Beelzeboop
Beelzeboop
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- Beelzeboop
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He gets stunned whenever he uses PoTD. It lasts somewhere between a missed attack and cleaning your weapon.
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@SilentPill said:
https://forum.deadbydaylight.com/en/discussion/comment/1983216#Comment_1983216
You are complaining about survivor second chance perks, so I compare it to NOED. A key is hardly a free win in solo Q. The matchmaking is outright broken.
Even if you find the hatch, gathering up all your teammates is a nightmare and someone is bound to get caught first.
And as I said, killers still have plenty of “I win” buttons they can push. Iri head, rusty shackles, tombstone piece, tampered timer+crate of gears, alchemists ring, mother daughter ring, etc etc.
You realize that those require you to choose a specific killer, most of which aren't meta, most of which you have to buy. Essentially, that makes them closer to the meta survivor perks then NOED is, but they require you to take an active role, acting instead of reacting, in addition to the fact that only certain killers can use them as opposed to being able to have every single one at once.
Plus, the Iri head is getting nerfed with the Huntress rework that the devs have promised.
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@druggedpug69 said:
I'm not a betting man but I'm betting this won't be up for long
I'm not a betting post but I'm betting this man won't be up for long.
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It's supposed to work like that.
It sucks, but so do most things in this game.
Happy grinding, I guess.
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Alright, first of all:
da puppy
Second of all, I love hybrid players like you. You guys almost always have a balanced viewpoint and are generally willing and able to give accurate reports of the current balance and meta on both sides.
I honestly don't play survivor because I only get one to two hours a night to play DBD, but I would love play both if the wait times were shorter.
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I feel like survivors should have minigames to repair generators with procedurally generated solutions, and they'll have to spend two seconds just to asses the damage whenever they start working on a regressing generator or one with no progress on it.
This would make generators more interesting than holding m1 and clicking at the right time, allowing the devs to increase the gen times without making survivor unbearably boring. Also, it would distract them a bit from the Undetectable killer breathing down their neck.
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Those suggestions for Bubba are kinda already in the game.
His chainsaw has three tokens, which he burns to start his chainsaw sprint or keep his sprint going if he times it right. When the sprint stops, he goes into an exhausted state like the Nurse after she blinks.
If he touches anything or revs his chainsaw for too long he goes through an abusively long "tantrum" period where he moves at about 1.2 m/s, but any survivor who gets too close to him is instadowned due to him waving his chainsaw around wildly.
His main counter is windows. That's it. If he's revving his chainsaw, just run to the nearest vault space. He can't do anything but wave his chainsaw while sprinting, so he'll have to either try to run all the way around and burn all his tokens, run into the window to try and saw you while you're vaulting at the cost of entering a tantrum, or just cut his losses and wait out his sprint in order to chase you better.
Keep in mind that a good Bubba knows his own weaknesses, and he'll try to scare you into vaulting early by starting his chainsaw (often while waiting on the other side).
I know these mainly because my mains are Bubba, Ghostface, and Pyramid Head.
Speaking of which, it would be extraordinarily irritating if vault spaces blocked attacks like a full wall. That would allow survivors to stand literally inches away from the killer and be perfectly safe, giving them yet another safe way to T-bag the killer who is seconds away from uninstalling the game and making survivor wait times just a little bit longer still.
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It won't help.
There are like four data points that matter to the devs:
- What perks are used
- What items are used
- What killer is used
- How many survivors escape
Nothing else seems to matter to them.
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@IWasLeft2Die said:
I like the idea of clown getting jack in the box traps that have addons to change the effects of the traps (plus it would reference the pop goes the weasel icon). Traps could either pop out and hit a survivor, release an effect like his bottles, or just be a temporary barrier) They would greatly help his map pressure and make his chases more interesting. Take away antidote
@Sonzaishinai said:
I feel like increasing the bottles velocity would help so much. It sometimes feels like you're throwing balloons (which kinda fits)
Also i would add that when the antidote and tonic are mixed instead of just cancelling out that they have a chemical explosion. Dealing damage to survivors and stunning clown if he's in it.
More because it sounds cool then that it sounds good
I love both of these ideas.
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Pyramid Head needs some add-ons like this.
The only one that really changes how he plays at all that's any good is the Iridescent Seal of Metatron. Every other add-on he has that changes his ability at all sucks. Other than the Seal, nothing above green is really worth running.
