Demogordon_Ramsay
Demogordon_Ramsay
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@Alex_Splicer said:
https://forum.deadbydaylight.com/en/discussion/comment/1792402#Comment_1792402
I didn't say that they had GREAT anti-loop potential either.
I know that putting either in the direct middle of a pallet either wakes Charlotte or kills Victor, if anything they're only really useful at the shack with anti-loop, but you could still do it, you just won't be as optimal.
Again I'd like to say, this is from someone who wants to have FUN and not try so hard I possibly sweat my skin off. So playing like this is really fun for both sides so long as you aren't anal about losing - which it seems you don't like to do. But I don't care to lose, I just care when my game is being stomped on by rude trolls - which in most my games of 2400+ hours have been trolls in high ranks treating you like garbage for having fun.
That’s the problem with the Twins. Their power is so bad and so poorly-constructed that if you’re not sweating your ass off, you’re getting kicked in the face around every single corner and never allowed to even play the damn game. You either play the Twins like a scumbag, or you don’t play the Twins because the Survivors said no.
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@mintchapstick said:
His pounce isn't really that hard to land though. Jumping over pallets and through windows is kind of a pain, but otherwise it's not--unless it's different on a controller?
Have you gone against Survivors who know what strafing and corners are yet?
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@BioX said:
If you miss a hatchet, recover and try again.
If you miss a blink, recover and try again.
If you miss a spear, reload and try again.
If you miss a Punishment of the Damned, recover and try again.
If you miss a pounce? Get kicked in the face, respawn as Charlotte, wait for Victor to come back, unbind Victor, find a Survivor, and try again.
You see the problem?
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If you miss a hatchet, go all the way to a locker, open the locker, get new hatchets, find a survivor again, try again
if you miss a blink, suffer cooldown, look at the ground, look back up, find survivor again who you lost due to looking down, try again
if you miss a spear,.... ok yeah reload and try again
The point is you are typing it up like nobody else has these consquences as they should have because that is what counterplay is...
Victor, miss a pounce, IF a survivor is close enough they can kick you, otherwise the chase is still on, if they kick you, suffer the animation, go back to charlotte move towards the target and you will have victor back in like 3 seconds, redeploy and try agian, it really isnt that much of an issue.
But here, there are pleny of other killers if you dont enjoy the Twins.
My only problem is that Ifeel survivors should suffer consquences for kicking victor, maybe oblivous for a bit.
And I feel the "story telling" of the kick needs work, right now its pretty pathetic hearing a killer go "uerrhhggg" when a survivor kicks it...lorewise they are suppose to be monsters of destruction, so imo instead the kick should make Victor vanish like the thanos snap, go up in smoke like you never managed ot hit him to begin with.
I also would like it if Charlotte would say "frère" (brother in french) in a whispering creepy tone when unleashing Victor and Victor saying "soeur" in a similair fashion when returning or switching to Charlotte.
Huntress only has to reload at a locker after 5, that’s right, 5 missed hatchetds, and all things considered it’s relatively quick and painless.
Nurse regents blinks while fatigued and thus only has to wait a little bit more than 3 seconds to get both blinks back.
Victor has 3 seconds to be kicked, then you have to wait for him to come back, then respawn him, and then try to find a Survivor again when they could easily stealth in all that time. It’s much worse than any of the other Killers in this game.
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@SkeletalElite said:
Want to know the difference between huntress and victor?
Huntress moves at 110% speed and victor moves at 150% speed. There needs to be a downside to missing.
Hardly matters when his pounce slows him to a crawl and is countered by literally everything with a collision box.
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Found a new bug for Victor.
Victor cannot pounce Survivors who are picking up or dropping an item. He'll phase right through them.
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Do gens.
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@chieften333 said:
(Here's the link to my second post, you can still comment bugs on this one, but they'll be added to the second list: https://forum.deadbydaylight.com/en/discussion/210412/known-issues-with-this-chapter-2-electric-boogaloo/p1?new=1)
With victor
1. He can't pounce up any type of slope, doesn't matter how minor
2. He has the chance to fall through the ground
3. He has the chance to get stuck in the ground, where he shall remain for the rest of his days
4. Can now touch people in lockers, poor dwight mains.
5. Can be kidnapped for 45 seconds, and through hatch without a promise of child support income.
6. Can camp like a pro, he packed gear and everything.
7. Can float on a survivor he is attached to, same with Charlotte. Victor decided he was too cool for the ground, and ascended to a higher plane of existence to avoid it.
