Brimp
Brimp
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- Brimp
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Comments
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I mean yeah same thing happened when they announced syringes were getting nerfed to be a heal after time.
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Not once have I had someone sabo a hook SPECIFICALLY to prevent a scourge from happening.
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Base kit blight. Some addons bring him well and beyond balanced.
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I guess its good but the plague weapon where its just a PNG has me laughing.
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Isn't it like 200 seconds for a full condemnation with the purple addon? Either way it takes SO long that when they do the other TV's you'll most likely not kill anyone because thats a 1-6 chance for it to happen and they could just hide while their other teammates crank out gens.
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@Nirgendwohin said:
i don't know what the issue is. could you explain what the problem with lockers is?
If 2 survivors sit or constantly run to those lockers every chase then they are literally invincible for at least 60 seconds. Same issue with dead dawg main building where a window is RIGHT next to a pallet so you could just sit on the other side of the window and if the killer decides to chase you, you can run up the stairs to the balcony window while the 2nd person gets away at that time.
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No I don't enjoy this game because it feels like for over half the killer roster it feels like I need full slowdown to stand a chance against good survivors while the bad ones can artificially become good because of perks/favorable maps.
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@woodenEnthusiasm said:
Part of the reason is because they're critically underfunded. Their entire map team is about 3 people. They're stretched so thin they auto generate their collisions and can't clean them up
Its far more than auto collisions. Its tiles that link into each other for 4 days straight.
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Idk about phead anymore with how its just pre drop W. Not to mention hes even WORSE against dh now that they get even more distance
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Because every one would just run meg with 25% faster exhaustion recovery. By far the most over powers mechanic in this game.
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@IlliterateGenocide said:
RpD and Preschool sure but I can't say i finds the game or eyrie that bad.
Only bad part of Garden of Joy is the awful house remove 1-2 windows and it would be fine
Eyries is 100% bad. It's literally ormond 2.0 with how many pallets spawn there. Played a single game of dredge on there and said nope because all they had to do was hold W and I was completely countered. Even some anti loop arent that reliable from how close the pallets are.
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Not "nothing"... There's still several matches a day where you don't verse an obvious cheater. Yet with the past of no dc penalties I had a dc once every two games if not every game.
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There's no real way to stop it. Unless you bump those value WAY up which shouldn't even be considered.
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Literally in the name of the perk... "No way out"
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Female survivors are already "meta" because them being shorter and smaller makes it easier to immerse as them.
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This would actually be way cooler than the current post game summary screen and should absolutely become a feature. To make it even better it could have the killer slowly disappear into the ground with the entity around them like they're being pulled into another trial after a short duration.
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I don't blame people for playing wesker. Hes the first actually good/consistent licensed killer EVER released. You could argue end game pig but we all knew that it was gonna get nerfed.
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@JayDoesGames said:
Hits favor the killers view and unfortunately their bad ping gives them this kind of advantage. I have this happen so much when I have below 50 ping
Kind of... The server determines whether a hit is valid or not. Which is why killers also still get no hits at windows despite the survivor being in the animation still. This hit here was just bad server to console/pc sync while also nemesis not having a weapon that makes it look weird.
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Poor performance indeed.
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Cause if you have 2-3 windows next to each other then even bamboozle bubba has to do 2 hit chases.
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Looked like a normal hit to me.
This is the frame or as close as I could get to the frame it hit. This actually looks better than normal because with how bad the servers are the nemesis usually gets the hit while hes just passing the tree not completely past it. So no its not hitboxes.
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@egg_ said:
No one over reacted and no one said it was a bad perk after the rework, it's just fair. If you get hit by a dead hard now, that's on you
A lot of people on twitter overreacted. And people on there VASTLY outnumber the amount of people on the forums. Either way people that actually took time to look at the perk and realize "oh this is better against telegraphed m2's but not as effective against m1's" were a small majority of those people.
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More of a figure of speech. As sadako it doesn't really feel like you're playing a game because she has absolutely no chase potential with a gimmicky mori mechanic and sub par map traversal.
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Learn the lingering hitbox. Makes round loops playable with tentacle.
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@schmebulock said:
https://forum.deadbydaylight.com/en/discussion/comment/3211669#Comment_3211669
What do you think would be a good incentive? I always default to BP because I'm trying to get all my survivors to a set prestige level lol
There's no good incentive to not tunnel because of dbd's basic formula. People want to win so BP doesn't change their minds.
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It makes the gen regress 15% instantly with no explosion but does spark like if ruin had affected it, so no loud noise notif for the killer. If it explodes it's probably due to eruption.
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blighted slinger and oni are long overdue tbh. Wouldn't mind a blighted twins skin though.
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Here's the thing... medkits and tool boxes are incredibly powerful when brought in mass. Imagine if you couldn't see those items and you go into that game where if you abandon a chase someone uses a green medkit with enough charges for 3 heals, or even a stacked ranger medkit to eliminate all your pressure. Then you have toolboxes shaving off a lot of time if it's somewhat decent addons. Yeah doesn't sound very fun and hey if they brought franklins or lightborn that's 1 perk that wasn't call of brine or overcharge.
