CaptainRaider
CaptainRaider
About
- Username
- CaptainRaider
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Comments
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@Rem_Loves_Horror said:
I love this!!! So much ideas… Really Great! <3
Thanks!!
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@CaptainRaider said:
Well sad to see bhvr going the way they are with this mode, hopefully they change their mind… Or maybe find a happy medium? They rarely backpeddle though, we've seen this with sbmm. If they think an idea is good they will continue course regardless of blowback recieved.
I feel very strongly about this because I have always thought both survivors and killer should have unique skills, they are too samey; be more in line with games like LOL or OW that have "hero" characters that are very distinct IMHO (games used for example I don't actually play either one and there are more games that do this besides the two mentioned). I don't like how I can play dwight or play meg and have the same match/game/experience as both characters.
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Well sad to see bhvr going the way they are with this mode, hopefully they change their mind… Or maybe find a happy medium? They rarely backpeddle though, we've seen this with sbmm. If they think an idea is good they will continue course regardless of blowback recieved.
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@The_Geek said:
This creature would honestly be really terrifying to see in the trials. I also feel like it could fit DBD’s lore almost too well. I don’t know much about balancing, but every thing sounds awesome!
Thank you so much for reading and commenting, I really appreciate it!
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Doctor: replaces electric shock with electric traps that shoot out of the doctor’s hand and when colliding with pallets, windows or generators sets a trap that can be seen by the arching electricity from the object. Causes survivors to scream and be stunned for 2.5 seconds if attempting to interact with the object.
Hag: Replaces Teleporting traps with mud walls that deploy when a survivor triggers the proximity trap. These walls have collision and will generate a wall from object to object of the left and right from which direction the hag placed the trap. This wall has a range limit of 4 meters.
Wraith: instead of cloaking the wraith now has a bell which takes longer than unclocking normally does, but immediately grants 150% speed for .3 seconds. after the bell ringing action is complete.
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Recently made perk icon for “Massacre”
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I have post looking to join a tournament and get involved in the game competitively, here is the post with more info.
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I currently have a team I’m trying to form for the may 6th tournament. Here is my post about it.
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Hello, skuzy. I have 3000 hours and am looking to form a team on short notice before the Dead by Daylight 6th community tournament. I have 2 members besides myself with one being 3k hours plus and the other being around 2k hours.
I have no competitive tournament experience in dead by daylight but am willing to learn.
In case you want to join and help me, here is my discord. Hibari (ひばり)#5416
my whole team currently is on playstation.
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@RonMan32 said:
Very interesting idea! Any specific suggestions for what these add-ons could do? Also please let me know what you think of my rework concept!
I don’t agree with the chain nerf but buffs seem fair. My suggested addons are at the end of the post. Thank you for your comment!
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The ratio lmao
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My thoughts exactly. I love customs in any game where they let you change every parameter/variable; like blackops 1 custom game, which had so many variables you could change.
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@Kill_Yr_Idol83 said:
The SBMM that BHVR is trying to implement by testing said system on players, in my opinion, has made the game dreadful to play. What do you all here in the forums think, is the SBMM system good for the game or terrible?
SBMM has ruined every game I have ever loved. It makes every match the same and makes gaming more boring, predictable and mind-numbingly monotonous than working a cash register.
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@Aqqw22 said:
Finally for the first time in 3 years of dbd, that im happy playing with randoms. With SBMM game match me with people with my same hours I have 2k hours and get matched with others survs with 2k-4k hours. Before SBMM i was continuosly matched with new players 10-20 hours every game. I hope they turn on SBMM permanently
I have 2k+ hours as well and have been playing for 3ish years (Since the ghostface update). I have had the exact opposite experience. potatoes every single game with no competent survivors ever unless I SWF (which I hate doing). Every single game I get killers who don't know how to use their M2 or mediocre green rank killers who I get chased by for 3+ minutes every game until I die and get one hooked. Then my team dies from noed or leaves.
SBMM has completely halted any fun I've had with the game, it's non-stop pub-stomping, carrying and my soloQ experience was much better when both rank meant something and I would never get less than a purple in any game as a rank 1 killer and survivor of old system.
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@JohnWeak said:
https://forum.deadbydaylight.com/en/discussion/281927/sbmm
The experience degraded a ton for me this week. At release, i was matched with players around my level that knew what they were doing, they were efficient at saving/doing gens/chasing and i was facing skilled killers.
