Awkward_Fiend
Awkward_Fiend
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- Awkward_Fiend
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Comments
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Midwich and The Game are the only maps that I don't enjoy playing at all. Midwich has a huge OoO problem and loops aren't particularly engaging for either side. The fact that the second floor has no route from one side to the other also makes catching an Object take way too long. Essentially killers are put in a lose lose where they either waste all their time chasing the Object that's halfway across the map, or they give the survivors free info. It's also a bit rough trying to find generators on this map, but that could just be me. Visually though, this map is one of the best ones, it's just a shame that I hate it.
With The Game almost every pallet is safe, which makes them less engaging than on Midwich, but at least OoO isn't as problematic on that map. This map is also loads more fun with Nurse, Doc, Legion, Trapper, and Hag.
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If there's somebody nearby and I'm in a position where I can afford to goof around a little bit then I'll carry them like a backpack and slowly chase people for about 20-30 seconds
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I love SCP, but legally it's in grey water and would be more trouble than it's worth. There'd be a lot of hoops to jump through, even without the Andrey Duskin situation.
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I don't think it'll work properly without major updates to the code, especially on console.
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Jeff and Steve
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I'd rather just change Spirit and make her unable to hear grunts of pain while phasing.
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@MomoMoon said:
https://forum.deadbydaylight.com/en/discussion/comment/1457746#Comment_1457746
lol, that's not a problem. and its fair to know what killer they are facing just how the killer knows which survivors they are facing and nothing can convince me differently
Survivors don't play any differently from eachother, all the killer can see that matters is what items they're bringing and for the most part that doesn't really change builds. Being able to see the killer would mean that every trapper would have an object, every myers and ghosty would have Spine Chill, every Hag would see Flashlights, every Doc would see Calm Spirit. It would force a 6 second switch on every killer. Myers and Ghosty would be killed entirely by this if it was made into an official change since they require the early game surprises.
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Nerf it by Undetectable not trigger it, or make it only work after a certain number of seconds against a stealth killer. It's just so annoying as Wraith in particular whenever somebody's running spine chill. I'm also currently addicted to this perk and need a reason to get off it's high.
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I only use blood when tracking slugs, I just can't manage to use it properly it almost any other situation.
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@Seiko300 said:
Player statistics is something the developers have wanted to do for a long time and it's something that's been on their radar for awhile, however it's not as easy or as simple as people think.
The problem comes from figuring out previous information on veteran players. It's not exactly fair to start everyone off at square 1 and have a new guy who's playing all day every day for weeks on end have better stats than a veteran player who's been playing for 4 years and is only now playing a few days a week for a couple of hours. A new player statistics tracker that only tracks from the present into the future doesn't account for those who have sunk in real dedicated time and effort for well over a thousand hours, two thousand hours, even more than that.
Those of us veterans have the benefit of dates on our steam achievements and how many hours we've clocked in but that's about it, and it would suck to get completely shafted and be placed all the way back to square one for everybody else in game to see.
To be honest I have no idea if it's even possible to get four years of information and statistics back, if there's even a chance of it working though I would want to wait for that to figure that situation out before anything else.
Every time you plunder a chest or pull a survivor into the dream realm, that's tracked on steams achievements. The website Onteh is currently using those to display exact stats and host a leaderboard. It only tracks things after they're added though, which means it still won't display your real number of obsessions healed, only the obsessions healed since the achievement was added, it's definitely top notch though for stats like gens done and survivors killed though.
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Well, you've been unhooked and there's an exit gate that's open halfway across the map... so I guess you just get to escape then.
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Hag, she's just trapper with slightly worse traps that are always on hand. If she places one at a loop then it's a lost cause staying there.
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I'm fine with linked outfits as long as they don't become overwhelming. Whether it be because of clipping issues or cosmetics that cannot fit with others due to one reason or another, it makes sense to me. Although the Nea one isn't the best fit for a linked outfit, the only sets that I don't think work as sets are the Pyramid and (non Alyssa) Cheryl ones.
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The poll option would've been nice here.
I believe that there should be some number changes in addition to the ones they've already announced. However it probably isn't anywhere near as big a deal as it was before now that they've made his cooloff faster and feathering less punished.
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It entirely depends on your skill and what killer you're playing. Ruin can be stronger on Trapper, Hag, and high mobility killers, but Pop is much more consistent on the majority of killers.
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Resident Evil and P R E Y are both my top picks for chapters, but I wouldn't mind seeing a Hellraiser, Ring, Fnaf, or Candyman chapter.
