TwinnedHawks8772
TwinnedHawks8772
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Pig: Original Trap
-When a Reverse Bear Trap is placed on a survivor, its timer will instantly activate.
-If a generator is completed, all active traps will have their timers reduced by 40 seconds.
but because pig isn't allowed to be strong, there's also
if a survivor is hooked, all active traps will have their timers increased by 30 seconds.
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tbh, it's not that much of a problem for me when I play survivor (even though I mostly play killer). if someone gets hooked far away and the killer immediately goes towards me, I just hide in a locker the next time someone gets downed. It robs the killer of information, and gives them the false negative of "oh there's no survivors over there, I can go in another direction" and then I unhook the survivor as they didn't even glance in the direction I came from.
I've also noticed that in streamer gameplay or just playing against killers that killers with bbq often leave the hook faster, they do a 360 and then just beeline toward one direction and bare turning at all to check for survivors around them. This makes it a lot easier to get the unhook or to hide near the hook.
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@mylesmylo said:
https://forum.deadbydaylight.com/en/discussion/comment/2013062#Comment_2013062
Get with the times, vision!๐ I do like to run it sometimes when you have one of them nights where 80% of your maps are inside, helps alot
I don't use it entirely for knowing where generators are, but mostly for knowing possible 3 gens. If every generator that pops is one that was shown to me by Deja Vu, the killer is completely screwed on protecting their last generator. It'll be gone in less than a couple minutes if at least one other person is doing generators, so I use it for late game to easily destroy 3 gens.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2012047#Comment_2012047
It's more like six seconds of time savings now that there's a 15% coop penalty instead of the old 10% penalty, but still, I completely agree with your point.
Prove Thyself charts: https://deadbydaylight.fandom.com/wiki/Prove_Thyself#Prove_Thyself_Repair_speeds
Normal charts: https://deadbydaylight.fandom.com/wiki/Repair_Time_Calculation
Yea I mean it's like "wow I saved 10 seconds on a generator that I was working with my entire team with, we could've done so much more if we split up to two gens or have had a ton more pressure if we had split up completely". The reason prove thyself isn't op is because grouping up on gens is a bad idea most of the time, if the killer can pressure gens or even find people easily they can pressure multiple survivors at once, in addition to any other slugged/hooked/injured survivors who already have pressure on them.
If you have prove thyself and you're on a gen with someone, the killer has someone hooked, and the killer finds you with your friend? nobody is doing gens because you're both running from him and your other teammate is going to get the other survivor. But if you split up, the killer doesn't pressure everyone at once because one person is still doing gens, and 90% of games won for killers are because they can pressure everyone at once so that nobody is doing generators. Prove thyself has a strong effect, but not strong enough to make using it better than having gen pressure on the killer.
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@Skysair said:
https://forum.deadbydaylight.com/en/discussion/comment/2012026#Comment_2012026
https://youtu.be/wV-0pZVfXHI?t=16
Watch this clip and cry about BNPs as they are now.
Sorry, I forgot how toxic this community is, I'm sorry for trying to make something in this game more balanced. Seriously though, bnp should not give 25% almost instantly, but instead 25% as an additional increase over the entire toolbox, so that a brown toolbox could do 25 just from bnp in 16 charges, plus whatever increase other addons have. Iri head huntress and other op addons should also be changed to be more balanced.
The sad part is of this community is that a lot of people are so toxic for no reason, we get you've been playing since, uh, June 2020? I'll give you the benefit of the doubt that you've been playing longer since I played the game since late 2018, but you gotta understand that something being better now does not make it good, it can still not be perfectly balanced.
I'd also like to mention, when the game was released in 2016 https://www.youtube.com/watch?v=Q1fkX3H84SE and killer shack was a door and 3 windows with no entity blockers or bloodlust, survivors thought the game was balanced. Every time that something was changed for the betterment of killers, they would complain that the devs are biased, and that they don't want survivors to win. The game near launch was considered "balanced" by a lot of players, but that doesn't mean that it was, and it doesn't mean that things are balanced now. Most players want the game to be as balanced as possible, and even more want it to be balanced but are still biased without realizing it, which we need to fix as a community.
