion/comment/633734#Comment_633734
Actually, these loops are very strong against majority of the killers, even 115% speed killers usually avoid chasing survivors on strong buildings ( Ironworks of Misery, Disturbed Ward, Grim Pantry, Haddonfield ), because they are too time wasting even for them.
You need to re-read my comments.
I'm not saying these loops aren't strong. I'm saying they are STRONGER against Spirit than other killers for the exact reason she is forced to end phase walk and vault, or continue phase walk and cut you off potentially wasting it.
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@Marcus said:
https://forum.deadbydaylight.com/en/discussion/comment/633702#Comment_633702
Actually, Huntress is still weaker than Spirit against these buildings, just yesterday I saw a Huntress being afraid of putting a offering for Autohaven Wreckers just because she might get Wretched Shop, LMAO.
That's debatable, my point is that these loops are very strong against Spirit, more than all other killers (except Huntress). And unlike all other killers, she can't bring Bambo because that shows when she vaults a window so she loses some mind game potential, meaning she might get better at these loops at the cost of being worse at other loops. Not worth it IMO.
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Yes. All killers carry at the same speed, which IIRC is slightly slower than Nurse's walk (float?) speed. If you want to move faster than survivor run speed you need Agitation.
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@Shad03 said:
https://forum.deadbydaylight.com/en/discussion/comment/633185#Comment_633185
Wasn't complaining. I was stating a fact :D
So get your patronizing remark out of here.
https://forum.deadbydaylight.com/en/discussion/comment/633236#Comment_633236
Intended? Nah. Adopted into gameplay, si.
I'm not saying looping should be removed. I was stating a fact that it wasn't intended.
Exploit- Make full use of and derive benefit from (example here)
In this case survivors are fully making use of a killers larger hit box. And especially the Trapper's trap hitbox, as that was made smaller and then never touched again. I'm not trying to use Exploit as a bad term, the problem is, I find that my advantages as a killer becomes problematic for survivors and it's removed. And yet survivors keep their advantages for a long time (Bear in mind I am absolutely NOT talking about exploited bugs like the Knife add ons for Legion or the Mad Grit perk or when survivors find their way to places they can't be hit from).
You know wall jumping in Mario games wasn't intended. It was a bug in SMB1 (and 3 I think) where if you jumped into a wall just right, you clip into it for a few frames and can jump off the block just below your position. It was later made a feature in the game.
Looping is very much the same, and considering that the game released in basically an alpha state it is merely an emergent dynamic of the game's mechanics. Once the developers realized this, they started to build the game around it. That's why every new tile's design factors in looping and why the newer tiles in the game are more balanced than older ones. It's why double pallets/windows don't exist anymore. It's why shack was changed so much from 2016 and why it is one of the few tiles in the game that has a set layout. Because it was deemed to be the most fair in terms of the looping dynamic.
Whether or not is was intended is irrelevant. It's a major part of the game, and to ask for it to be removed is like asking for hooks or generators to be removed. Aside from a few spots that still need revision, looping is not at all as strong as some people claim it to be. A good killer has methods to beat most loops. Now with Badham we are getting less safe loops, but more of them. Killer has gotten so much easier since 2016 it's honestly baffling how much some people still complain. PS I'm not saying there are not issues with the game's balance, but it is WAY WAY better than it was 3 years ago, or even just 1 year ago.
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You know this could be possible. @Peanits had said in another thread that there is a new map but he could not confirm or deny anything else. That suggests to me there is a chance we might not get a survivor or killer in the next chapter, but it could also suggest a double up on survivor (or even killer). Very vague, it could mean nothing, but now that you say we could get 2 survivors it got me thinking.
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@Locker_Monster said:
https://forum.deadbydaylight.com/en/discussion/comment/633389#Comment_633389
Here's the problem; people want to nerf TOP LEVEL PLAY.
They literally would rather beat Killers into easy-mode instead of getting good.
The moment a Killer is hard to beat? Come ask for nerfs! I'm not saying they always get them, but they ask!
The Nurse? Don't learn to juke & mindgame; ask for nerfs!
The Spirit? Don't learn to look for moving grass, don't keep your scratch marks in mind, and don't fall for her standing still! Ask for nerfs!
Hillbilly? Don't learn to avoid open spaces. Don't learn to keep an eye out for a chainsaw sprint! Ask. For. nerfs.
