thesuicidefox
thesuicidefox
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@Croquedead said:
Monitor is useless on him now. Try Discordance
This. Once they are asleep it does nothing. Though IMO it was useless on him before too, unless you used it with paint brush.
Pop is the absolute best perk for Freddy. You wanna use it with BBQ or Tremors. Discord is good too.
After that pretty much standard meta picks. Ruin, SF/Enduring, Sloppy, Nurse's, etc.
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Lockers inflict Blindness, and AFAIK the game has no way to differentiate auras when you have that status. It's all or nothing. They would need to make a special type of effect just for lockers.
Besides it's not that big of a deal. If someone is hiding in a locker it's usually only temporary. It's a trade-off to using them.
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@ShyN3ko said:
https://forum.deadbydaylight.com/en/discussion/comment/629033#Comment_629033
Thats rly hard too tell, because we dont know the exact math.
And its nearly impossible to test it.
Because we cant see the TR.
Well I'm pretty sure the game adds/subtracts raw numbers first, then does any percentage based changes, and I'm pretty sure add-ons will take priority over perks. The main reason I say this is because old Freddy's Red Paint Brush reduced your TR to 8m, and if you use M&A you could have either a 0m or 16m TR. If old Freddy was still in the game we could figure this out by using that add-on with Distressing to see his TR out of a chase but we can't.
I think the only ones that can truly answer this are devs and @DocOctober. But we are talking a difference of like 4m here at most, so pursue it as you wish.
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I ######### hate the Doctor. Annoying doesn't even describe my experiences with him. IDGAF if he was the most F tier killer ever, he sucks massive sloppy donkey balls to play against. Only marginally less cancer than old Legion.
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Just came across this. Had to share...
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I think the add-ons take precedent, because they add a set amount according to the wiki. So the second formula should be correct.
Also if you want to calculate M&A in there, I'm pretty sure that it sets your TR to +8 permanently, then reduces it by -16 when you are not in a chase. Therefore if you have Distressing you should add M&A first before doing the math for Distressing.
I'm not 100% sure on this, but I'm pretty confident.
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Also I think clear is equal to the yellow or something. I know that it's more than the white offering that makes the fog thicker.
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@Peanits said:
The Murky Reagent on its own is as thick as it gets- there's no reason to stack offerings beyond that unless you're concerned with someone else using a Clear Reagent.
But
But
Butt
Jane
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STBFL is definitely not even close to the same level as Ruin, let alone the best perk in the game.
Spirit Fury is not a great perk unless you pair it with Enduring. In fact Enduring by itself is way better than SF.
Bambo is not a top perk. It's niche for particular tiles or to stop certain strong loops but most places it's not going to be very useful.
M&A is way way overrated. I wouldn't even consider it top 20.
Overall C+ tier list, sorry to say.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/628378#Comment_628378
It isn't 45 seconds. It can also be used to down Survivors.
But Freddy can fake it and only needs to wait about 10 seconds for it to come back. It let's him sort of pressure a gen, or at the very least scramble survivors while he does something else.
And the cooldown is reduced based on how many survivors are asleep. If all 4 are asleep I think it's like 30 seconds or something. If you use masterpiece/sketch it's even less.
I've played quite a few games as Freddy and I never felt like I was in dire need of my gen teleport. The only thing you need to worry about is teleporting to the right gen, because if you don't that is when the cooldown can hurt you.
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@CaphnYT said:
https://forum.deadbydaylight.com/en/discussion/comment/628560#Comment_628560
I'm just having a tough time reading spine chill, that's all. Like... when it lights up, I dont know which way to go, because I dont know which way he is coming from. Is there a way you do this?
You can use Calm Spirit to determine the killers direction. Since you don't disturb the crows, that means any noise made by crows around you is caused by either the killer or another survivor. Just listen for the direction of the crow sounds and you will know something is coming from that direction. Just be aware that Wraith when cloaked does not disturb the crows, so you will not be able to use this strategy against him.
Alternatively you can use Premonition as your 4th perk. If you are new you will get a lot of use from it especially if you are having trouble telling where the killer is. It will just become obsolete as you get better at the game because you will be able to figure this out on your own.
