Beelzeboop
Beelzeboop
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He would need absolutely insane number tweaks for his power to be anything more than a hindrance at higher ranks.
With his power he relies abusively heavily on survivor mistakes and maps and where the traps are at the start of the trial and how the survivors are spread out and needs to spend his limited traps to corral survivors into the area that obviously has a ton of traps in it and he has to hope that someone isn't disarming all of his impossible to hide traps and that no one is running Dead Hard and even if someone does get trapped he has to hope that the Random Number Gods have smiled down upon him and that the survivors don't escape before he has a chance to get there. Plus, he literally forfeits the start of the match just to collect and set up traps, and is at this point the easiest killer to genrush, so he's not only weak, he's particularly weak to the meta strategy at the moment. Also, he can step in his own traps, which acts basically like a pallet stun.
Without his power he's an M1 killer with no power.
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Given that in real life a single knife wound could easily incapacitate or kill the victim, yeah, I'd say they're holding back.
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@Klodwig said:
https://us.v-cdn.net/6030815/uploads/CCX4MMVO4LWJ/81.png
Drew Sally in outfit which Outfit that I drew for contest in 2019.
All of this is amazing.
I'm gonna bookmark this thread.
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Jason would be able to end chases. That would make him several times better than Trapper.
He also wouldn't have to spend the first minute of the match picking up and putting down bear traps just to use his power inconsistently in a small part of the map.
Dead Hard also most likely wouldn't hard counter Jason's power, either.
Plus, I doubt be would be able to accidentally pallet stun himself with his power when no pallets are nearby.
Pretty much every killer outclasses Trapper. Even Trickster, if just barely.
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I honestly hate the idea of boon totems.
The killer already wastes enough time chasing. Just playing the game at all gives the survivors plenty of time to do gens.
Then they added breakable walls, some of which basically have to be broken.
And now they're adding Boon Totems that will give at least one survivor a massive advantage if the killer doesn't go out of their way to actively look for them. Even if they add perks to counter boon totems, the killer only has four perk slots, and would be wasting one under the assumption that they're gonna be going up against survivors with boons.
And if they give boon totems the same "hiding" treatment as Hex totems, survivors are barely going to run them, because it's annoying as hell to have one of your perks disabled within 20 seconds of the start of the match. That would actually make boons more powerful, since no one would be expecting you to run them.
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@QwQw said:
Honestly? Yeah, I've though this way for awhile now.
The only difference is that Dead Hard is an actual good perk, while NOED can only get you maybe one pity kill.
Yeah. Also, you get bullied and made fun of for running NOED, but DH is not only fine but expected.
Also, you reminded me to write the point about how inconsistent for the user as well, so thank you that.
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@gatsby said:
https://forum.deadbydaylight.com/en/discussion/comment/2239758#Comment_2239758
Nurse isn't problematic because she's balanced in a way that heavily discourages people from playing her.
So getting a Nurse game is uncommon and a threatening Nurse game is so rare that most people aren't even mad about losing they're just impressed that someone is skilled enough Nurse to 4k
So, because a killer is designed in a way that they're obscenely buggy and near physically painful to play, that justifies them ignoring almost all defenses the survivors have? That's... one form of logic, I guess.
Nurse is problematic for both sides. For killers it's because she is horrible to play, so it's mostly just the "I want to win no matter what" types that even try to play her. For survivors it's because facing her is usually either a guaranteed win or a guaranteed loss, and that removes basically all tension from the game.
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@th3 said:
https://forum.deadbydaylight.com/en/discussion/comment/2239334#Comment_2239334
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Unfortunately when I had to reinstall windows I wasn’t able to save the screenshots I didn’t upload from steam but ultimately this is enough proof right now. I can even stream and show you video proof as well to prove my point that killer even without these 17 screenshots I have, is the easiest it has ever been. Still continuing with my bubba 4K streak which doesn’t make exceptions for mercy or hatch escapes. Easy.
But yeah keys and survivors are definitely overpowered and an automatic loss. The only thing I am irritated about is losing those screenshots since I would’ve loved to put all couple hundred of them on here.
edit: also blight isn’t s tier. He is A tier since he still has meaningful counterplay. Unless the killer is exploiting.
These screenshots don't exactly display the standard experience. It's easy to cherry pick examples, and we would never know. Also, the Spirit screenshot doesn't exactly prove your point, other than you not running Stridor and still succeeding with an S tier killer.