Now, i'm matched with potatoes that don't even know that spreading on the map is a must and i'm facing the exact same skilled killers.
I'm at a point where i don't want to play soloQ anymore. SBMM worked at start but many players, old rank 1 potatoes have reached the mmr cap, it's obvious as the disparity of the skill level is huge between survivors.
That's the problem when you cap a ranking system : Top 0,1% will be at 2000 (let's say the cap number) but would be worth 4000 in an uncap system and top 30% players will also be at 2000, there real value in an uncap system.
We end up in a system close to the old one.
So what to think about this SBMM ?
- soloQ is worst than in the old system as the killers are stronger but the survivors aren't
- playing killer is okay unless you face SWFs, which are way more present in the new system at high MMR
I end up suicide on hook more often and feeling powerless in half the trials as a killer.
This 1:1 with my experiences exactly. For soloQ I think it's the system creating artificial "balance" by grabbing a high level survivor and expecting them to carry 20 hour potatoes every game. Sure the match is balanced and I'm sure the 20 hour survivors love the free wins. For the 1000 hour survivor it's boring though, like they are stuck in green ranks forever.
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@ilovedbd123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2361309#Comment_2361309
She shouldn't feel easier to play against.
There should be counterplay, but there should also be rewards for playing it correctly. Nurse rewards learning her and predicting others correctly. LOS blockers and stealth can ######### her over. However, if a nurse correctly predicts you because you didn't even try and mindgame you deserve to get hit. Same if you mindgamed bit got predicted. All of these are the nurse showing off her experience. This isn't something that should be taken away. It should feel like a survivor stands a chance (which they always do unless they severely ######### up, in which case it's on them. Or they're against a god nurse, in which case their hours of experience should be translated in such a way that it feels oppressive. A casual Vs a pro should be smashed, should they not?), So even if this only makes her slightly more punishing, I don't want her power to be significantly reduced.
I think you might be missing my point, which is fine. However, I believe there are weird things that you have to do as nurse that make her unnecessarily hard to play and on the same token make it unfair for survivors because of the map design. Not every map is designed for nurse, and because of that there are way to many spots where it’s easy to hit survivors as nurse. Most of the time being away from loops is safer for survivors, which means being near gens is unsafe… then it just snowballs from there w/ how many things start breaking game mechanic wise. Though I know you already disagree with me so I know this won’t change your mind.
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@Marcavecunc said:
https://forum.deadbydaylight.com/en/discussion/comment/2361414#Comment_2361414
"If you want a more meaningful nurse rework blinking through walls and door might be where she needs to take a nerf."
I wouldn't be against it requiring 2 charges to blink through obstacles (i.e. non-lineofsight blinks, through vaults and stuff like that would still consume only 1, 2 if it's flat out blinking through walls. Or a lowered timer before getting fatigued for blinking through stuff.
But as @ilovedbd123 mentionned.. being good at playing Nurse is the reward for taking the time to learn to play her. She has a pretty high learning curve but it's so rewarding when you can start getting hits without the survivors feeding them to you out of pity. I remember when I started playing her, I used to get at most 1 hit in a match.. sometimes none at all. And then I started getting better. I'm not great, but I can handle myself. But I feel like transforming her into one of those other teleport killers' clone is not the way to go.. What next, have Spirit set "portals" before being able to phasewalk, but only from those locations?
Trapper needs the rework more than Sally does.. She already got an add-on pass, and they tweeked her power a bit.. Trapper meanwhile only had the resetting a trap without picking it up.. he's in desperate need for love. But yeah I know this is about Nurse, not Trapper.
I do agree trapper needs help [which you can read about both my trapper ideas here: (https://forum.deadbydaylight.com/en/discussion/171293/trapper-power-rework-idea#latest) (https://forum.deadbydaylight.com/en/discussion/250490/indirect-trapper-nerf#latest)]
I still think from a survivor perspective Nurse is still really annoying to go against when it’s a really good nurse, which defeats the purpose of her nerf in the first place. Though if you don’t see how a killer ignoring everything a survivor has been practicing on every other killer since they’ve gotten the game is annoying I don’t know what to tell you. I do respect your position though, and I do feel like you’d agree that almost every single add-on the nurse has makes her worse except for 4-5. Plus, are you not annoyed by the “bleah” mechanic? Do you like having that happen no matter what you do? For me, even if I am hitting 75% of my blinks the “bleah” makes it feel as if I did something bad. It’s not rewarding sound design at all. Contrast that with any other killer where you get a satisfying sound with it. Imagine any other killer but every time you get a hit they make their stun sound effect and you stare at the ground 2.5-3 seconds. That doesn’t sound fun to me.
