BubbaMain64
BubbaMain64
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@Endstille said:
https://forum.deadbydaylight.com/en/discussion/comment/1629275#Comment_1629275
I think you are generalizing too much when it has been shown that literally the best players can not keep survivors off of gens and arrive at a wrong conclusion. Even the best killers are hardly able to keep players off of gens so stating people suck when not being able to do that is not the best argument.
It is kinda odd, that you judge people based on assumptions with little to no knowledge about them at all. They just want easy 4ks, right, survivors do not want easy 4escapes. They just play super easy mode "swf" because they want such a challenge when running all meta perks.
You didn't understand the part about the tournament, when you actually play against good survivors, even the best killers will struggle to get a single kill. When you play with friends the same way, you will beat most of the killers which I have done in the past. The problem is that this becomes super boring that is the reason why people do start to troll the killer or their teammates. This is also a reason why I said go ahead and play like that and tell me at which results you do arrive. You will see that most red rank survivors simply should not be where they are as this playstyle almost makes the entire killer roster useless, imagine that just due to playing a certain way.
Just because we get matched with boosted people lots of times, does not mean that balance is achieved. It just shows how bad most of the players actually are and that the ranking system is in need of a massive rework. I actually wonder about the distribution of ranks on the normal playerbase like how many are red;purple,green and yellow because it does not take lots of dedication and skill to be in the highest achievable rank at all.
But the point is you're not always playing against the best of the best. Should good survivors die for playing good?? You have to force mistakes as killer and punish them for it. If survivors could still die while playing perfectly then the game is still unbalanced. If you cannot muster up enough pressure to push survivors off gens then you deserve to lose. The game should NOT be balanced towards the 1% because the majority is casual. Sure I could start a sweat squad that splits on 3 gens and pre-throws every pallet to deny the killer any injure states with full meta, but I don't want to. I want to have fun so I play the game to do so. That is the majority of players. If you find escaping the sole purpose and only fun in the game then that's on you. Out of all 2 years I've played killer I've only ever run into 6 ACTUAL sweat squads. Not just trolls bming the whole time. Actual tournament squads that end the game in 4 minutes. The skill difference is immense and I'm usually lucky to get 2 kills during those matches; unless I'm playing Spirit or Nurse (which I never do). The best players still make mistakes. Go watch any streamer and you'll see them mess up a bunch in the matches that they lose. I generalize it because a majority of people, cannot for the life of them, just say "I played bad that game, I'll do better next time." It's always "I lost because of this perk" or "I lost because they're swf". This is op and that is too weak, etc. Sometimes if you're playing on Ormond with Legion or Wraith, and they have all the op things like keys, then yeah sure, you're not wrong. But most of the time you had an opportunity to win at some point.
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@Endstille said:
https://forum.deadbydaylight.com/en/discussion/comment/1629084#Comment_1629084
Dude, my comment was sarcasm due to the botb tournament where you could see very high skilled players play, thing is that even the nurse with a 3 gen can be overcome by survivors. Usually they took a big dump on everything but nurse/spirit. So even with hiding while corrupt intervention they got out around the 8 minute mark. So that means 6 minutes to complete the gens and open the gates and getting out. You can watch the vod's on twitch in hexy's channel.
Do me a solid, get a couple of mates, play with them on a regular basis, optimize your builds so you do not run all the same perks and just do the gens and get out. Even tho you can read alot from people on the forums, 95-99% of killers will not be able to keep up and do anything against that. That is when you are not complete potatoes being able to last longer than 20-40s in a chase each against any killer. Tell me whether you will have the same results.
When it is so easy to do this as survivor, that you can even predrop all the pallets than there is something off regarding balance.
No worries I know how to play as killer and will have my wins. Yet I have been doing that with friends (play optimal) the results you get with that are hilarious to say the least.