The only time you need to be extra careful is against a tier 1 Myers, as he is immune to both Spine Chill and Prem. At the start of the game be a bit extra careful until you can rule out that it is a Myers, or if you hear the music (because he is now in tier 2 and can trigger SC/Prem). However, he will still disturb the crows in tier 1, so you can use that strategy to avoid him.
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Yes. I think it's somewhere just above the purple fog offering. Pretty sure you can reach it with 2 yellow fog offerings.
Jane on the other hand...
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https://deadbydaylight.gamepedia.com/Emblems#Killer_Emblems
The most sure fire way to get 4 iridescent emblems...
1) Don't camp hook. If you camp hooks you lose opportunities to get the minimum hook requirement and potentially lose Chaser points. If you do need to camp a hook make sure another survivor is nearby and let them save so you can get more hooks. If the guy dies on the hook that will screw you out of minimum hooks.
2) Take chases on healthy survivors. Catching a healthy survivor and hooking them will give you more points in Malicious/Chaser than if you catch an injured survivor. Also avoid one shot abilities as it's harder to get these emblems if you use them.
3) Stall gens as best you can. Gatekeeper is notoriously lame with it's iridescent emblem. You want to keep 5 gens up for as long as you can. If you take your first chase and survivors pop 2 gens that's automatic gold max right there. It's very dumb because it's mostly beyond your control, but if you use perks like Ruin and Pop you can hold down the gens long enough to get iri GK.
4) Kill all 4 survivors. At red ranks you will need to do this, and get minimum hooks, to get iri Devout. At purple ranks and lower you can get away with only needing a 3k, but it's best to just try and kill them all.
5) Slug survivors every once in a while. This will give you more chances to get Chaser/Malicious points, and it's a good way to generate pressure for GK.
Long story short, you need to play fair with survivors and dominate them. It's hard, especially at red ranks, to do this but it's the most consistent way to get 4 iridescent emblems and a Merciless victory.
If someone DC's chances are you won't be able to get Merciless if you are at red or purple ranks. Green and lower it's still easily possible.
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@CaphnYT said:
https://forum.deadbydaylight.com/en/discussion/comment/628524#Comment_628524
I am definitely planning on using lots of these perks. Everyone just says though that Spine Chill gets more useless the more you get better. But I'm not quite sure about that. Do you agree?
No it's always useful. At higher ranks you will need to to counter Spirit/Nurse and killers that are very good at tracking. It can help you make better pathing decisions and give you a way to easily stealth juke a killer during a chase once you break line of sight. That's not to say you need this perk, but it is very helpful even if you are a top tier survivor. I use both this and Iron Will all the time, and I feel like I'm usually the hardest survivor to find and track of my group.
Premonition is the perk that becomes less useful as you get better, because knowing about where the killer is, or at least their direction in relation to you, becomes easier once you realize how tiles spawn, how killer's optimize path, and that stuff. But knowing when the killer is focused on you is very important information you can't get that easily otherwise.
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"The problem with the Easy Anti Cheats and Peanits answer is they both point to the other for clarification."
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Iron Will, Spine Chill, Calm Spirit, choice.
Iron Will hides your cries of pain making it harder for the killer to track you when you are injured and making it easier to maneuver around the map without alerting the killer.
Spine Chill tells you when the killers is looking in your direction. If it flashes sporadically it means the killer is within 36m but not focused on your position. If it stays lit that usually means the killer is coming right towards you, or even sees you. It can let you know when it's safe to move out from cover or let you know which direction to go to avoid the killer. It can also give you info on the killer's perks, as (for example) if you are healing and it lights up and stays lit chances are the killer sees you with Nurse's Calling. You can learn what perks the killer has based on the context of the situation.
Calm Spirit will stop you from screaming and alerting crows. It also hides your aura bubble for something like Rancor. Alerting crows is lowkey an easy way to give away you position to the killer, so this perk let's you move around without much care in that regard. It also hard counters Doc's power which is itself anti-stealth, and if you want stealth you will need this. It has other uses but it takes a lot of skill and practice to get those uses out of the perk. For the most part you are using it to counter Doc and hide from crows.
Last perk can kinda be whatever you want, because everything else you can hide by just playing patiently. For example, Q&Q is a good stealth perk but if you just slow vault windows often you don't need it. DWM/Poised/Lightweight can hide your scratch marks, but again you can do this by walking and just being aware of when you're leaving a trail.