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@ilovedbd123 said:
https://forum.deadbydaylight.com/en/discussion/265233/nurse-power-rework-idea
I am against most ideas to rework nurses power as it just doesn't have the same thing to it.
A nerf of some kind is still difficult to do without nerfing her into the ground.
Your idea would make it Freddy and hag together, but with the downside of no insta teleports.
Maybe,just maybe, the nurse should be able to put syringes into walls and can instant teleport to there but the survivors can pull them out. Maybe she can even throw them to allow for some sort of chase potential. It wouldn't do damage to survivors at all. Just a fun little thing (it could even stick to a survivor).
Just an idea
My idea was mainly to replicate the feeling of playing jumpscare myers and make her a haunting, shambling, jumpscare killer. Though I like your idea as well. My only gripe is how they nerfed Nurse in the wrong ways and didn’t really make her easier to face for survivors, same thing with the freddy nerf; where they nerfed the wrong things and freddy is still as strong as he was.
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@Marcavecunc said:
https://forum.deadbydaylight.com/en/discussion/comment/2357383#Comment_2357383
Of course no. Nurse is fine as she is. Wish they hadn't put the recharge timer on her power but I understand the need for it, she was way too oppressive before, being able to blink 2/3/4 times right away as soon as the fatigue ended.
I disagree, but I respect your opinion.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2351884#Comment_2351884
You can pretty easily figure out which killer you are facing as a solo survivor.
Trapper, Pig, Plague, Nemesis, Freddy all spawn objects on the map that you likely will spawn near. Freddy also puts the clock on survivors portraits as well.
Oni, Deathslinger, Clown, Doctor, Demo, Billy, and Leatherface all create global noises with their power that you can easily figure out.
Wraith has wooshing noises when he recloaks and an addon that makes his bell global. Spirit also has an addon for global noises as well.
Trickster and Huntress have 40m lullabies. And many killers have custom TR sounds as well.
When I see a survivor become injured and I don’t hear anything, that does not tell me who the killer is. Most of the killers you mentioned do not have global sound without specific addons. I’m assuming you don’t know this.
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@BaconyToast said:
This would remove her identity as Nurse and just make her a worse Hag.
So her identity is ignoring gameplay mechanics? Or is it the “eugh” after every action?
Also you say “this.” What is “this”? There are two ideas being presented here. 😂
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@Marcavecunc said:
So just turn her into Freddy/Demogorgon 2.0? No thanks. I rather keep Sally as she is.
So no to both ideas?
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@BaconyToast said:
There are a few things that make a good pvp game. Good gameplay, visual clarity, skill expression, and balance.
Certain killers ignore Gameplay, for example:
Nurse: When you load into the game and see it's Nurse it's time to play the Nurse Game not Dead by Daylight. DBD is a game of looping the killer and completing generators. What does Nurse do? Ignores looping entirely, the entire system the game was created and balanced around. Your skill at Looping becomes irrelevant and god forbid it's a good Nurse who will just mop the floor with you because there is nothing you can do against good Nurse players.
Spirit: What if instead of playing the game you just flipped a coin and if it was tails you took a health state, if not you gain nothing at all. If you guess a Spirit will phase and she does, you are rewarded with absolutely nothing because she's still 110% and can just run at you. If you fail, you get hit. There is no way to know if Spirit is phasing or not, nor is it possible to know what addons she's running. You're required to know looping because she's still 110% and also know how to "play against Spirit".
Clarity: The game is decent with Clarity. Objects such as Pallets, Windows, and Generators all spawn in the same spots within tiles and are generally easy to spot, with some exceptions being the Vault on the Large Boat in the Swamp and the Small Stone Wall Vault in Yamaoka's Estate.
Skill Expression: The game takes a moderate amount of skill but there are many factors that straight up diminish it: such as teammates being terrible, rng tile spawns, rng window spawns, and Killers such as Nurse, Spirit, Deathslinger, Nemesis, etc.
