Awkward_Fiend
Awkward_Fiend
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- Awkward_Fiend
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Comments
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1st anniversary
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If you're slugging because you have somewhere to be or there's another survivor within eyeshot? That's perfectly fine by me, you're just doing your job. As long as you actively progress the game by slugging than I think it's fine. Just try to not let anybody bleed out.
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Dataminers at LeaksDBD have shown that there's a shard cost in the code for it already, meaning it's original.
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Overheat doesn't do anything, so I honestly don't care. I would like a small addon pass though, just to make some of them (like the gloves) more usable.
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Decisive strike rewards survivors for getting hooked and getting downed again. Resilience and Iron Will reward you for taking damage (since no noise is quieter than breathing). Blood warden rewards the killer for only hooking in the endgame and not for the rest of the game. Boil Over rewards the survivor for being carried by the killer. Unbreakable, Flip Flop, and Power struggle all reward you for being downed. Dead Man's Switch, Rancor, Bitter Murmur, and Coup de Grace all reward you for letting gens go.
So why don't I see complaints about those perks? Almost all of which come into play before the endgame and can't be completely removed?
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0-1 dead = Survivor win
2-3 dead = Draw
3-4 dead = Killer Win
In this scenario I assume hatch = 1 kill and whether 3 kills is a killer win or draw depends on the addons and map.
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The big ol' dent in my desk's metal underside is a testament to how many times the Hag's made me jump.
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@DarkMagik said:
https://forum.deadbydaylight.com/en/discussion/comment/1943284#Comment_1943284
Well in Chess you have to adapt to your opponents move .In DBD most loops you have to play one certain way around it DBD unless you have certain perks or if you are certain killer.Time Managment & Knowledge are skills but are not Skillful
You also have to adapt to your opponent in DbD. If you're a survivor and you notice that the killer rarely double backs, use that knowledge to your advantage next time you break LOS. If you're killer it's all about predicting what a survivor'll do when you mindgame and choosing the best option. Certain killers as well offer up heaps of skill, for example Nurse, Blight, Oni, Billy, and Huntress. Time management is also a mental skill, it requires keeping mental track of multiple hypothetical timers while focusing on other things.
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3k, hatch escapes could as a kill, but they're still anti-climactic.
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Blight being a "ram your head into a wall" simulator reminds me of calculus classes.
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It depends on when you play, I play survivor during midday and it's extremely short queues, meanwhile killer queue is long as hell. It's the opposite in the morning and at night.
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Give a small movement speed buff while a walking shredder, and give it a full addon pass to make them all useful, not just rat liver.
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She's the strongest killer, or at least she would be if there wasn't so many bugs that make her nigh unplayable at times.
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She's not overpowered, but she's definitely a tad bit too comparatively to other killers.
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Trapper is just boring, it's a hag but without tension. You just keep winning until you suddenly lose, whoops.
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Legion is the one here that has both decent gameplay and perks. The others only either have good gameplay OR perks.
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Stealth - Iron Will
Stealth + Pre-Chase - Spine Chill - Lets me get to a better position in the pre-chase than I would be able to without it, especially against stealthy killers or TR reduction perks.
Teamwork + Information - Kindred
Medic - We'll Live Forever - I'll get you off the ground super speed and I'll unhook you for the sake of BP, although I won't farm since I won't get my stacks that way.
Alternate perks - We'll Make It, Unbreakable, Pharmacy, Inner Strength
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Huntress has no perks that can be used on any non-gimmick build, and even then those gimmicks aren't really that strong comparatively to normal gameplay. The only one that is notably stronger is the basement Demogorgon with Territorial Imperative, however that's extremely luck dependent, and doesn't work once all your portals are down.
Demogorgon has pretty garbage perks, but at least Surge is good, so even though his other 2 are far worse than Imperative and Lullaby, Surge hard carries that set.
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Here's an idea for a buff, the longer he stalks for (since he has a BP category for that even though it does nothing), the longer his post uncloak speed boost is.
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If Twins just promoted slugging, that'd be fine, we already have Oni and Michael which promote that as well. However since they also are camp heavy then they should receive heavy changes. Especially since without camping, Twins are extremely weak.
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I didn't see that you said that you had all the Plague's Perks. Twins are the better bet then so you can get all of her perks, since she has some solid ones, especially Oppression.
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They're a good idea, but they're executed so poorly that it's upsetting.
