Brimp
Brimp
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@Regulus47 said:
https://forum.deadbydaylight.com/en/discussion/comment/3053781#Comment_3053781
Yeah you have to be careful with buffing hillbilly. He has an instadown, second best mobility and can curve tiles to get downs. Giving him too much extra might make him OP
Any one going for straight curve downs simply isn't viable with the amount of pallets a lot of maps have. Not to mention T/L's are basically a death sentence for curve billys.
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"Skill based" in a game largely driven by perks and map tile RNG.
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@PatchNoir said:
https://forum.deadbydaylight.com/en/discussion/comment/3053600#Comment_3053600
the shack one isnt a problem because the savior MUST come from the door where the locker is located, but the macmillian ones are just in the open, if there are more than 1 surv with a FL they can come from any direction
Its not just shack that has it. Dead dawg main has 2 of them in the main building, midwich has it in the middle hedges, you can still get angles on the autohaven pallet gyms.
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@PatchNoir said:
https://forum.deadbydaylight.com/en/discussion/comment/3053535#Comment_3053535
i guess they do "fix" but before releasing the updates they mistakenly compile an old version of the maps. Locker saving is not a bad mechanic when the lockers to do that are well planned, otherwise...
Eh a mechanic that literally just keeps 2 survivors invincible doesn't seem like a good mechanic either. Also if I recall correctly the devs even considered it an exploit as thats not what they intended for lockers to be used like.
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I still don't know why locker flashlight saves are still a thing considering that they were even removed but then magically appeared back in a week or two later.
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@KolbyKolbyKolby said:
When people refer to pallet vacuums as a problem, it's referring to the old style, where a survivor would press space at the entry to the pallet, and it would near instantly suck them to the other side. It made hitting them when they approached the pallet impossible, where now you get that hit under normal circumstances.
Currently, they can vacuum back to the pallet if they're close enough to sort of quick step back and get a stun, but you can still hit them if they try this or even body block them a times. It can be frustrating to go against, and a good skill to have when playing survivor, but I don't think I would call it unfair, and it doesn't come close to the bonkers level of vacuum it was in the past.
Eh there's even times where they can do a tiny vacuum (or seem to) when they're running to the pallet instead of running past it. I've seen plenty of people go from the middle of the pallet to instantly dropping it. Not like to the middle and keep running, no I saw them legit teleport.
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Nah hes just pretty bad. Slowing down while placing snares which more than likely gives them enough distance to another tile for a slowdown that works in a 1 meter radius... compared to clowns slowdown which can be used WAY wider the higher you throw up the bottle if you have an object to use it on. Also the whole "place the snare at the middle of the loop" still is outclassed by clowns speed and slowdown bottle for a 40% difference in movement speed.
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Yes it doubled my bp in a trial. That was at least 1 blood web per trial at lvl 50. And I'm guessing when at prestige 100 in the new system you either stay at lvl 50 blood webs or go back to the old 20 lvls of yellow and brown addons. Then when you get back to lvl 40 a perfect 32k game doesn't get you a blood web anymore
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@Beatricks said:
Language difference, abuse, technical aspects to a game which has so thin spaghetti code that if you change a pixel on Nurse's character you'll freeze in position if you drop a pallet with Adam on Gideon etc.
That happens with any voice chat in any game so still not really a reason not to add it.
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@c0gnu5 said:
Because they wanted to address the fact that grind is growing exponentially with each dlc, and removing perk tiers is not solving this problem.
Unironically the new system makes the grind even longer and isnt as good for addons as you're forced to prestige and you dont really get higher tier addons until blood web lvl 20.
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@Icaurs said:
Because the devs have taken away everything skilful for survivors in order to protect killer ego.
Everything left is so hard and so easy to counter its rarely bothered with. Maps are too small, tiles can no longer be chained after the first chase. It's more effective to pick a direction and run. Sabo is too hard as there are too many hooks. Flashlights got nerfed and stealth is still not an option.
The best perk combo for killer are anti gen perks and this patch changes nothing. Yet they took the worst part of dbd (the gens) and made it longer. This patch does not fix camping. 5 second bt is nothing, you will still need bt and ds got nerfed because of killer's crying. Camping got a massive buff and this does not fix bubba at all.