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@mylesmylo said:
https://forum.deadbydaylight.com/en/discussion/comment/2012047#Comment_2012047
Which alot of the time, ends up in a 3 gen stand off because people aren't paying attention lol which is the most annoying thing to have to do. So prove self is helps out.
it gives barely any increase, and no increase at all if they're doing gens correctly. When I say that all survivors should be on different gens, I don't mean different parts of the map. I myself usually run deja vu (underrated perk) so that I can get rid of any 3 gen that I see because it reveals any possible 3 gen from the generators that I just did. It's not that hard to go out of your way to stop a 3 gen as a survivor, and you shouldn't pick up prove thyself just because you're worried you'll ######### up. it usually takes away less than 4 seconds, and in my time I'm working on generators with other people around 20% of the time I'm working on them, so it's really not as worth it as it seems.
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There is almost no reason to get Twins, they're unfun to play (imo from watching gameplay and reviews), unfun to play against, their perks are bad except for oppression which is just situational which could easily be picked up in a shrine some time, and their lore is just that they were hunted their whole life because they're conjoined twins.
The Trickster is much better, honestly a better killer even if he isn't good (will probably be buffed), he has some good perks, he looks pretty okay to play against, and his aesthetic is so much better.
But before getting either of them, save up 2k more shards in case some godlike perk comes out in a shrine right after you buy them, happened with me when I bought spirit for Rancor and another good perk came up the week after, edited because I implied rancor came up a week after but it was something like Dead Hard.
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@CluelessWanderer said:
I'm new and lost of people tell me to watch his stuff.
Thing is, I tried. I really tried, and I know he's amazing. But he is just so DRY. Like, it's not funny or entertaining or anything. It's like watching wallpaper dry. Then again, I only tried 4 videos. Maybe I haven't seen enough?
Understandable, to enjoy his videos you need to enjoy watching dbd gameplay, not just watching charismatic people who happen to be playing it. It's also interesting to watch him do stuff like placing a trap at the beginning of a game "this trap will be useful later" and then have the final survivor run into it at the end of the match, or completely predicting a survivor's whole movement in his second chase with them and ambush them at the perfect moment after not seeing them for 10-20 seconds.
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I understand the idea but, as a killer main, prove thyself is not that good. The better choice for survivors is always 100% of the time to split up and work on multiple gens at once, which allows 2-3 gens done in 80 seconds. The same thing with two survivors on one gen is slightly different, with 44 seconds for one gen so 88 seconds of pure working time for the same amount of gens (not considering walking time). Prove thyself removes 4 seconds of a gen if you're working on the generator together the whole time, which you won't be. 4 seconds is not a good amount, and it gets slightly higher with more people on a gen but it's really not worth 3+ survivors being in one place.
Prove thyself isn't that good, it's just brought 90% of the time with other gen perks and toolboxes which make it seem much more impactful.
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Gen speeds are honestly fine as they are, just not when brought with 4 bnp prove thyself and built to lasts. It's like saying that huntress is op because she has iri head and infantry belt. It's not the base strength, it's the amount it can be buffed.
I honestly believe bnp should be removed or at least consume the entire toolbox, so that 4 survivors can't do a gen in 5 seconds with bnp, or even worse: 4 survivors can do 4 gens in less than 40 seconds. That's 3 gens done consistently in the first minute of a match, even if all the survivors spawn far from generators.
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Pig, if you're destroying with most other killers the best thing to do is to just let one have hatch, but pig can just play around and bark at them while they struggle to get their trap off/stare at you as they realize they don't have time to get it off.
Also she doesn't feel weak, unlike other killers like addonless Wraith or Trapper. You never feel like "if I was playing another killer I could've done this" or "If I was faster I could've won this". You never really see how ineffective or weak you are, so you always feel powerful except for your own mistakes.
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This might actually be addressed soon, a few questions on this recent survey were about the grind, 0an0d they weren't there last time so maybe the devs are finally thinking about it.
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I do not think perks countering other perks is good game design, because it means that they don't have to add ways to counter them without perks. For example, it's like if there was no way to hide from BBQ. Distortion or similar perks would be your only way to hide, making those perks meta or required. If you didn't have them, you would have no way to hide from BBQ and be at a constant disadvantage. There have to be ways to counter things on both sides using skill or game knowledge instead of a limited resource.
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This sounds okay at first, until you realize there are 1000 hour players that are still as stupid as bricks.
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I think it could only work if they can only affect themselves, speeding their speed up and going back through their own timeline like a video in reverse.
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@Satori said:
Maybe you mean discordance, cause surveillance never have range restriction?