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Keepsake Scrounger: Each time you kill a survivor with at least 2/2/1 addon slots empty, an addon is added to your killers inventory. (Not useful in the game that you're using the perk in, only useful afterward)
Common: 70/60/50%
Uncommon: 30/35/40%
Rare: 0/5/10%
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I run Kindred, so I always use it to get attention since randos can be extremely Pepega and need to see a moving Aura sometimes to notice that my hook state's approaching the next phase.
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Extremely good ideas, however the actual release was so amateur that it's shocking that this is one of the highest played games on steam.
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Stealth is a great way to play the game, however I do think that there should be some way to prevent survivors from stealthing out to try and force a killer to DC
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Maybe only during the last 30 seconds of each hook state and not have it see the killer, with those limitations I'd think it's at least worth a shot at a test.
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My idea is to make Frenzy worse when it starts out, but for each time he hits a non-Deep Wound target he gains lethality. This could very easily end up being a really bad idea, but it's definitely more interesting than what he currently has going for him.
Stabs - Effect
0 - 120% Movement
- 125% Movement, sets to injured + Deep Wound
- 135% movement, Injured + Deep Wound, Deep Wound from 0 is forced to tick down (running doesn't help)
- 140% movement, Killer Instinct, Injured + Deep Wound, All Deep Wounds start ticking down
- 150% movement, Aura Reading on survs with Deep Wound within 32m, Can Down survs without Deep Wounds, hitting surv with Deep Wounds halves their timer, resets your Frenzy duration, but sets you to level 3. All Deep Wounds start ticking down
- 155% movement, Aura Reading on all Survs within 48m, can down survivors he hits, refreshing his duration, setting him to 4
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Badham shouldn't be 5 maps, it's just so tiresome to have 5 maps there when they could be crammed into 3 maps, or hell even just 1 if you're really willing minimize.
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By voting "Delete This" this I only mean completely scrap this version of the perk, create an entirely new effect. The aura reading on command is extremely busted and shouldn't exist, especially if given comms.
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Here's a more in depth version of my thoughts. Blight's in the Fun tier, and I don't know how I feel about Twins yet since I haven't played as or against them yet.
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The Pinball Wizard is definitely my main, PH and Doctor are my secondaries
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Hag just feels like a single player experience to play, and playing against them is just plain irritating without flashlights.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1775042#Comment_1775042
It's not just about BPs. It's about a fundamental lack of empathy and a "######### you, I got mine" attitude. I see enough of this crap in society and I have no patience for it.
Kobeing in someone's face is sabotaging the match in its own right. You wasted your teammate's time, you denied valuable perk procs, and you destroyed the mutual trust between you and that teammate. This will hurt the team, since you now have to expect that player to play selfishly. When you can no longer trust that player to make the right play for the team you are forced to play sub-optimally. Even making an unsuccessful attempt to Kobe in someone's face does this.
By all means, make a selfish play for some survival BPs if you'd like, but call it what it is. Don't give me a shocked pikachu face and blame your teammate if they choose to teach you a lesson. Actions have consequences.
It's funny that you're saying "You clearly care way more about BP than I do and to me it just seems ludicrous" while also saying "It just seems counterintuitive as well, if they fail to jump off then just grab them off for the stack, then you don't lose a chance of a WGLF stack to struggle phase, hell, you could even take a prot hit for them if you stick around and earn 2 tokens instead of harming everybody on your team." It's counterintuitive because I don't actually care as much about BPs as you think I do. I am sometimes willing to forego a WGLF stack and risk a worse result in that particular match in order to benefit myself and others in future matches by teaching a selfish teammate a lesson about doing the right thing for the collective. This is far more important to me than BPs.
Ok, I understand your point more now, I still don't agree with your methodology though. It's clear we're not going to change each others minds, so it's better here to just stop wasting our time on bickering online.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1773498#Comment_1773498
It is not easy to max your WGLF stacks in a match while also trying to win. Missing out on a stack from an unhook you commit to is very likely to be a stack you never make up.
I 100% disagree about letting people hit struggle state being toxic. You might as well sucker punch someone and then claim they were in the wrong when they hit you back. Letting someone struggle hurts the team in the short term, but it helps the survivor side in the long term. If people frequently react to kobes in this way, people will stop trying to do it. Since this behavior hurts the team, in addition to being selfish and dickish, eradicating it is a good thing for survivors.
It's exactly the same reason that you should rush gens instead of feeding the killer free pressure when they decide to camp someone to death. If they learn that camping is a viable strategy, they will continue to do it. If they learn that it leads to boring 1ks, they will stop.