I would recommend an exhaustion perk, really any will do. Sprint Burst, while probably the worst exhaustion perk in the game, is good for stealth play as you will tend to be walking everywhere anyway, and the ability to bolt like a cheetah when the killer comes knocking can help you avoid a lot of chases. But again it's what you want. The 3 perks I mention are the best stealth perks in the game, albeit they require a good amount of skill to use efficiently.
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@Marcus said:
https://forum.deadbydaylight.com/en/discussion/comment/628439#Comment_628439
In that case, devs will change these nooks anyway in the future, so you didn't need to come on forums to flame everyone.
I didn't flame anyone 🤦♂️🤦♂️🤦♂️🤦♂️
Look if you have nothing new to post, if you have no comments towards my point about the LT wall totems, if you don't even care about it, then don't reply. This is my thread so I will reply to everyone if necessary, and I will continue to reply as needed.
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@Marcus said:
https://forum.deadbydaylight.com/en/discussion/comment/628373#Comment_628373
If it doesn't work, then why you keep replying to me ? And you have no right to complain about inflammatory comments, after calling everyone out for disagreeing with you.
I've merely pointed out the flaws in their arguments, and when necessary shown them what kind of hypocrites they are being for calling me an entitled survivor.
Still no one has explained why the devs would change LT wall totems if not to balance it against the Trapper setting traps directly in front of them so that you can't do the totem without first disarming the trap. If they changed it for that reason then it makes sense to change these totems for the same reason.
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Dude you Chris Angel'd me. xD
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/628383#Comment_628383
Yeah the recovery addons are the best ones I feel, though the driver's license is pretty nice too
I avoid over-using purple/pink add-ons, I'll keep them for specific builds. DL is really good, probably his best add-on tied with the purple lens one. But I go recovery + stalk speed usually.
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Wait this just happened because I was just in those subforums LOL. I didn't even notice.
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/628349#Comment_628349
I'll admit I've been playing a lot of ghost face to get him perks and I must say..the cheeky mind games I cake up with have worked very well, even fooled someone to drop God pallet by crouching and going around the opposite way they did it was hilarious , abs his crouches help and jungle gyms as well, hence why I said I cant really say how good or bad he is until he stops getting broken out through walls
Also you and I have the very same idea on plague in that regard
One thing I do is if I'm chasing a survivor and trying to stalk then they break stalk where it's almost done, I'll just start teabagging. The survivor will usually think I'm meming but I'm really just waiting for my power to recharge to tap stalk and one shot them. It works more often than you think. The catch is you need to be using recovery add-ons to get value from it, otherwise it takes too much time.
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@Marcus said:
https://forum.deadbydaylight.com/en/discussion/comment/628307#Comment_628307
In 3 days you met 3 Trappers, which all 3 of them had the Hex totem in nooks and all 3 of them trapped that Hex with 3 traps ? Yeah, I think you don't say the truth.
Why you bring NOED in this disscussion ? If the killer traps the NOED totem, just open the gates and leave, simple as that. I never see a Trapper trapping a dull totem, just in hope it may be NOED later, so your point is irrelevant.
How stupid you can be ? I don't agree with you, I said I don't care whenever if devs add these changes or not. Don't worry, I don't want conflicts with you, I am actually amused at how all people told you to git gud and yet you still call them biased ( even if some of them are survivors mains ). And I don't need to win when I know I am right.
So, again, get over it.
You can believe me or not but it happened. One wasn't one of the nooks but it was a totem in a tight spot and the killer had Iri Stone so it was just as bad.
I brought up NOED to make a point about destroying totems. Woooosh
Like I said I'm just feeding back the kinds of things people said to me. If you don't agree with me fine, but you're just replying to get a reaction and it won't work. If you really don't want conflicts you wouldn't post such inflammatory comments.
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Whether*
🤔🤔🤔🤔
Plague only needs a few small tweaks to be way better. The main thing is that being sick needs to have some other drawback to encourage survivors at higher ranks to cleanse so she can get Corrupt Purge. Making apple baseline would also have the same effect. And Iri Seal needs to have the drawbacks removed. Do all that and she could easily be top tier.
