ALostPuppy
ALostPuppy
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@Sleem said:
https://forum.deadbydaylight.com/en/discussion/comment/2152732#Comment_2152732
Quoting back to my op, no matter what I do, survivors will always be upset. So I guess I should just not play as a whole?
People are gonna get mad at you no matter what. This goes for literally every multiplayer game in existence. As long as you're not actually cheating, you can play however you want and you shouldn't let someone else's complaints decide how you play, because it doesn't matter. I hate Spirit, but I'm not gonna get mad at anyone who plays her because that's dumb and they won't care anyway, they're just playing the game. It's my problem to deal with, not theirs.
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@rileyjack1318 said:
https://forum.deadbydaylight.com/en/discussion/comment/2152379#Comment_2152379
ok, but not everyone can just "get gud"
Well that's just a false statement. Anyone that can play and practice a video game will become proficient at it in time if they want to, especially for DbD because this game really doesn't ask much at all from you to be good at it. It just takes longer for some people to reach that level.
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Tbh I agree, I don't find the perk funny either. Could at least tell a joke or something but nope it just sits there. Doing nothing. As always.
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Honestly if they were to add more players I think they should remove gens and hooks, have it be a sudden death type of thing, or you have to survive for a length of time against 2/3/more killers until gates are powered.
...damn that would actually be so fun and I desperately want that gamemode now :(
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@GodLikeTerror said:
https://forum.deadbydaylight.com/en/discussion/comment/2152564#Comment_2152564
I think it's because it's mainly a huge change. Like people hated and complained about the new survivor poses and injured state, but now I haven't seen anybody say anything about it including the new UI. It takes time for people to adjust to.
I can guarantee a lot of people still hate it, but are no longer vocal about it because giving feedback and showing your concern has been proven numerous times to be completely pointless, so we're just shutting up about it now because there's no point to it. That's the reason why you're not seeing any discussion around it.
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Hey Sluzzy, how's things?
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@MeltingPenguins said:
https://forum.deadbydaylight.com/en/discussion/comment/2147695#Comment_2147695
as if they'd ever admit to it.
It would be nice to have a weekend where devs would just try the follwing:
- bar him from m&a and stbfl
- change the aiming sound to maybe a sharp whistle (i mean, he is the kind of person to do that mockingly)
- put up a new tip on the loading screen on how to break the chain
and see how it goes.
All 3 of those changes won't change anything about playing against Deathslinger, just like how the Freddy changes that are being made don't solve any problems people have with that killer.
- idk why barring good perks on him would do anything, that just seems like a dumb idea and limits what people like running on the killer. Synergising perks are fine.
- A new sound won't matter because you don't get any time to physically react and move your character anyway (although spamming ADS to hear a constant whistling sound would be really funny). Wasn't it you and a couple other people who said that you outplay a Deathslinger in a chase with predictions and not reactions? Surely you of all people would know this change would be pointless. It also sounds like a hillbilly roar type of thing where it'll get annoying to listen to constantly for those who play Deathslinger.
- It would be a useful tip if we had any control of the chain to begin with, because for some reason they decided to make survivor movement influence the chain less and less and I have no idea why.
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Because dead Harding for distance is pretty annoying to deal with, especially if there are multiple survivors running it. It's just one of those perks that's like "Welp, ok, guess I'm still chasing you for a while longer because you had a perk I had no way of knowing about it. Cool." It's not too strong but it is annoying, which can be said for a ton of perks and killers etc. in this game tbh, but dead hard is one of the things that's more in your face.
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@MojoTheFabulous said:
Probably the biggest problem people have with the Deathslinger is that quick scoping is so fast it's almost impossible to dodge and can be faked with essentially no penalty. So it doesn't really feel like you can do much in a chase other than guess what the killer is going to do as the Deathslinger can zone a survivor even without the need of doing anything.
With people hating the Spirit because going against her becomes a guessing game, it makes sense people hate this about Deathslinger and why people made a big deal about Pyramid Head too. Though for some reason I haven't really noticed anyone complain about Demogorgon for the same thing.
