Awkward_Fiend
Awkward_Fiend
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- Awkward_Fiend
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Comments
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I would adore an Oni plush, I don't play him that much but a plush of him would be great.
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Only if the EGC is active, if it's not then this is a horrid idea. Adding it during the entirety of the match would just lead to hatch standoffs.
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Mint Rag is one of the strongest in the game, it single-handedly makes a basement nearly inescapable since crouching can no longer save you.
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@Snowstruck said:
No, I do not want them to change it drastically or remove it. Hell no.
But I have a good, in my opinion, suggestion for if they nerf it! It's small but I think it's good : ).
Make it so killers can only mori if the survivor is on death hook, or reached stage two on first hook. It would be a lot funner to play against, in my opinion.
Now, don't get me wrong, I actually love to play against moris, believe it or not! I think it's kinda funny honestly, especially the hag or bubba's pig screeching. But since so many people hate moris, this would be a small but great way to make it funner for other people : ).
That would give no bonus to the killer, and instead end up as a purely cosmetic change, if not detrimental to the killer themselves. If a hook is nearby, then there's no reason to mori, and then it becomes a waste. Mori's are definitely too powerful atm, but relegating them to the final hook would make them too weak, and a waste of BP, similar to the Luck Offerings.
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I use Kindred, so please tell me why my teammates still don't come get me?
Nevermind, I forgot that Selfcare > Teammates, my bad.
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The Memorial is the strongest addon IMO. As others have said, the tuft is always good, but without the Memorial it can take too long to get the T3
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The game is survivor sided against 3/4 man SWF, if you're talking about Soloqueue then it's only slightly killer favored.
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My Wifi's also horrid, but yet when the game give me a DC penalty, then I don't play because it's fairly likely that I'll just DC again.
I also absolutely love how this poll is clearly biased, and the 'wrong' option has more votes.
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Deja Vu - Gives you a 10% speed boost while working on highlighted generators alone, and a 5% penalty while working on non highlighted gens.
Babysitter - Prevents application of all status effects (including Deep Wound)
Camaraderie - Reduced numbers, but triggers every time that a survivor starts getting you off, and stops. No longer procs on distance.
Mindbreaker - Change effect into "While working on a generator below 80%, gain oblivious. If the generator is above 80%, instead all of your perks become unusable until you stop repairing"
Fire Up - Change effect into "For each completed generator, gain 1% speed boost, and 4% reduction to successful attack cooldowns, the lessened cooldown does not stack"
Overwhelming Presence - Change effect into "While a survivor is within your Terror Radius, drain their item at a rate of 2% per second. Items taken from chests within your Terror Radius automatically have half charges. Due to the extra stress induced by your presence, Keys cannot be Channeled within your Terror Radius"
Some of these are probably just a tad too strong, but at least they would shake up the meta.
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Holding the game hostage is hiding and never doing generators. There was an old build called Hostage Doc where you could make the game last a stupidly long amount of time, and it could be unstoppable on certain maps.
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@MysteriousPerson said:
i probably would have fun playing as her but i cant do it successfully to save my life which is why i respect all the good nurses out there especially those console ones
Console Nurses are gods among men. I think Nurse is fun to play, mostly because she's so different, but on Console she'd be actual hell.
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I got it in a random huntress game. It's mostly just luck since most maps don't have convenient basements.
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If I didn't like it, I wouldn't play it.
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I do not believe that the wiggle bar needs changing, it is not intended to allow you to escape on your own (at least as far as I can tell). The purpose seems to be to limit the distance the killer can carry you, and body blocking only further limits this distance.
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@KrazyAce13 said:
https://forum.deadbydaylight.com/en/discussion/comment/1228370#Comment_1228370
Lockers have always been a hard doc counter even before the rework. And which purple add on works on cooldown?
Order shortens the blast cooldown by 2/4/6 seconds depending on it's rarity.
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Iron Will and Inner Strength do not need buffs, they're both extremely powerful perks. You suggestion for Calm Spirit would also make it extremely powerful, if not the strongest, aura reading perk for survivor. Lightweight is a good idea, however it should only be implemented when sounds aren't already bugged.
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All Seeing - Blood is a close second, but some version of Windstorm is more or less necessary on him.
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Myers is not in need of a buff, he's a very capable killer, and tier 3 rarely feels like a waste if you know how to use it properly, and have tracking perks.
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@csandman1977 said:
https://forum.deadbydaylight.com/en/discussion/comment/1227382#Comment_1227382
Yes. Thats why killers lose points for moris and if im not mistaken get no points for letting someone bleed out.
Slugging means you chased. Nothing wrong with it if you plan on hooking that person before they bleed out. Now leaving all 4 on ground to bleed out i would say is toxic. Or refusing to hook someone while also not allowing anyone to pick them up while not chasing anyone else is also toxic. Not cheating. Just scummy.