GF is really good, I imagine the break out issues are more bug related than mechanical. Sometimes a survivor can break stalk from behind a wall. Sometimes they can be standing right in front of you staring in your face and nothing happens. It's very inconsistent. Fix that and all would be fine. He's actually a very strong killer if you know what you are doing with him.
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IMHO Prem is worthless once you get to a certain skill point in the game. Tracking the killer's general direction isn't that hard 99% of the time, it's mostly a matter of deduction. If you don't see them (which in most cases you can) you just have to know where they last were confirmed to be and figure the most likely path they will take to get to you, which should almost always be the shortest path because it's the most time efficient. It's very unlikely for a killer to have been chasing someone in that direction or patrolling gens in this direction to suddenly appear in an area behind you. Freddy and Hag are the only ones that could do this, but there are limits here too. With Freddy you will hear a wooshing noise map-wide when he channels projection. Hag can only do it with Mint Rag and you will hear the splash unless she also uses Rusty Shackles. But even then she is way more likely to put the trap near some object then off in a random corner to surprise you.
Spine Chill is way superior, one of the most underrated perks in the game. It counters a lot of stuff and gives you a lot of info. It also doesn't have a cooldown, and the only time it won't be of use is against SM Myers. Killers can moonwalk to counter it but that's hard to do, let alone hard to spot when someone has Spine Chill in the first place.
If you are new to the game Prem is great. After you get better it's not worth using. Spine Chill is always a good pick.
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@TheLastSpectre said:
https://forum.deadbydaylight.com/en/discussion/comment/628300#Comment_628300
This isn't a Ghostface thread but OK.
Oh I misread his comment I thought he was comparing Myers to GF. He was actually comparing Myers to Freddy.
Which I still disagree, new Freddy is better than Myers. The snares alone make him better because they let you end chases much faster and without the need to power up your ability. Put a few of them down around a loop, even one as good as cow tree or shack, and you will win that loop very quickly or force an early pallet drop. Myers can only do this in tier 3.
Gen teleport puts him way over Myers. The fact he can just be on the other side of the map in seconds is huge. Combine with Pop and you can control gens very effectively.
He also has semi-stealth in dream world, because the lullaby makes him harder to track.
All these things add up and while Myers does have a one shot that's really all he's got. He can't pressure gens nearly as well as Freddy can now. Give Freddy a one shot perk and he's basically got Myers snowball potential. Myers can only beat that if he uses infinite add-on, and even then he loses stealth and can't teleport. Freddy is still better.
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@Marcus said:
https://forum.deadbydaylight.com/en/discussion/comment/628288#Comment_628288
I already said I don't care if they get fixed because I don't think this affects balance too much or at all, not when it happens in 1 out of 1000 games. Just accept you can't break every Hex totem in every match and get over it.
1 out of 1000 yet I had it done to me 3 games over the course of about 72 hours. No, you are being dismissive of the problem, and the problem will only get worse if they continue to create totem nooks like these for other maps.
And the fact you say "you can't break every Hex totem in every match" points out your bias because that should NEVER be the case. Totems should always be able to be destroyed in a fair manner. Doesn't every killer main that uses NOED say "just break the totems". Well I'm trying but the game won't let me. You're saying that's okay and it's not. If the killer wants to stand there directly in front of their totem, fine, but otherwise no totems should be unbreakable.
If you agree with me they should be changed, then say that and leave it at that. You don't need to come back here to one up me every time. You won't win. Trust me.
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@Pulsar said:
Top of B-tier. While his pallets and snares are good at shutting down some loops, they have conditions and do not affect pallet vault speed. His gen teleport does give him some map pressure, but it is locked to a cooldown, while other killers, such as Billy, Nurse or Spirit, are not. To top that off, he doesn't have a reliable way to get rapid downs, like Myers or Billy. As such, he is the TOP of B-tier. He gets outclassed by Myers insane snowball potential, stealth and Tier 3.
I disagree with you about his comparison to Myers. Unlike Myers, GF can use his stealth and one shot at the same time. He also has a built in soft tracking mechanic with the spotting. Myers has snowball potential but GF can do multiple things at once so he can generate a more steady pressure. Myers only gets real pressure in tier 3, the moment he loses it then his pressure is gone. I agree with you about his snowball potential, but it's a very predictable pattern for him. With GF survivors don't know how much they have been stalked, and good GF players will 99 the stalk if they don't plan to chase them. It puts them more on edge when he pops up around them.
