TheHunter2529
TheHunter2529
About
- Username
- TheHunter2529
- Joined
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Comments
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To be honest, I'm a killer main and now that COH has had a nerf already I think it's fine. Having the ability to put up your boons 1 time as a survivor would make all the boon perks useless and nobody would bring it.
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@Bennett_They1Them said:
https://forum.deadbydaylight.com/en/discussion/302363/favourite-killer-killers-to-play-against
I'd say twins fit in every territory.
Damn forgot about victor's chainsaw.
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Yeah I wish we got a creepy foggy forest map like the menu.
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Lery's is nice to look at and fun in a game-play perspective. I have played both survivor and killer on Lery's and all the games I've played have been an enjoyable experience. When I'm on Lery's feel like I can provide map pressure even with all the corridors, which is a problem for some people. I also like the pallets, it has a good mix of safe and unsafe pallets, none of which are overly difficult to use or get a hit.
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It's now a fantastic perk that is balanced and combos well with many other perks, specifically thrilling tremors.
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@Trex_Crazy said:
I really feel like they missed an opportunity when adding bill and the L4D skins to give the hag a witch skin. And as someone who loved L4D and likes dbd kind of feels like a missed opportunity. Something else that'd be cool would be a spitter skin for the plague.
I always thought that the hag should get a witch skin. They just fit the same aesthetic.
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@dugman said:
Small note but it does work with Pop. For example, say a gen is half done, i.e. 40 seconds. Then Pop takes off 20 and you get up to 20 seconds of Undetectability, more than the 16 you’re proposing.
Also a subtle thing here is you can use your Undetectability to detect if someone touched the gen you kicked. The moment you lose Undetectability you can immediately go back to that gen if you want and know a survivor is near it (unless of course it regressed completely, and if that’s the case then great!)
I’m not saying the perk is good or bad overall, just pointing out a couple of small plusses.
That's fair. I think that the main issue is that it warns survivors that you have this perk. If it was just:
After kicking a Generator, you become Undetectable for as long as the Generator is regressing or a Survivor is injured by any means.
Trail of Torment can only be triggered once every 80/70/60 seconds.
I think it would be perfectly fine. I just figured that without the yellow aura, it's basically a guaranteed hit unless the generator was very low and that 16 seconds might be more balanced for a shorter cooldown.
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@_NIGHTMARE_ said:
You start a match with no hex pentimento totems.
It works when either a dull or hex (if you run any other hex perks) totem is cleansed, if I remember correctly.
So to be lucky and get all five hex: pentimento totems up - survivors will have to destroy all 5 totems regardless of whether they are originally hex totems or not.
From there (a destroyed totem) you can rebuild it into a hex: pentimento totem.
I think survivors can cleanse the hex pentimento totems as usual though: I don't know if you can rebuild it again or not though.
Edited to (hopefully) make things clearer. I hope this helps.
So basically, whenever you rekindle a totem, it duplicates pentimento and even if the original is cleansed you can continue to get totems as long as you have at least one rekindled totem?
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@Pepsidot said:
I answered no... but now I remember I did have a few hundred hours in L4D2 on the Xbox 360 and PC. But other than that I played no other horror game and haven't watched any horror movies.
L4D2 for me wasn't frightening at all though so I don't know whether to count it as a "horror" game. The 4v4 versus was actually really fun and still is. My favourite game mode was TAAAAAAAAAAANNNKKKK!!!!! though but hardly anyone played it :)
That's really strange. I also clicked no but I used to play L4D. I guess I didn't consider it because it also wasn't scary to me. After playing dbd for a while though, I started watching horror movies as well as kill counts on yt.
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@Avilgus said:
The worst thing about Trickster is the laceration decay. Honestly i think the decay shouldn't start unless your are outside his stupid lullaby.
Yeah that's also a big problem.
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This is the system on dbd mobile, there are buttons for gg, ggwp, well played, thanks and stickers of the dbd killers. It works pretty well.
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I enjoy the uncertainly of her traps and having to do something other than gens, she's quite fun. Wish she got to use her stealth more often though as her crouched movement speed is very slow.
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Nice, he's a pretty fun killer.
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There is a new outlast game coming out soon so maybe a partnership with dbd would be a good move. Although now I'm thinking about it, maybe I'm just hoping for this and an alien chapter would be more likely.
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I use it at loops to reach survivors as they vault, as well as the purple bottles. I also throw a yellow bottle right before breaking pallets and right after hooking. You can then get to where you see survivors hiding faster if you run bbq.
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The scourge hook idea is good but I don't think it should favour the basement. My suggested rework to your rework:
At the start of the Trial, 2/3/4 random Hooks and Basement Hooks are changed into Scourge Hooks:
- The Auras of Scourge Hooks are revealed to you in white.
Each time a Survivor is hooked on a Scourge Hook, the following effects apply:
- Accelerates Sacrifice Progression by 10%.
- Decreases Self-Unhook chances by 25%.
- Increases Self-Unhook penalty by 20%.
NOTES:
The Sacrifice Process takes 120 seconds, assuming the survivor hits all their skill checks, so Monstrous shrine would make the sacrifice process take 12 less seconds if they stayed on the hook till they died. Not unreasonable.
If the survivor is not running any luck perks they have a 4% chance of escaping. Monstrous shrine would lower it to 3%. It works even better if they run deliverance turning it to 75% as you said.
Failed Self-Unhooks take away 20 seconds. Monstrous shrine would make it 24 seconds, meaning they were 12 seconds into stage 2 if they tried to escape 3 times or would lower the amount of times they could escape is they left it too long. It wouldn't be enough to shave off one self unhook attempt right from the start of the sacrifice though.
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His power is completely fine so I only voted yes because his addons need serious reworking.
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I play it quite a lot, and it's great as I don't have a pc. It would benefit if the devs stopped adding the newest killers and instead brought in the older ones that the players have been waiting for for ages.
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A decent idea making hangman's trick a scourge hook perk, but it would have to be reworked in some other way because your idea is still too weak to be used.
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Yeah definitely, I took a break when the game became a bit repetitive but got back into it after a few months.
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I'll do billy
10 addons to remove
. Big Buckle
. Black Grease
. Tuned Carburettor
. Leafy Mash
. Mother's Helpers
. Death Engravings
. Speed Limiter
. Doom Engravings
. Off Brand motor oil
. Apex muffler
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Cheryl all the way
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Ignoring the fact that this chapter is k-pop themed for a minute, The Trickster seems to be quite weak and it's much easier to M1 in a lot of situations.