They do get points for bleed outs, just not a lot.
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@Zaitsev said:
https://forum.deadbydaylight.com/en/discussion/comment/1226435#Comment_1226435
Hes not a very good killer. Hes been out for close to a month now. Everyone knows how he works.
You see, there's a large divide in how good people think he is. I, for one, think he's just barely better than Michael. He is strong in the right hands, and even without the skill required to make snipes you can still shut down a large amount of loops effectively as him. This killer is more than capable as is.
Edit: If everybody truly knew how he worked, then the divide wouldn't exist. There would be an actual common consensus.
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Death boy is fine as is, he should be left as is. He's a good killer, and he should be given more time before buffs or nerfs are called for.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1226316#Comment_1226316
Escaping isn't the survivors' job, and I personally make sure to perform my duties such as generators, healing, and saves. How is it obtuse to explore the many facets of this game?
- Generators -> Exit Gates -> Escaping
- Hook Saves -> Teammates doing Gens -> Exit Gates -> Escaping
- Heals -> Longer chases -> Teammates on Gens -> Exit Gates -> Escaping
- Totems -> Removes Killer Perks -> Easier Survival -> Generators -> Exit Gates -> Escape
Almost EVERYTHING a survivor can do aids toward their survival, so it's pretty obtuse to say that their goal isn't Surviving.
Now, lets do the exact same thing for killers.
- Start Chases -> Get Hooks -> Get Kills
- Kick Gens -> Stall Surv Objectives
- Slugging -> Forces Another survivor to come -> Stall Surv Objectives
- Break Walls/Pallets -> Make the map more dangerous -> Easier Chases -> Get Hooks -> Get Kills
The majority of actions that killers can do stall survivor objectives or aid them in getting kills. So how is their goal not to get kills?
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Few bugs are "Simple" when you have nonoptimal code.
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@Sir_Child1234 said:
does anyone have some Pig builds?
Scorpionz, the best pig, just did an hour long guide for the Pig.
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Rumors say the 29th
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It's that way for a few reasons.
- To bring it in line with killer
- Discourage bringing double addons
- Encourage using different items each game
- Gives BHVR less incentive to balance survivor addons since they'll be used much less
I completely agree with the change, but I would also agree that the survivor Bloodweb is pretty cramped.
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I can look straight at him and he doesn't snap out, but then he can walk behind a wall where I definitely don't see him, and he's now snapped out. It's too buggy, and it's been that way since his release. He honestly feels like he's still in beta sometimes.
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Noise Conscious
Sounds from walking are reduced by 75%
Sounds from running are reduced by 5/15/25%
Sounds walking or running while in grass are further reduced by 0/25/50%
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Stitched bag is by far the best add on for trapper, Stitched basically just minimizes his biggest downsides. The ability to hold more traps and more total traps is a major upside. The only addon that comes close to the sheer power of stitched bag is the Trapper Bag, which is basically the exact same.
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Moris are atrociously powerful, and I don't know how to fix them without making them useless, but they definitely need a rework. For keys, I'd just make it to where Hatch can't be opened until there's only one survivor, or the exit gates are powered. Currently if 1 survivor is dead and 1 gen is left, 3 survivors can get an escape assuming there's a key, this shouldn't be the case as it can cut out the final objective. By cutting out the final Generator, the survivors have circumvented the most difficult objective.
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His TR addons are actually horrid, they slow him down quite a bit. You'll have a 4m TR, but you'll also be limited to 78% speed. Compare that to Ghostfaces 115 and you'll realize that his TR addons aren't that good. Although I would admit that his TR should get a tune up, it's definitely too quiet at the start.
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Inner Strength doesn't need a buff, it's an extremely powerful perk already.
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The syringe is extremely underrated. As long as you hit a single great, or get a teammate to tap you once in the trial, you can essentially add another heal to the medkit. BUT WAIT, THERE'S MORE. You don't even need to spend the time healing, you can spend it on Gens, OR you could do it Mid Chase, and give yourself an extra health state if you're capable.
The runner up is also the Dressings, but the Syringe is just the top dog. Styptic is ok, but it's just not as good as the Syringe in most cases.
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1/5 - Facecamping Bubba, Ideal Ranking System, Death Squad SWF + ######### map, Iri Head + Infantry, Mint Rag + Shackles.
5/5 - Was the game above and beyond, a very competitive and fun game?
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Rotton Fields, Thompson, and Fractured Cowshed are the maps that I would consider to be the most survivor sided in the game.
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Most people run Rainbow, or use a specific addon to see certain things, and for both of them the stamp is extremely useful.
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Make Your Choice and Devour Hope trigger off of the radius listed on the perk, not off of terror radius. So Insidious, Wraith, Ghostface, etc do not apply.