But yeah back on the medkit point.. thats what literally was wrong with circle of healing. Can't leave chase cause they could just self heal in 16/18/21 seconds.
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Tbf the killers objective literally is to just kill. Camping ensures that usually at least one kill.
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Just close end game chat
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@steezo_de said:
I hope BHVR changes the timing on saves because you can't make quick adjustments anymore.
You literally can... by moving your flashlight off the killers head and back on.
And even then if you needed to make a quick adjustment I'd say that its completely fair you miss out on the save given that most scenarios you click to early on a free flashlight save.
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it doesn't mean that the player doesnt have much skill but if you do see a p100 killer you can expect them to know how to at least play the killer in a effective way.
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Yeah my friend had a guy cheat suddenly because he was camping end game. They unhooked, got downed during unhook animation then speed crawled away.
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So before blight got on everyones radar I had this steve crouch in the middle of no where so I hit him in rush right? He tries to E key for distance and didn't make it. Guess what... he dc'd because during that time they disabled dc penalty for some sort of console crash issue.
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What will affect me on this patch is literally someone following me in chase, the person I'm chasing goes down under a pallet and im forced to slug or else the guy hovering for a pallet save prevents me from picking up. Now you add unbreakable to that and that 45 second timer gets reduced to 22.5 seconds.... yeah even with nerfing unbreakable to 50% its still a around a 30 second timer. Either way its a lose lose situation most of the time.
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Gen speeds not so much. its more tile generation and map size.
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I wouldn't say it got nerfed to the ground. If anything it got even better vs M2's but a little worse against m1's.
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I maybe went against against a wraith after the post uncloak speed nerf maybe..... I don't actually remember the last time. Either way paying attention still mostly counters this addon lol.
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It was a fine idea until I read "self pickup time can be reduced with recovery speed perks".
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Yes but then here's a scenario... You go down under a pallet and you have a friend ready nearby to get the pallet save. Its a lose lost situation because if they pick you up you get out, they chase your friend and you get up because your friend wont go far away but is close enough to another tile. And going down under a pallet isnt hard and would be borderline incentivized instead of possibly getting hit through it if you know someone is nearby.
Basically it turned from a "it can only happen 4 times a game" scenario to a "it can happen at every pallet" scenario.
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@SilentShepherd said:
https://forum.deadbydaylight.com/en/discussion/comment/3205928#Comment_3205928
But I cant see anything and Im running into walls. How is this fun?
I highly doubt you cant see anything. Either way you can memorize the layout of where you are before nightfall and that helps tremendously.
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Thats... the whole point of his power.... to make things dark.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3205766#Comment_3205766
counter is not relying on end game to get kills. if there is that many people to heal the survivor, then survivor deserves to be in the advantage. some killers do really well in end game because of their innate instant down ability allowing them to comeback but for other killers. you really need to play the early and mid game to win with them.
Sometimes all it takes is a single person. Its not a matter of "all 4 survivors are alive = escape" literally can only happen with 2 survivors which as most killers 2 kills is still usually the most they can do unless serious mistakes were made.
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@versacefeng said:
https://forum.deadbydaylight.com/en/discussion/comment/3205698#Comment_3205698
Who ever requested the action first takes priority. No reason why the killer should be able to pick up a survivor while that survivor is being interacted with by another player.
I mean when it ends up in an uncounterable scenario no matter the circumstances... You can at least body block the killer from hooking. Heal tech you can do 0 things about to prevent it.
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@sizzlingmario4 said:
They just need to nerf the building windows and make it easier to see in the building. I don’t think the rest of the map is that bad honestly. The car loop in the corner is strong but it’s not uncounterable.
Its the size of the map mixed with the main building. Literally nearly the size of ormond with ridiculous gen spread.
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@Sava18 said:
https://forum.deadbydaylight.com/en/discussion/comment/3204488#Comment_3204488
At least half of all blights are forced to run three perks. They wouldn't want blight to be running four perks, come on now.
I never used shadowborn on blight so...
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@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/3205208#Comment_3205208
You said base kit. which means people who cant play with shadow born will get sickness. hope you meant "slider"
I don't think you even read what I wrote. You said "shadowborn is sickness waiting to happen". I replaced shadowborn with "base fov". That means base fov can still cause motion sickness (and does to a lot of players) and for that group of people shadowborn alleviates that from happening as bad.
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@Elessar93 said:
https://forum.deadbydaylight.com/en/discussion/comment/3204579#Comment_3204579
It isn't a false narrative. You want a wider fov? You have a perk. It's a balance issue. I would like to have a fov slider too but everyone playing to win would max it out to have advantage over other players.
I hardly find FOV to be much of a factor for balancing. You can still very much immerse against wider FOV its just you gotta be more patient. Thats how I catch a lot of people even without shadowborn, they don't wait for me to fulling look away or start to go another direction.
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My only thoughts is that with this slug rework the twins rework is also gonna come with the base kit unbreakable. Also the 100% they propose for unbreakable post change should ABSOLUTELY not make it to live. 22.5 seconds before you can pick yourself up... thats the same as old unbreakable but better because you can use every time you get slugged compared to just once.