I don't think survivor has ever had a high skill ceiling. There's still multiple maps where they can just play for you against 90% of killers. Games literally don't last long enough for you to preserve resources. Also 5 seconds of bt is plenty enough to make it to a window unless a hook is in an entire deadzone where even 12 second bt wouldn't help you. And for maps being "too small" was never a problem cause they either had tiles that chained into each other over and over or a busted main building cough cough dead dawg.
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@Advorsus said:
I liked the way tofu explained it. Yes it's weaker, but it still shouldn't exist in the way it does. The ability to press a single button and be granted a free health state is just bad game design. The perk should've been changed completely from that concept
This is why I liked my idea of actually dodging a killer hit from pure skill grants you the speed boost. Not press a button and you get endurance for 1 second.
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Horrible map design, overheat, super large or square loops, super strong windows and mains constantly being added...
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@anarchy753 said:
I love all the people being like 'oh yeah, it's about accessibility options not being in the game!'
No, it's sweaty people making the game look ######### awful to get every competitive advantage they can squeeze out.
Way what you want but I personally think the screenshot OP provided actually looks pretty good. Me personally I don't like my game looking like a shade of gray is over every color.
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@TheLastHook said:
Cheaters.
I dont see how minor filters like making a game slightly brighter or vibrant is cheating...
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@MinlerDemon said:
https://forum.deadbydaylight.com/en/discussion/comment/3031428#Comment_3031428
Sadly not have S tier killer anymore.
He is 100% still an S tier killer. Any good blight that uses bump logic can attest to this. Oh wait.... not many blights use bump logic anymore, at least not good ones.
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He is really only hard to counter when you don't think like a good blight, now you can just get the ones that use c33 but that doesn't fit in counter as compared to something being super strong in every aspect. Also a good blight can make a jungle gym just a normal tile. It's not as simple as "use power then win". It's more like demo where you know you can use your power in the loop.
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@Pokino said:
https://forum.deadbydaylight.com/en/discussion/comment/3038239#Comment_3038239
If both effects are stackeable, so it would be 300% to 600%, that makes impossible that a gen regresses on 83 seconds as shown on the video... something is happening here.
No It makes sense cause Call of Brine is only active for 60 seconds after you kick a gen, and since overcharge needs 30 seconds to fully power up theres 30 seconds of 1.25 charges per second which is 37.5 charges in 30 seconds for the 500% regression, then after that its back to the 1 charge which would take 60 seconds but remember that overcharge needed 30 seconds to ramp up to 400% so it was like 300% after like 12 seconds after kicking the gen with overcharge + Call of Brine.
Just did the quick math and every 10 seconds after the gens kicked with Overcharge is an extra 100% regression. So it before the full 500% is there it would go 200% at first kick, 300% at 10 seconds after kick, 400% at 20 seconds after kick, then finally 500% at 30 seconds after kick. Then it peaks for 30 seconds before going down to 400%.
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@Th3Nightmare said:
https://forum.deadbydaylight.com/en/discussion/comment/3038217#Comment_3038217
Overcharge starts on 100% to 400% in 30 seconds and brine its 200%.
Yeah I know, so effectively when you kick a gen it starts at 200% then overcharge goes from 100%-400$ so its basically 200% to 500% regression.
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I dont get whats the bug. Overcharge builds up to 400% then 100% from Crine for 1.25 charges per second lost when at full regression but then Crine wears off back to the 400% regression.
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Yeah fun when you learn him but then you got people that know his counterplay for both curving and normal billy and it just becomes a nightmare to play.
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Tbh even though ds nurse would catch right back up given that most use double range or range recharge.
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@toxik_survivor said:
https://forum.deadbydaylight.com/en/discussion/comment/3035605#Comment_3035605
Wdym, there where never any infinite?
(Litterary a video full of infinites)- also you see that blurriness in the distance? Its easy to see on the coldwin Map. That's the depth of field. It's what made the atmosphere of dbd amazing and I cry over it being gone every day
Did you miss-read what I said? Cause I never once said infinites didn't exist. I even gave examples of old infinites.
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@FlameGNG said:
https://forum.deadbydaylight.com/en/discussion/comment/3029968#Comment_3029968
Yea i know that but she came out like 2 months after the release so in a way your right but depends on what you mean with release... I know dbd was survivor sided you could infi loop shack...