@Seltas0208 said:
https://forum.deadbydaylight.com/en/discussion/comment/633278#Comment_633278
It already does move to my knowledge
Spirit does not move grass/corn when she phase walks. I have proof on my wall.
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I agree with the OP. Despite what some claim as having no counter play, she does indeed have counter play. But it's not as easy as other killers because you need to have good prediction and reading skills. You have to understand what is the most optimal choice and take it. You can't hesitate either, you need to make a decision and do it ASAP. The longer you wait to do something the more likely she will get you. Sometimes making a bad decision quickly is better than making a good decision slowly. Remember she has to track you while she can't see you, and scratch marks take about a second to pop up. You have room to work with that.
Also, people fail to understand a very important thing about Spirit... she can't vault during phase walk. That means windows and downed pallets are your safest option to counter her, even to loop her. While most of the really strong window loops are just good in general against almost any killer, they are ESPECIALLY effective against Spirit because she has to stop phase walk to vault, or waste her power trying to cut you off. Unlike Hag she can't break the loop. Unlike Nurse she can't just ignore the loop and teleport through the wall. Unlike Huntress she can't get a cheeky long range hit at certain angles (which to be fair Huntress is still hurt badly by these loops too, just making a point that she's actually better at those loops than Spirit). So if you want to consistently beat a good Spirit, use windows. LT windows are not nearly as good, and neither are jungle gyms, but depending on the context they can work. If you run to a pallet drop it right away, because pallets are not safe against a Spirit.
I seriously can't tell you how many survivors, who I've played and are really good loopers, just become complete potatoes against Spirit. It's like their brain just leaks out their ears. Too many survivors just run blindly and don't even try to predict you, some survivors overthink it and do really dumb stuff to try and mind game you, and other survivors don't seem to understand stealth at all. Then there are those few chosen ones that actually understand what to do and do it well and consistently. I had a game the other day I was trying a fun build (Insidious, MYC, Prayer Beads, you can figure it out) and I got a group of players I'm friends with. I decided I will play normally and then ease up, mess around, and let them go because I know PB Spirit is lame and my build was super lame. Anyway, one of them I chased around a small pallet loop for literally like 2 minutes. Granted I was screwing around trying to mind game her, but she didn't fall for ANY of it. I could have easily brute forced the loop, either normal chase or in phase walk, but I was practicing stuff. She predicted everything I did, avoided getting hit for a very long time, and had that been a normal game I would say that she was the reason they all survived (outside of me just letting them survive) because she occupied a lot of my time as this one loop.
These survivors exist, and counter play does indeed exist against Spirit. Her power is not infallible, it's just very hard to wrap your head around.
@YaiPa said:
https://forum.deadbydaylight.com/en/discussion/comment/633285#Comment_633285
That's the point, it's always a guessing game, you can't win or lose the "mind game" because there's no outplay, just wrong guess.
You know there is almost always an optimal choice that she can't beat right? If you see her standing still walk away and break LOS. If she is phasing, no scratch marks. If she is not, you force her to either chase normally or phase after you without knowing your exact position.
People don't understand that it's not really a guessing game as much as it is a calculation of the available options. There isn't an infinite amount of things she can do in that situation, there are 2. Stand there and wait, or phase walk. And unless you are in a really bad spot most of the time you can get away by just saying to yourself "well if I do this, she will have a harder time tracking me in phase walk and I can use that time to make it to this next loop". It really isn't rocket science. The problem is survivors overthink these things and do really stupid stuff like vault the pallet into her face or try to hide in plain view, or just take off running with no care whatsoever.
I've been able to consistently beat good Spirit's that use the stand still mind game. And as Spirit, I've had many survivors that don't fall for a single trick I try to pull. They force me to either brute force the loop in a normal chase, or always phase walk and do what is most predictable.
It indeed is a mind game, one that survivors mostly do to themselves. There is always an optimal choice that will greatly reduce the effectiveness of this trick.
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@[Deleted User] said:
I would love them to change Haddonfield to be honest.
They haven't said this, but I'm extremely confident that Haddonfield is the next map to get a rework. This map is so horrible for killers. The only killers I feel aren't screwed by this map are Trapper (he can trap the house loops), Spirit (except when the infinite at Myers house is open, because windows like that crush her), and Freddy (if he has snares, he sets 2-3 along the loop and breaks it, also because he can gen teleport). Everyone else gets massively dumped on with this map, and even these guys it's not a good map for them just more neutral.
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@indieeden7 said:
The devs could just release birds eye views of each of the variations and I'd be over the moon, just a quick reference to each layout would make it so much easier to plan effective movement around each of the maps.
