tesla
tesla
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- tesla
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Comments
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Please at least reduce the collision of tree branches
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@Onyx said:
I am glad to see so many people agree with this. Calm Spirit is one of my favorite perks and yet they nerfed it for no reason :/ Especially since I am the type of survivor to do totems anyway, but now I am penalized for liking a perk and doing totems ¬.¬
Also opening chests ;-;
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@[Deleted User] said:
killers really be out here complaining after getting major buffs
I reckon after people stop using dead hard they’ll complain about sprint burst being op lol
Pls don't do this. It's just one guy. Don't start the us vs them.
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@Xord said:
Me telling my mate to wait about 30 seconds sitting next to the generator because I'm waiting for a completely random skill check to happen so that I can remove myself from the gen safely and heal them is not good game design.
Me running away from the killer shouldn't have the gen explode at complete random.
RNG in general is something that can't just exist in completely normal gameplay. Being screwed over by RNG isn't a good game mechanic.
Yeah, while I agree with the first sentence, I do not with the second. If the killer scared you away from the generator, they are doing their objective and the explosion is like an embedded gen regression. I do think, however, the skill check should only fail if it's already visible on screen (perhaps after 50ms or something like that). And the overcharge skill check should behave the same way.
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@Onyx said:
I think they just need to buff the aura reading range to 12m and then also re-add the "Hooks no longer break when a player is sacrificed on them".
Then again, maybe they don't want a perk to negate an essential mechanic of the game: hooks being broken when survivors die, thus making killers not think about hook placement. Would also make Scourge hooks even stronger, because now you would be able to activate their effect even when survivor is on death hook without sacrificing that scourge, which would essentially be the trade-off of scourge hooks.
Another suggestion on how to buff it would be: Whenever a survivor sabotages a hook, their aura is revealed for 30s.
Yeah, it would be nice, but I think all hooks should respawn by default with no perks at all. At least scourge hooks should do that.
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It would certainly be an interesting change if T3 tentacle would give no speed boost at all. And the hitbox for infection could be wider since it does not cause damage (it would help increasing the tiers earlier). I would play Nemesis more (I don't play him at all right now).
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I like that, but I would add an option to talk to anyone including outside the SWF, but the default being only SWF or completely disabled. Only those who enabled it would hear each other.
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@Onyx said:
I actually like this change. At the same time, maybe it is simply time for a base increase in FoV, because I know they don't want an FoV slider. So just make Shadowborn basekit and change Shadowborn to be this, but maybe 32m is too much, maybe 16 or 24 would be better.
The problem is that shadowborn also has a downside, as it makes you more suscetible to flashlight saves.
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@Seraphor said:
It's hook grabs that are problematic. Like the old hatch grabs, they force a standoff situation that's no fun for anyone and is completely luck of the draw. Plus, it only really happens with camping.
Without hook grabs, killers would be forced to hit the survivor making the rescue, which is now much easier with the changes to attack cooldowns, and it would make a hook trade far more likely, while reducing the chances of a 2nd free hook.
That's a net gain for survivors, as the chances of two survivors being on hooks simultaneously is decreased, while a hook trade is generally in their favour, it relieves a survivor close to death, and replaces them with one who's got more time to spare, which is particularly good against campers who want to eliminate a survivor ASAP. Instead of one 3 minute timer, they have multiple 3 minute timers to get through.
And yet a killer can still be satisfied with a hook trade, as it's another hook score event, and the killer hasn't lost anything, while gaining objective progress. Even at end game, you want a hook trade more than a flat out fresh hook, so you can score more hook events, and keep all of the survivors in the game longer, increasing their chances of being ultimately sacrificed. I've had end-games like this where all survivors made it to the gates, and then through over-altruistic behaviour, 3 of them ended up dead, purely through hook trades.
So I think eliminating hook grabs would be a win-win, and a much more effective 'camping counter' than prohibiting killer powers or any of the perk changes they're making in this next update.
At least healthy survivors shouldn't be grabbed while unhooking, similar to vaulting.
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I would prefer a third addon, but there would need to be some mechanics to deny nasty combinations. It would be too much work.
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Yeah, Nurse shouldn't even be able to blink pass pallets. Then pallets could at least do something to her and she would still be strong, specially after the good pallets are gone.
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Nah, the problem is Bubba's power. And when his TR disappears, everyone knows what is going on...