At least Demo doesn't get to hit you over a loop with no warning/guarantee a hit at a pallet, and you play against him like a slightly crappy version of Huntress, not taking long paths and counter looping him, stuff that barely even matters against Deathslinger.
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@TicTac said:
https://forum.deadbydaylight.com/en/discussion/comment/2139033#Comment_2139033
Wouldnt the base range be too short and make it easy for survivor to just hold w?
Do you know what the current speed of the projectile is?
I don't think it would be too short, 20m is pretty far. And it would only take maybe 1.5 to 2 seconds to fully charge the projectile. It would be more for zoning (which you'd have to actively commit to now). I'd want to increase his ADS movement speed a bit so he'd be better than Huntress at zoning and at loops, because she's better at snowballing and making long range shots. Maybe give him add-ons that increase the max range? Idk
The current speed of the projectile is 40m/s I believe (1000%), regardless of how long you've held your aim up. Honestly you could make add-ons that increase the speed of it or something,
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@TicTac said:
https://forum.deadbydaylight.com/en/discussion/comment/2137770#Comment_2137770
Would you nerf his base stats then? What would be the base range and speed?
The only thing I'd probably change on top of that is slightly increased movement speed while aiming down the sights. Maybe up to 80% or 85% from 75.
As for the base range and speed I was thinking around 4 to 6 meters at 30m/s if you instantly ads and fire, and then 20m at 45m/s at range, something like that.
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@Chilli_man2400 said:
https://forum.deadbydaylight.com/en/discussion/comment/2137689#Comment_2137689
That’s tricky though because if you increase his ads he becomes the worst killer in the game even worse than trickster
Which is why you don't increase his ADS time and get creative with it. Increasing his ADS would remove his identity. What would be a more interesting change is something like "the longer you ADS, the further the range of the spear gets as well its speed", think like how widowmaker's or the TF2 Sniper's mechanics work. So you would still be able to pop-shot at a short range, but you'd have to aim in and think about when you want to try and get someone at long range.
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@GodLikeTerror said:
https://forum.deadbydaylight.com/en/discussion/comment/2137657#Comment_2137657
The addons are the only tryhard thing. The rest is fine in my opinion, but if I saw 4 keys I would do the same thing also regardless if they are broken or not.
4 slowdowns on Spirit is a liiiittle tryhard. But if he wanted to play that way he's more than entitled to.
It's pretty ######### tryhard though lmao.
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@Chilli_man2400 said:
https://forum.deadbydaylight.com/en/discussion/comment/2137191#Comment_2137191
The way to fix him is simple just make it so after he ADS he can’t attack or shoot for 1.5 seconds.
That also doesn't fix his problem. He doesn't even need to aim to zone you, he zones you by existing. A good Deathslinger isn't gonna spam ADS and make you move that way because you're already speared by him before you get the chance to even think about dodging it.
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The Twins. Literally have nothing good going for them apart from maybe the concept. I'd rather play against a Spirit.
As for the survivors, probably Ace. Not a fan of any of his perks, they're all pretty useless. Even when open handed gets its buff it's still gonna be trash tier.
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2135463#Comment_2135463
Damn, how did I not even hear of this?
well, all things considered, if survivors had a similar bug like this one I am sure they would get banned for abusing this as well :D
There WAS a survivor bug/exploit similar to this with stacking urban evasion letting you crouch walk much faster than a sprint burst.
I don't recall a single person being banned for it. If anyone knows if people did get banned feel free to correct me but I don't remember seeing anyone get banned (granted I don't think anyone should've been banned permanently but hey, double standards or something I guess)
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He requires so much work for a reward that Bubba can get 100 times easier. On top of that they didn't do anything to address the clunky animations yet, and the grating chainsaw sounds, the dumb roar and the overheat were just the icing on top of this trash heap of a cake. His extra mobility only means something on large maps like red forest, and even then he can't stop loops NEARLY as good as bubba can which is a lot more valuable. He's probably a bit better than Bubba addon-less but definitely worse imo when you take into account their best add-ons.
