gaydavidking
gaydavidking
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@Rokku_Rorru said:
I know so many people who disagree, it did need a change it's been abused on killers who can use their power to curb the downside. It's a common tunneler perk atm, You all will be complaining when Decisive comes back because that's the main perk which countered it in the first place.
it's still useful, it's still strong. Just adapt and stop wanting to cheese the perk.
I am not disagreeing with the change, only the condition that specifically hurts Killers with Special Attacks that have multiple hits like Deathslinger and Trickster.
If you use Trickster's knives with the current STBFL, he loses tokens when only using knives on the Obsession and not just when damaging the Obsession like the perk intended.
Deathslinger loses 4 tokens because his harpoon counts as a Special Attack and then when he Basic Attacks to damage the survivor.
It's ridiculous for these Killers to be so negatively affected by a perk when they could just change it to fix this issue.
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@DoritoHead said:
https://forum.deadbydaylight.com/en/discussion/comment/2351931#Comment_2351931
That's...
that's how it already works
EDIT: oh, was this sarcasm?
Not sarcastic, but I was just trying to be funny 😅
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What if when you cleansed all the dull totems before the generators were completed, it would prevent NOED from activating? 😱 I think that'd be pretty balanced.
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Maybe I'm basic, but shirtless David 😍 if they made more shirtless cosmetics for the guys though, I wouldn't complain though 🤷🏽
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The 40% perk duration increase sounds good on paper, but remember that they had to rework Tinkerer because it had a similar effect on killer's add-ons and it made it complicated to come up with new add-ons and to balance existing add-ons for all killers due to them having to consider Tinkerer every time they wanted to make a change, so I doubt they'd ever want to add that back in.
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Except, as a survivor, you're never supposed to always be at an advantage against the Killer even if you're playing optimally 100% of the time. I see how it can be frustrating to have looped the Killer for a long time and still have them catch up to you, but that's the point.
They're the power role, they're SUPPOSED to catch you. You're the prey, you're supposed to waste the killer's time for as long as possible but not forever.
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I really don't understand why they haven't changed it either, it seems so outdated and pretty much everybody agrees that it's not "engaging gameplay" like the devs were hoping for. I thought I heard the devs had even said they were looking into changing it somewhere, so I hope they do but I could be wrong about that 😪
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"Red" as "The Tethered" with her scissors as killer and Adelaide as survivor with both being the same model for maximum spookiness
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I'm positive Jake Park is Korean, or at least some Asian ethnicity.
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Hard agree. It's bs that perks that block the generators also pause regression like... how much handholding do the survivors need? Why do survivors need to have their games made as easy as possible for them to escape?
What's even the point of having perks to slow the game down if they don't even work as they're intended to??
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The Tethered, otherwise known as the doppelgängers in red jumpsuits from the film Us (2019), The Terrifier, or the mime from the film of the same name, and maybe even Elizabeth Bathory as The Countess from the movie Stay Alive if they could swing the rights to her, just to name a few of my most wanted Killers.
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Okay, I know this is just a meme thread but I always thought whispers had different sounds for each killer, like the Plague's when she had Corrupt Purge, and I was so sad when I found out it's just the same old, boring moaning. Like I know it's unrealistic, but i wish they'd make it unique for each killer and actually interesting to listen to.
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I think the devs thought it'd be too strong if it worked while injured but even if it did, it still wouldn't be as game-breaking as they fear it would be. It would be decent but probably not strong enough to consider running over perks like DS, BT or Adrenaline. With Sprint Burst and Iron Will though, it could be a strong niche build at least.
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I would actually love to see a disabled killer, like the blind guy from don't breathe, or even a disabled survivor, just to see what the devs could come up with and how the survivor would adapt, but gameplay-wise, I understand why wheelchair survivors probably wouldn't happen sadly.
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If you have fun running NOED, who cares what survivors think. They'll get over it or they won't, either way just play what's fun for you. Not all killers play to be super skilled or even care about rank. As long as you're having fun, you're doing it right.
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I'm glad the doctor was reworked and is now a viable killer, I just hate the constant screaming because of how easy it is for survivors to tier up in madness. It's just annoying to hear everybody screaming all the damn time like can we lower the volume a little please??