Point here is that Myers is more predictable than GF which makes GF better in some ways. I honestly think they are about equal, they do roughly the same things but in different ways.
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@Marcus said:
https://forum.deadbydaylight.com/en/discussion/comment/628254#Comment_628254
1 By your comments, you seems like it.
2 Calling everyone killer biased because they disagree with you isn't valid criticism, is crying because you don't get what you want from people.
3 You told me Huntress mains should just git gud and just not chase survivors in the places that are infinites for her untill these places get fixed, I am telling you to git gud and do gens instead of totems when that happens, but probably, the thing you complain about will never happen again in the next 1000 games. What Trapper did to you even isn't that BS to be worth complaining.
You're assuming things.
I'm merely pointing out the hypocrisy of others that called me survivor entitled.
I agreed these places should be changed. But until they are you need to accept them. Which I'm willing to accept that we need to deal with these BS totem spots until they are fixed. The difference here is I acknowledge this was not balanced, where you won't do the same.
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S - Nurse
A - Billy Spirit (order is debatable)
B - Hag Freddy Huntress
C - GF/Myers (tied for top) Pig Clown Plague (order is debatable)
D - Doc Wraith Legion (order is debatable)
F- LF
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At this point the only licensed killer I want is Chucky. I know people say "but how would he hook people DURP" but there are ways to make it work where it makes sense. I've said that when he picks up a survivor or breaks a pallet/gen that a shadowy ghost of the real Charles Lee Ray appears around the doll and mimics his movements to do this actions. That would immediately solve those problems while letting you play as the doll.
Also I haven't seen the new movie I heard it was okay, but to me the only Chucky is the serial killer that used voodoo to put his soul into a doll. A rogue AI robot Chucky isn't scary to me. Terminator isn't scary to me. Get a large enough magnet and it's completely neutralized. Robots aren't scary. Voodoo using serial killers are scary.
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@Marcus said:
https://forum.deadbydaylight.com/en/discussion/comment/628229#Comment_628229
I do not care if they change nooks as well, Trapper is the worst killer in the game anyway even with that strat, so they can do it. I just find it lame how you complain like a 5 years old girl about a thing that barely, if not at all, affects balance, calling everyone killer biased because they disagree with you and yell on forums about such a stupid thing, "wanting balance", yet I never saw you open threads and scream in that way when it comes to the real things that affect balance ( gen times, broken add-ons, underpowered killers, map design ).
1) What makes you say I'm yelling?
2) "Complain like a 5 year old girl" because valid criticism is crying?
3) I have made MANY posts in other threads about all those unbalanced things. Maybe read through my comments before you make those kinds of assumptions. I'm just not going to beat a dead horse and open a new thread on the SAME THINGS other people have brought up. I comment on those threads and leave it at that. Heck, I've comment on some of these topics just TODAY!! This topic, however, has yet to be discussed.
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You can change your name on Xbox but it costs $10.
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@Marcus said:
https://forum.deadbydaylight.com/en/discussion/comment/628167#Comment_628167
I would move on if this thread would stop being alive. You didn't debunked anyone, even survivors mains told you they are fine with Trapper being able to secure his totem that way, and yet you still call eveyone killer biased. Other people ( like me ) told you this situation is very unlikely to happen and when it happens, you can still play around it regardless. Get over it big baby, you are not entitled to destroy every single Hex totem. That Trapper wasted his power and time to protect that Ruin as he did and I bet he even can't do that anymore, because now he probably gets just totems spawns in the open or besides gens or survivors.
PS I can wait to call me killer biased, to tell me how survivors should have control over Hex totems no matter what killers do, even if they are killers perks and killers even don't have control over any of the survivors perks and to call me out for wanting balance, even if I didn't see you to yell at map design, broken add-ons on both sides, gen times and other things that actually need balancing, no, just Trapper is suddenly unfair because he can stop survivors from doing a totem, even if it means to lose all his power, time and pressure.
Then tell me why they changed LT wall totems if not for balance? And if for balance (which they did, they even said this) then this rule should apply to these nook totems as well.