It's pretty obvious you're not going to change my mind, and I'm not going to change yours. You clearly care way more about BP than I do and to me it just seems ludicrous. Today I also learned that intentionally sabotaging the match out of spite isn't toxic if the person being sabotaged cost you an out of match resource, let alone the fact that you're also sabotaging the other people in the trial in most instances since they're less likely to escape. It just seems counterintuitive as well, if they fail to jump off then just grab them off for the stack, then you don't lose a chance of a WGLF stack to struggle phase, hell, you could even take a prot hit for them if you stick around and earn 2 tokens instead of harming everybody on your team.
Everybody has to look out for their own BP, and using that as a reason to harm literally everybody sans the killer just seems toxic, spiteful, and rude
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1677127#Comment_1677127
Does it bother you that you're wasting more BPs for your teammate than you get for unhooking yourself? I run WGLF on all of my characters. Every time someone does this to me it costs me like 5-8k BPs for a WGLF stack, 1.5k for the safe unhook, 500-1k BPs for the heal (because there is no chance I'm healing someone who does this to me), and all of the BPs that I gave up running to the hook instead of doing gens, totems, etc. And this is just the BPs side. You could be denying a We'll Make It proc that would otherwise give you a quick heal and bail the team out down the line, for example.
Even if I'm running WGLF, it's not that big a deal if somebody does this imo. I can get the stack somewhere else and I can probably cap Altruism without that 2000BP. When running We'll make it it's definitely annoying, but it's not really game changingly bad or anything, that's instead extra time spent on gens which is fine by me.
@[Deleted User] said:
My buddy has started to intentionally let people who do this go into struggle phase. I think it's a great idea, but so far I've been too keen on getting WGLF stacks to commit to that. After reading this thread, though, I might start.
This is also a more toxic thing than testing your luck, instead of a 4% chance you're intentionally sabotaging the match in a large way. A hook state is a big deal, spending time on gens instead of healing isn't, neither is voiding a WGLF stack. If you crave BP enough to do this than just play Killer with BBQ instead of spiting people who're also trying to get BP.
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I think that they're both pretty equal, but I voted Bubba solely due to him being less map reliant
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Justified? No, of course not.
However when discussing the actual quality of his rework I think it's solid enough, overheat does jack-######### in most matches and I personally liked his Addon pass (sans the Pighouse gloves and Tuned Carburetor of course). It would've been better if they'd improved some feature of Billy to compensate, like the old spark plug being built in, but ah well, it's par for their rework course.
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Remove bloodlust and instead make the few killers that actually hit bloodlust get some incentive to use their power mid chase. Mikey is the only current killer that can't get some better incentive to use their power, since in T3 he doesn't have one.
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Combine it with Resilience and Botany and it's actually a pretty solid way to easily 99% your heal before cracking a gen, however you could also bring a Medkit and Resi instead
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Basement ones are meh, Hatch ones are neat but make keys even more busted, and the Sac Ward shouldn't be burned if it doesn't cancel out another offering
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I'm a Spine Chill Addict
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I enjoy Mori's whenever it's on death hook, it's a neat animation
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It's already their job to so this, so that's a no from me dawg
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If we're to see a Scissorman, I'd rather see Bobby Barrows from Clock Tower
This guy looks cool and all, but I'm biased
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Bashing your face against a wall isn't just what Blight does, it's what I do after 12 straight hours of DbD
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Victor's design as a monster really isn't all that out there, and kicking him is a pretty tame way of killing him comparatively to what other methods have been shown with similar designs. His legs aren't broken, his arms aren't dislocated, his eyes aren't ripped out, all that happens is that he's punted and he crumples.
Also, you mentioned that your little sister was the one who thought Victor was a baby, depending on how little she is she may not even be old enough to play/watch dbd.
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P R E Y (2017)
Survivor: Morgan Yu
Killer: The Phantom
Map: Talos 1 Lobby
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Plague and Bill
Plague has both Infectious Fright and Corrupt Intervention, which are both some of the strongest killer perks. Although Dark Devotion isn't meta, it can still find uses here and there, namely on Myers.
Bill has 2 meta perks as well, Unbreakable and Borrowed Time, however, unlike plague his third perk is just meh instead of pretty good.
Other contenders for this are probably Spirit, Meg, Bubba, and Laurie.
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Game overview at the end of each match, such as the map overview with everybody's positions and stats like time in chase, gen charges worked on, etc. The ability for these to be compiles over time is also appealing to me. This would also make it easier for me to understand my own issues with each game without having to record it, which tanks my performance.