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@MrMori said:
Make hatch auto close after 60 seconds and I'd be perfectly fine with it. Just sucks that survs can camp it to BM, which is frustrating, and killers can camp it to force the last surv to do gens, which is boring as hell.
I think making hatch auto close would drastically reduce slugging for the 4k.
I'm down for it. Whatever makes those endgame scenarios shorter. Also just close it after a few seconds after a survivor gets near it. This is annoying even when playing survivor and you're already dead and just want to see the killer's loadout and have to wait the douche tbag the killer.
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@Phasmamain said:
New Freddy is the poster child for how not to design a killer imo. He has a weak power that hinders survivors in a annoying way yet is also in their control so it’s basically RNG whether he gets to use his power in chase. On top of that his add ons are basically placebos with how little they affect his gameplay
Just cut your losses and bring back old Freddy with the teleport
yeah, old freddy before the first nerfs please
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Sad that they only addressed Legion and not Ghostface...
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@QwQw said:
I just want Old Freddy back.
I wish they put elements from old Freddy, but still kept the tp and the snares
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/2890228#Comment_2890228
Lol, whenever people bring up Reagants people are like "no no no" but then whenever someone brings up about how dbd isn't spooky enough they complain about lack of fog and darkness :P
That's because the fog became a weird black smoke...
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why punish for using an intended mechanic of the game? should survivors be punished for doing gens effectively because it's not fun for the killer?
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I really wanted it to be never, but you can't always get what you want.
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/2852898#Comment_2852898
Just make it so dead hard to give speed boost when you properly "dodge" hits with I-frame.
That just makes no sense. It's easier to either address the distance or the i-frames. Remove the i-frames or cut the distance by half. If even this is too much, then reduce the distance by 20~30% and replace the i-frames by a micro endurance, so at least they have to mend.
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Just buff Distressing to increase 60% the TR
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2850965#Comment_2850965
The point is that a perk effect which is already strong (i.e. lunging for distance) doesn’t need a secondary effect that’s also pretty good. So yeah, Dead Hard for distance but without invulnerability would still be useful and popular but it objectively wouldn’t be as good as the current version simply because those instances where the attack evasion was useful can’t happen.
If they remove the invincibility and it turns out the perk is still overpowered, then all they need to do is reduce the distance a bit as well.
Removing the invincibility seems simpler from a technical POV too. No more DH validation needed.
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Well, the distance and the i-frames complement each other perfectly, so many mistakes could not be corrected by pressing 'E' if either one was removed. If they remove distance, you just have to wait and hit after they do it. If they remove the i-frames, then you can just hit them mid animation, unless they're in front of you and use it to make to a pallet/window, but they could no longer lose a mind game and press 'E' in panic to safety. The thing is, all other exhaustion perks already do this, they enable the survivor to get to another safe location they couldn't if the perk wasn't equipped, specially Balanced Landing and Lithe. And both the distance and the i-frames have specific problems against certain types of killers. Sure, for m1 killers it's the distance, but so is lithe, bl, sb, and now even "overcome". But I digress, I'm just saying the answer is not so simple as just "it's this" or "it's that".
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I think they said they don't like how it can be used both for distance or to correct a mistake, so it's not exactly clear if they are looking the remove the distance part.
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@LiquidSoap said:
The most annoying part of this is that some killers are literally children I got tunneled just cuz I got a pallet save or sabo a hook, like how ######### dare I use a mechanic that is in the game...
well, tunnel is part of the game too, just get over it
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@Yogerman1997 said:
- Let him see scratch marks again in frenzy (YES)
- Reduce cooldown and fatigue (buff the addons who do that instead)
- Performing a basic attack no longer depletes the power gauge (YES)
- Give him a 0.2 m/s boost after every frenzy slash (maybe?)
Having his old terror ratius (24m base / 40 in frenzy)
That would be nice
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Just make the character stand still for 30 seconds so the killer have time to hook them.
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/2843428#Comment_2843428
The guy moves at Warp 7 around the map, has sick add ons, can break pallets and generators without having to manually turn his power off, and has pretty much an automatic hit after decloaking unless the Survivor has Sprint Burst or is within 4 meters of a pallet or window.
He is totally fine.
The problem is some people confuse fine with "viable at top rated MMR like Nurse or Blight". He is at the top? No, but that doesn't mean he isn't fine.