You could infinite loop a lot of things, groaning store house main, wretched shop windows cause all 3 were open on the one side with boarded up windows, iron works top room, shack back then even when they changed it to be 1 window was still an infinite with the guaranteed fast vault, og cow tree, og harvester... A lot of infinites existed.
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@Friendly_Blendette said:
- • Hex: Devour Hope does not get revealed to Survivors when they are injured by the Nemesis' zombies.
This one is another weird bug that doesn't feel like a bug. I don't even own nemmy but I wouldn't have expected the zombies doing something by themselves to reveal their perks.
The only M2 that reveals noed currently is blights lethal rush while everything else like demon dash, shred (i believe they fixed it to not reveal it), hatchets, tricksters knives, bubbas and billys chainsaw, all don't reveal noed.
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@Mister_xD said:
https://forum.deadbydaylight.com/en/discussion/comment/3035000#Comment_3035000
Why is everyone so adament about making this a balance discussion about Z-Flicks?
Not to mention that most of those "techs" people were calling intended, fair, etc. ended up beng but an exploit that got patched - like J-Flicks or Hugtech, so I am very careful calling anything with "tech" or "flick" in its name intended with this character. Unless the Devs specifically said otherwise, there is a very good chance they are not.
Im not saying its balanced, just saying OG z flicks were by far stronger so it would have been a better example. Also a lot of "techs" today anyway were exploits, like how a certain content creator tried to call the hook exploit (where if you unhook you lose collision with the person on hook if you let go) a tech named after them.
Also like how locker flashlight saves were considered an exploit that was patched out but magically came back a patch later and never was acknowledged.
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@Mister_xD said:
https://forum.deadbydaylight.com/en/discussion/comment/3034755#Comment_3034755
But it existed and it was an confirmed exploit that was used commonly, therefore it made sense to give it in this example.
Tbh J flicks weren't even that strong compared to z flicks. You could dodge a J flick but not an OG z flick (still can replicate it with adren vial).
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Well given that mostly everyones first main as killer was huntress but then I switched to blight cause I saw an extremely good blight main and since I'm a more "see and replicate to good levels" type of person I just instantly became really good with blight. Also totally wasn't the fact that at the time J flicks were a thing and extremely fun to do.
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Tell that to the cherry blossom spirit i went against the other day with no IW on Jake.
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Seeing as his base kit is fine...
Alch ring only regens 2 tokens on hit
C33 no longer hinders and only starts regenning tokens after the pallet break animation is over
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I mean yeah myers main when ran right is basically an infinite because you can lose chase before they vault so it doesn't count to entity block.
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I think people that complain about nightfall are overreacting. I was easily able to make it to tiles while being basically blinded just because I took 2 seconds to look around me before nightfall started.
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I think its more of trying to keep players after they were hemorrhaging them.
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@Alcuin said:
STBFL is about to be broken on him. My brother -- who doesn't play DBD but understands multiplayer games -- watches me play Deathsllinger and knows immediately how powerful he is in the 1v1. 10 stacks of STBFL, lol. Killers in this game, lol.
Just because they're powerful in the 1v1 doesn't mean they'll be great at anything else. Deathslinger SUFFERS with mobility and map pressure and whatever "pressure" he gets is a mend on a single survivor if you decide to leave them.
I've even had games where I get constant downs but because I exerted no map pressure I just get 3 outted even though chases are 30 seconds max.
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@Krazzik said:
https://forum.deadbydaylight.com/en/discussion/comment/3032490#Comment_3032490
I mean imagine if they didn't have exhaustion, and each exhaustion perk just had their own cooldown like Old Sprint Burst did. The meta would literally just be 3 or 4 exhaustion perks because they can be that strong.
Yeah but even a single exhaustion perk on its own that can be ran on everyone... is still incredibly powerful and you don't really have to do anything to earn it.
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They should IMO, running faster than the killer is always gonna be very powerful and just having a mechanic to not use it more than once in chase really isn't a downside enough.
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/3027672#Comment_3027672
Yeah, so she can set up an entire web around several hooks and push the survivor there. She would just need to exit the 16 meter radius to teleport back. It basically solves the issue of Hag camping after a hook without requiring much thought, and instead would reward a hag who has thought out her plans. It also solves the issue where survivors are forced to crouch, making it extremely easy for Hag to go back. So now, if Hag goes back for pressure, she needs to stay out of the 16 meter radius or otherwise she loses the ability to tp to her traps. And again, if there are no traps near a hook, this would be the time for Hag to be placing traps there before she picks up the survivor. The same logic is true for Trapper.