I'm not brain-dead, I know it is. But the thing is that's not the majority of games. The tournament is not indicative of regular dbd gameplay. Survivors CAN overcome a nurse with a 3 gen, yes, but that's because they played well. I once played Demo with Zanshin Tactics for a day and won a majority of my matches at red ranks. That doesn't make the perk good. Tournaments are suppose to be sweaty and intense, they're playing to win. If 95% of killers all around the world cannot prevent survivors from escaping, then survivors would escape almost all the time. Which means no killers would even play and there wouldn't be a DBD to even play. The problem is people walk around the fact that they lost and don't want to improve. They want easy 4ks and when they're not handed that it's because of this or that. If a killer cannot create enough pressure to get survivors off the gens, then they suck.
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@BubbaMain64 said:
https://forum.deadbydaylight.com/en/discussion/comment/1627850#Comment_1627850
Start off by patrolling. Get a hit on your first survivor at least, if they're at a strong area, leave, you don't have time for that right now. Survivors usually spawned grouped together so spread as much damage as possible. This either halves your next chase time with them or they spend 25 seconds doing off gens. That's already at least 50% of the team down for a little while or a chance to snowball later. Get your first hook and go back to where you saw them last or any gens that are close by/you know were being worked on and stop it. Around this time you should start getting more downs but lose a gen or two. This is fine, since it's normal to lose your early gens when you have no map pressure. Keep harassing survivors, slug them if there's a nearby team-mate, undo all their healing progress by smacking the whole team. A good killer punishes mistakes and uses their power in creative and efficient ways. Reading the survivors is a huge skill cap that will always help you immensely. It's all about having the shortest chases possible, this is why Spirit and Nurse are the best in the game. This is just basic pressure tips, anyone can do this.
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YEAH GET THOSE SURVIVORS HOW DARE THEY PLAY THE OTHER SIDE YEAHH YEAHH MOB MENTALITY OH YEAAHHH BABY WOOHOOO SCREW SURVIVORS AMIRITE GUYS??!?!?!?! ENTITLED SURVIVOR MAINS ARE SEEETHING RN IS SAID THEYRE SEEEETHING WHAT A BUNCH OF CRY BABY LOSERS YOU CAN PLAY WITHOUT A CORE GAME MECHANIC YOU CRY BABY FLASHLIGHT CLICKING 4 MAN SWF TOXIC GENRUSHER SWEAT DEATH SQUAD YEAHHHHHHHHHH NOBODY: SURVIVORS WHEN THEERES A GAME BRRWEKING BUG: AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHAHHHHHHHHHHHHHHHHAHHHHHHHHHHHHHAHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHAHHHHHHHHHHHHHHHHHHHHHH
This is the best bait to date.
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You just need to get better. If you lose 3 gens that fast then you aren't playing effectively. Myers is still viable without corrupt, just a little weaker.
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@Endstille said:
https://forum.deadbydaylight.com/discussion/comment/1627840#Comment_1627840
Please senpai, go join the next botb, teach us your ways to apply pressure. Show all of these clowns how bad they are.
Start off by patrolling. Get a hit on your first survivor at least, if they're at a strong area, leave, you don't have time for that right now. Survivors usually spawned grouped together so spread as much damage as possible. This either halves your next chase time with them or they spend 25 seconds doing off gens. That's already at least 50% of the team down for a little while or a chance to snowball later. Get your first hook and go back to where you saw them last or any gens that are close by/you know were being worked on and stop it. Around this time you should start getting more downs but lose a gen or two. This is fine, since it's normal to lose your early gens when you have no map pressure. Keep harassing survivors, slug them if there's a nearby team-mate, undo all their healing progress by smacking the whole team. A good killer punishes mistakes and uses their power in creative and efficient ways. Reading the survivors is a huge skill cap that will always help you immensely. It's all about having the shortest chases possible, this is why Spirit and Nurse are the best in the game. This is just basic pressure tips, anyone can do this.
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Here comes the entitled killer mains. I get that the bugs are frustrating, but acting like the game is literally impossible to win as killer is also very annoying and a view point too many share. If you lose two gens in one chase then you should've left that person earlier, or downed them faster. It's all about creating pressure and most killers lose because they don't know how to create pressure.
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The only survivor perk nerfs I would make is DS de-activating upon interacting with objects i.e lockers, gens, teammates,etc. I would then remove Object of Obsession since it breaks the game and finally Dead Hard has no invincibility frames so you actually have to think when using it. Everything else is fine.
