BlightedDolphin
BlightedDolphin
About
- Username
- BlightedDolphin
- Joined
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Comments
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- Skull Merchant
- Plague
- Nurse
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@NerfDHalready said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3617760#Comment_3617760
assuming this is in response to my comment, it doesn't happen when people spin but rather when they "wiggle". rarely happens though.
My comment was in response to the OP not you.
The short swing issue has no way to play around that I know of and is really annoying.
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Tap the attack button rather than lunge when they spin and the auto aim will hit them for you. Lunging can make the attack end earlier than intended.
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I wouldn't say they failed necessarily but I don't think they worked out like they thought they would. Pretty much every breakable wall now is just used when a window is too powerful, in which case they could just remove the wall and it still plays mostly the same just a bit less safe for the first loop.
More so a pointless addition rather than a failure.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3617652#Comment_3617652
Freddy: …it’s Freddy. Garbage on release
I strongly disagree, my friend.
Freddy on-release was excellent, in my honest opinion is the only perfect killer BHVR has ever designed. And trust me, no one understands Freddy better than I do.
The only problem one could possibly find within him is the same problem most people had with Old Freddy: the inability to stop people from doing stuff right in front of you. But that weakness doesn't hurt him in the exact same away as it did after the nerf because he had other things going for him.
16 meters terror radius, no delay between a survivor leaving your TR and their aura being revealed, only 1 second of movement speed penalty after using power, dying survivors not being automatically woken up after being healed back to the Injured State... those are good things, close to what Freddy should be.
If only people had taken the time to learn how to play against him, instead of crying and whining for nerfs... he would still be here. Maybe the Incapacitated status effect would have been given to him eventually, maybe not, but he would still be here. The great tragedy could have been avoided.
I completely agree that he wasn’t anywhere near as bad as people said, he was my main after all. I listed it because he was treated like garbage and not thought of as a well designed killer. His pre-nerf release version was perfectly fine. I personally don’t think any killer is really poorly designed except for Skull Merchant and a couple others. I was just showing that you can make an argument for most killers being poorly designed :)
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Blight, Oni, and Wesker are all fairly well liked using those stats while Freddy, Clown, Legion, Trickster, Knight are all very disliked despite none of them being B tier or above.
To me it just looks like people like killers with chase powers that have more counter play than just hold W and pre drop.
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Disagree honestly. Yeah there has been a lot of pretty bad killers but that’s always been the case (and Wesker, Singularity, and Chucky are honestly pretty good and fair now).
Trapper: So poorly designed that he’s been buffed countless times and is still bottom tier.
Wraith: Very popular among newer players but also very hated due to his hit and run playstyle. His release version was also one of the weakest killers ever created.
Hillbilly: was very well designed aside from Insta-saw. Now he’s a clunky mess.
Nurse: one of the most poorly designed killers. Breaks the entire design of the game and bottlenecks the balance of certain perks to the point she has gotten otherwise mediocre perks nerfed.
Myers: was pretty well designed for how the game used to be played but now he is so outdated I honestly would call he the worst designed killer currently due to how slow and punishing his power is yet Tombstone breaks him.
Hag: no one plays her. Unfun to play against, power encourages camping, unfun to play and heavily reliant of Corrupt.
Doctor: one of the most hated killers to play against despite numerous reworks. And let’s not forget that his release version was so bad he couldn’t even interrupt actions until his rework!
Huntress: for the most part she is perfectly fine. Her hit boxes though… also original Iri Head made her ridiculously overpowered.
Bubba: up until anti-facecamp he was massively hated due to how well his power worked with camping. Original Bubba was also so bad that you could outrun his chainsaw. No killer who’s power encourages camping is well designed.
Freddy: …it’s Freddy. Garbage on release, nerfed shortly, reworked into the most boring killer ever made with broken slowdown add ons, nerfed to once again to be garbage. And despite all the at he is still hated to play against because of how boring he is. Worst treated killer in the game.