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I don't know if it's a GOOD build because I haven't played it yet, but I've been thinking of running Thana, Blood Echoes, Thrilling Tremors and Ruin with increased mending time and the button that gives broken on frenzy hit for add-ons.
The idea is to hit them with frenzy to make them mend so they're off the gens, get downs and use thrilling to keep them off gens while ruin regresses in the mean time, and blood echo to make them chases easier while they're all exhausted but you could swap out blood echoes for nurse's or sloppy butcher.
But idk, it might be a terrible build and I'm just bad at coming up with builds 🤷♂️
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Just from this list:
Trapper - buff him so he starts off the game with all his traps in hand without add-ons.
Pig - buff her so her traps activate with closing the hatch so she's not totally useless in the egc.
Bubba - buff him by either reworking his chainsaw dash so it's faster (maybe remove aoe hit so it's not OP?) or reduce slow when charging chainsaw and the long ass cd when bumping into stuff after chainsawing. Bubba would be a complicated one to buff without making him god-tier, so I can see why they've left him alone for so long.
Clown - buff him by letting him recharge bottles individually instead of all at once so he can recharge single bottles faster for clutch throws.
Legion: buff him by reworking his power or lowering the CD on his fatigue and making pins work on first frenzy hit instead of on every survivor after the first hit. I feel like he just needs a total overhaul of his kit since his power is kind of lackluster but can be totally busted if abused. It's in a pretty janky spot for what it does.
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Shirtless David. Enough said.
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I was split between Trapper and Myers, but I'd also vote for Oni just because I'm positive he got a booty since he's a large boy and you don't get that thicc without being thicc everywhere
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I think there's a definite link between complaints about gen speeds and complaints about swf, being that most sweaty 4-man swf groups usually bring toolboxes with the intention of hammering out gens as fast as possible while avoiding the killer. So to me, toolboxes seem like the natural choice to nerf- uh, I mean rework, since it's the common denominator for a lot of complaints.
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@Seltas0208 said:
https://forum.deadbydaylight.com/en/discussion/comment/1040456#Comment_1040456
What is classed as a win?
Because all we have so far to go off (the emblem system) denotes that simply getting 2 kills is not a win hence if you want the average kill rate to be 50% over let's say...10 matches you aren't going to win half of your games.
I think Peanits means your AVERAGE kill rate should be 2k, so out of 10 games some will be 4ks, some will be 0k, but they should all average out to about 2k over those 10 games. If you're winning or losing more than average then the matchmaking probably isn't working as intended, which I'm guessing they're keeping an eye out for.
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I always think of strategic camping as like, patrolling around the hook if you know there are survivors around or waiting until the hooked survivor gets to second state before leaving the hook. Both can be the smart thing to do, but one is looked down upon more than the other for obvious reasons.
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I mean, yeah, they are """valid strategies""", but they're still incredibly toxic without a doubt. But unless the devs suddenly pull an about face and ban for them, we all kinda have to deal with it sadly.
Tunneling I could see an argument for at least, since it has some counterplay and can be done strategically by the killer, but camping is just BM that ruins the hooked person's experience, especially if it's a LF that just revs any time somebody gets close.
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I feel the devs should either acknowledge camping as a valid strategy and remove the penalties for it OR make it a bannable offence and enforce harsher penalties for it. I don't care which, as long as they actually take a stance on it instead of just saying it's an actual strategy and yet continue to punish players for it.
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The Oni. Mmm, love me a thicc girthy boy 👌😍
What if 🤔😏 you one shot me with your demon strike 🗡😵 but we were two boys 👹😳 aha jk... unless? 😶
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I might be a cliche, but shirtless David with the red jeans or sweatpants and I definitely wanna get either the new David head or the Dia de Los Muretos head. I run it 100% of the time.
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The devs are notorious for using perks to unofficially patch issues with the game so I wouldn't expect a direct answer ever, but to be fair it's also a pretty difficult and complex issue to try and tackle. If you make gen speeds are too slow, it gives killers an unfair advantage and is boring for survivors. If gen speeds are too fast, it's unfair to most killers and eventually survivors begin to suffer from low bp scores bc games end too quick. Trying to strike a decent balance that makes the game fair and fun for both sides has gotta be hard to figure out.