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Probably killer, because the current bugs have literally rendered half of my builds unplayable due to the pallet bug and Blight's collision is so astoundingly broken that I don't ever wanna play him again. On top of that, the FOV gives me a headache after playing for a while, Billy's animations aren't fixed yet and over half of the maps in this game are not fun to play on for anyone.
So glad I'm taking a break until the pallet bug is fixed.
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Even Almo said himself that he doesn't know why Freddy is "OP and needs nerfing, just that he does need one" (this isn't word for word the quote but something very similar). And it's clear they still have no idea why people dislike this killer being the way that he is because the changes address literally none of the issues people have. All it does is make him less appealing to play than before.
It's bizarre that they're still a ######### MILE away from hitting the mark sometimes when all the information is given to them from us on a silver platter.
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You and many other people have to realise that 95% of players who play this game have NO idea about half of the perks, mechanics, nuances etc and you have to set your expectations accordingly. The game barely even teaches then how to even play the game properly so I can't really blame them when this game's tutorials are so unbelievably outdated and unhelpful that they're not even worth doing and only exist to check sensitivity and graphics options.
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@Lord_Tony said:
https://forum.deadbydaylight.com/en/discussion/comment/2132652#Comment_2132652
you're literally spamming at this point
You're also spamming your crying posts about SWF. You make like 3 of these everyday it's really pathetic that you're this hateful towards people playing with their friends in a videogame. If you are trolling then you're one of the best trolls I've seen and Sluzzy might finally have some competition.
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He's alright. With the exception of discipline his gameplay and interactions and power etc are fine. He's probably one of if not the most average killer in the game.
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@Kees_T said:
https://forum.deadbydaylight.com/en/discussion/comment/2131724#Comment_2131724
At this point you can give her a wheelchair too.
Look at it from the view that it's a new killer and stop comparing it to what we currently have. This is what the thread is about: 'if Nurse was released NOW', not 'if Nurse was heavily nerfed 4 years later'
@Topic, I think what I would do is make her move at 110 and she has one blink that's on a 4-5 second cooldown that can only go to where she can see. That would be it, not need for any kind of looking down cooldown or extra recovery.
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@Dragonshensi said:
https://forum.deadbydaylight.com/en/discussion/comment/2131334#Comment_2131334
I was searching for them and immediately after the first one was almost. I came to it and all of them were there. It was practically finished and I watched in disbelief that all four were there.
You were in "disbelief" that the survivors were doing the objective?
You and Tony should get together some time.
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I believe there's a "mouse joystick" option. Basically it behaves like a mouse but uses gamepad inputs. You should be able to select that option and then crank the sensitivity in-game all the way up and it should feel ok. If not then I'm not sure. Also turn off acceleration if you haven't
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It doesn't show undetectable killers, but it should. It's dumb that they changed that.
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If this isn't a bait post, I kinda agree that her difficulty is so ######### overrated it's absurd, but she is still one of the hardest killers to learn if that even means anything in a game as mechanically simple as DbD. But to say a main of that killer isn't a good player is just a whack statement to make. Of course they're good, they've played the character enough to be proficient with them, no matter how easy or hard that character is, the player is probably good at the game.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2128206#Comment_2128206
See my above post 🤷. Depends on the killer is sprint burst is better. If it's a killer that goes vroom vroom. Dead Hard is better
Eh I'm not sure I agree. Maybe against Blight dead hard is better, because you can literally just dead hard into him in an open area and there's nothing he can do about that, but sprint burst will get you to tiles that you're gonna be much safer at against high mobility killers like Billy. Against Nurse, if you sprint burst very early and stay as far away as possible from her she probably won't ever engage in a chase with you because it would take forever for her to catch you because of her cooldown and only able to use 1 blink for mobility (which isn't much faster than a 115% killer holding W)
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@RhysTheDemo said:
https://forum.deadbydaylight.com/en/discussion/comment/2128254#Comment_2128254
Get offended because I'm criticizing BHVR's obvious desire to be greedy instead of consumer friendly? Dang the BHVR shills are out in force today
It's new content, and we're excited for it. We can critique it later. Everyone knows about bugs. We get it, nobody's forgiving BHVR for anything just because a new DLC is coming.