Balance: The balance in this game leaves much to be desired. You have terrible killer such as Trapper, Hillbilly, Myers, Clown, Pig, etc. While also having op killers such as Nurse, Spirit, and Blight. There is no gradual change of balance between them, they're either complete #########, Playable, or Overpowered. Many tiles in the game cannot be mindgamed due to Survivors possessing 3rd Person Cameras. Some maps are extremely broken for Survivor like Haddonfield or The Game, while some are good for Killer like Dead Dawg Saloon. Maps should be balanced for both sides, a killer shouldn't be completed countered because they wanted to play Huntress but got Lab or Lery's or have an extremely easy time like getting Blood Lodge on Nurse. Survivors also shouldn't have a harder time just because they spawned into a map like Dead Dawg Saloon or get an extremely easy win because they spawned into Haddonfield. Maps should be balanced for both sides if even a little bias towards one side, not extremely bias.
Then you have things like lag and cheating. It's incredibly infuriating to outplay a killer just to get hit after a pallet is thrown or you fully vaulted it just to get grabbed. It's also infuriating to see you're in range to m1 a Survivor or use your power on them just to have the server lag and ignore it entirely. You also have bugs that make killers unplayable such as Nurse's blink bug that doesn't let you do a 2nd blink unless you hit something or waste 10-15 seconds.
Chapters: Chapters should not be released every 3 months regardless of whether it's ready or not. RPD map wasn't even finished, was extremely buggy, and has been disabled since being released. Nemesis's power hitbox is still extremely buggy, hitting through tall walls because they "curved" or literally hitting the person and them not getting affected. Chapters should be released when the idea is good and it's actually ready to be released. Skins need to be put on the back burner and Bugs need to be the main focus.
What is the game technically: It's a flat plane with tiles randomly placed. Killer's Lunge is a cone that deals damage. Killer Powers vary from mobility to objects to a hitbox that do a variety of things. So why is the game so damn laggy? It's extremely simple when you consider games like Apex Legends, Fortnite, and other Battle Royals have 100+ players playing all shooting projectiles and building things run very smoothly and with minimal bullshit with hit reg. So why is DBD, with a very simple hit system, so bad at hit reg? There are 5 people in the game and very few interactable objects. This company claims to have 600+ employees yet the servers are laggier than that of a small indie company's game. Every few weeks a random ass bug pops up that takes a week to fix, like how a few weeks ago you could climb up on the front rocks in Ormond and get ontop of a pallet in a Yamaoka's Estate map. How does this even happen?
The only thing I can think of why this game is made so poorly is that the devs really don't care, there are fewer devs than we were told, or they're purposefully being told to not fix them.
If they fixed even half of the bugs and made hit reg bearable, this game would be extremely fun to play.
Side Note: On the topic of Nurse Bugs, she has had so many game breaking bugs for so long now and the only times they get fixed is when they are benefitting her. For example: You could swipe as fatigue set in and keep your camera up, one where your camera straight up wouldn't go down in fatigue, and another that made your fatigue timer go down even when stunned by a pallet (that one still exists they just constantly have it reset the timer while stunned, you can hear a noise similar to that of a noise maker when stunned). It took them 2 years to make the small basement area with a generator in it in Haddonfield able to be blinked into.
You should check out my nurse rework idea. I have a similar gripe to yours, and I think you would get a kick out of reading. https://forum.deadbydaylight.com/en/discussion/265233/nurse-power-rework-idea#latest
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@cobalt22 said:
is SWF really a problem? Especially SWF with comms? What are your thoughts?
Yes I do. I feel swf flies in the face of the intentional chaos of the game’s mechanics. You’re intentionally not supposed to know who the killer is right away, where people are, etc. Swf subverts this game design and lessens the intentional stress and fear factors. I also think some perks are a problem that lessens the game’s thrill but that’s another problem.
further I believe that four players against one are never fair, which is why the killer is given so many advantages in the first place. It’s like playing 4v1 monopoly; that would not make sense if every player had the same control over the game and the same rules. The only reason this game works at all is it’s asymmetrical gameplay mechanics. The fact that there is no mic chat in game should be a clue that swf on comms is an unattended consequence of creating a multiplayer game.
As to the solution to all of this, I’m not sure. Though I wish the developers would address this and stand up to the elephant in the room, which is of their own creation.