DEBUNK THAT. You can't. You want to scream at me to git gud or that I'm entitled. No I want balance, and the precedent has been set by the LT wall totem change that totems should NOT be able to be blocked by a single trap, let alone 3.
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@bejaprophet said:
Happy to say that 4 months and 2 days after first stepping into the fog I achieved rank 3. I announce this rather than the initial red rank because gaining a second one tells me I actually belong there. So yay!
ok, so feedback. There is much I could say, but one single piece of feedback is so huge I want it to be my only comment so nothing else distracts from it.
Developers, from playing like crazy for four months I can say one thing, almost every single disconnect that ever happens is intentional. When you are playing it is OBVIOUS. Here is what I want more than anything...
- I want to hear the developers say that they realize this.
- I want them to take extremely decisive action against. It RUINS games. If anything is going to ruin what you have created it will be people feeling like there is no point in playing because of how often matches are ruined. I am very concerned about the developers discussing a “time out.” If that time out is 48 hours, then great. If it’s a ten minute wait then that doesn’t match the problem.
I personally recommend an automatic loss of 3 or 4 pips MORE than any the match would have already cost them. This penalty needs to decisively deal with the problem.
I change my mind, one more feedback point. Endgame is awesome. It has however had one terrible influence on game developers play.
Because the last survivor now ALWAYS has a chance to get to the hatch, killers stop after two sacrifices and the downs one of the last two games survivors and refuses to hook them. They just leave them as bait in order not risk the hatch opening.
Now this is completely legitimate. I don’t blame killers for it. But it’s a horribly boring ending to the match that can drag on for quite some time. This when you intended a more exciting ending. You need to think of some way to change the game from pressing the killer into this behavior.
After grinding it out to the red ranks in just 4 months, these are the only two aspects of the game that make me say, “why do I play this?”
So that’s a pretty good job with only two complaints.
Regarding your point about EGC I kind of agree (2.5k hours, rank 1 surv/killer BTW). It is a lame ending to a game where the killer dominates yet still refuses to hook and drags out the game for a long time. It's not their fault, just the way of things, but there should be some sort of incentive to hook and let EGC trigger.
I would say let killers see the Exit Gate auras at all times, not just when they power. This would let them make more tactical decisions in this situation where they would be inclined to take the hook and look for hatch knowing ahead of time where they need to go to stop the survivor on the gates.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/628159#Comment_628159
I can see a totem spawning in the basement of the shack since survivors don't usually go down there, but that's really it for me. I don't want to see a totem spawn anywhere on the shack because like I said, it's a very popular spot that almost every map share. :(
I was gonna suggest that too, but the only thing is that spawning in basement would create a weird situation if the basement spawns elsewhere. Like maybe it could be just a shack basement thing but it could be confusing if that were the case.
Also there's not much room in the basement for it to spawn, so they'd have to change the basement's layout.
IDK I just think that tile should have a totem spawn. If anything, block the totem spawn if a generator spawns there, maybe even the basement, just to make it a super rare thing. Because, if I'm being honest, at the end of the day top survivors will memorize all the totem spots anyway. As long as the totem at shack isn't in plain view from the outside, and there is little reason to go into the shack except to loop, it shouldn't be any more of a bad totem spot than any other spot.
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@Cornpopers_Evan said:
https://forum.deadbydaylight.com/en/discussion/comment/628173#Comment_628173
Didn't the devs also say they were trying really hard to actually get Jason in, that's the recent thing I've been seeing be passed around but truthfully, if we get Jason it'll be the remake one.
There is a lot of misinformation around. Maybe I'm wrong, but I'm almost positive I saw them say something to the extent of "no Jason ever" on a stream at one point.
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@Locker_Monster said:
https://forum.deadbydaylight.com/en/discussion/comment/628150#Comment_628150
Ok.
You're biased.
Limiting where Trapper can place his traps, even if you scream 'It's BALANCE!' all day, is a NERF. Your REDUCING his ABILITY to guard his totems or otherwise use his POWER.
IE: A nerf.
And you're asking for this NERF simply to cater to you because you had one bad match where YOU played badly & decided to blame the game and some imaginary bad balance that did not happen.