This would help a lot, however I probably would still not like them LOL.
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Heal = 16 seconds
Self Care = 32 seconds
Heal with Mangled = 20 seconds
Self Care with Mangled = 40 seconds
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@TrueKn1ghtmar3 said:
https://forum.deadbydaylight.com/en/discussion/comment/632959#Comment_632959
Lol so because my comment made the most sense yet was colloquially considered killer sided you decided to come after it to say stop comparing when plenty of survivor sided comments did the exact same, your bias is showing. My only point was that besides spirit, and nurse any other killer power can be mindlessly negated (not considering addons that are map dependant like mirror Myers which wouldn't have a chance of being black warded) and then there are addons that get the same treatment as FD gives those lunchboxes survivors are so fond of like coxcomb wraith where even rank 1 spinechill can ruin thus ruining the use of the blackward on that build. If all the points are considered both wards and FD are the most balanced they could be and the only one's who disagree are the red rank elites who believe they have the right to keep everything they own and its blasphemy to lose even the slightest thing be it item, pip, or match
You can't compare killer add-ons to survivor items. They are different things. Killer add-ons are meant to be expendable every game, and you keep them no matter what when you use a Black Ward.
Survivors, on the other hand, can keep their items from a game if they escape and didn't use the entire item. Unlike killer powers, they have a finite use during the game. You can't use a toolbox all the time, where you will have a silent bell as Wraith all game if you use coxcomb. And because of Frankie's, a White Ward can be negated. AN OFFERING SHOULD NOT BE NEGATED BY A PERK.
You are comparing apples to oranges.
Stop trying to throw mud when you have no argument. There is no reason a WW shouldn't let you keep the item even if it gets knocked out of your hand. You brought it to protect the item no matter what, the only way you should lose it is if you use the item completely, which is something survivors can control. It shouldn't matter to you if the survivor keeps the item or not, all that should matter to you when you use Frankie's is that the survivor cannot use the item during the game unless it's in their hand.
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@TrueKn1ghtmar3 said:
https://forum.deadbydaylight.com/en/discussion/comment/632939#Comment_632939
Lets look at the pros and cons of each ward
Black ward.
*protects only killer ADDONS which would be lost at the end no matter if not used
*even with black ward survivors can still (for about 70% of killers at least) deny them the use of their powers without the use of a perk thus making the blackward useless anyways
Whiteward
* protects survivor items (and OMG ADDONS too) which are kept in their entirety I escaped without WW.
*killers only counter is franklins which has counters as proven if survs don't use these (which is pretty dumb) ten the WW becomes useless, and I the killer doesn't bring FD in or they don't own it then WW is uncounterable
1) Stop comparing killers to survivors. Just because things are one way for killers is not justification for it to be the same way for survivors.
2) Using Frankie's is to stop them from using the item during the game. You, as killer, don't need to outright remove the item from the survivor's inventory.
3) White Ward shouldn't have a counter because it's an offering. And on top of that you don't NEED to counter it. Frankie's knocks the item out of a survivor's hand so they can't use it in your game. That's why you bring it. Whether or not it is removed from the survivors inventory is ultimately irrelevant to you. Like why do you need to do that?
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@HatCreature said:
@thesuicidefox I would prefer a new map in these realms tbh, I would rather have a completely new map with the same tile set rather than 1 map with several variations but Behavior said that wasn't possible or at least difficult to get permission to do.
I can understand that, but if it's a matter of licensing I honestly would just want 1 version of the map, then combine some maps into the same realm if anything. Haddonfield and Badham should honestly be in the same realm because they are very similar and share some tiles that don't exist on other maps.
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@TrueKn1ghtmar3 said:
https://forum.deadbydaylight.com/en/discussion/comment/632938#Comment_632938
How since new players don't know the layouts anyways?
Because if it's hard for an experienced player to learn each layout then it's going to be impossible for new players. At least I know what's on each tile and how the tiles themselves are built.
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@ClogWench said:
https://forum.deadbydaylight.com/en/discussion/comment/632923#Comment_632923
But if you get hit and someone picks it up
I'm saying they could make it so you can't pick it up. It's just invisible to other survivors. So then if you die you get your item back, but if you want to use it during the game you have to go pick it up.
When I use Frankie's I'm not looking to remove the item from that survivor's inventory, I could honestly care less. I'm using it to stop them from using the item during my game. That's really the point of the perk.