Pig: weak killer who has to be constantly nerfed because of how abusable the RNG aspect of her power is. In no way is Pig well designed.
Clown: always top 3-5 most hated killers to play against on those polls yet somehow is still low tier. Really strong 1v1 but next to no pressure and hard countered by pre-dropping. And he gives some people motion sickness.
Spirit: was so, so, SO hated that everyone ran Iron Will just to counter her. Don’t forget Prayer Beads being near uncounterable, standing still was an actual tech, she had no animation for vaulting pallets, and had o audio cue for phasing. She’s pretty fair now but it took a long time to get there and is still pretty hated.
Legion: do I really need to say anything? Look at release Legion and see how that was probably the second most poorly designed killer ever created (just behind Skull Merchant)
Plague: okay for the most part. I don’t find her fun though and hate how she punishes altruism but everyone else is fine with her so…
Ghostface: Fine for the most part now. Has some problems with revealing. He was very weak originally though. Audio cue when nearby, 30 SECOND cool-down, revealed super easily.
Demogorgon: pretty well designed just a little weak.
Oni: very well designed and fair killer. Encourage slugging but overall I think he is one of the most balanced killers in the game right now.
Deathslinger: quick scoping meant he could zone without having to do anything. Pretty much a lose-lose situation for the survivor and the killer didn’t do anything. Now he’s just clunky.
Pyramid Head: zoning power was ridiculously powerful on release and he could face-camp his cages. Now he’s a clunky killer who’s power prevents him from being punished for tunnelling. Contender for worst add ons in the game as well.
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Getting to test out new killers before buying them would be good and I wouldn’t complain about a way to do that, but Splinters were honestly pretty terrible.
You had no perks or add ons on a killer you’ve never played before so unless you were playing against babies you would most certainly get destroyed and that would kind of out you off wanting to get the killer.
The main problem though with Splinters was that hackers could activate them and control who the killer plays.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3616138#Comment_3616138
Presumably, we would also re-balance the 4v1 to be slightly less Survivor-favored.
I don't think it's a hot take to say that a lot of Killers can keep up a 4v1 for a while, but will eventually lose the attrition gen battle; wheras the 3v1 is massively against Survivors to the point where the Killer would need to intentionally throw to lose an early 3v1.
It still has the problem that killers can just slug everyone to bypass the penalty entirely and killing off a survivor regardless of your play style still punishes you.
I think your intangible idea is the better way to go, but even that still has issues.
I honestly don’t think there is anyway to effectively eliminate tunnelling without completely reworking how the game works.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3615917#Comment_3615917
Not all of these would happen at the same time. Just some ideas off the top of my head.
Re-balancing the 3v1 to be less Killer-sided. Whether that be via action speed buffs or respawning pallets or something, idk.
Having unhooked Survivors be intangible until they perform a conspicuous (or rushed) action or until another Survivor is downed. Could have some issues with flashlights, but honestly, that's two people not doing gens.
Having a basekit DS. Buffing DS.
That first suggestion punishes every killer no matter how they play and arguably hurts those NOT tunnelling more.
If you tunnel someone out they will have the penalty earlier, but there will still be a lot more gens left that it won’t make much difference.
If you go for spreading hooks, by the time you kill one of them you are probably done to only a couple gens remaining in which case faster repair and more pallets can be massively game changing. You played fair but still get massively punished for playing well.
You’re going to get the penalty anyway, so people would just tunnel one out REALLY earlier or slug everyone. Doesn’t seem fun for anyone.
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@Emoba said:
The Clown's scarecrow one.
Yes this one! The only Clown skin that would make me take off the Elephant skin!
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Most games are not too bad. Haven’t had any camping and only a couple tunnels. Fair amount of slugging till death though.
Honestly I haven’t actually had a lot of issues with the killers I face outside of the occasional toxic one (and the fact that Skull Merchant is for some reason really common).
My main issue is my teammates just giving up for no reason. Almost every game has someone DC or die on hook simply because the killer looked at them. Please stop throwing games! We could easily have won if you weren’t such a wet blanket!