8. Victor is too lazy to stop survivors from leaving through the exit gate
9. Victor's killer instinct for dying people is inconsistent. Sometimes reveals those on a hook too.
10. Victor can get stuck in his falling animation, which can only be stopped by being kicked by survivors.
11. Idle animation is bugged in lobby
12. FOV can be stuck at 45°, same for charlotte.
13. Victor does not move corn or grass
14. If a survivor disconnects with victor on their back, victor disappears with them
15. Victor can be displaced during the mori, causing him to bite the air next to the survivor.
16. If insidious is taken victor is constantly undetectable.
17. Victor can participate in the kerbil space program.
18. Victor does not activate spinechill, sneaky little [BAD WORD]
19. After being kicked victor sometimes will slide away
20. If victor lands on an elevated plane he'll be unable to get off. Side not - survivors who attempt to kick him will float up into the air and kick him, then fall back down.
With Charlotte
1. Can have a black screen if you switch too fast, switch again to make it go away
2. Can get stuck in the ground like victor, at least they're together
3. Her power can be taken away for 45 seconds
4. Takes too long to wake up after playing victor, usually happens when switching quickly between the two.
5. Apparently can't get points from BBQ, bubba decided not to share any chili with the twins.
6. devout emblem is currently bugged, no adept twins for you buddy.
7. Purple cosmetic is locked as a set, despite trailer stating otherwise.
8. Spinning top addon doesn't make survivors drop their items
9. Switching between the two can sometimes cause you to get stuck in an animation loop.
10. When switching to charlotte there is a chance you'll move at fatigue speed for the rest of the match.
11. Charlotte can be displaced during her mori, making her kill the air next to the survivor.
12. Has a ribbon on the butcher knife that has clipping issues ( pretty minor, but whatever )
13. Landing a lunge will kill victor as if he were on top of an object for too long, even if he's on the ground.
With perks
1. Hoarder just straight up doesn't work ( apparently it sometimes does, but very inconsistently)
2. Deception has the chance to not work in high ping ( cries in ps4 )
3. Power struggle no longer works with flip flop, No free pallet stuns for you meghead.
4. Power struggle can cause you to become one with a pallet
5. Indicator for deathbound still happens, but no scream is heard
6. Spies from the shadows triggers when people are on hook... despite this issue being fixed a couple updates ago.
7. When oppression triggers a hard skill check, it replaces the one you're currently doing. Causing you to miss it, unless you have godlike reflexes.
With flashlights
1. Now has sway for some reason? Get better hands I guess??
2. Blinding angle is off, to compensate for this the killers eyes have been adjusted 5 feet to the left.
With hillbilly
1. Hillbillies chainsaw randomly overheats, guaranteed to happen when breaking a pallet with the chainsaw. Rev it to let it cool down.
With Legion
1. legion lost their movement speed in frenzy. Look for funny comment below.
2. Rumors state legion has a lunge range in frenzy as short as your [BAD WORD]
3. The mask now defines what gender the legions voice is.
4. They longer have increased field of view when in frenzy
With spirit
1. Survivors have partial collision, you can still run through them, but you'll wobble to the side first. Essentially acting as an indicator for when you're in a survivor.
With Oni
1. He no longer does the "sucking blood" animation when hitting a healthy survivor.
2. oni hears his 'blood fury ready' cue extremely loudly.
With deathslinger
1. Reeling in survivors at windows doesn't let you reel them in entirely, it'll stop after a certain point.
With pyramid head
1. From survivors POV pyramid head is sometimes dragging his sword through the ground, like when he uses his power.
2. You can be stuck with the dragging noise the entire match
With Leatherface
1. No longer receives movement speed boost from the chainsaw
2. Chainsaw revving noise can play indefinitely, rev again to stop it.
with demogorgon
1. Getting stunned in the middle of shred can cause you to move at shred speed for the rest of the game. (I.E the speed you move when you hold it)
2. Violet waxcap description is displaying file name instead of actual description
With plague
1. You continue to hear her whispers. even after corrupt purge has ended
With killers in general
1. 115% killers appear to be moving slower, so far it seems to be purely visual.