Even before the nerf he wasn't among even the top 10 killers, don't exaggerate saying people wanted him to be on nurse or blight level. He was fine before the nerf.
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@_AdamFrancis_ said:
https://forum.deadbydaylight.com/en/discussion/comment/2843406#Comment_2843406
He's boring so no lol
They're all boring
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There are some crazy people playing this game...
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Spam it until you are matched with potatoes.
edit: didn't realize you already answered your question lol
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@SeannyD115 said:
https://forum.deadbydaylight.com/en/discussion/comment/2843480#Comment_2843480
The reason why I think mending should be changed is right now you can work on a gen until your mending meter is almost empty then mend.
yeah, incapacited would be enough to prevent this
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2822812#Comment_2822812
You’d be surprised how many people don’t play the game anymore but stay on these forums. I’m just curious about what people want to change to bring them back
Yeah, I keep coming back here and yet haven't played in months... ;(
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@MikeyBoi said:
No clown is boring to go against.
All killers are boring to go against
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Well, I suppose they could give an option to remove the black bars while still not increasing the FOV by instead of making the screen look like this:
to just cut the edges and make it look like this:
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@SeannyD115 said:
Imo I think legion just needs a few changes like removing the basic attack cool down and reducing the fatigue cool down. Then they need to make the mending timer go down while mending so people can't work on a gen with dw or make dw give the incapacitated status.
COH needs to be changed too. COH makes legion powerless
messing with dw could create some abusable situations, I think... but incapacitated is interesting, maybe it could be an addon
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Why do you need to stretch the res?
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Because it is an inherent part of the game.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2837848#Comment_2837848
Na. That's ######### and terrible design. It's ######### on artist. And it would be ######### on bubba.
They just need to make it BT makes the unhooked have no collision so body blocking is not a thing.
Have bubba's saw stop after one down. Nothing more. Nothing less. There are RARELY (if ever) any time where you can get multiple downs with his saw. That isn't straight up camping. This would keep him the same in chase. While putting his camping on par with Billy, huntress(who people never complain about)
I agree 100% about the chainsaw. But maybe he needs a buff in the chainsaw (cause he's relatively weak in many maps).
@Steel_Eyed said:
Three suggestions to end Camping Cannibals or camping dilemmas:
- Remove Hook Grabs on healthy survivors. M1 trading or grabbing injured survivors is still fine.
- Remove Cannibals ability to down multiple survivors in one sweep. The sweep ends on first contact. If he hits a BT survivor, it stops the sweep to cooldown (not tantrum)
- Remove / End his chainsaw abilities in a radius around hooks.
I think hooks are already where survivors are at their most vulnerable. Then the game mechanics makes them even more susceptible to attack.
I choose number 2.
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@EvilJoshy said:
I think the other 3 survivors should do gens and leave.
He can still get 2k even so.
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It's uncalled for, but it's still better than trash talking in endgame chat.
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No, he's not.
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I think they could just reduce the reappearance time by the same amount the lunge was nerfed.
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@deKlaw_04 said:
https://forum.deadbydaylight.com/en/discussion/313572/flashlights-need-a-buff
Hell no if anything needs a buff it’s Blastmine
Make blastmine remotely activable, so you can blastmine save.
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@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/2843242#Comment_2843242
Lets go back to patch 1.9.2 :p
Yeah, I forgot, remove the 3 vault limit too.
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@_AdamFrancis_ said:
No
How about yes?
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@sizzlingmario4 said:
I remember one of the devs talking about this one time and they said they thought about making it this way but didn’t because of UI concerns or something.
That's just lazyness. jk But sure they can find a way
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@Tranquil_Blue said:
#1: Is it really a big problem? I think it's a fair measure against dumb facecamping while in Night Shroud. Attentive Ghost Face players will know when they can safely activate Night Shroud after downing/hooking. (Maybe they could limit the reveal range for survivors on the hook, though.)
#2: Is there a scenario where this would matter? Isn't the effect in chase the only thing that matters?
#3: Love it! The crouch speed addons are fun (though not very strong), so I'm all for increased base crouch speed.
#1: Yeah, I guess reducing the range would be better.
#2: This way it wouldn't deactivate after successful hits.
#3: =)
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Also remove the timing requirement for flashlight and pallet saves and make so the killer can be blinded even when looking at a wall. And remove lightborn too.
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Either that or increase duration of the action of playing a tape.