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@TreMonkeys said:
Why the limited amount of perks and add-ons? This would just lead to boring repeats in every game because everybody would just play Nurse, Spirit, or maybe Wraith. Lower tier killers would be destroyed due to not having add-ons or perks, and survivors would then get destroyed by high tier killers with low reliance on add-ons due to only having one perk, which make up the vast majority of the strategy of DBD. This is also ignoring that BHVR won't add something like this because DBD has a more casual audience and isn't balanced around competitive play. Oh, and if you're going to ban NOED for being a crutch perk, ban Unbreakable and Dead Hard.
TL;DR This could never work.
Both survivors and killers are given 4 perks, they just all have to bring the same perks.
I can see dead hard being somewhat of a crutch perk, though that has a cooldown. NOED has no cooldown and can be easily cheesed with two killers. I can’t see being able to get up one time if the killer doesn’t hook you a “crutch,” but to each their own.
I find a lot of iri/purple/green addons to get out of hand quick with killer, considering there are two killers on comms. Also, survivors can’t bring an item to the trial.
I believe your forgetting that there are two killers, so low tier killers that rely on setup can setup, while a higher level killer pressures gens immediately, i.e nurse and pig or spirit and trapper/hag.
That’s the whole point of restrictions and making “competitive adjustments,” because it isn’t balanced, so I am balancing it. I feel like you’re projecting on this particular point you made.
Thanks for the Feedback. :)
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@gummystar2 said:
Step 1 : Boot the game
Step 2 : Play as survivor in a public match
Step 3 : In-game, running (from killer, not from killer), walking, crouch-walking all are moving slower than normal. This changes from a small lag to choppy, glitched movement and considerable lag, particularly when being chased. Survivor sometimes moves at half the rate of other survivors. Sometimes while run button is held down survivor will slow to a walk.
ADDITIONAL INFORMATION
- Steve
- Borrowed Time, Urban Evasion, Kindred, Spine Chill
- Multiple maps, including Yamaoka Estate, Autohaven Wreckers, Coldwind Farm, Badham Preschool, Gideon Meat Plant
- Started last night around 10pm, has been every game since (have played ~10 matches today)
- Have turned off/on and restarted app, no change. Have tried different controllers, no change.
I have this problem too. Definitely a game/latency glitch as my controller works fine on every other game and this glitch stops when playing tutorial i.e not in a match with other players.
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@RoachesDelight said:
I didn't have an issue with wraith before and I certainly don't have any issues now. Sounds to me like this was written up in a post game rage because you didn't play well. Maybe you just don't know how to play wraith at all, but the fact you think wraith is unplayable shows you don't know what you're talking about. I'm sure you'll have some stupid witty and edgy reply to me though I look forward to it.
I’m only talking about the 4 man swf squads I’ve been getting all day yesterday. Against that I can easily tell when it’s just swf or if it’s both the killer and swf. Example, my very next game gens were flying and I got 2 kills but all my chases were 10 seconds with billy and I got 9-10 hooks. My wraith game was no where near that because of the slowdown they could make it to jungle gyms even when blocking them they just ran around me and vaulted without me being able to catch up.
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@[Deleted User] said:
Playing the Wraith felt awesome yesterday, so speedy and dangerous. Especially after playing the Trickster lol
I haven't noticed any lunge issues, worked as well as ever.
I wish I could say the same.
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@NuclearBurrito said:
Ok there is a lot of confusion on this thread. ALLOW BE TO CLEAR THIS UP!!!
Ok so the Wraith has 3 different states of modified movement speed:
State 1 - Cloaked movement speed boost
State 2 - Uncloaking movement speed slow
State 3 - Post-uncloak movement speed boost
You can only lunge during state 3. The duration (not speed) of this buff was changed from 1 second to 1.25 seconds in the midchapter patch.
The state 1 movement speed boost was increased this patch while the state 2 speed was decreased.
The duration of the uncloak and what happens afterwards happens afterwards.
The lunge only cares about state 3, so the nerf shouldn't have any impact there. If the distance you can lunge after completing an uncloak has changed you should report it as a bug.
State 2 effects state 3 though, assuming this is the case. When I played him he had no increased lunge speed when swinging because of the ridiculous nerf to his out of cloak speed and because you use the uncloak speed to close the gap from uncloaking slowdown it negates the lunge. If you miss from using the lunge out of cloak you give then distance anyway, complete lose lose scenario; i.e wraith’s lunge is nerfed.
