CheesyGuy
CheesyGuy
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- CheesyGuy
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Well I dont think that it is that strong. I mean it just leave you exposed for 30 seconds in it's maximum and it has 90 second cooldown. It also only affect the ones that are in the killer's terror radius.
Myers in Tier 3 without any add-on will expose you all for 60 seconds and we play againts Myers.
Hex:Devour Hope after the 3rd hook will be exposed you during the whole game unless you cleanse the totem
NOED will exposed you during the whole endgame unless you clean all dull totems or find the hexed one.
In my humble opinion there is nothing to worry
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His perks are not OP. As a both killer and survivor main I would say his perks are between moderate to ok.
Starstruck is a perk that you can avoid easily. If the DBD community can avoid Myers Tier 3, they can also avoid this perk to...
Hex:Crowd Control is a hex totem. You just have to cleanse it and that is done it is no more a problem.
No Way Out which puts max 40 seconds block to exit gate switches are not that great cause the survivor can easily hide inside lockers or hiding another places while waiting that time. I think that Blood Warden is more dangerous then this cause when it is activated the game timer already started and survivor can be dead due to gates are blocked when the time finished.
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@senki527 said:
Yes, all of the 3 new killer perks are op and need some nerfs before release. Survivors only got average perks, but killer all 3 of them are too good, especially the exposed status one. How do you want to save a survivor with bodyblocking then?
But also blocking exit gates for 40 seconds is too op. And a bamboozle over the whole map without cooldown is too strong as well.
As both survivor and killer main I will say that his perks are not OP. They are "ok" perks in my opinion.
Starstruck can be avoided by careful playing, During his Tier 3 Myers have longer exposed effects and still survivor can fight againts him.
Hex:Crowd Control is a totem that can be cleansed and it is done. Like Hex:Ruin you should just find it and clean it.
No Way Out that blocks the exit gates for 40 seconds is not that big problem if you can hide well. I think that Blood Warden is more problematic than that because when you hook someone during end phase if the gates are blocked you will be dead with your teammates but for the No Way Out you can just hide in lockers, travel and etc...
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I did not use Twitter so when I saw the killer I was shocked. As for his perks it is ok but for power I will say when there is Huntress it is not that great. For the model I was not expecting that. I was expecting something dark and gothic. Yes maybe the killer has great backstory and etc... but the killer is more like bad dude from a cartoon in my opinion and not scary like other killer. Maybe I will change my mind but to be honest I did not like it and I understand why people dont like it. For the main idea of the DBD killers and survivors, this new killer is so colorful for this dark gothic world. Maybe the DBD is gonna be change his darker world but it is my preference.
For the people that is also including me we will get use to it. I like playing DBD but I think that this killer is not exactly something I was expecting from the darker world of the DBD.
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I watched the killer's gameplay and while his power looks weak actually it is not. He throw his knife quiet fast which is nice. I think that they will even nerf it after some time. However when there is a Huntress that can use 2 hatches to down survivors(1 if using the add-on) I do not see any reason why I should use that killer. His perks are ok I think. Some of them can be life saver but not a big deal.
For the model I do not wanna say anything cause I already read the forum and it is quiet a debate right now. All I am gonna say it I do not like the model, it was not the killer that I imagined. I was expecting more scary and gothic killer, not the one that just got came from an anime.
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@koopazepam said:
Most killers are too strong for solo squads. Most SWF groups are too strong for killers. The thing that makes SWF too strong is the voice communications. Why not just penalize a SWF group a bit? The more people in a squad the more penalties to the group. Why is this so hard for people and the devs to understand? Yes voice comms give you a tremendous advantage weather you play like NAVY SEALS or you are just having "fun" with your friends.
Problem is not the SWF. Problem is SWF groups with comms. There are 2 kinds of that
1-SWF that enjoys playing together and just chit-chat about basic stuff like "I am on generator", "Killer is Myers" and etc... This group is not abuse the comms and they mostly respect the both sides and does not give full information like killer's location,one by one position and etc...
2-SWF that uses all kinds of tools to gain advantage. This group only cares one thing and it is "winning the game". This group will abuse all the benefit that came with the communication. This group is the problem. This group is coordinated and they gave all the information that should not be given easily and will abuse it.
The problem sadly is most of the SWF (In my opinion) is number 2 which is quite problem for the killer especially for the sneaky killers. Using any 3rd party device to gain advantages beside the game gave you is actually againts rules but you can not prove they use it. The best thing you can do is dodge them or play with them but not expect anything big. The real solution would be a different lobby for these kinds of groups or notify the killer if they are SWF during the lobby waiting time so that killer will know that and choose to whenever to continue or not.