2. Killers with long coats get bunched up, apparently has been happening since 4.3.2
3. Sometimes killer chase music doesn't play, could be limited to legion.
4. trap killers can't place traps near the exit gate on reworked maps.
With Elodie Rakoto
1. She is LOUD on switch
2. Outfit description is glitched, occassionally displaying a random sequence of numbers and letters.
With Kate
1. Her Oktoberfest dress clips through lockers
With survivors in general
1. Some survivor animations appear blocky, good news is you can do a wierd little shuffle type movement.
2. Mending and waking up have no animation
3. the silent slug glitch is still in the game somehow
4. If killers have graphics on low they can see survivors in lockers when they enter the building the locker is in.
5. survivor hair and "dangly bits" can become comically large.
6. According to some, downed survivors can get sucked into lockers
With maps
1. A rock can spawn in front of a window in ormond. Vaulting the window will cause you to get stuck in the rock
2. In sanctum of wrath, if you drop survivors on the end of the shrine, they'll sometimes fall through
3. A rock can spawn in front of a hook in Ormond, preventing you from hooking there.
4. A rock can spawn next to yamaoka estate shack door, is a fat shaming spot for killers. Dwaynes really getting around these days.
5. Row of rocks on ormond can be climbed by everyone. If killer picks up a survivor on them they can't leave until they drop the survivor.
6. When phasing with spirit on ormond, some textures glitch out, getting an odd red glow.
7. Hooks seem to spawn much further away ( could only be in recently reworked maps, will have to wait for further information )
With totems
1. Sometimes hex totems look the same as dull totems
Miscellaneous
1. The usual framerate issues everyone has (it's been 2 years where is the optimization?)
2. Shack pallet on ormond can only be broken from inside the shack, most likely due to height difference between the inside and outside
3. Blood warden doesn't prevent survivors from leaving... again
4. Clown now has a delay between throwing a bottle and lunging. He could hit them, he just chooses not to.
5. Freddy can't place puddles in doorways
6. Mikey's chase music doesn't stop playing for a couple seconds after a survivor is downed.
7. Killer now hears survivor pov chase music, for those who have original chase music. Doesn't affect those where the track is the same on both ends.
8. Sometimes grass disappears at a distance
9. Nurses attack animation doesn't play occasionally, but the attack still occurs.
10. Apparently huntress's axes are flying in directions other than where you are looking. Sometimes as bad as 20° off
11. Survivors can sort of see their own scratch marks.
12. Multiple cases of desync, one with spending bloodpoints on the twins, another in a trial ( most likely dedicated servers )
13. Accidentally added in reworked description of clowns ether 5 vol% addon.
14. Gen counter forgets to count completed gens, but eventually catches up to itself.
15. 4th anniversary items no longer explode in confetti
16. Patch notes on xbox are glitched, occassionally display random sequences of numbers. (How ironic)
17. Occassional hit validation shenanigans.
18. Black ward doesn't preserve addons on the twins
19. Apparently any killer that would recieve movement speed increases now no longer receives them ( except blight, it's been reported on a couple killers )
20. Names not displayed in endgame screen, no score, no stats displayed either ( so far only reported on windows XP)
21. Endgame chat reportedly not working on windows XP
Total issue count: 100
( Some of these may have been present before the chapter dropped, I know for a fact at least two are)
This post has gotten too big for me to properly manage, I've made a second one under the title "known issues with this chapter: 2, electric boogaloo"
if any are still comments being posted in this one, I'll try my best to move them over to the second list.
Hey, popping in again to update you on some of the bugs I reported.
12. Has a ribbon on the butcher knife that has clipping issues ( pretty minor, but whatever )
13. Landing a lunge will kill victor as if he were on top of an object for too long, even if he's on the ground.
20. If victor lands on an elevated plane he'll be unable to get off. Side not - survivors who attempt to kick him will float up into the air and kick him, then fall back down.
Number 12 is incorrect. It's the shovel weapon skins, not the butcher knife.
Number 13 is incorrect. Landing a lunge as Charlotte is not what kills Victor; it's landing a pounce as Victor. I also did some digging, and it seems this bug seems to apply mostly to one specific area: The ground around the main building on Azarov's. For some reason, pouncing anywhere near that building will kill you.
Number 20 is incorrect. It combines two bugs into one. Victor will only be unable to get off a pallet or a window if he downs a Survivor using his pounce and lands there. Survivors being able to kick him on an elevated plane also only applies to pallets and windows.