You also don't have to support a company you hate but here you are playing this game and talking on the forums for...some reason.
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"Don't be excited! Developer bad! Developer want money!'
Shut up man, Christ. Let people be excited for the things they like.
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Dead hard is just annoying. It's one of those things that happens in a chase and it's like "Welp, guess I got outplayed and they extended the chase without me having anything to do with it". It's not overpowered and sprint burst is 100% superior to dead hard, but dead hard lets you gain distance on demand and there isn't much you can do except to just watch it happen which is why it's annoying. Again, I think the perk is fine as it is, I think survivors having mechanics like these to gain distance are perfectly ok, but it's still pretty meh to deal with as killer.
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It used to be more 'balanced' when he had a much slower movement speed. You sacrificed a ton of mobility for the best tracking in the game and a silent bell. I'm not saying it's overpowered or broken now, but it's definitely kind of dumb and a little too oppressive with his new movement speed buff. On their own they're fine, but together it's kinda stupid with how fast he is now. Maybe purple all-seeing should also reduce movement speed or something.
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/2125678#Comment_2125678
Ha. Thatd be true if skins didnt cover the glass shards. (Which they do) so the counterplay is non existent by wearing a skin.
Also if it even was intentional in the first place, because it probably isn't and it's just a lighting bug because it's become even harder/impossible to see now.
You couldn't even see it unless you were in smacking distance of her anyway. Just walk up to the Spirit to tell if she's there or not lmao. Just look at the shards and get hit because she literally had her hands off her controller.
God I hate this killer so much.
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@Grandpa_Crack_Pipe said:
Is this like, the third SWF complaint thread you've made today?
This isn't even his final form!
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Welcome to the wonderful world of RNG.
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This is a brown add-on that they gave ultra-rare rarity to because they ran out of ideas for Huntress add-ons. Like I really don't know what else would've drove them to do this other than they had no ideas for strong add-ons for her. They couldn't have added ricochet hatchets or something? Or maybe an effect like "if you land 3 hatchets without missing, 1 is returned to you"
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You can't go one forum post without hating on SWF and Twitch streamers can you? Christ.
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@bjorksnas said:
How about all other injured survivors, because while im all for a no downside buff I think it would make more sense if you become injured while someone has well make it active you see the blue symbol in the bottom left and can see their aura to know where to go for heals, regular aura reading 24/7 when a survivor has it active just sounds weird
That should honestly be how blood pact works: 'injured survivors see your aura if you're the obsession. Increases chance to become obsession' or something like that.
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Ehhh, it's be a nice buff but I don't think it needs it. The perk is already good on its own, I don't think it needs another ability like that.
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Macmillan and autohaven are "unabashedly survivor sided"? What dimension are you playing this game in? Macmillan stayed the same, the maps are either balanced or killer favoured (shelter woods) with the exception being probably Storehouse. They added a pallet back to main as well as the breakable wall, and the map layout is awful, hold W into one of the areas that has several connected jungle gyms and away from everything else on the map because lol fun. If you chase them you lose. If you don't, the match drags on for 20 minutes and nobody's having fun.
Autohaven has so many dead zones and awful RNG that it's almost never survivor favoured. Maybe gas heaven is on a good day.
And ah yes, just don't run to the deadzone, the only place you can run to that won't get you hit if the killer's chasing you that way, just run into the killer and give them a free hit I guess.
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Run behind things until she catches up with you and pray that your teammates are all on gens for the duration of the chase. If they are then you may have a chance of winning.