I think that notify the killer option can be added to the game easily.
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@Mister_xD said:
so basically, i'm on my final few Bloodwebs before i have Nurse fully maxed out (yay :D).
i managed to get every perk up to level two, so only tier 3 perks will appear in my bloodwebs - yet for the last couple of Bloodwebs i havent gotten more than 3 Perks to choose from (when its usually 4), even though i have more than just 3 perks missing?
is this somehow intended or is it yet another bug?
thanks you in advance for your thoughts on this ^^
https://us.v-cdn.net/6030815/uploads/PUJZC23PKITZ/perk-bug.png
https://us.v-cdn.net/6030815/uploads/1WM9H80VGU7B/perk-bug-v2.png
i am confusion.
When you open to many teachable perks sometimes the main killer perks (last stage of them) will be shown later. It happened to me during Plaguage,Legion and Deathslinger. All you gotta do is spent points and hoping that you will find them soon
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@Iosefka said:
I have epilepsy and i don't want to use lightborn all time. It is not fair and this need rework.
I think that there should be a setting for that. Even I dont have any problems with my eye the flaslight color hurts my eyes too. Other than that sadly there are many cases like yours. For example, color blinded person can get problems at some certain maps.
I think that you should write a report for this and hope that Devs of the game will respond. However it will take a time but my only hope is they will make it viable for you and any others :)
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@wraithbaby3 said:
https://forum.deadbydaylight.com/en/discussion/231299/new-idea-for-generator-speed
I'm not reading all of this, nope, he'll noooo
Your choice mate :) . Just check the math equation part and you will understand the general idea probably :)
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@ilovedbd123 said:
https://forum.deadbydaylight.com/en/discussion/comment/1985524#Comment_1985524
Well this would probably sort out the other issue most survivors have, tunneling. Most killers don't tunnel unless they have to, so this pressure early relieved would mean killers could play nicer.
I agree to that. That is why I was thinking the gen speed idea. If the killer have more time to patrol at the start of the match, killer can use his time wiser and not to worry about instant gen pops. He can patrol more safely and he can chase a survivor a little bit longer. Yes in my idea later that the gen finishing time will be decreased but the area that killer needs to be patrolling also decreased.
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@chadbeastofprey said:
i have no feedback i just want to ask who are professional players to you.
You are asking the players that inspire me to buy the game according to my first sentence or you are overall asking me to who are professionals in that game and what defines the professional?
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@CriticalWeasel said:
https://forum.deadbydaylight.com/en/discussion/comment/1985503#Comment_1985503
If you haven't hooked a survivor yet but some gens have been done already, your pretty much under massive pressure because you still have to hook them all. The survivors all together have "12" lives before their legit dead.
I understand what you mean and as both killer and survivor player I see your point. But imagine being a good survivor and the game penalties your repair speed because you and your teammates did your job greatly by not being hanged.
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@ilovedbd123 said:
https://forum.deadbydaylight.com/en/discussion/comment/1985307#Comment_1985307
Yes but in your point it's compensated by later gens being quicker. My point is it should just be slower. Base gens take 80s with nothing to help as 1 person.
A green toolbox with wire spool takes 12 seconds of a gen - 68s.
Perks such as prove thyself increase gen speed, even spine chill has 6% increase.
And that's not a commodious toolbox, or a full kitted out one. You get those against good players dude.
Less then 70s for first gen, is too short. 80s is too short, no matter 70.
Well I agree that 80 second is quiet less and I also mentioned it. I just took the base number so that it will be an easier to see and calculate. Slower gens are also a nice idea but there would be a survivor side of it.
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@valvarez4 said:
https://forum.deadbydaylight.com/en/discussion/comment/1985493#Comment_1985493
You can’t reduce the gen speed with a killer rate of 65% and nerfing ds, with tons of camping and tunnel killers, that’s all.
I dont understand what you mean in here exactly. Can you open that a little bit?
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@CriticalWeasel said:
https://forum.deadbydaylight.com/en/discussion/comment/1985476#Comment_1985476
No no I think you misread it.
There would be a 20% Repair speed penalty if a survivor hasn't been hooked yet. That way it gives breathing room for the killer at the beginning. Also allows killers like Trapper to set up knowing they got a bit of time.