A perk should not override an offering.
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@HatCreature said:
https://forum.deadbydaylight.com/en/discussion/comment/632885#Comment_632885
I agree with this statement, because it's the same map but with 5 variations it gives the map more variety and confuses everyone. Survivor not being able to learn the layout is good for the Killer and vice versa, uncertainty is an advantage to both sides.
Also think about this for a moment, all the licensed maps are going to get this treatment, maybe not 5 each but more variations of those maps. This means we may not be getting the Corn maps as often <3
But they're not going to do this for every map, so....???
It just seems like it's better if we got a totally new map then a pass on tiles to improve pallet/window spawns and stuff.
Like I can see "it makes it harder to path" as a valid reason but is it necessary? I don't think so. Not to mention you are going to make it even harder for new players.
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@ClogWench said:
https://forum.deadbydaylight.com/en/discussion/comment/632746#Comment_632746
Then you get people duplicating items. I think it's fine as is.
If you use WW and die your item can't be taken. It could work the same way to prevent duping.
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@Tzeentchling9 said:
Good, because as @DudeDelicious said, that is the ######### point of the way the maps are generated.
Survivors are too used to running through planned routes of safe spots to occupy the killer while their buddies gen rush. Honestly, more maps need to be shaken up.
But even on other maps you still have to check out areas before you run them. Different pallets and windows can spawn and IMO that's plenty variation to add some unknown element to the maps.
But this is just a clusterfunk. With the changes to pallets and some spots, having so much variation honestly isn't necessary. It would have been just fine if they made those changes and nothing else.
Plus you have to remember it works both ways. You can still get lost as killer because the tiles are so out of whack from what the norm is. Granted it's not as bad because you can just orient yourself based on the gens, but it can happen to killer also. Not to mention, the tiles themselves are the same across each variant. So when a survivor runs to say, preschool they know the orientation of the tile.
It's just not enjoyable I don't know how else to say it. Give us 1 entirely new map, keep the changes to tiles, and ditch this v1/v2/etc nonsense.
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@PrincessPoop said:
I’m glad I’m not the only one who gets SUPER lost on these maps lmao.
Exactly! It's so confusing. The pallets and all that is great but I never know where I am or where to go, and because it's different every time it makes it that much harder to learn.
I woulda been fine with a tile/pallet rework and 1 new map for the realm. Maybe do Nancy's house or something, or maybe the warehouse where he was caught by the parents. Or both.
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Not sure what you are talking about. You could never hear the woosh inside her TR, you would hear TR. That was always a thing.
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Of course, in theory everything has a counter. The really question you have to ask is "is this healthy gameplay"? If the answer is no then it's probably something that needs to be addressed.
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IIRC the reveal distance is actually 48m or something not 32m. You can reveal him from pretty far.
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Yes. Whispers is the only tracking perk that you cannot hide from. The only counter play is to stay near other survivors, but then you make it easier to pressure the group.
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@Carlosylu said:
@thesuicidefox LOL! I edited it, my bad, LOL! And I don't know , it has worked for me, or maybe they're just dumb enough not to run away or hide?
The moment you show up near me and my Spine Chill wasn't lit for an extended period prior I will know you are moonwalking, so I will just play as if I'm not using Spine Chill.
Calm Spirit will counter it too and there's nothing you can do about it unless you are Wraith. If you run Calm Spirit you never disturb crows, meaning anytime a crow goes off near you it's 50/50 that it's the killer. Play with Bond or in SWF and you will know 100%. The moment I hear crows go off I know what direction you are coming.
Also Premonition.
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@Carlosylu said:
https://forum.deadbydaylight.com/en/discussion/comment/630557#Comment_630557
False, I go towards gens with deliverance and aproach them without directly looking at the gen, it activates when you look towards the survivor's direction, not when you're close to them. I've got post game messages saying "my spinechill was bugged, it never showed when you were comming"
Deliverance? You mean Discordance? Just don't team up on gens.
And the range is pretty wide. If you look in my direction at all I will know you are nearby. Plus I have eyes and ears.
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OOO, NM, IW, Spine Chill. Play super immersed, don't even do gens.
Look at the killer to annoy them. NM + IW makes you completely silent and you leave no blood so there is no way to track you. SC let's you hide when the killer is nearby and helps you stay immersed. The fact you have NM and the killer can never find you but you keep revealing yourself will greatly upset them.
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"next to no counterplay"
Spine Chill has entered the chat