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@odra said:
https://forum.deadbydaylight.com/en/discussion/comment/2121659#Comment_2121659
tell me how can hatch spawn with this quote "you will just find a key and leave as a team through the hatch without having to finish any objective."
what rank are you green?
He's one of the trolls, it's not worth taking the bait.
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That sounds like they're baiting you. Honestly what's more baffling is the fact that this got to you so much that you had to make a thread about it.
And I've never heard of anyone quitting the game because a random survivor complained that they were tunnelling them, that would be a really sad thing to quit the game over.
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Really fun killer...on paper. The only issue is his fun and actual usability is entirely determined by collision, and maps and his power have only been getting worse in that department. I can't wait for coldwind to become even more awful to play on, leaving Macmillan as the only fun realm for him. I've stopped playing him now because it's just way too infuriating. I don't mind losing to good players, because of perks whatever it might be, but I get a little annoyed when I only lost because the game is bugged to hell and barely functional.
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Remember when BHVR disabled an entire realm because of a single totem spawn being bugged? Or BANNED people for doing the hilarious Nurse bug where you flew at mach speed through the map? And now we have things like Breakdown, j-flicking and when the tractor totems and the esc menu pausing Blight's rush were a thing and they couldn't care less.
Lmao.
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@ilovedbd123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2119165#Comment_2119165
They want the killer aura from hook pal
They want it to counter camping a lot of the time, something swf can do easily.
That's at least what I see a lot of the time.
You could make a more nerfed version of the killer aura reading. Only have the aura show up if the killer has been within the 16m of the hook for...let's say 20 seconds.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2119483#Comment_2119483
Ah yes...The "it's boring" argument that got freddy nerfed slightly. Just because it's boring doesn't mean you shouldn't sacrifice a perk slot. Kindred basekit would be too much. And not because you could see exactly what the killer is doing. But because you can see what your team mates are doing at all times when someone is hooked. That is too much free information.
Is it wrong or illegal to want QoL changes that make the game more fun and nicer to play for both sides or something? I don't see why it would be too much when SWF already get this information without needing a perk slot. It would not be too much info, for good players it would be a QoL change at most and for bad players and solo Q it would significantly help them without them sacrificing a perk slot to have knowledge of something other players have via Discord.
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@Zixology said:
https://forum.deadbydaylight.com/en/discussion/comment/2121053#Comment_2121053
(X) Doubt
And while Wake Up does need a change. That wouldn't be it. We already have 2 perks that do that. We need perk diversity.
You have no idea just how bad hook RNG can be. On maps like gas heaven and red forest there can be literally only one hook in an entire half of the map, and if that hook is gone you can't hook the survivor no matter what you do.
And don't even get me started on grim pantry and Badham.
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Combat straps base kit. Make her ambush slightly faster.
Traps take a minimum of 2 boxes to search, infrequently take 3 boxes and very rarely take 4 boxes. Wouldn't be hard to code, just make each box fill an invisible progress bar, between 45 and 60% each or something, with a very small chance of it doing nothing. There could be a new sound for when it's successful and the laughing effect could be used for the small chance that it fails.
Reduce her TR to 28m again. It was cool that she had a uniquely sized TR. And...she is a hybrid stealth killer after all, it would make sense for her TR to be a bit smaller.
Aside from add-ons which I never really cared about for any killer, that's all I'd do to her. Her abilities are all solid, but her slowdown is reliant on RNG and her ambush is way too slow to transition into to even be a threat to any survivor with more than 3 braincells.
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@Grimzy said:
I would say No. Having anything as base kit basically ruins the intention behind the perks and using specific builds.
Thing is, sacrificing perk slots for aura reading is boring, and it's something you don't need to do in a SWF (even though I still run kindred when I play with friends). The aura reading by default would be a HUGE QoL change for solo players, and a minor QoL change for SWF groups. If anything it limits perk builds, and kindred and BBQ aura reading could be reworked to be more interesting instead of what they are now.