I understand what you mean but there are matches where no survivor have been hooked and %20 penalty can be unfair to them.
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@Terro said:
https://forum.deadbydaylight.com/en/discussion/comment/1985473#Comment_1985473
I think it would shift the meta to gun down the 1st Gen. Then split up and chain finish gens.
Well this might be true. But most of the time the killer needs to put pressure at the beginning and at least earn 1-2 hooks at before 3 gen left. Like I said my idea is raw numbers and it might needed to be tested.
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@valvarez4 said:
If you increase the time for a gen to get done killers would always facecamper the first hook
Yes they can however they re doing it in that system to. Also if they camp the survivor because of more time at the first 1-2 gens they will have a bigger problem at the late gens cause now the survivor can finish the generators much faster which is disadvantage for the killer. A full healthy survivor will take 2 min to die at his first hook. In the 2 min time the survivor can finish 2-3 gens depends on their perks,skill checks and etc... My scenario is the raw seconds which are not modified.
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@CriticalWeasel said:
I would just place a 20% generator repair penalty until the first hook.
This can not be that reliable cause there are some matches where killer can not hook the survivors and it might damage them.
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@Terro said:
Wouldn't this just make it so gens chain complete really really fast?
Well techinically it is still the same time as the previous. The main goal here is to give the killer more time to chase and patrol while there are more generators at the map. Since there will be more time to finish the first 1-2 gens the killer can patrol more easily and start chases and etc... After the map is getting smaller and there will be less generators the survivor will finish easier since the killer has less gens to patrol
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I assume it is console problem code? If yes it is probably a temporary problem that will be soon fixed
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Doctor can be quiet good. With his demonic torture at the abandoned medical center. Add some overall laughs and chases. Moreover his previous life he was also a psychotic person so it will be better to mention what will make him the "Doctor".
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@NerfBT said:
Ive been stressed out and angry for over a year now because of a group of people in the store hate me. It started out with one dude talking **** about. Now i wasnt going to escalate the situation and get fired, but i did stare him down letting him know i heard what hes been saying about me.
The next day him and his buddy sit around a table 2 tables down from me, and he tells his buddy im acting like im gonna do something. His buddy calls me a fake mfr and that i aint real or gonna do #########. I just laughed becuase its seems hes a bit intimidated.
Things turned bad quick for me cause hes got connections and he kept getting more and more people to dislike me, spreading rumors. Today hes got an army of people on one side of the store who absolutely dont like me, i can see it in their eyes.
Good thing i worked on the other side of the store, until last week one of them switched to my department. Lets call her TL. She a very beautiful light skinned latina but she doesnt like me, i heard her call me an ahole before with her friends. When she got here, the first thing shes attempted to establish is her authority over me like i have to be her minion. Im a man i cant let a little girl like that boss me around. Sometimes she nice and hell we share laughs together i feel like were getting close then she does a 180 and acts cold again, giving me squinting side glances, like she distrusts me. I like her i want her to like me. But shes connected with my enemies. What's the point in stayng if going to work everyday feels more stressful than a killer match.
Well this kinds of thing happens in many workplaces. It is not something new and it will happen no matter what. I even lose my job just because of one of my collegue does not like me and start to telling lies about me. The thing is if you feel like they will do you harm in some way keep your guard up and wait "anything".
For the girl that you mentioned this is also quite common at the workplaces. She is playing both sides so that when the things changed she will be in a good position. Try not to tell her about your personal life and behaviours, keep your private life away from them cause from what I understand she will use it if the other group get the majority power.
My best advice for you is if possible look for other workplace or department where you feel better. We spent nearly 8-10 hours at our jobs and if you spent that time in the day with full stress one day it will hit you. But know this that there will be always that "groups and people" no matter where you go.
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@Kellie said:
Adding extra time on gens at base won't solve the issue.
Actually what I try to do is not increased the overall time since it is still 400 secs. What I think is that the first generators should take more time while the last gens finish easier. I think that idea because at the beginning of the match you have more generator so you need to patrol more but at the end phase of the game you got less generator and less place to patrol.
My idea is not increase the overall generator time but increase the first 1-2 gen finish time and decrease the last 1-2 gen time.
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@Smeagolthevile said:
I'm sorry, I know I'm going to get harassed and dogpiled on over this, but almost every single game I play now a days ends up with the killer camping in some extent or another. I can not stand it any more. I get enough time to play 3 matches with my friends a day and every single match ends up with a camper.