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I'd probably play with him more almost exclusively due to the Apex Muffler. Using undetectable perks on him with that is extremely fun, much more so than anything I've ever done with billy in the past
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Jeff is just a dude, and a pretty chill looking one at that. He's also a cool guy.
I've flipped killers frequently though. When I first started playing it was Myers, then Doctor for a long ass time, then Wraith, then Slinger, now Pyramid. Pyramid Head though feels really slick, I don't think I'll drop him for a while. Punishment has a much more instant satisfaction than the redeemer, while still filling the reason why liked the Redeemer.
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I assumed looping good was on top, so I voted wrong.
I would've said that looping was bad for the game was new, but the game has become more and more balanced around looping. Removing loops would lower the skill cap for survivor, and make the game obscenely unbalanced. It would also make the players who've spent tons of time learning how to run loops feel alienated since all that experience is now wasted.
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Dead hard once hits are fixed, and sprint burst is an extremely close second. Sprint Bursts ability to get out of almost any deadzone as long as you aren't exausted is almost as strong as being able to turn a down into a pallet drop/vault.
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Hag
The camera flicking suddenly to the trap I triggered hurts my eyes a lot. Her basement is also so strong that it's a lost cause going to get a save down there if you aren't healthy
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I'm all for sets as long as they actually make sense as to why they can't be combined. Lisa Garland for example.
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PREY (2017)
This game is an absolute masterpiece and it shouldn't be overlooked. Having threats around every corner disguised as innocuous furniture or objects while also having very limited resources to keep yourself alive both make for an amazing experience.
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In my experience both with and against teams like this, they're better than solos due to understanding each-others habits and playstyles.
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Steve or Jeff. They remind me of myself if I was cool.
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Breakdown - Very good perk in a sabo-build, but it's pretty underwhelming on every other build.
Aftercare - The ultimate aura reading perk for anybody who plays altruistically. This perk gives so much information to yourself and others, but sadly it requires a very specific playstyle to be better than Kindred.
Distortion - In my opinion, this is his worst perk. Prevent aura reading 3 times? Pathetic. Although blocking things like BBQ is useful, it's too limited to make any meaningful impact in the overwhelming majority of trials. It also doesn't block Killer Instinct or screams, making it even less useful.
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Trapper
He's just hag but less adaptable and with more setup
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SWF have the highest potential for power in the game atm, with the exception of arguably Iri Head+ Infantry + Mori Huntress
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Making this change would stunt mindgames and make loops even stronger. Loops where a well timed lunge can barely squeeze a hit would now become loops where you have to kick the pallet, suddenly maps like Cowshed become much, much, stronger for survivors. Removing the ability to turn would basically make lunges a weaker version of Demo's shred, which is already not useful for getting close range hits.
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I'd say that he's pretty decent on the majority of maps, but he can't really do a ton on others. Autohaven is by far his best set of maps, however he struggles more than average on any map that's relatively large, with Fractured being arguably his worst map.
Quick Scopes and good maps can make him a force to be reckoned with, but his slow speed and lack of map pressure allows him to be walked over by competent survivors, especially if communication and OoO are involved.
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There would be way too many false reports, this would probably kill the in-game report system (if it isn't dead already at least)
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The slugging to prevent hatch thing is more of an issue with hatch than anything else. A second chance for escape makes sense lore wise, but isn't well executed in game. Survivors can get trashed and yet one of them still escape with all 5 generators still up, it's not a super common situation but when it happens it feels cheap.
- When playing against the Spirit, grunts of pain are fainted but not silent. I noticed that three games in a row. I don’t remember for the first two games, but in the last one, I was silent only after being hooked twice. So maybe this only is a technical issue.
Stridor is an extremely common perk for Spirits to run, it's a solid counter to Spirits main counter. I find this perk annoying since Spirit is the only reason I use Iron Will, and this perk makes her more unfun to go against.
- When playing against the Plague, and affected by her puke, Iron Will is useless. The coughs and grunts are not silent at all.
I see plague as the anti-stealth and anti healing version of Executioner. Plague counters those just as hard as Pyramid Head counters DS and BT. Due to this I see Iron Will not working against her making sense, not to say it isn't a bit annoying though.
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doesn’t get slowed down when creating his floor trap
He gets slowed drastically while entering the rites mode, and he moves at 110 instead of 115 while making the trails. This just goes to show that you don't understand the killer, and therefor shouldn't make judgement calls based on his balance. Give Pyramid some time now that he's on live before calling for buffs or nerfs.