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@Francesco044 said:
There are a lot of good teachables but for a basic killer I like freddy's teachables becouse it helps you in the endgame (and almost all high rank match finish with a genrush or still a genrush but for a killer's misktake that it maked him lose time), his teachables helps you to have a "second chance".
My favourite killer perk in game is bloodwarden becouse it can save you from bad situations like swf after a epic rescue run thought an exit gate, bloodwarden is really cool conbined with noed and you can also get a 4k with endgame collapse taking advange of altruism (especially swf).
@Todgeweiht said:
Clown
Bamboozle + Pop are enough to call his set great
Coulrophobia is meh but works wonders on Billy and Nurse
I was thinking of adding those two last second, but decided against it to keep it concise.
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I don't really see any competition here, Blood Amber is extremely powerful and can let you make riskier plays since you'll know where the killer is. The main downside is that it more or less useless on a dull key.
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Odd Bulb and Halogen aren't that great for saves, instead use the Lenses.
I'm also not great at hitting the saves though, so I can't recommend the timing.
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Myers is stronger almost exclusively because of the Hair Bow, Memorials, and Infectious. Ghostface, although less potent, is a lot more consistent since he has more options on how to get kills.
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The idea of locking character escapes behind specific doors is not good, because the killer could just stand in front of the gate and if that persons still alive then they get a kill for free.
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Nurses > Sloppy > Distressing > Beast
Sloppy and Nurses are both pretty useful, but from my experience Nurses is slightly better. Distressing and Beast of Prey aren't that good, but at least Distressing gives more BP, and has a pretty useful effect on Doctor and arguably Oni.
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@Martesa55 said:
Personally I want Freddy, Doctor, Spirit and Bubba to be nerfed.
Doctor: When you reach tier 3 madness you can't vault, run and you can't use your item! You have to snap out of it. When you do you scream the entire time so your position is showed to him. You also see destroyed pallets in their normal position and it's problem when he chase you
Freddy: He can hit you from 20 miles away, he can teleport from one side to the other of the map, his terror radio us is small, if you walk into a dream trap you move slow and it's problem when he is chasing you and he also can make fake pallets😑
Bubba: His laugh annoys me. His chainsaw movement is fast and his game style makes me angry.
Spirit: Her Katana is really big so she can hit you easy. She can phase walk and she can use an add-on that makes her phase sound "mute".
Some of the info here is incorrect, so I'll go ahead and clear some of these up. Tier 3 madness still allows you to Vault and Run, you cannot use mouse key interactions, like Mending or Repairing. Doc's pallets are also an Addon. Freddy's and Spirit's lunges is the same as everybody elses. Bubba's chainsaw is notoriously slow. Freddy's TR is also 32m, and the lullaby cannot be altered as far as I know. Spirit's addon that mutes the phase was removed a while back.
I would agree with Spirit and Freddy being a bit too strong, and that they should be toned down, but having Doctor and Bubba on that list is more or less contradictory. Doctor's definitely powerful, but Bubba is extremely weak. I'll pitch in my ideas for changes here. Doctor could have mending take priority over Madness, Bubba should have a mobility tool, Spirit should be seen intermittently while phasing (once every other second or so), and Freddy should take longer for his snares to become armed. Insidious should also be removed, as an indirect nerf to basement bubba, because that's not a fun experience.
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@Martesa55 said:
https://forum.deadbydaylight.com/en/discussion/comment/1219590#Comment_1219590
He always makes me angry. Specially when he down you with chainsaw and he laughs... His perk Franklin's demise also annoys me....Damn why do I have to lose my flashlight since I have give 18k bloodpoints for good add-ons? Or the other? I don't know if it has happen to you. Once I losed a flashlight that I gave 18k bloodpoints to have and later someone else found it and take it🤬🤬🤬
Franklins isn't a great perk unless it's used to break a key, because they're so hard to find. It is definitely irritating though, I'll give you that.
I'm a Doctor player, so why would you say that he would be on the floor for another rework? His kit is definitely loaded, but he's also immobile so I think he's fine.
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Although I agree with CheersTC about Freddy, I still believe that Bubba is the one in the most need of a rework. Unlike the majority of killers, he doesn't have a single red addon, and his power is extremely clunky. Bubba was rushed, and almost everyone who plays him can FEEL it. He's not a great killer, but his basement gameplay is nearly inescapable, and that's not fun for anybody.
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I'm not a flashlight master or anything, but the lens just seems like the best choice, although Batteries are always good.
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His lunge is the exact same as every other killers lunge. It just looks odd because of the animation.
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Wire Spool and BNP can allow half a gen to be complete by the time that the Toolbox is out. Although I voted Wire over BNP because it's more common.
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Unless you can spend more than 32 seconds looping the killer AFTER taking the first hit, than you've wasted your time, and everybody elses time as those 32 seconds could've been spent more efficiently on generators.