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@DatNasty1216 said:
The lunge after decloak is nonexistent
Literally no increased lunge speed.
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@DatNasty1216 said:
RIP- wraith is now unplayable
Made a post about this. Glad to see other posts about this because he’s actually useless now. https://forum.deadbydaylight.com/en/discussion/comment/2063008#Comment_2063008
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@JimbusCrimbus said:
https://forum.deadbydaylight.com/en/discussion/comment/2062992#Comment_2062992
Whatever you say, bud. I'm just here, an OG Wraith main of 2016 with 6000 hours. But I clearly have no clue what I'm talking about. /s
And you just joined forums last year? Sure, okay tru3talent.
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@JimbusCrimbus said:
He's literally way better now.
He’s literally been nerfed into the spirit world.
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@ShadowRain said:
Its just lunge hitboxes, its been happening consistently with every killer for me
No it’s not.
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@horror_talesans1 said:
six raincoat is to op
So you think half of the endgame collapse timer being unable to leave is too long? I believe 270 seconds is the timer for endgame, and since an exit gate is already open the time to open an exit is irrelevant. Also what would you suggest reducing it to?
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I have this problem too, on console I can flick with nurse, billy, and oni. Blight I can only do 45 degrees with max sensitivity, it makes him unplayable.
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@tgio777 said:
This is awesome!! I really hope the devs read this. The amount of effort and thought behind it shouldn’t be ignored. I love the idea of it
Thanks for taking the time to read this. Much appreciated!
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@shamewrangler said:
As a fan of candyman I approve of this good job
Thanks!! I appreciate your positive feedback.
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@Shaped said:
https://forum.deadbydaylight.com/en/discussion/comment/1969370#Comment_1969370
Have you ever played a game with voice chat? People are still vile and toxic it doesn't matter if it is text or voice. There is no difference. I don't buy an argument that the game is toxic because there is no voice chat since I had different experience.
So your subjective opinion is the final say because you said it?.. Ok.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1969380#Comment_1969380
So you think it's perfectly fine that that is how the significant majority of interactions will go?
You don’t know that. I have no idea why you are so paranoid. Besides the fact there’s a feature called “muting.” Just because you don’t want to participate that shouldn’t silence the rest of the community.
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@Yamaoka said:
I'm sorry but... Hell no. You know the reasons yourself I'm sure.
No, I really don’t. I come from COD where people have laughs and trash talk. So please, care to offer a legitimate argument against this? A lack of mic chat is archaic at best for modern gaming.
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@MadLordJack said:
Let me tell you to replicate it: Go look up a video where someone is berating you and threatening extreme harm and you and your family, then play it whenever you think you're close to the killer/survivor.
You now have an in-game mic.
Edit: And make sure the video is full of racism, sexism, homophobia, transphobia, general religious xenophobia, and for good measure a few threats of non-consensual intercourse.
Not everyone shares your baggage and deep-rooted social trauma, FYI.
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@scenekiller said:
I admire your idealism, and in a perfect world, this would be a lot of fun.
If only it were that easy.
That’s vague, and ominous! Care to be more specific?
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@Terro said:
That's great! Now killers and survivors can complain each other to death.
If that’s the only online/competitive experience you’ve ever had I feel bad for you.
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@Shaped said:
Yeah considering how much everyone hate each other that would be swell.
That’s...the point. Any guess why people hate each other on this game, here’s a hint, DEHUMINIZATION.
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Wow. Didn’t realize Dbd players were this soft. Seriously grow a pair.
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@LordGlint said:
I love the idea of a survivor being able to scream at me for tunneling anytime I start a chase. Maybe after I hook someone and I'm trying to listen to the sound of grass rustling from their teammates being sneaky right next to me, the guy on hook will bless me with the sound of them screaming about my family. Sounds like a GREAT idea that will definitely work good more times than not.
Glad you didn’t read my post. Thanks for stopping bye.
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So when I post a killer rework in general I get banned by mods but everyone else can do it? Cool.
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Dead by dawn is OP and Kiss of Death is redundant and overshadows lightborn.
Besides that not bad, but I think the powers are overall too derivative of other killers.
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I can’t be a “boyfriend,” but I am looking for ps4 players to play with. I am very good at killer and survivor. I often teach my friends how to loop properly. If interested in a gaming buddy add my psn: us055755