YES! Sorry, I got those two perks confused. thank you.
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@GannTM said:
So I recently played a survivor match as Meg Thomas at Azarov's Resting Place against a Pyramid Head. I lead him on a chase that lasted about 2 gens, another chase at end game that lasted about 20-30 seconds, repaired a gen and a half, and I ESCAPED the trial. Depsite all that, I ended up DEPIPPING. What is this emblem system y'all made BHVR? Obviously that sh*t needs work.
Same thing for killer, Legion is a perfect example of what the emblem system wants to happen so Legions often get high emblems, while characters like plague depip on a 10 minute long game that ended with a 4k. The fact that escaping as a survivor while doing a gen among other things isn't at least a safety pip, and getting a 2k as killer isn't a safety pip either is stupid. The whole emblem system needs to be reworked.
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I don't think sexuality should be a main character trait of these insane serial murderers, as that would give the devs the idea to make their background (and thus the reason they're there) related to their sexuality, and a killer being a killer because of their sexuality wouldn't work.
survivor would definitely work, or even a killer that the devs just mention in a stream "our newest killer, who is also trans" and then never making it a main focus would work well too.
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@jzinsky said:
I'd love it
However we'd need 50-150% extra map size, along with the extra gens. With 8 survivors we're probably going to require 9 or 10 gens to be done too.
Also a warning that this game mode is a potential pop storm, you have been warned and you know what you're getting into.
if the maps were twice as big, like two maps just stitched together, it would just turn into two games of dbd as all the survivors spread out to do gens and the killers are forced to patrol the gens the survivors are working on, so there would never be any interaction between both sides of the maps. I think if the map was the same size but just had twice as many survivors and killers with no other changes that would be good. twice the amount of survivors doesn't mean twice the amount of gen speed, because there's also twice the amount of killers so the gen speeds would be slowed down to about the same speed.
tl;dr, if the maps are bigger the game just becomes two separate matches with a bridge between them that no one will ever use.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1788960#Comment_1788960
I'd like to back this up by saying that all community skins are confirmed to be made available using auric cells and iridescent shards, unlike most things from the rift which are cell exclusive (see the Nurse's halloween skin)
OH I never knew that, I never thought of it being iri shards as well, I'll probably just save up. thank you!
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@GoodBoyKaru said:
Yes, to purchase tiers you must have the premium pass first.
For what its worth I'd suggest waiting until the end of the rift to consider it.
damn, I'm probably not gonna spend 30+ dollars for a skin. thank you!
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@SunderMun said:
Since you say she was a blendette, it could be that her model was in front of the lights?
nope, her model isn't tall enough to get in the way and she had already left. She was in the exit gate doors when I started walking over in a straight line, when the lights just clicked on all at once.
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@Heartbound said:
I'm gonna go out on a limb and say a slim tree or a tile had something in your way but it was so dark you didn't see it, because in a lot of games that come down to exit gate shenanigans I have to wiggle and check both doors closer than you'd think because something was in my way.
nope, I walked in a line directly toward it and didn't have to move around anything, the lights also just popped into existence all at the same time once i got closer.
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@Sonzaishinai said:
Luckily the amount of people that payed to play with the legion greatly outnumbers the amount that payed to remove him.
So Imma give you a little frenzy slap and you sit there and mend like a good boy untill I'm back
He can be very fun, I love hitting someone in frenzy then running away like 5 steps then doing a 360 and blocking them in the corner of their gen as they were mending only to down them as I get out.
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@The_Bootie_Gorgon said:
Since the bloodlustless weekend is over, are you paying more attention to when BL1 triggers in your matches?
I'm about to fire up some DBD and try to be more aware of when BL1 kicks in.
now I can't get looped as easily by red rank SWF, I always see one or two every day but I couldn't do anything at all over the weekend as I'm rank 9 and I can't do much against master loopers without bloodlust.
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@Kind_Lemon said:
no; this is not good design.
What you should be promoting is a decrease in killer hitbox size. Then, rounding corners at loops would at be equally effective for both sides in terms of movement speed.