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This tips is for both sides: Don’t give up just because things are looking bad, especially at the start.
Even if the survivors have gotten 3 gens on and you only have 1 hook, it’s still possible for you to win. I’ve had countless games where I had a very bad start but managed to pull off a victory even at 1 gen.
Same for survivors. Sure you got downed really early, but your team has nearly got 3 whole gems completed! Don’t leave the game just because you had a bad start and screw everyone else out of a winnable game.
Also bonus tip for survivors: If you do gens you can win most games. Standing around doing nothing kills more people than the killer does.
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@Akumakaji said:
I am beyond that, because NWTH has been one of my favorite perks ever since its inception. But I also always knew that there is no way in hell that it would survive the nerf hammer and would inevitable be smashed into pieces ... so this kill switch is either a first taste of whats to come, or a way to get used to the separation pains. Either way, with a heavy heart I will soldier on.
Considering it only affected Sadako I doubt it has anything to do with NWTH being nerfed.
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If it’s Nurse, they’ll win.
If it’s Blight, they’ll win if they have the best add ons and good map RNG. Even without all that they’ll probably still do pretty well.
Against any other killer the survivors will most likely win.
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Yes it does. As the sleeping survivor is Oblivious they aren’t counted as being in a terror radius and it will affect them no matter where they are as long as they are asleep.
Unfortunately even then the perk is still pretty bad.
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@jajay119 said:
The hooks need to be further away from each other. I know that'll be a hot take for many killers but when you can see two other hooks from the one you're on it makes matches so annoying and makes struggling and associated escape perks absolutely redundant. Survivors shouldn't be able to wriggle off the majority of times. It should be a rare occurrence. But it should at least feel fair. I don't even bother struggling anymore cause what's the point?
The point of struggling isn’t to wiggle off but to prevent the killer from picking and choosing which hook they want to use or going for basement every game.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3613310#Comment_3613310
He was literally still in the vicinity and they were already coming towards me.
All of them.
Still not camping but I can understand what you were trying to do and don’t blame you. Completely Laurie’s fault still.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3613257#Comment_3613257
Maybe it's an old DBD thing but if you wave your arms like that (or faster) it meant the Killer was camping.
That's what I use it for.
The camp dance was flapping your arms really fast, usually never touching the hook. A slow self unhook, in my experience, was usually taken as ‘come get me’ or ‘I give up.’
Trickster wasn’t even camping though so I don’t see why you were warning them of camping anyway, especially when he was right next to all 3 of them. I can definitely see why Laurie may have taken that as a sign of you giving up but I still think it was a massive misplay on her part.
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Personally I don't think Trickster was in the wrong in that game, it was 100% on Laurie for farming you. If he tunnelled you on your next hook though then, yeah, I would blame.
Sucks that you've had such awful games. Have you considered running some form of anti-tunnel? I know they aren't the best but delaying your inevitable down even a little might be helpful for your team to repair some gens. Maybe also swap out Lithe for Sprint Burst so you can make some distance before getting tunnelled. Hopefully your games get better.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3611444#Comment_3611444
Bring out the Sharphand joe!!!
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@radiantHero23 said:
YES!
Keep the Freddy posts coming! He definitely deserves more attention.
Playing Freddy right now feels like playing a killer that looks like Freddy. Not like playing Freddy himself.
So glad to see DARN is making a comeback.
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All I want is for leaning to not be such a pain to activate. It's annoying going to lean on something but for some reason the prompt doesn't appear.
Otherwise I'm fine with Ghostface.
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@Eynox said:
I had someone deny me tier 3 as Myers’s today by going in a snowman and I couldnt’ stalk it so I hit them and gave them a speed boost. It was pretty funny. Honestly it’s just to meme and have fun
Had someone do a similar thing to me as Ghostface. They were 99'd and so they spent the rest of the time slowly trying to escape as a snowman. It was really funny.
If you don't want to give them a speed boost though I'm pretty sure you can just throw a snowball at it to get rid of it.