Don't bother replying; it's clear you came here looking for an echo-chamber and will scream 'It's BALANCE' all day to avoid admitting you're wrong. I'm done arguing. Tons of people have said you're wrong, and why, and you continue to repeat 'Balance!' again and again and again.
It's clear to me now that you won't, or can't, admit that you're wrong and you'll defend this biased idea day in and day out regardless of the facts given as to why you're wrong.
You never wanted facts, you just wanted people to agree with you. This is evidenced in the way that you have no argument other than, again, to scream 'It's BALANCE!' as your only reply like it's some magic word that make you correct & everyone else wrong regardless of silly things like 'facts'.
I could literally say the same thing about you LOL
Fact is it is balance. Because balance means making the game fair for all players. Having a totem spot, however unlikely it may be to spawn there, where a killer can passively defend the totem this easily is unbalanced. You can call it a nerf but like I keep telling you I want Trapper buffs anyway, just not this. This isn't acceptable. If it were the devs would have left the LT wall totems alone (which BTW you nor anyone else has provided any reason they would change it if NOT for balance, the same reason these totem spots should be changed). So by the mere fact those totem spots were changed suggests that such totem spots are NOT BALANCED. You can call me biased or whatever else, but that is a FACT and you can't deny it or explain it any other way. Henceforth, these totem spots (which there are only a handful in the game BTW) should be changed for the same reason.
But instead of thinking critically you call me biased, basically tell me to "git gud", and then claim I want nerfs for an easier game despite me pointing out how false that statement actually is.
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@Cornpopers_Evan said:
https://forum.deadbydaylight.com/en/discussion/comment/628141#Comment_628141
Man, I could go on for ages about how dumb Victor and Sean are being with there petty little court case but I'll just leave it with at this. Maybe I'm too much of a glass half full type of guy but I personally think even though we won't get big J for the next chapter we will get him eventually, Jason is just a waiting game honestly.
Well IIRC the devs pretty much said it will never happen. Mostly because of the F13 game that's sort of a competitor to DBD (and I use that term generously here). Honestly if the F13 rights holders were smart they'd approach BHVR to make it happen, because as far as I see it the game is dead in the water.
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Just because like 10 of you gang up on me to argue the same points I've debunked doesn't make it a stupid thing. It's a valid concern, especially if they continue to create totem spots like this on other maps.
You made your points yet continue to come here and repeat them, so I'll continue to debunk them. Maybe just move on if you're sick of it.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/628134#Comment_628134
The problem with including a totem on such a famous title is well... obvious, survivors will know to check the shack if they know there's a chance of totem spawning there. Even if you're not actively searching for a totem, you could stumble upon it since the shack is a popular pallet loop for survivors, ya know?
I get that but shack is like THE tile in the game. It just doesn't make sense to me for it to not spawn on that tile. Everything spawns on that tile. And the spot behind the pallet isn't really that bad as long as there is no gen in the shack. If there's no gen, it's hidden well enough that a survivor would need to actively search it. The problem is when there is a gen survivors flock to the shack as a pack.
I would just like to see a totem spawn on that tile even if it's exceedingly rare based on what else spawns. I get why you wouldn't want that, but like I said it's the tile where anything can spawn there so it just makes more sense to have it there. Plus it might be necessary due to maps like Shelter Woods and such, as there might not be enough places elsewhere to spawn totems evenly. You'd end up with like 2 totems on the same tile too often.
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@Locker_Monster said:
https://forum.deadbydaylight.com/en/discussion/comment/628137#Comment_628137
Dude, I understand game balance better than you do. See as how I'm not asking to nerf a Killer simply to cater to my own biased ideas as to how the game should be played, or my own flawed ideas as to how the Totems work. (Hint: Totems ARE meant to last an entire match if Survivors won't/can't cleanse them for any reason.)
Just because I'm arguing against you does not mean I have the bias. You're the one wanting the game changed to make it easier for you/for the role you prefer. That's pretty biased.
Judging by your other thread topics... no you do not.
Like I keep telling you I never asked for a killer nerf. I've asked for BALANCE.
But go ahead and reply again to tell me how biased I am.
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The problem with Ruin is that at low ranks it completely dominates survivors, at mid to red ranks it does it's job usually of slowing down survivors, but then at rank 1 it's worthless because survivors just power through gens anyway or know all the totem locations and find it super quickly.