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I agree entirely. Trying to get some friends into this game is hard when I tell them that it's super grindy.
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It's really about how you want to play. But saying it's necessary is a bit of an overstatement. The game isn't as unbalanced as you think since if you learn how to recognize your mistakes you'll realize "oh that was dumb of me". Punishing a bad unhook isn't necessarily tunneling in my eyes, since normally you'll gain a slug and at the least a health state on a survivor. Plus you shouldn't be able to just deny the killer pressure for free, so it's a bad idea not to do so. But outside of any situation of that there's really not a legitimate reason, unless you're somehow at 1 gen with all 4 survs on second hook and they aren't running DS for some reason. Making excuses isn't needed; if you want to tunnel then tunnel, but you will never improve.
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@Tactless_Ninja said:
Survivors need some of the invulnerability they used to have against him. Waking up seems pointless now.
There's the "survivor bad" reply I was waiting for.
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I've been playing her a lot recently and she's really fun. I think she needs tweak like fountains being more centralized and remove the auto corrupt purge mechanic when all fountains are used. Also faster projectile speeds and remove the slowdown after vomiting.
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He just needs some quality of life changes really. He isn't overwhelming at all in my opinion since I usually 4k with him constantly and only ever lose against good swf squads. This is all coming from a Demo main.
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I really think this could change dbd cosmetics for the better. I'd love reactive skins in this game.
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@Midori_21 said:
I love Supernatural but Sam and Dean are the last people I want to see in this game. They've taken down monsters much bigger than the DBD killers.
So has Ash Williams but he's in the game. Plus they've never tackled anything like the Entity.
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@Waffleyumboy said:
Sam and Dean would be cool, but the perks have problems.
Death Premonition is a worse empathy, how about the perk lights up when you are looking in the direction of the killer while they are chasing someone? Making it helpful in preventing death without giving you a clear picture of the killer.
Grace Period: How about your aura can't be shown to the killer for 100/110/120 seconds after you perform a safe unhook, killer grasp save, or protection hit. During this time you gain 5% altruism speed which can stack up to a max of 20% from this perk. This gives a condition and more useful effect.
Rocksalt: Stunning the killer gives you and survivors within 12/14/16m of you 5% haste for 6 seconds. (References how salted bullets temporarily caused ghosts to disappear)
I hope my suggestions inspire you to work further on this chapter.
Those are waaay better. Good stuff!
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@Dead_by_Gadfly said:
I love the idea of Sam and Dean being in tge game. I dont like the haste effect you have tho, hard enough catching survivors as is
Yeah, but it requires survivors dying so its really more of a last man standing perk. I can see your concern though.
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Cool idea but I think it's a little excessive for a perk.
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I only trust LeakySteve.
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@BubbaMain64 said:
https://forum.deadbydaylight.com/en/discussion/comment/1543431#Comment_1543431
I just don't play survivor as much to be completely honest. But I've played enough to know that with basic skill you can make most builds work since survivors don't have to worry about if their power doesn't fit with their ability or something. I made a forum post a while ago talking about how to fix and why so many perks are garbage. I don't know how to find it but if you want to read it I will try to get it to you.
@BubbaMain64 said:
The meta in this game has ultimately been the same for about 2 or 3 years. Killers run BBQ, and a gen perk, survivors run an exhaustion perk and decisive. We all know how it is. But the question is why? Why has after all of this time, the meta hasn't been changed nearly at all. It comes down to 4 things. Utility, Consistency, Activation and Reliability. I will go over both killer and survivor perks, so maybe something can be taken away from this.
Killers Perks:
There's a lot of problems plaguing killer perks. The problem is that a majority of them are either, too situational, have a long cool-down, and just aren't threatening.
Pyramid Heads perks are a highlight of these. Trail of torment has a long cool-down, isn't very useful, and shows survivors where you are at. It has zero threat to survivors other than they can't hear your terror radius for 15 seconds. You kick a gen and wait a whole minute for your perk to be usable. Not only does it show survivors that the gen has progress, but it also shows where you are, being completely counter intuitive.