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The bad games always stick with you more than the good ones which can make it feel like you are getting SWFs more often.
And ever since the HUD update, some Solo teams can be pretty good. I've played against a few I was confident were a SWF but turns out they were just a team of very good solo players.
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@C3Tooth said:
I had this similar quote whenever I said Im doing fine as killer...
But high MMR survivors do gens faster so won't that just make the issue more common?
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@humanbeing1704 said:
Honestly I only play Freddy because his weapon animations look cool
His breakable wall animation is the best. Just wish the rest of him was as satisfying to use...
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Knight - Map of the Realm
Legion - Duration add ons
Trapper - faster setting
Doctor - range and detonation delay add ons
Dredge - Haddie’s Calendar
Hillbilly - Yellow Engravings
Freddy - Red Paintbrush
Deathslinger - Reload speed
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Freddy rework is my number 1. Then nerfing Pallet Freddy. Then removing Freddy’s snare through walls bug.
Also adding invisible walls to balconies so Demo can’t shred off them anymore :(
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@Batusalen said:
I don't know why so many people wants the old Freddy back when AFAIK was the weakest and easiest counterable killer BHVR design team has ever come up with (and that includes the Singularity).
I mean, I get that Freddy on release was more unique and lore friendly, but I don't think a killer whose power is waiting 7 seconds to be able to attack survivors if they don't miss an skill check before you get to them would be any fun to play.
To be fair current Freddy is still the weakest and easiest to counter killer.
Old Freddy was weak and I can see why some people wouldn’t find him fun to play. He was fun to some of us though and it sucks that we can’t play that killer ever again and instead got stuck with a killer who is still bottom tier and is also the most boring killer to play.
I honestly don’t care if Freddy stays the worst killer in the game, I just want him to be fun again. That doesn’t have to mean old Freddy returning, just make him fun and feel like Freddy Krueger.
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I feel like Haddie is quite common now, at least more than Ripley and Elodie in my experience.
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Spies from the Shadows, especially on Ghostface. It’s a pretty good tracking perk that no one ever expects. Also it’s pretty funny to think about the killer talking to the birds.
Unfortunately because Ultimate Weapon is making everyone run Calm Spirit the birds refuse to speak to me.
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@A_Skinny_Legend said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3609549#Comment_3609549
I was one of the people that asked for a cool down ability to be implemented for Billy, and I thought that it was necessary to do so as he had too much going for him. He was able to travel long distances quickly and down survivors with one shot, all while having the minuscule penalty of missing his target.
Now that he has the cool down implemented, the killer must be more thoughtful about when, how and where the ability should be used, e.g. to travel long distances quickly, or save the ability in the event that you encounter a survivor that is nearby.
I think that it is unreasonable to characterize the people that asked for this change as people that complain about everything. We pointed out a valid problem that was happening too often in matches that involved Billy, the developers noticed and agreed that the complaints were valid.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3609577#Comment_3609577
I don’t understand your rationale, if the community stops supporting the game financially then the game is more than likely to die as a result, unless you are expecting for this extreme, cave to my demands or suffer financial consequences/ruin approach will somehow lead the developers to some awakening which will get them to listen to the portion of the community that shares the perspective that you hold.
If the portion of the community which shares your opinion is dominated with such an extreme, dictatorial mentality, then it is no wonder why the developers are less responsive to that portion of the community, it’s unapproachable.
My advice would be to take a less aggressive approach so that the developers can become more receptive to what you, and anyone else which shares this perspective, has to say.
Also, I think that the community could benefit in recognizing that the developers clearly know what they are doing when it comes to prolonging the lifespan of the game, it has been around for nearly a decade and it is still doing quite well for such an old game, especially in a time period where games/ technology in general becomes old and outdated in a short period of time.
Yeah that may have been a bit extreme of me to say. Sorry. I don't think he needed any changes outside of insta-saw though and his traversal was fine. His Overheat has been changed to point now where it doesn't really have much impact anymore and he's still pretty bad so I don't think Billy was ever an issue outside of insta-saw.