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I do think the changes are good, I'm just not entirely happy with the way ruin has to be paired with surveillance and thrilling to be considered useful since it should be able to be useful on its own and not have to build your perks around it
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@[Deleted User] said:
I think the hatch should only spawn when all generators have been completed, or when one survivor is left. Having it spawn after X number of generators have been completed is a relic from a time with no EGC, in my opinion.
This way, survivors would need to complete all of their objective before dipping out. It would stop people from camping the hatch, which is annoying whatever side you play. It would stop people from just leaving their teammates behind and forcing the killer to slam it even if there are gens left, progressing the match.
The hatch is necessary for a) the achievement, and b) to prevent drawn-out stalemates, so keep it but just make it a little more strict.
This honestly seems like the most reasonable compromise, since it a) allows for the 'where did they go?' achievement, b) still makes keys useful for end-game escapes and c) encourages players to complete objectives while still giving the last survivor hope for a clutch hatch escape and isn't biased towards either killer or survivor since the killer can't find it before it spawns either.
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There's usually no point in cleansing, since you'll inevitably end up getting infected again 0.2 seconds later either by a teammate or working on a contagious gen, but if you MUST cleanse, make sure to do it at the fountain that is the furthest from where your team is. Not where YOU are, your team. So that means not next to somebody on the hook and near a 99'd gen, thank you.
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I... LOVE the Killer's lore. The perks sound solid too, except for the basement one as I feel that may be a bit too hard to balance, but maybe if it had a distance requirement from the basement like Territorial Imperative? It may add synergy with it and BBQ & Chili, if nothing else. But other than that, super creative idea!
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Oh I didn't see the US chapter before I voted, I choose that one instead :o the idea of a killer and/or survivor looking the same would be awesome! And Red having her scissors and chasing survivors in her jumpsuit!
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It is true though that opening the possibility for in-game comms also includes the possibility for its abuse. Personally, I like the stressful, tense atmosphere of the game and I feel that adding comms would just make it too easy or boring for solo survivors. Where's the fear factor when you have the person being chased telling you it's safe to work on a gen for 5 minutes straight?
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Maybe even add an animation for jumping into the hatch! That might be enough to rein them in just a little bit
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Why is it always tru videos in these kinds of posts? Not to criticize true or argue anything, but why isn't anybody else's video used for proof if it's such a widespread problem?
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I personally would, because I like to wish everybody good game before a match, but i can also see how it could be abused so it's probably for the best not to be included sadly
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Maybe they could make Pig's traps function like Freddy's wake up clocks and only highlight one specific box that's the furthest away from the survivor? It would be easier to get off but also wastes more time and maybe they could allow her to have more traps or even recycle them by interacting with the box.
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I think killer is just naturally more stressful, since it's technically a 4v1 and survivors have two health states to go through for only one hook state. That's a lot for the killer to have to deal with, while survivors can split up and do at least 3 gens at once (at least, ideally), which is more than half of their objectives done.
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It does feel a little unfair for the devs to be like "here have all these cosmetics" only to be told "haha SIKE" but i guess it is only fair that people that earned the cosmetics in the events could get them back.
Although, I really do wish they'd just unlock the event cosmetics from those earlier events in the future so players that couldn't earn them before could earn them later. That seems reasonable and fair to ask, in my opinion. But what do I know? Maybe they heard all the crying about "my EXCLUSIVES" and just decided it was easier to not bother lol
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Maybe/Yes
The BT nerf seems like it'd be more of a hassle to manage, especially for solos that flock to the hook immediately so a suggestion I've heard that seems fair would be to give it a cooldown. Or heck, make it only once per trial again. Then it'd really only be "borrowed" time.
This would probably solve a lot of issues with DS, especially if you keep the 60 second timer and just slug the survivors that try to bait you into grabbing them off gens or out of lockers. Would really punish them for their risky plays and actually give the killer some power back to pressure survivors. I say hell yeah.