I know it is a 'viable strategy' but they are boring matches, frustrating matches, and not fun. They are not rewarding, you get no blood points if you get camped.
Me and my two friends brought bloodyparty streamers each, so 3 of them, get camped. Match ends with all of us getting undfer 20k blood points due to it, which yielded less then a match w/o streamers would have yielded.
The devs need to ######### do something about this.
The 'if the killer is nearby the hook they lose points' does not work, it does nothing to mitigate the frustration this style of gameplay causes.
Yeah yeah, I know, I know qq git gud, but its unfun matches that make players not want to play, causes loss of players, and causes the horendous wait times for matchs that we see.
As a both killer and survivor main I feel you. Sometimes as a killer I needed camp to due to gens pop up so fast but mostly when I hang the person I left them so that he can be saved. However with a smart play you can save the person from camping. It only takes time but try to get the kilelr a slighly away while the other person save the one with Borrowed Time then escape fast. I am not saying this will always works but in some cases it works.
There is also a fact that camping also hurts to killer actually. The killer will spent his time with camping one survivor while the others are doing gens and etc... Also by not hang the person 3 times he will get less BP. But the main damage is the killer will become lazy which will affect his chase abilites.
So while I agree that camping is bad there are ways that you can escape with teammates ( I play solo and even in solo there are times that I saved the person by myself without any help). Also sometimes the killer will camp for the valid reasons so there is nothing you can do for that but respect. But I understand your point and I understand that you talk about the campers that will camp while there are 5 gens left and just looking your face.
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@Beelzeboop said:
I feel like survivors should have minigames to repair generators with procedurally generated solutions, and they'll have to spend two seconds just to asses the damage whenever they start working on a regressing generator or one with no progress on it.
This would make generators more interesting than holding m1 and clicking at the right time, allowing the devs to increase the gen times without making survivor unbearably boring. Also, it would distract them a bit from the Undetectable killer breathing down their neck.
I also saw this idea by many DBD players and I also think that new mechanics and system will be colorful for both killer and the survivor sides. However that kind of new mechanics will take some time especially with an online game like DBD. Not to mention after the release there will be many bugs,exploits and etc... The main reason why I mention the updated generator time is that it is much more easier to implement the system that we play.
I think that new goals and mechanics is the ultimate way but since it will take a time I think that some tweaks can be quite nice while the DBD devs are creating the new mechanics.
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@Beelzeboop said:
I feel like survivors should have minigames to repair generators with procedurally generated solutions, and they'll have to spend two seconds just to asses the damage whenever they start working on a regressing generator or one with no progress on it.
This would make generators more interesting than holding m1 and clicking at the right time, allowing the devs to increase the gen times without making survivor unbearably boring. Also, it would distract them a bit from the Undetectable killer breathing down their neck.
This is also an option that has been talked by many DBD players. As a programmer myself new mechanics will take some time before it was released and implemented especially with an online game like DBD(Not to mention bugs,exploits and overall problems that comes with it). The main reason actually why I offer the updated generator finishing time is that it will be easier to implement than a new mechanic. However I also think that some new minigame can be colorful for both the killers and the survivors.
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@ilovedbd123 said:
https://forum.deadbydaylight.com/en/discussion/comment/1985285#Comment_1985285
No, because again that wouldn't slow the game down. The game needs to slow down or we need to tunnel and slug, otherwise it means nothing.
I understand what you mean. But the thing is in my opinion that the game finished so fast because survivor can pop the first 2-3 gens so fast. In my idea if we increas the overall gen finish time for the start as a killer you will have extra 20-30 secs which you will patrol and the survivor will escape so in overall actually in my opinion with this small tweak we can affect the overall game time. But I understand your point.
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@ilovedbd123 said:
https://forum.deadbydaylight.com/en/discussion/231299/new-idea-for-generator-speed
How would idea work for multiple people on gens at the start? My idea is just add a base 20-30s on gens. It would slow it down.
To be honest what I did is just a raw version for the simple case scenario so for the multiple people at the same generator the timer can be increased-decreased depends of the overall time. For example when 2 person works at the same generator it is 69 secs if I recall correctly so we can assume that for 100 sec it can be something like 85 sec and so forth...
In general that is just a raw idea for now. I just try to find a way that will not make the generator time longer cause I think that 400 secs for just a simple action is boring in my opinion, my point is for the start of the match give killer some extra time so that he will patrol the bigger area easily and as the gens completed and the overall patrol area getting smaller decrease the overall gen finishing seconds.