Wait, I think I know that username that's used in about two thirds of these screenshots... am I talking to the legendary IloveDemo who wrote in e very similar style on identical topics and was banned for being overtly hostile towards anyone that didn't share their exact opinions? If not, then this is a very strong and strange coincidence.
Also, Blight is S tier, because he can deal with skilled survivors, even a rank 1 4man SWF sweat squad and still have a decent chance of winning if the player is good enough. Having no counterplay isn't what makes a killer S tier. It's being able to not entirely rely on survivors making stupid mistakes over and over to get the slightest amount of progress.
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@th3 said:
https://forum.deadbydaylight.com/en/discussion/comment/2238629#Comment_2238629
The punishment for being found and downed is you are one hook closer to being killed. There is no need for an additional slowdown which will make the game even easier than it already is for killers.
Oooohh, you're one of those people that think that killer is super easy and that survivors need buffs.
That explains it. I would suggest playing killer at higher ranks if you want a better understanding of how hard the game really is for killers.
OP, I think this is a great idea.
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I've gotten Entity Displeased on a 3k at least five times at this point.
No camping, no survivors escaping my grasp, no slugging.
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If they removed or replaced all of those stupid wreathes and sachets it would help a lot.
Rebalancing killer add-on costs would be nice as well.
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@Dabihwow said:
https://forum.deadbydaylight.com/en/discussion/comment/2238590#Comment_2238590
Thanks, I didn't want it to sound homophobic yet still get a reaction out of readers. If I was to remove the (BADWORD) I can only say one of them is a homophobic slur. I really dislike, it but I want to get a reaction out of readers to make them hate Cassandra even more. Anyway I have a question, did I do Kellie Mason right? I never really wrote an LGBT character ever, so I wanted to know is this acceptable.
Sorry that I'm late to the party again. I don't really have an excuse this time, other than maybe different time zones.
Yeah, you did good there. LGBTQ+ people tend to just be like anyone else, other than the difference in sexual preferences.
It's perfectly fine to have homophobia in your works, as long as it's never portrayed as a positive thing by the story itself. It works a lot like racism: hating people for something they can't control is never okay, and anyone who says it is is either trying to get people riled up or is horribly misguided.
If you're wondering how much authority I have here, recall that I'm a furry for a moment. Then forget that entirely and pretend I have some actual credentials.
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I mean, no reason why they shouldn't.
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Pyramid Head and Blight have excellent menu themes.
Pyramid Head's is a bit better, though.
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@dspaceman20 said:
I keep hearing about instasaw hillbilly but I never actually seen or played against it before I think. Can someone explain?
By stacking chainsaw charge speed add-ons (as in, the time it takes to charge up his power), Billy could basically instantly start a chainsaw dash on command, so he could be right behind you and give you no time to think, much less react.
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@Grandpa_Crack_Pipe said:
https://forum.deadbydaylight.com/en/discussion/comment/2236684#Comment_2236684
I do wish the ban-worthy post wasn't deleted from time to time, though.
If only to sate my morbid curiosity.
Ditto.
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July 1st-15th.
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I love how oppressive Nemesis can be, smashing pallets as fast as survivors can drop them.
I'm probably going to buy this chapter.
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Thank you so much for existing, Karu.
(unrelated image of a dog)
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What's this one called?
Gibbering Gateau? Giblet Gateau? Garish Gateau? Grrrreat Gateau?
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Pyramid Head's knife dragging and his footsteps in the Mori.
Also, most Blight noises.
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I feel like the "Basic Attack" requirements should only apply to effects that are particularly strong (so that you have to work for the reward at least a little) or things that could be easily abused (Sloppy on Legion or Knockout on Huntress).
Hysteria and Eruption don't really fall into either of these categories.
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Backwater Swamp. I'm perfectly fine with the grass, it's just that I get it, like, every other game and it's annoying to try and pressure.
Dead Dawg. Pretty much every killer I own is ######### on this map, and the breakable walls and basement placements are physically painful to me.
Wrecker's Yard. I hate the whole thing so much. Especially the gas station.
Yomaoka estate. Do I even have to say it?
And, of course, Badham, the Game, and Haddonfield.
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/2236627#Comment_2236627
The bones are already broken so I don't have to hear the sound
If my username were breaking bones (Which sounds like breaking bad starring skeletons) then it'd be a different story
*Skeleton methhead sounds intensify*
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@TeabaggingGhostface said:
I honestly play bubba just because i like to bonk people on the head with the hammer
I love how he shakes the blood off with a bizarre mixture of horror, disgust, and apathy.