It's the same with Ghostface. He really doesn't have any add-ons at all that change how he plays. Everything from brown to red does roughly the same thing.
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Bubba. He's a sweetheart in comparison to all the other killers, and oddly relatable.
But not alcohol. I really wouldn't want to see him drunk.
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@Eabon said:
人类才应该增加移动速度!
"Humans should increase their speed."
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I have all of the killer challenges done except the Nurse's double blink hit challenge.
Why they decided to make a tome based off the hardest, buggiest killer in the game is beyond me.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/1983267#Comment_1983267
Therein lies the issue.
Even if Survivors are bad and have short, 30 second chases, they will likely still win if the Killer doesn't tunnel someone out.
If each Survivor gives a short 30 second chase, that's about 360 total seconds spent chasing, which is very generous, most Survivors can loop for longer than that. Doing 5 gens take 400 seconds, roughly, without travel time.
That means there is a 40 second difference between the chase time and gen time. That's one slightly longer chase, or one mistake, away from the Killer losing the game.
You can literally be awful at chases and still win simply because gens are ridiculous.
Just wanted to say that every time the killer lands a hit, the survivor gets about a 15 second head start unless they somehow royally screw up moments later.
30 second chases are almost impossible against even vaguely competent survivors unless you're playing an insta-down killer
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I can only play this game one to two hours a day.
If I know a match is gonna suck just from the lobby, I'm not wasting my valuable time on it.
Of course, I get Haddonfield or Springwood every other match, but I generally don't want to DC and force those survivors to wait another 20 minutes for a match.
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69 auric cells.
The killer's name is Pro_Camper666.
Laurie is literally named "TOXIC SURVIVOR."
Both the survivor and the killer have maxed out Iri shards and BP, so they have no reason to be looking for a match.
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@GoodBoyKaru said:
So just now we got this teaser on their Twitter:
https://twitter.com/DeadByBHVR/status/1366418113173028875?s=20
Which seems to be a conversation between two people, one named "YUN-JIN" and one UNKNOWN. YUN-JIN sounds like a woman, whilst UNKNOWN sounds like a dude. This is held entirely in Korean but thankfully someone in the comments translated it:
https://twitter.com/gaypast/status/1366418552790605827?s=20
https://twitter.com/gaypast/status/1366418980437655554?s=20
@Beelzeboop I know Twitter doesn't work for you so:
"YUN-JIN: The interview that was held on Saturday was canceled. And on that day, don't come near the studio and take a break. It may be difficult... that day...
UNKNOWN: What day is special?
YUN-JIN: Saturday is that day... That's a year from the day of the fire.
UNKNOWN: Then everyone will pay attention. Hold the interview again. you can do it."
Theory time.
Thanks for thinking of me!
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@GhostMaceNotCrusty said:
The game said "ok jake, you've been hit, time to go down" but jake politely declined.
Game: So, you're injured, right?
Jake: Yes
Game: So you're supposed to go into the dying state if you get hit again, right?
Jake: Yes
Game: Okay, the so killer hit you.
Jake: Yes
Game: You're supposed to be in the dying state, aren't you?
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@Zarr0ch said:
https://forum.deadbydaylight.com/en/discussion/comment/1982473#Comment_1982473
Well...clearly my numbers would need to be adjusted based on balance etc etc.
Also, perhaps the solo survivor in a 3 man SWF could get buffed to match the killers buff so they are not disadvantaged by a killers speed increase etc.
Yeah, that would be necessary for the kind of change that you're thinking of.
However, buffing survivors at all is not exactly a good idea, and I'd rather play as an un-buffed killer against a normal survivor than a juiced-up killer against an equally juiced-up survivor.
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@Steel_Eyed said:
Bad idea imo. Higher information in game is what’s needed and the new UI does that.
This has to be the dumbest thing I've read in a long while.
But yeah, OP's idea is a bit crazy. If we could just see who was in a SWF, that would be a thousand times better TBH.
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@Azeroth said:
https://forum.deadbydaylight.com/en/discussion/comment/1982374#Comment_1982374
Yeah killer doesnt use meta perks... right, haha.
Pretty much the entire killer meta is perks based around keeping the game from being over in three minutes with one chase due to absurd gen speeds, like corrupt or ruin, with a couple of one hit or tracking perks like MYC and BBQ, with a couple outliers like Bamboozle.