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Extremely strong chase, one of the best mobility tools in the game, and is very easy to pick up to boot! There's no reason to not play Freddy if you're playing to win. On the other hand though, he's not particularly fun due to his lack of commitment mixed with the raw power of his entire kit. The only thing more fun than playing against Freddy is watching him Teleport and then use Pop on your generator, the absolute pinnacle of entertainment. I find it surprising how much effort had gone into his rework. I'm happy with how it turned out, that doesn't mean that I think he's enjoyable to play against though.
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I think that Tormented should get shading to make it look better, but other than that effects are fine as is
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If they want to then go ahead, it gets them free PR and a platform. As long as it's not obviously just to exploit the situation then it's fine.
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I mostly just find it stale on the survivor end, the only boring thing on the killer end is Pop. The more that certain perks come into play, the more stale it becomes, which is why BT, DS, Pop, BBQ, Dead Hard, Unbreakable, OoO, and Iron Will are boring to me. Aside for my general dislike for DH, the fact that these perks practically have to be played around almost every game is just bland. Rarely do I have to scramble to find Devour Hope, I haven't seen pebble in ages, and I've never seen Red Herring. There's so many perks that don't see the light of day due to the power difference, and due to said difference we only ever see the same 7 survivor perks used, and the same builds used for each killer. For the love of god, just shake things up by buffing the weakest perks drastically, bhvr please.
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If the game manages to not make her glitch out, then she's by far the strongest killer in the game. It's just a shame that she's currently a poorly-coded mess
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I'd make it to where Legion's Deep Wound timer is shortened to 5 seconds not running, that way there's an actual threat to being wounded in chase.
Edit: This is probably a bad idea, but Legion isn't really that capable of getting simple number tweaks, he needs things to be reworked.
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I don't enjoy having 3 perks for the entire game and then getting an easier last-minute kill. It just doesn't feel right.
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Trapper isn't the worst, but he's pretty close to it. I'd say that he's just barely better than Legion, but still worse than Wraith
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Killers will have a slightly better job on Mouse+Keyboard probably, other than that I don't think there's any actual difference.
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First match I played was Myers, then Wraith, then I switched to Surv and played Nea because I thought Urban looked neat.
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She doesn't need a buff, she should just become slightly less sluggish
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Old insta heals were extremely powerful, especially the syringe, which could completely invalidate a chase if used on a downed survivor with proper timing. New insta-heals are still extremely powerful, but require at least some skill to use. Loop a killer for 16 seconds after using the syringe and you get benefited, use the styptic whenever you're in a bad spot and the killer either gives you a speed boost or gives you enough time to get to a stronger position. Although you will have to mend if you get hit, that speed boost can very easily end up giving you far more than 16 seconds in chase, which if 3 people are on gens then that's about 48 seconds of progress on objectives.
If Moris are fair so are instaheals hands down.
Nobody is saying Mori's are fair, the cypress is useless and the others are too strong. This part of the post just makes it seem like you are invalidating any killer players ideas about balance, because they have the big bad mori.
decisive just isn't good enough they can just continue chasing after the 5 seconds.
I could've done my math wrong, but if the killer follows your path exactly then it'll take 33.33 seconds to catch up (115% speed). If you use efficient pathing this is more than enough time to find a strong loop, meaning that you can survivor for much longer than that 33 seconds. DS is by no means overpowered, but acting as if it isn't one of the strongest survivor perks is just plain silly.
If you're going to complain about survivor, complain about things that actually make sense. Complain about the gap in how potentially powerful SWF can be compared to solo queue, complain about how the Ranking system is royally [uh oh word]ed, complain about how hits are registered client side for the killer, complain about things that actually matter and would make the game better if changed. Thank you for coming to my Ted Talk.
I've also seen that this is your first post, so you're not starting off particularly strong with this one. Hopefully though you can ease into the forums somewhat quickly, which would also be aided by not posting takes that are scorching like this one.
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It would be a better idea if it always procced on being within 24m of the killer, especially since stealthier killers like Slinger and Myers still have TR's.
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You joined the same day you've posted this, and you've commented nothing, so probably just bait. I'll bite it anyway because it gives me something to do for a while though.
- The 8m range is pitiful
- The attack is extremely telegraphed, and in most situations is very easy to dodge
- The inability to strafe makes the aiming extremely rough
- This is the only power that Cone Skull has in chase
- Long cooldown, if he misses then the survivor can gain a large amount of distance
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I was going to say no, but cheersTC does have a point. Legendary Skins make sense for them.
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Wraith isn't really a bad guy, I feel like I'd be the least likely to be brutalized assuming he isn't in the entities realm.
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There's only 2 Badham maps I enjoy, and I don't like them as killer whatsoever. I would probably enjoy them more if I didn't see them every other game, there's just too many variants that play the exact same on both sides.