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Cosmetics we want or cosmetics from the franchises we would want? Because my vote would have to be for shirtless myers even if it won't happen because of the license holders lol
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Left Behind is already a strong perk with its effect being what it is. Just because it's requirement is so steep doesn't mean it need a rework. It's a perk that's meant to be played and built around, instead of a free hatch escape. Plus, I highly doubt the devs would ever allow a perk to completely circumvent game mechanics like the entity blocking off generators in the EGC.
I agree Sole survivor needs a rework, but this is basically just a free escape for survivors in the end game and has too many effects to help the survivor. Sure, it can't be used for 15 seconds when the EGC starts, but then the survivor basically wins after that 15 seconds because the "difficult" skill check (which probably won't be that difficult because any survivor can hit a skill check with enough practice) can have a door open in half the time AND the survivor is invisible if the killer is across the map. It's just too much.
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3 least favorite maps would have to be the Game, since I'm always paranoid as hell on that map because of the two floors, Shelter Woods, since it's so flat compared to the other maps that it's kind of boring :/, and either Rotten Fields, because of how freaking long it can be to get across the map, or Thompson House, just because of how hard it is to get down from the second floor. Runner ups: Haddonfield, Lery's and the Grim Pantry.
3 favorite maps are definitely Father Campbell's chapel, for the Gothic building and Maurice ofc, Temple of Purgation because it's gorgeous and looks imposing, and the Pale Rose, because big ship!! and also the little walkways the generator in the corner can spawn on. Runner ups: Mount Ormond, Disturbed Ward and Ironworks of Misery!
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You could always run Hex: Thrill of the Hunt to know how many totems you still have by endgame if you need a counter, but then you run the risk of having two perks disabled early if survivors catch on and cleanse all the totems so it's a gamble. Still, it's always an option!
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I came up with this one over here:
Hex: Void - A curse rooted in helplessness; Disables the effects of all survivor's perks for as long as the trapped totem is up.
Not quite like exhaustion, more like survivor perks are just disabled until the hex is broken so like exhaustion perks won't proc exhausted, OoO won't reveal survivor to Killer; it'll just be like survivors brought in no perks.
And then the usual "hex totem protection hex":
Hex: Once More - A curse rooted in complacency; When a Hex Totem is broken while this Totem is still active, the broken Hex Totem's effects will transfer to a dull Totem instead of deactivating. This Hex Totem will become a dull Totem upon taking effect. In order for this Hex to activate, there must be a dull Totem still left for the broken Totem to transfer to. Will not activate for itself if this Totem is broken first.
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To everyone saying NOED "rewards the killer for failing their objective": completing gens and opening the gates is not the objective for survivors. ESCAPING is the objective for survivors. Preventing the gens from being done and keeping the gates closed is not the objective for killers. KILLING THE SURVIVORS is the objective for killers.
If you get hit by NOED after the gens pop and you were just about to escape? Congratulations, you failed your objective and the killer completed theirs (assuming they got the other survivors). That's how it works. Now if you wanna talk pips, that's a whole 'nother story.
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@sluc16 said:
I agree with most of what you say except adrenaline being the equivalent of NoED.
They are not similar at all, for NoED you can just sit there doing nothing and you will get it at the end, for adrenaline you have to fix 5 gens to get it, and is just a one time use, with NoEd you can down all 4 survivor.
But for the rest of your post we are on the same page.
What do you mean it's not the same? Literally, all you have to do is BE ALIVE when the last gen pops and you still get it. You don't even have to touch a gen all game in order to get it. It is absolutely the same as NOED, except even more "unfair" since the killer can do nothing to counter it.
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Why not just give him the ability to frenzy stab ability and make it like deep wounds but without the timer going down? Each stab would reduce his power gauge to prevent just one shot downing survivors, maybe not completely deplete his power though since that feels kinda scummy. So he'd have to either stab survivors multiple times until he downed them or take the fatigue and m1 survivors.
Mending would have to be quicker though and probably could even just be like the Plague's power where survivors are instantly healthy again after they mend so it wouldn't feel so oppressive or like there's no escape.
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I think it's too early to tell, but his lunge and movement speed seem a little clunky when turning, which could totally be intended but it just feels bad for the player. The blood orbs could also be buffed to be absorbed when walking so it's not so counterintuitive for some.