I've said before and I'll say it again, there should be a speed limit to how fast you can do a gen. 40 seconds should be the absolute fastest you can do a gen no matter how many survivors are on it, what perks they have, or if they use toolboxes or not. As it stands you can easily to a gen in 20 seconds with the right setup and multiple survivors. That's just dumb. There also needs to be some sort of stop-gap to prevent multiple generators from being completed in a very short time. Nothing extreme, just enough so that you can't pop 3 gens together. You could do 2, then need to wait for the third. That sort of thing.
I would like to see Ruin become less necessary in the future. I don't have a problem with it as a survivor, I just want to see more variety in tactics from killers.
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If ever there were a time to bring Jason to the game, chapter 13 would be it. I mean it will never happen, but if it doesn't happen now I almost don't even want it to happen anymore.
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@Locker_Monster said:
https://forum.deadbydaylight.com/en/discussion/comment/628132#Comment_628132
It was the Trapper using his power and you guys focusing too hard on that one totem.
Nothing was 'broken' 'unbalanced' or 'unfair'. It was simply the Trapper using his power the way he wanted too.
Just admit it; you want to nerf the Trapper so you don't have to play around this next time. That's literally what you are asking for. Nerfs to the Trappers trap placements because you believe Survivors should control Totems instead.
Dude what is your deal? You are clearly biased towards killers here.
I've said I want better totem spots. I've said I want Trapper buffs. I just DO NOT WANT THESE SPECIFIC TOTEMS TO BE SO EASILY DEFENDED!!
You have absolutely 0 understanding of game balance.
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I agree with this! Surprise to some people I'm sure.
Of course this means that some new totem spots should be removed for reasons I've discussed elsewhere. 😘
EDIT: There should be a totem spawn on shack tile, not sure where though. Maybe between the lockers but only if a gen doesn't spawn there. IDK that tile is tricky, but IMO a everything should have a chance to spawn on that tile.
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/628126#Comment_628126
Nerfing Trapper isn’t “balancing the game”.
I've said many times elsewhere that Trapper needs buffs. Regardless of that, THIS is not something he should be allowed to do.
It's the same reason Pig was changed when EGC was introduced. While I don't agree with the exact change, I agree that there should be some exception for her during EGC because it's very clearly OP to have an RBT on your head while the EGC timer also counts down. This is basically the same thing, it doesn't matter that Trapper is weak he shouldn't be allowed to pull this kind of BS.
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@Locker_Monster said:
https://forum.deadbydaylight.com/en/discussion/comment/628072#Comment_628072
Once again, weather you want to admit it or not, weather you CAN admit it or not, your idea of 'balance' is asking for the game to be made easier for Survivors for no reason other than you THINK it's unfair when Killers get that 1 in 1000 oppertunity to lock down ONE totem.
You're idea of balance is 'Survivors get to decide of a totem stays active. Not killers'. That's not balance. That's asking to UNBALANCE Totems so you have an easier time.
You know how I know? Because trapper used his power to stop you from messing with his Totem. Which is how it should be.
It was no different from Spirit running over, or Hag teleporting over, or Nurse blinking over every time you messed with the Totem.
You don't want balance. You want an easier game in favor of Survivors. Even if you can't admit it.
Whether*
And no it's not "making the game easier", it's balancing the game. By your logic, I could say you want the game easier for killers by allowing stuff like this. SMH
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@Tru3Lemon said:
Just make the traps the same way as the hook survivors they cannot place traps near the survivor this will think 2 and not secure a damm totem
This is basically what I'm asking for, and only for these particular nooks. Place a mesh that doesn't allow traps inside the nook. THAT IS IT.
Everyone else is blowing my requests out of proportion or accusing me of wanting the game to be easier or offering completely invalid solutions to the problem. No I just want the game to be BALANCED. Hidden totems are fine. Totems that are impossible to destroy under by way of a passive ability are not.
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Some add-ons require you to hit them twice (which is dumb it should be on first hit honestly).
As @Yamaoka said STBFL stacks. Also Remember Me.
I think you get more BP for hitting in FF so there's that too.
Also some Legions like to troll.