Another one is Forced Penance. Forced Penance gives a survivor the broken status affect after they take a protection hit. It's very situational and in every scenario it does nothing. If you leave the survivor alone to keep chasing your original target, they'll just do a gen and wait out the broken status effect. If you chase the broken survivor, the perk will wear off whenever they get unhooked or when they lose you. It has no impact on the game and isn't threatening to survivors.
Basic Attack Activation:
This is what limits the killer perk pool so much. You can't use Surge on a killer with a power. You can't use the new Knock Out. You can't use Dark Devotion. You can't use Gearhead. While many of these perks have more problems than just the activation, there are many more like them that cannot be used on any killer with an actual power. Infectious Fright is a prime example of how impactful this is on a perk. It went from being stuck with all of these other basic attack perks, to one of the best snow-ball perks in the game. It rewards aggressive game play and only has the limit of how good you are with your killer. It is an immediate threat to the survivors, because now I know where you are and I'm coming right to you. The removal of this feature would change so much for the better. For perks like Sloppy Butcher and Dark Devotion it's understandable why you could have that requirement on them. But that doesn't make it better, since as I stated, any killer with an actual power outside of just stabbing survivors can't use these.
Perk Threat Level:
A majority of killer perks are just not threatening. They don't impact the game in a significant way where survivors think "Oh ######### he has ____". I think pre-nerf Ruin was a prime example of this. No matter what survivors wasted time doing gens when you had the perk equipped. You couldn't get great skill checks, and if you missed it regressed. So if somebody was doing a gen, and their teammates went looking for the totem, that's still a lot of early game time wasted. The only thing that held Ruin back, along with all hex perks to this day, was the placement. That's why it was common for Ruin to just break in 10 seconds. It still is. But, if you did get Ruin to last more than 2 seconds it was very significant. While I don't think EVERY perk should be this impactful on the match, I do think they should make survivors actively do something against them. But I also think that perks like this should be worked for instead of just giving you free game pressure.
Hex Perks:
The problem with all hex perks is that they are either, not significant enough to run, or they get placed by a gen, or in front of a tree with a patch of grass. Third Seal, Thrill of the Hunt, Huntress Lullaby, all of these are useless. Thrill isn't worth running, since if all you do is protect your totem all game you'll lose. Third Seal has no impact and has the basic attack requirement, and Huntress Lullaby doesn't affect good players in the slightest. Hex perks are suppose to be risk reward, but when the risk is higher than the reward, whats the point of even trying? So we have 2 core problems. Hex placement, and utility. Third Seal can be good for slug builds, but not really anything else. Huntress Lullaby relies on the survivor not paying attention, and could be kind of useful on stealth killers, but the rng nature of the perk and stealth killers being kind of weak already doesn't help. This is also considering it isn't broken by the time you get your second stack. A suggestion I've heard is to give hexes passive effects. An example would be, whenever Ruin is broken gens do not automatically regress, but kicking one regresses it at a faster rate. Not Ruin fast, but still faster than usual. This way you're not completely out of a perk for the rest of the game and can still try to stand a chance.
Survivor Perks:
Survivor perks are more or less the same thing, except to a lesser degree. The problem is with survivor perks is that many of them just don't do anything, or we already have one that does it better. As well as the activation. Second Wind is a good example of this, since you already have to be close to dead to use it, and you're broken for the whole time it takes to be healed by it. You're completely vulnerable for 30 seconds, when a teammate could've healed you in that time. That's also assuming you had the chance to heal someone before that. The same thing with For the People. It's so situational and you put yourself and your at a huge risk when you do use it.
So what makes survivor perks good?
The answer to that is the ability to deny the killer and advantage, and correct mistakes. But these perks are not healthy for the game. Sprint burst saves you from being out of position while giving you a ton of distance on the killer, Dead Hard ensures you get one more chance, Borrowed Time guarantees that your teammate doesn't get slugged or hooked again, Unbreakable robs you of pressure, and Decisive is a minute of invulnerability. On their own these perks aren't so bad. But it's when you start pairing them together that it becomes a problem. DS and Unbreakable gives you no option but to let the survivor escape. Dead Hard can extend a loop and save the survivor from dying when they should've. Sprint Burst ensures that you get a huge head start, meaning that the killer takes about 15 seconds of time just catching up with you. Borrowed Time is yet another invincibility window that can be used to save team-mates. DS alone gives you 4 lives (not counting the final hook).
