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SmellyGoat

SmellyGoat

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SmellyGoat
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  • Springtrap from Fnaf :)

  • @Saviorace said:

    https://forum.deadbydaylight.com/en/discussion/comment/2479593#Comment_2479593

    I'll give you most of this but the proximity penalty is almost non existent. It can't make you lose points you just don't gain an much points. Barely a penalty at all. Hell I bet having BBQ equipped offsets the penalty

    Rank points not BLOODPOINTS. The penalty impacts whether or not you pip

  • @BastardKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/2479593#Comment_2479593

    So, this guy is clearly salty about it, but these mechanics are problematic and shouldn't exist, but they are also there and needed because the game is poorly balanced. If a smart team does gens, you cannot possibly stop them unless you ensure someone is dead by 2 remaining max, so tunneling is necessary. Slugging isn't fun game play, but killers need to snowball pressure. Camping, well, you get penalized and you lose if the survivors are smart. Or, if the survivors are camping too, they are making your play the right one.

    For game health, the game really should be more high octane. Survivors should finish their objectives faster but go down MUCH faster than they do instead of the Scooby Doo chases we have now. I am talking terror radiuses being about half of what they are so there aren't huge leads, killers move faster, there aren't pallet after pallet after vault after pallet. Chases would need to last like, 25-30 seconds on a bad one instead of a good one. Picking up and carrying should be faster. Why does it take 10-20 seconds to pick someone up and hook them? If that was the case, tunneling and camping loses a lot of value, because seeking out other survivors has much better returns than it currently does. Slugging, they just need to fix as a mechanic. Maybe you disagree, but being slugged and looking for slugs is not fun gameplay. I only do it because the amount of pressure you compound is required.

    wrong

  • Or you could like uhh get better? Slugging isn't an issue at all, tunneling is avoidable via perks and generally being good at the game, and camping is counterable with perks as well as punished via proximity penalty points


    The fact that you're going to leave the game over a game mechanic means you simply dislike the game

  • YOU OPENED THE BOX

  • @Apexgnifrums said:

    https://forum.deadbydaylight.com/en/discussion/comment/2473234#Comment_2473234

    compared to other games this is a joke here. Apex Legends for example. FREE game, brings so much more new content completely free. My complaint is valid. And dont worry, I already havent played for 2 months

    Awesome enjoy Apex vro


    You sound like a Seer main anyway

  • This would take toxicity between survivors to a whole new level, more in game choices would be based on a person's character and it'd be a gateway for trolls to be, well, what they are.


    It'd also be highly immersion killing to the horror-based style of the game. DBD does not need this type of communication outlet

  • Game is pretty fun and faces constant updates, patches, balances, and new and creative ideas. Maybe you should just take a break because a good amount of people still find the game very enjoyable. Making a whole new game mode is a mountain of balancing work, and with current bugs/balances needed, it'd split efforts greatly.


    DBD is a 10/10 game and the Devs are based

  • @RenRen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2460868#Comment_2460868

    Lethal Pursuer: I don't see how that's broken. It does somewhat inspire tunneling which I do agree on despite the fact that object literally does the same thing.

    Counterforce: You shouldn't have to run small game with this. Also you can't find the totem that it shows if the totem was destroyed by someone else after the 4 seconds, hence why I put it should show a different totem if there is one.

    Resurgence: I'm so confused about this. It just seems super.. gimmicky? weird? bad? I don't know how to define this but I don't understand why you would run botany, self care, a medkit, AND resurgence. I don't know maybe I just need to try it to understand.

    Eruption: I said in the post it still has a cooldown...

    Hysteria: We seem to have very different idea's of what is considered broken.

    Object is the survivor's choice, Pursuer is the Killer's choice. If you wanna be tunneled, go for it. You shouldn't be forced to be tunneled.

    Resurgence is fine where it's at, similar to what Seraphor said it's like a personal We'll Make It, it's an alright perk but it isn't anything too meta. If you ran it with Self Care, Botany, and maybe Deliverance or some other perk you could have a nice solo build when you're bound to get awful team mates. Perhaps Unbreakable or something else.

    Counterforce is alright where it's at because you can essentially knock all five totems out of the game with it in under a minute and a half of the match. It doesn't need a buff to where if your team mate destroyed a totem you were headed to, you'd suddenly no longer have your bloodhound chain of destroying all five totems. It doesn't need to be full proof, should require a minimum of game sense.

    Yeah sorry I didn't read it correctly, this Eruption buff seems pretty fine in hindsight (but to be fair permanent Eruption on a gen would be busted)

    Yeah, everyone does

    Hysteria do need a buff tho

  • Eh. Head On is already a meta perk. It'd help with solo queue but it really does not need a buff. It'd be neat I guess but.. eh

  • Lethal pursuer would be broken. Literally a tunneler's dream. Hard pass.


    Counter Force is fine where it's at, it gives you a general location. With a little map knowledge you can easily find totems with 2-4 seconds, if not you should run Small Game with it.


    Disagree with Resurgence as well; if it's put into a good build, say, with Self Care and Botany, topped with a medkit, you're basically insta-healed once off hook. It's alright where it's at. Also imagine running Solidarity with it.


    Permanent Eruption makes it unavoidable and basically makes it impossible to avoid having your gen explode, revealing when you work on it to the Killer. It must remain time/hook based.


    I actually agree with the Hysteria buff. It's grossly underused and needs a pick-me-up. Although, maybe putting a survivor into the Dying state would be better. Every healthy survivor taking a hit and removing the Killer's terror radius for a whole 30 seconds would be a little broken.

    One survivor goes down, the other three suffer Oblivious for 30/35/40 seconds

  • Yeah this is punishing the killer for your team mate's issue. Hard pass on this