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@Brokenbones said:
The sound that plays when you unbind victor
It sounds like bones snapping and it's so gross. I hate it.
... You... have you read your username?
To answer the original post, E n t i y D i s p l e a s e d.
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@B_Random said:
Any opinions on this, anyone got anything to say, please?
Yes.
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If they don't add this beautiful, sexy monstrosity to the game at some point I'm gonna quit playing.
At some point.
Fun fact: H.R. Giger, the creator of the Alien and most surrounding creatures, was inspired by the works of my favorite artist ever, Zdzisław Beksiński (zed-JEE-slav Bek-SHIN-skee).
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@GoodBoyKaru said:
blight is actually 80% warm butter and so slides off of most objects accordingly.
Cream.
Not a salt, not a liquid, but a dainty cream that covers everything smoothly and easily.
And what an eyeful they're gonna get! Mmmm-hmm!
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My second choice.
... Right after Nurse's full bonesaw.
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That's what you get for trying to play as the game's mascot.
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If they do that, getting a 2k as killer should get you a safety pip as well.
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@meowzilla69 said:
I agree the unhooked should get endurance as well. That’ll stop a face camping bubba.
This is sarcasm, right?
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These are all really good, but she would absolutely need an add-on pass to go with them.
The search time add-ons in particular would need to be addressed in addition to the ones you mentioned.
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While Silent Hill is my favorite franchise out of all of these, Halloween is what made this game the way it is. That's why I'm gonna say that it's my favorite.
For my least favorite, it would have to Halloween. Halloween is what made this game the way it is. That's why I'm gonna say that it's my least favorite.
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@Mr_Slick546 said:
https://forum.deadbydaylight.com/en/discussion/comment/2233819#Comment_2233819
There is an objective reason for the deep wounds black screen being considered bad gameplay and it's as follows: Going down because you can't see the screen is non interactive. Plain and simple, non interactiveness is bad in pvp games, it's the reason Spirit is the most hated killer in the game even though Nurse is stronger, it's because it's non interactive. The devs don't play their own game above rank 10 so here we are, doesn't mean it's good doesn't mean it shouldn't be improved.
If you don't care about what other people have to say if it doesn't agree with you, you don't want a discussion.
The whole point of a forum is to discuss ideas, thoughts and opinions.
So, if you don't have any interest in having a friendly discussion, kindly don't make a thread at all.
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It's the closest thing they can do to T-bagging if there aren't any exit gates nearby.
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Blight - 900
Hag - 875
Plague - 875
Spirit - 775
Twins - 775
Executioner was way down at 575.
Trapper was lowest at 275, and Freddy was just barely above him.
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@Dabihwow said:
https://forum.deadbydaylight.com/en/discussion/comment/2233568#Comment_2233568
You do deserve the title for being the first to make a fan character though, so good job
Well, I'm writing a fanfic right now, actually, so I'm gonna come in second. And no, not that kind of fanfic.
Also, just because I started it doesn't mean I'll finish it, if that hasn't been made clear from the piles of half-finished Pinebrook fanart lying around my room.
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Because having Traps that require you to down a survivor using that ######### power and rely entirely on RNG or blatantly broken add-ons to have a chance at having any real effect on outcome of the match means she would be overpowered if she had any real map presence or chase power or functional stealth on more than two maps.
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The fact that they put in classic horror icons and let you play as them.
The Halloween chapter in particular is really what made this game. They may have made the most painfully unfair and unbalanced chapter in the entire game, but it was all in the name of being true to the idea of making the story that develops over the course of the match as close as possible to the story and feel of the movie.
I honestly wish they kept more of that in the later licensed chapters. I mean, can you really say that playing against Bubba feels like Texas Chainsaw Massacre, or that facing Pyramid Head feels like Silent Hills at all? Myers was great because he gave off the exact same vibe as the movie. You actually felt like you were playing as (or against) Haddonfield's Boogeyman, and he's picking the survivors off one by one, and saving their real target for last.
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I... hate this so much.
The fact that 1v1 is even a thing in this game proves that survivors can generally take on the killer with a single teammate and have a decent chance to succeed if they're skilled enough.
One survivor making one mistake absolutely doesn't lose survivors the game. Even saying that that's the case implies such a feeble grasp of how survivor even functions on the basic level that I can barely conjure up a method to describe it.