I used to main trapper, and the amount of times a survivor would step through a trap just barely while I have to pick up the trap is stupid. Trapper has so much counterplay, he shouldn't also be countering himself just by placing down traps in places that actively hurt him.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1759447#Comment_1759447
Legion will never be old legion until he is allowed to use power to down so you dont have to worry about it. miss penalty removal on basic attacks is a fine thing because he does not have a lethal power. Pausing ff duration while regressing a generator coupled with scratchmarks is a good buff to apply pop and get back to chasing, even though you probably won't score a hit because of the distance increase.
most of my changes listed are not even overpowered, they're literally taking away some of the unnecessary nerfs that came with 2.7.0 such as having to wait full refill or basic attack penalty. And terror radius honestly is debatable because legion can't do anything about splitting up and also deep wounds stops ticking while running now.
I think the miss penalty removal is a bad idea because this means 360s don't work on his power at all anymore, which means there's even less counterplay for him than there already is. Legion not being able to do anything about splitting up is the entire point of his counter, just like counters for plague to not use fountains or other counters for other killers. making his terror radius smaller would also just hinder him, reducing the range of his information.
Someone else complained about having little counterplay in this thread, so we don't want to remove even more of that. He is in a perfectly fine place right now, but the most annoying part of playing him is being punished for doing well.
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@[Deleted User] said:
legion needs more than that tbh
here's my list of changes from the top of my mind:
this, speed increased to 5.28 ms, vault distance lowered, ff can be used at 5% gauge, gauge will not be reduced on basic attack, duration increased to 12 seconds, scratchmarks and bloods are visible during ff, regressing a generator pauses ff duration for that time, short attacks (non-lunge) do not have a miss penalty
forgot one more thing: terror radius lowered back to 24 meters
many of these do not fit or are too strong/unneeded like pausing FF duration while regressing a generator, taking away the miss penalty (which would just lower the amount of counterplay survivors have against Legion and make him more like old Legion), and the 24 meter terror radius would be horrible for balance and it would even mess up his power, making his information ability weaker.
I do agree with some, like not having to have full FF to use it, lowering vault distance or at least giving him a hitbox during vault so he can't be cheesed with a window, and increasing the duration slightly.
also, the idea of every survivor being easily incapacitated literally just stops the match for at least 30 seconds is a really bad idea for a move you're supposed to use at least 10 times a match.
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@GrimReaperJr1232 said:
@TwinnedHawks8772 You know, I've recommended that exact same thing. In fact, many have. It's so basic yet it'd help Legion so much.
oh, I hadn't actually seen that idea yet. I guess its such a common thing that a lot of people think of it.
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@Sandt21 said:
This is a change I've wanted for a LONG time
it's the biggest problem with playing legion right now, being punished for playing well.
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@SaltyNooty said:
Again, camping still isn't a strat; and every killer falls under this pretext since every killer believes they're entitled to it when they can't get a glorious, wonderous, outstanding 4k.
I have literally never seen someone in a match get a 4k while camping. spending 2 minutes standing still as killer without bothering any survivors (except one) is the best way to get yourself genrushed. don't blame the idiots camping cause most campers i see are either new or salty and don't care about winning, blame the 3 other idiots in the match who decide they will win if they all run into the killer, instead of genrushing and completing at least 3 gens while the killer is camping.
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@SquirrelKnight said:
Anything that advantages the killer is something that the devs dont really want to implement. Thats what the worry is is that auras will be super easy to read and op.
aren't auras supposed to be easy to see? isn't that the entire point?
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@Aldofer said:
They willl ignore colorblind people simply beceause of """balance""" aka we don't want to find a color that don't give an advantage while helping colorblind people aka we will not win money with this
I don't even see why an advantage is so bad, because if one color is a lot easier to see than any other color, any person could just switch to that color and now they're on the same playing field.
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would you rather chase a survivor for 2 minutes when there's 3 other survivors working on gens or chase the same survivor later in the match when they're at a different spot and they can't do their infinite or they're at the same spot and they're the last one left so they're not getting anything done by looping, only giving you bloodlust.
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pallets themselves are ruining the whole idea of this game being a 'horror" game. idk if this would be balanced but giving survivors more things to help them run away from the killer such as open doors like the doors already on midwich or saloon, except the survivor can close it and it becomes a normal door. it wouldn't be able to stun a killer but it would still give you some time to run away. I'm not the best at balance though so I know other people could definitely come up with better ideas.
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im not even joking it looks like dead by roblox auras
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Legion can be very strong and borderline op with the right perks, all you need is Sloppy Butcher and Bloodhound and you're B tier if played right. Combined with cooldown addons and perks like Monitor or you can be stronger than a highskill Huntress or Tombstone Myers.