Pretty much the entire survivor meta is perks that make up for low skill, like DH if you failed to keep your distance somehow (because, let's be honest, you don't use it to actually dodge all that often, do you?), DS if you fail at least three chases in a short time frame, and BT if you have no ability to tell if its a good idea or not to unhook your friend in the killer's terror radius. Pretty much every other survivor perk that isn't also a second chance or a crutch perk are based on things the survivors are supposed to be doing, ie the objective and escaping chases.
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The overheat mechanic has little to no bearing on actual gameplay most of the time, so half his add-ons shouldn't be related to it.
I also feel like he should be able to steer better like he used to, because he's essentially worthless on any crowded or indoor map other than maybe Midwitch, and the hard counter to his power is "don't stand still out in the open".
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Killer is already extremely stressful, and I really don't want to be bullied more than I already am.
Plus, has it occurred to you that the killer isn't playing the game for you to have fun anymore than you're playing it for them to have fun?
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Just and Honorable Judge Nea Karlsson, sentences the accused, Talbot Grimes, henceforth referred to as Stibbity Stabbity the Stab Meister, to the harshest sentence possible:
"LOL EZ PZ u need to git gud baby killer y u so bad at the game go #########"
May the Entity have mercy on thy soul.
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Don't forget the Doc's theme.
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His PoTD should either come out slightly faster, not project its range and location, or be slightly wider.
Other than that, he's golden.
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This is sarcasm, everyone. Just look at this guy's comments and discussions in the past.
He is a very sarcastic killer main.
He was being sarcastic when he made this post.
(If you don't get it, that means he didn't mean what he said and was deliberately saying the opposite of what he felt on the subject in what he hoped to be an obvious way in order to make a point.)
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@kingcarl2012 said:
https://forum.deadbydaylight.com/en/discussion/231025/some-quick-questions
I dont think you can get the deep wound status effect without being injured so yes.
No mending does not count as healing
Franklins does not work with non basic attacks
Static blast does not deal damage but it does increase madness level
Thank you.
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@RiskyKara said:
https://forum.deadbydaylight.com/en/discussion/comment/1981947#Comment_1981947
Did you see why I said to buff DS? The same reason I think dead hard needs an improvement, usability. Decisive Strikes requires a ton of prerequisites to be activate-able and you may not even get to use it a lot of your games. With the new nerfs to DS it makes it even far more limited in its usability as in you as the player will not see the prompt very often.
With that consideration in mind, with all the stars that have to line up to even see a decisive strike prompt, it makes sense to just let it automatically activate. Imagine running that perk, never seeing it for a lot of games, then the one time you actually do get to use it, you fumbled the skill check. GG get wreckt, you wasted that perk slot for one more game who knows when you'll see it again. It just feels bad.
The buff I suggested was just that instead of offering a chance to whiff it, it just works automatically. As a survivor main it always feels like DS is activated 100% of the time when it's in play anyways, might as well make that true? Just because I main a killer doesn't mean I play the meta game of "What can they nerf on the survivor side."
I always just feel so badly when people get upset here and like to suggest compromises or general improvements so even if people lose their favorite toy they still have something to be happy with.
This thread was about DH though.
There is literally no way to justify buffing either DH or DS, or BT for that matter even though you haven't suggested a buff for that.
The reason these perks are complained about is the same as the reason camping and slugging are complained about.
There is so much entertainment, skill requirement, atmosphere, and gameplay lost on both sides that the effectiveness is completely irrelevant for the other side.
There's no element to them that deserves any sort of respect. The skill required is almost a non factor, it's frustrating for the other side to work with, and people still expect to be told that they played well and made the match entertaining for using them.
DS, DH, and BT are so disgusting that you don't even deserve a "GG WP" if you run them.
They are, without a doubt, the survivor equivalent of Freddy, except Freddy still requires you to pay attention to the game to have a chance.
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I like this.
I like this a lot.
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@RiskyKara said:
https://forum.deadbydaylight.com/en/discussion/comment/1981896#Comment_1981896
But I'm a killer main.
*Re-reads created discussion history*
Well, this seems to check ou-
"Buff DS"
...
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@Mooks said:
I think at this point it would just feel forced if the devs implement something against the genrush. It would feel like pandering to the complaining killer mains and they would not implement it because they really wanted it but because they were pressed to do it.
/s
yeah I think something to change early game/overall feel of genrush is needed, but not on the expense on the survivor side, but to also make survivor gameplay more interesting.