Their purpose is to band aid fix things that people don't find fun, but they go even further beyond that.
These perks are just too good to pass up.
At the current moment in time, there is absolutely no reason for any survivor to run anything else. All of these counter things that aren't fun like tunneling and camping, while also giving an advantage outside of those scenarios. I'm fine with exhaustion perks, but they only serve exemplify these problems.
I would love to see more perks that are used to trick the killer like Red Herring and Diversion. I think giving survivors ways to actually outsmart the killer would make the game far more interesting. But as I said, these perks just aren't very useful and could never compete with the current survivor meta.
This is it for anyone interested.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1543426#Comment_1543426
Why not buff survivor perks? They have as many if not more useless perks that do nothing for them.
I just don't play survivor as much to be completely honest. But I've played enough to know that with basic skill you can make most builds work since survivors don't have to worry about if their power doesn't fit with their ability or something. I made a forum post a while ago talking about how to fix and why so many perks are garbage. I don't know how to find it but if you want to read it I will try to get it to you.
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@Kikki said:
https://forum.deadbydaylight.com/en/discussion/comment/1540850#Comment_1540850
Yeah but change it so that it deactives if someone get/got healed or a Gen is done isn't ideal too bc if you got unhooked and the Killer is coming back. In the meanwhile a Gen is done or someone got healed(most Survivor's do Gen's befor healing) DS will be deactivated too quickly if the Gen is done 10 sec's after you got unhooked or someone being healed bc they don't focus Gen's first.
You can't be tunneled if you're progressing the game though. You put yourself in that position and should be punished by that fact. Healing, gens, all of it is progressing the game forward, which means you actively chose to be there and the killer isn't focusing you.
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I want killer perk buffs. It sucks being stuck to the same perks if I want a chance to succeed.
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Console survivors usually throw more often in my experience. I don't take survivor too seriously so it doesn't bother me that much but I have noticed it.
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I don't mind as long as its not people trying to be ######### by using OP things like bad maps, sweat meta and all that other stuff. I just want to enjoy my game like you do, you shouldn't have to ruin somebody else's fun just to have your own.
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Yeah this is exactly why I don't understand why people want a noed nerf. I get it sucks whenever you're being chased and it pops out of no-where, but any other time you should just leave. NOED either never activates/lasts long enough for anything to happen or it secures 1 kill. This based purely off of experience though.
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I think Springtrap specifically would fit in well. He has the appearance and backstory to fit the bill. Child murderer who was suffocated and crushed in an animatronic suit. I'd like a robotic killer anyways since it's not been touched on by dbd at all.
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Blame the meta. Sweaty tactics and high tier killers are needed for consistent results. I personally don't play many of them since I enjoy other killers, but there is a reason it happens. Slugging, proxy camping, mind games, etc. are all strats that are needed to keep up with survivors. If you just hook people one by one that's not enough to stop the team from doing gens, which is the killers priority. Pair that with meta survivor perks like Sprint Burst, Decisive and basically all the other ones made to waste the killers time and deny them advantages, there really is no other option unless you want to lose just to be nice. Normally that isn't too well received anyways since you get a "######### you lmao" at the end of every match.
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No, her power is very time inefficient and is reliant on survivors giving her power to her. Pair that with the delay on the projectile pellets making it tough to actually land a vomit hit at times since it either phases through survivors or barely misses them around corners. The counter play to Plague is deny her power as much as possible (infection and corrupt purge) then loop her like a normal M1 killer.
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Yes bro survivors are literally uncounterable and oh pee.
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A lot of his audience is very inexperienced and biased. They'll quote him and say how he didn't do anything wrong when he clearly makes mistakes in his matches. I'm not saying he isn't allowed to make mistakes, but just pointing out that they don't really know what they're saying.
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Because BHVR clings to design choices that worked before.
I'd also like to add that the basic attack requirement should be removed so you can use on killers with an actual power.
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Killing them and the salt. Red rank survs have absolutely no sportsmanship. Pair that with the advantage of swf, I'd probably be upset too.