I still think it was unnecessary and that they only nerfed him because he was a hot topic for a few months.
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@Peanits said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3590874#Comment_3590874
So this is also a little bit more complicated than it sounds. In order for it to not teleport to a survivor who didn't step on it, only the center of the trap (the actual trap bit) sets off the trap - the springs won't trigger it just like an actual trap. Since this part of the trap is only about a third of the trap's total width, the amount the 'danger zone' grows is only a fraction of the entire trap. Something like a 10% increase would only make the 'danger zone' marginally bigger, you'd still need to place it carefully. They can also only be scaled up so much before they appear comically big and require a whole new set of animations. It's also not really a perfect solution since making the traps larger has the side effect of making them even easier to spot and even harder to hide in small patches of grass.
Would it be possible to increase the centre of the trap and then reduce the size of the side bits so overall the traps are the same size as now but have a bigger trigger zone?
It would make scenarios like this less common while not making the trap any easier to see or harder to place.
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Thanks fellow aquatic creature :D
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3609475#Comment_3609475
No, Freddy cannot interact with a survivor who is awake. You target them with your power to initiate the Dream Transition, after which you can attack.
Like this:
https://www.youtube.com/watch?v=TQd087TtKMo
Except that I've added the Incapacitated status effect, so you cannot interact with generators or hooks during that time.
Seeing this just reminds me how much I miss him :(
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@GeneralV said:
What I believe is worse than the lack of innovation is how the content is being handled.
Look, I understand some of my opinions aren't popular and that many people do not share the love I have for the Old DBD, but surely everyone can see how some things weren't handled properly.
Take Billy, for example. No one asked for an overheat or for Billy to get nerfed, and he was.
No one asked for the style and overall atmosphere of the game to change completely, and it did.
Killer design is getting less and less creative, usually a repetition of anti-loop killers that you can only counter by holding W and pre-dropping pallets, while the older killers suffer with unnecessary changes.
Mix the lack of innovation with bad changes made to innovative content and you get DBD's current state.
People actually did complain about Billy right before his nerf and an Overheat mechanic was a very common suggestion. So they did technically listen to people, they just listened to the people who complain about everything. All he needed was his instasaw add ons nerfed and he was good.
But much like they did to Freddy a week after his release, they over nerfed almost every aspect as a knee jerk reaction to a vocal minority which just gave them more issues to solve and pushes every other priority back and makes it even longer for other changes to go through. All they need to do is revert all the Hillbilly changes except instasaw and he’s fine for the most part, but instead they keep wasting time doing little things that make no impact (or keep trying to nerf him further) and it just delays everything further.
The amount of time it takes them to make changes is insane. Take MFT for example. They said during the Singularity PTB that they already had a backup plan in case MFT became an issue and yet it still took months for that plan to come to effect despite it being an issue almost immediately. It took them months to buff Trapper after they announced them and all they did was add a Haste and a few more traps. How does that take months yet Knight and Skull Merchant gained Haste a week after release?
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3608729#Comment_3608729
Well, if you prefer flashlight save that being stunned with 1 being injured and 1 being healthy ; than "flashlight save" that leave 2 survivors injured after success without the stunning. Okay.
That's if they pull off the save. A flashlight is much easier to avoid than a FTP play. If they mess up the flashlight then you have possibly 1 injured and 1 hooked and the survivor with the flashlight has done nothing for awhile. Flashlights aren't really an issue unless they have Background Player.
I agree that FTP is a strong perk but without Buckle Up I think it is fair. It's a hard perk to use but can give a lot of value if pulled off. Just make it not work with Buckle Up and it's fine.
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I'm glad they are okay with people using crosshairs, and I might consider using one on Slinger now, but it sucks for the console players who don't have that option. If they are ok with it then they may as well make it optional so everyone gets the option to use them not just PC.