Just... don't listen to those people. They are actually not worth listening to.
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Yeah.
It hurts. It hurts a whole lot.
What's worse is that I generally play high skill ceiling killers like Pyramid Head, so I only really have myself and matchmaking to blame, and I've blamed matchmaking so many times consecutively it's hard to believe that it can consistently screw up so much.
Oh, while I'm ranting, did I mention how I don't have IAE on Pyramid Head, and haven't for two months? It's been s u p e r fun.
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@Chilli_man2400 said:
Dragons grip-reduce the cooldown to 80/70/60 seconds
Hex Blood Flavor-When a survivor is hit by a basic attack or special attack pallets within 32 meters of your location are held in place for 20/25/30 seconds. Shows the auras of blocked pallets. Removed the cooldown
Hoarder-Survivors reveal there location and aura for 5 seconds when they interact with a chest or pick up an item within 64/96/128 meters from your location. The trial begins with 2 additional chests the items from the 2 chests are common items
Oppression- reduce the cooldown to 80/70/60 seconds
Coup De Grace-each time a generator is complete or you hook a survivor gain a token, Press the active button to consume a token to increase your next lunge distance and speed by 80/90/100%
Hex crowd control-The entity blocks a window permanently when a survivor performs a rushed vault through it. Up to 1/2/3 windows can be blocked at once. If 1/2/3 windows are blocked and a survivor vaults another window the oldest blocked window will unblock itself
No way out-After hooking a survivor for the first time, gain a token. When the exit gates are powered the entity blocks both exit gate switches for 28 seconds, plus an additional 4/6/8 seconds for each token in your possession.
these are my buffs to these perks from Blight to Trickster. What are your thoughts? How would you buff these perks?
These are all great, but Blood Favor just shouldn't be a hex at all.
And it should have a cooldown, even if it's a negligibly short one.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/2229593#Comment_2229593
But you're not facing 4 dead hards when you chase one survivor, you can also kill survivors and remove them entirely,
A single good looper with Dead Hard can carry the whole team.
Don't tell me that's not true, I've actually seen it happen multiple times. Pretty much the only thing you can do is avoid them for the entire match no matter what, even if they do gens and unhook and sabo right in your face. If I could outplay them, I would, but I only have the necessary skill to beat an average looper with DH or a good one without it.
Plus, SWF in particular tend to try to tap out to recover from Exhaustion and heal while another survivor handles the killer. It's a bit difficult to pressure gens effectively when more than two survivors can draw a chase out to sixty seconds and then add an additional thirty just by pressing E with no setup.
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@C3Tooth said:
https://forum.deadbydaylight.com/en/discussion/comment/2228600#Comment_2228600
Except the Game, Saloon...I think Break-wall isnt an issue on other maps. They're simply predrop god pallets. Either you spawn near there and survivor never have a chance to use it. Or they do it once in chase (still a RNG issue).
For me, there are 3 key moments in a match:
- When the 1st chase start
- When the 1st hook happens
- When the 1st survivor dies
Survivors definitely need another objective. But because of RNG in spawn, how early you start a chase may already a lose to survivors (especially with top tier Killer). Lethal pursue will ensure it happens every game.
Somehow I think if there is another objective for survivor. Lethal pursue should not be a thing.
If you absolutely have to break a wall, it's a secondary objective.
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Even more fun is that this issue already existed when they added breakable walls, meaning that they knew about this issue but decided that the killer needed a secondary objective, but not survivors.
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For survivor:
Dead Hard (I have long legs, tend to lunge forward if I need to get somewhere quickly)
Quick and Quiet (self explanatory)
Spine Chill (I'm weirdly aware of other people around me and pay massive attention to reflections and shadows)
Slippery Meat (I'm an idiot and will try to get out of a terrible situation by myself even if it would be better to ask for help)
For killer:
Overwhelming Presence (also effects me most of the time)
Franklin's Demise (I would rather remove your advantage than secure my own)
Nemesis (if you can dish it, be prepared to take it full force)
Forced Penance (get the ######### out of my way!)
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Rowby.
He seems toxic at first, but he's pretty much all bark.
He also seems like a killer main at first, but he's actually pretty good at survivor and plays it fairly often.
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I literally pay zero attention to charms. They could just not exist and I wouldn't care.
Murder is murder. I don't care about sexuality.