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@BigBrainMegMain said:
If you're so good at doing your job, DS shouldn't be a hindrance to you.
So why the complain?
DS encourages survivors to do reckless plays and is used offensively. At the moment all it does is kill snowball when killers desperately need it to keep up with the survivors. You can't punish a bad play for 60 seconds. A whole minute of wasted time is a lot in DBD, and while yea you can slug, they can also get into a locker and either way they get away. The perk really just needs to deactivate on lockers and interactions like gens. At that point you aren't being tunneled and you're just putting yourself in a bad position. But people who do this know they're invincible. Hence the perk sucks to play against.
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Tasty bait.
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@Zeus said:
https://forum.deadbydaylight.com/en/discussion/comment/1481375#Comment_1481375
Until the last person who escapes type ez in chat
Who cares?
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They had to fill the rift I guess lol.
We've had a few of these but normally they still look pretty good so it's not a big deal in my opinon.
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Clown or Pyramid Head. PH has an ez dodge power with a gimmick, and Clown has just really underwhelming anti-loop.
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The Billy nerfs are fine and I honestly like the new music. I can still curve fine and everything so the changes are probably for the better. But yes, the basic attack requirement is stupid and needs to stop being a thing. Infectious Fright literally became a high value perk just by this simple change. Maps like Midwich, Ormond and other terrible maps desperately need changing as soon as possible, I don't know how abusable maps are even active at the time.
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Salt.
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I don't need to 1v1 him to point out mistakes.
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Tru3 isn't a good player. I'm not saying it to discredit him but in almost all of his videos he uploads he makes dumb plays and in this one he over committed to a survivor, so of course gens are going to fly.
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Cheryl because she's cute and Jeff for jesus Jeff halo. Ace when I'm feeling spicy.
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That's a server issue. If anything I would remove the invincibility frames from Dead Hard, but I know that would never happen.
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@hillbillyclaudmain69 said:
When does it come out? I didn't even know about it😂
The 29th.
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ALL I EVER GET IS 4-MAN TRYHARD SWFS WITH ######### WAKE UP IM SO TIRED OF IT THEY LITERALLY CANT BE KILLED WHY IS THIS IN THE GAME DEVS???!! WHY?@?@!!!
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I'd like to see his add-ons over all to be changed a bit. Mostly the Iri ones since they don't do a lot. Rat liver and Tail are really nice to have so I'd love to see them added into the base kit since Demo is already pretty strong.
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@ Antares2332 said:
https://forum.deadbydaylight.com/en/discussion/comment/1457488#Comment_1457488
By rework I mean you need an upgrade for more pressure on the maps.
In red ranges these killers that I have mentioned are almost never used.
Just because they aren't used often doesn't mean they're under powered. I love Demo and went on a 2 week win streak with him. I lost it since I only got 2 kills against a sweat squad. All killers can apply pressure, some are just better at it than others. The only ones that can't are the ones who have very little going for them, like Clown. Clown has an underwhelming anti-loop and nothing else. Clown and pre-rework Bubba are probably the worst 2 in the game because they just don't have anything to use in a substantial way. You see Freddy and Spirit in red ranks all the time because they have so much going for them and they're extremely easy to play. They have mobility, a small amount of stealth, and extremely strong anti-loop while also being some of the easiest to pick up and play. There's just not a reason to play anybody else outside of whether you want to or not.
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1457488#Comment_1457488
People ignore survivors real problems because in the past they were actually op now it's alot of killer entitlement not saying survivors arent but alot of it.
I really think it's just new players being frustrated with the difficult learning curves of killer gameplay and using a killers power effectively. DBD is not a noob friendly game in the slightest.
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@ Antares2332 said:
https://forum.deadbydaylight.com/en/discussion/comment/1457481#Comment_1457481
Reasons
michael: without accessories, he is the weakest killer in the game.
slinger: little pressure
demo: teleport power is very easy to counter
Slinger has top tier anti-loop. The only way you can escape is if he misses.
Demo has mobility and good/engaging anti-loop. This is why he's probably one of the favorites of the community.
Micheal can punish teams heavily. Tier 3 will wipe out an entire team if used right.