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Nothing about Freddy :(
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3607824#Comment_3607824
People said same thing for Nic Cage and Alien chapters too: Hey if you don't wanna buy bundle, just buy in the game store.
But question is that: What if i don't wanna use in game store? Buying chapter from platform is giving you option for family share. And i love to have them on my Steam library. And removing single chapters and forcing people to buy packs is just bad decision.
If you disagree, that's fine. But this does not make this change good for me. Thankfully i am already have all chapters.
I can understand it being an issue for family sharing but since you already own all the chapters as well, I don't see how this is a bad change for you either. Future chapters won't be apart of a bundle and they probably won't be for a few years. So for most veteran players this won't make any difference or will be beneficial for them. And those who don't have the DLCs yet can still buy them until January and get them for family sharing if they need it. For most people this will be better so I think in the long run I think this is a good change.
Also I agree that the Nic Cage and Alien thing was a terrible change and no one should be defending that. Especially Alien since buying them both with cells cost more than other DLCs cost. Thankfully they aren't doing that anymore.
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@MikaelaWantsYourBoon said:
Because it's bad for old players.
Like why you are forcing to buy 4 chapters when you only want one of them? I am glad prices reduced for new players but they are removing option once again for old players.
How is it bad for old players? If you want the DLC you can buy them with cells. 500 cells is cheaper than the DLC is right now so it works out cheaper for old players too.
Plus old players probably have a stack of shards and you can get 2 for the price of 1 now.
I don't see how this is bad for anyone.
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Someone please ask about Freddy
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@Xernoton said:
What else should happen? You cannot have the match end in a Schroedinger's loss for both sides. Either the survivors die or they escape. There is no other option.
Ideally, we should try to make this redundant. A match shouldn't go on for 60 minutes, no matter who does what. My suggestion is to modify the anti 3 gen mechanic in a way. If the survivors do end up 3 genning themselves without the killer forcing it, then the killer should eventually grow stronger the longer the match goes. After 30+ minutes they could gain a permanent 15% haste (ridiculously overpowered, just to end the match). If the killer does end up forcing a 3 gen, then the mechanic should solve this issue.
They could make it like the hatch where it doesn't count as a win for either
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I don't think anyone really considers Dredge to be good.
His TP is too slow outside of Nightfall. He's way too loud so the Undetectable from Nightfall is useless and his noises allow the survivors to pinpoint his exact location through walls making it difficult to mind game as him. His anti-loop is hard countered by Hold W. He is probably the most map dependant killer in the game and most new maps have very few lockers making his TP unable to reach large areas of the map.
He's not good at all.
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Once a Rebecca tried to body block me after I downed her teammate and then right after she jumped into a locker right next to me trying to Head On me after I hook her teammate. However I was using Blood Echo so right after I hooked her she become exhausted so when she attempted to Head On me I just grabbed her.
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@CountOfTheFog said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3605974#Comment_3605974
It's a great hex, especially on backwater swamp. I can never find it when the killer plays it on that map.
Edit: Just had a Trapper send us there using that perk lol 😆
Unless it's Grim Pantry then it's always at the rock by the shack.
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Pretty accurate. Only changes from my experience would be to lower Xeno and Deathslinger by one, bump up Trapper, Pyramid Head and Plague, and if the Legion is a Susie then they belong in the first tier.
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@FrenchBagels said:
Some QoL till then would be nice. Pallet Freddy is the most useless thing since they started doing map reworks due to how many little tiles have possible pallet spawns now. Even throwing a pallet in weird spawn locations would help with arguably the only fun mechanic on Freddy.
Yeah there is almost no where to place Dream Pallets at the start of the game anymore. Most loops now only have one designated pallet spawn so there’s nothing to place until you start breaking them :(
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Nothings changed with his lullaby. It’s very quiet though so sometimes other noises can sort of drown it out and make it hard to hear.
Also Freddy’s lullaby sounds the same at all distances. Even if he is right on top of you it will sound the same as if he is 30 metres away. It doesn’t change with proximity like the terror radius does.