Because the killer's complaints are completely unjustified and the game is based entirely around the survivor's fun.
Reading what I just said out loud, that's actually a really good way to explain the dev's viewpoint on their own game.
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Pretty good, but not perfect.
Killer Main.
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Except the jerk gets away scot free, and still makes fun of the killer and their friends afterwards.
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Here's an idea for a quick fix for Dead Hard:
Dead Hard
uncommon/rare/very rare David King perk
You can take a beating. When injured and within 2.5/3/3.5 meters of the killer, tap into your adrenaline bank and dash forward quickly to avoid damage.
- Press the Active Ability button while running to dash forward.
- During the dash, you avoid damage.
- Causes the Exhausted status effect for 60/50/40 seconds.
- You do not recover from the Exhausted status effect while running.
"I am absolutely not willing to type out a stupid story about dodging beer bottles just to make this look slightly more 'authentic' or whatever." - Beelzeboop
The numbers may need tweaking.
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I wouldn't want this person as a character in game, but more of as a musician for the game.
The Caretaker.
Of course, he definitely would not want to write music for this game.
But just imagine a killer with lobby music on the style of Everywhere At The End Of Time. It would definitely have to be a surreal/psychological horror killer.
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Legion with Sloppy, Forced Penance, Unnerving Presence, Coulrophobia.
Hag with Undying, Haunted Grounds, Thrill of the Hunt, and Retribution.
Bubba with Dragon's Grip, MYC, Iron Maiden, and NoED.
Nurse with Iron Grasp, Agitation, Mad Grit, and Enduring.
Pyramid Head with Mad Grit, MYC, PGtW, and Devour.
Twins.
Here's an interesting one that I wanna actually try out:
Doctor with Unnerving Presence, Distressing, PGtW, and Tinker.
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@noctis129 said:
This is a troll topic and not to be taken seriously.
I am literally shaking right now.
I can't even
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SWF, clearly.
Did you actually have to ask, or were you just trying to see if your opinion is justified?
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*Laughs in not having any slowdown perks whatsoever*
*Cries in infinite 1ks*
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Blight.
He has taken on Nurse, Trapper, Huntress, Hillbilly, Doctor, Wraith, and I don't remember who else.
Pretty much anyone who has a blighted cosmetic set has been beaten and experimented on by the Blight, going by the descriptions of the sets and the Blights tome entries.
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@DemonDaddy said:
Hey devs,
Seriously would like to hear some reasoning for the reintroduction of double pallets. I find these to be very unnecessary as a solo survivor and highly irritable as killer.
Is this intended as additional protection for the unskilled survivors?
Or
Is this rng overlap from limited placement and a mandatory minimum for the match?
They seem far more frequent on reworked maps.
It is very much to compensate for unskilled survivors.
The game is balanced around red rank killers going against mediocre survivors.
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@StibbityStabbity said:
Keys are currently on the chopping block.
Well, they are in line to be on the chopping block.
We don't know their position in that line.
The lady at the desk might be asleep as well.
This could take a bit.
Yeah, we put in an notice, but the mail isn't very reliable these days, and we can't possibly bring them in without telling them that we need to bring them in.
The number-giver thingy is stuck, too, so we need to get that fixed before we try to send another notice.
But with the doors being closed and all, we can't exactly bring in any repairmen, and we really don't feel like opening them right now.
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How would he grab survivors out of lockers? Or break generators? Or break anything for that matter?
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I just wanted to mention, this has more views and comments than half of the threads on the front page, but it's on the third one instead.
It seems like someone doesn't want us talking about this, but isn't willing to outright deny discussion.
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I approve of this.
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Funny thing, a lot of the theories about what the killer in the new chapter is gonna be essentially paint it as Korean Perfect Blue, with as much K-Pop as you would expect from that concept.
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An urban map for the twins would be cool, but it would probably be heavily survivor sided.
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@Shirokinukatsukami said:
https://forum.deadbydaylight.com/en/discussion/comment/1975881#Comment_1975881
Nurse challenges are easy for killer newbs.
Newbs like me can easily do Nurse challenges because we're fighting newbs who are worse at the game than we are.
It's a bit less easy when you suck at nurse, haven't leveled her up past lvl 20, and get matched up with purple rank players..
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Slammin', jammin', slashin', slammin', whackin', smashin', mixtape time owo