Would it nerf the power of Hag? Yeah, I think she would drop from low s-tier to mid-a tier with this change, but MYC+devour Hag would still reign supreme and the upcoming changes would also easily compensate.
Hot take but.... hag really isnt as good as people think. Sure you have area denial but then you can have a single person watch you from a distance placing traps and just interrupting your web the entire time.
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One of the best? IMO not in a million years with the ridiculous setups you can get.
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I think you miss-spelt Eyrie of Crows. At least GoF has unsafe pallets compared to eyrie where every pallet is a safe one and spawns an absurb amount of them.
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Tbh as sadako i wouldnt go against 4 medkits.
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@FlameGNG said:
https://forum.deadbydaylight.com/en/discussion/comment/3028729#Comment_3028729
you do know that nurse didnt have blink cooldowns back in the days right? and wdym with no nurse?
When the game first released nurse wasnt in the original 3 killers. And because one killer was overpowered wouldnt mean it wasnt survivor sided.
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@Nos37 said:
https://forum.deadbydaylight.com/en/discussion/comment/3028602#Comment_3028602
This was on top of Self Caring back to full health mid-chase
Yeah... old botany and We'll Make It with 3 stacks....
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They better not be able to as it still has the same effect as dh for distance where if they pop it before a window vault (while getting a fast vault) or before a pallet they just get it for free instead of it being a 50/50.
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@HexPleaseLetMeSpeak said:
https://forum.deadbydaylight.com/en/discussion/comment/3028227#Comment_3028227
She's better. I genuinely believe that.
Better map control. Although her TV's have long cooldowns, her iri addon essentially negates that if you're good at getting manifestation hits. She has stealth (although not fully invisible) being undetectable is enough to get close to people. Plus, she's short so she can mindgame some loops that other killers physically can't. Plus if you can master her invisibility while demanifested (where it flickers on and off) you can genuinely do something with it.
Legion has lack luster map control outside of frenzy, has no downing power, has no anti loop, isn't short so most loops can't even mindgame, and no stealth.
In current dbd meta no chance in hell when it's just E key for distance and pre dropping. You have trouble even getting injures as her as legion can just ignore everything you have for 1 hit but has to go through a fatigue to get the next. Even as sadako the tv's are lackluster with a ######### 100 second cooldown for some reason.
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@Dwight_Fairfield said:
Do you really want to go back to old DS, old BT, old brand new parts etc?
Wdym you didnt find basically any window vault to be an infinite fun to go against? :)
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@toxik_survivor said:
https://forum.deadbydaylight.com/en/discussion/comment/3028602#Comment_3028602
The Game was deffinatly not survivor sided back then. Like @fulltonon said it would be crazy survivor sided now adays
So infinites with old BNPs and 200 charge toolboxes with no nurse in the game wasnt survivor sided? Alright now I know thats bait. Just because people didnt know how to play back then which is a false statement of its own doesn't mean the game wasnt survivor sided. Also because theres videos of people acting super cocky because they knew they were untouchable.
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Not really cause It would be the first hour where I saw the complete imbalance the game had. Literally no killers being viable until nurse coming out, sprint burst coming back mid chase while also useable with balanced, double pallets, double pallet and window jungles gyms, no entity block, A LOT more windows open on iron works and wretched shop while killer vault speed was like 50% of what it currently is, guaranteed fast vaults for the survivor. I would go on but I would write and essay on how ######### untouchable survivors were in 2016-17.
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@JohnWick1654 said:
https://forum.deadbydaylight.com/en/discussion/comment/3026736#Comment_3026736
Hahahahha, that is just excuses bad killers use to justify camping
Is this your "weak M1 killer" you were talking about?:
My question is... why is someone required to justify the way they play? Also yeah m1 killers in current meta is definitely super weak. Even clown does barely anything against perks and maps.
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You do realize... hags whole kit is literally camping one area of the map right? Honestly hag is poorly designed in general as setting up multiple traps after they've been triggered as a 110 takes FOREVER and some can just come easily by and mess up your web with no repercussions as they will usually see you place the trap and stand on the edge of the trigger zone.
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Until this community doesn't DC because X happened or playing against X then we can disable dc penalties.