I also want to add a bug that the Twitch streamer Farmer John discovered. Sometimes, when playing as Victor, you simply won't be able to switch back to Charlotte.
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@WishIcouldmain said:
https://forum.deadbydaylight.com/en/discussion/comment/1792787#Comment_1792787
But what about Oni? I don't hear many complaints on him.
It’s because once Oni gets the ball rolling, the game is over. He’s not forced spend twelve years slugging like the Twins are.
He also has the option to do stuff other than slugging. Twins literally have to do it because Victor physically cannot pick people up.
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@WishIcouldmain said:
https://forum.deadbydaylight.com/en/discussion/comment/1792452#Comment_1792452
I'm fine with a second slugging oriented killer.
Thing is, you can CLEARLY tell this Killer was designed with Survivor fun in mind, and they couldn't even do THAT right, because this Killer has no choice but to be the sluggiest in the game. No one likes slugging. People have been whining about how unfun slugging is since 2016. And all this Killer can do is slug.
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This patch is more buggy and unfinished than Yandere Sim.
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https://www.twitch.tv/videos/824404702?t=0h33m4s
Everyone for the past month since Twins dropped on the PTB: This Killer is awful, they're unfun as hell to play against because all they can ever do is slug and camp, they're terrible viability-wise, their power doesn't work, you shouldn't be able to kill the Killer, can you please fix this living travesty?
Almo (translated from BHVRese): No. Have fun :)
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@Alex_Splicer said:
https://forum.deadbydaylight.com/en/discussion/comment/1791776#Comment_1791776
You clearly didn't read what I put up.
I just talked about the bad experience I had looping ONLY as Victor and have yet to try and place Charlotte at a pallet, window, etc. - to body block while I try to see what can be done with Victor. Blocking cuts off a solo pallet and shortens a shack chase especially if you leave the window open to let Victor jump through.
But I agree that if you miss it is a bad blow to your chase time - but I don't try hard to win and do perfect plays; I'm here to scare and have a good time.
And I have a crap ton of fun with this killer, even if I get brutal all the time; I truly don't care.
If you block off the pallet as Charlotte, the Survivor can camp the window and never get Entity blockers, wait for Victor to screw up a pounce, and then kick him.
If you block off the window, it's the same except the Survivor has to drop the pallet first. Break the pallet as Charlotte? They'll run to the next one.
If you block as Victor, you're still a 115 Killer with no abilities needing to deal with a pallet or window.
And then there's dropping the pallet on Victor to kill him, or dropping it on Charlotte to force you to play as her, and then kicking Victor. And then there's running around corners to counter Victor and holding W to counter Charlotte and... yeah, it's got a lot of counters.
Still not that good at anti-loop.
And yes, I read what you put up. You said they have good anti-loop; I said they didn't. Simple as.
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I take it you're getting pounced on often.
Have you tried rounding a corner?
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@Alex_Splicer said:
https://forum.deadbydaylight.com/en/discussion/comment/1786840#Comment_1786840
Ah yes, I literally just had this experience.
It was painful - but the post they put up is true; it's pretty anti-loop if you have the patience to do it.
I think I'll try it next time.
It’s really not. The hitboxes are terrible and it takes way too long to charge. You will absolutely run around a wall Victor can’t clear before he can pounce.
And then, of course, you miss ONE pounce and the Survivors have all the time in the world to kick and kill you.
The anti-loop really isn’t anything special.
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@dderosa1292 said:
because its not an issue
It is, though, and if you think it isn't, play something other than grey rank matches.
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Run around a rock.
Kick Victor in the face.
Heal.
Killer = nonexistent
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By far the best addon is Stale Biscuit. The window of opportunity to kick Victor is way too large and being able to reduce it is heavenly.
Most others are more tailored to specific methods of play. If you're the type of person who only plays Victor, Toy Sword is another very good addon as it takes a whole quarter off the pounce charge time. Tiny Fingernail is also good as it takes less time to release Victor.
If you like to unbind Victor for snowballing, i.e. hitting someone as Charlotte and then downing them as Victor, I would recommend Tiny Fingernail and the two speed addons, Madeleine's Scarf and Forest Stew, though Victor already moves so fast that they're kind of redundant, and together they only increase his speed from 150% to 175%, so I think they're more of a fun gimmick than anything else. Therefore I'd recommend using Stale Biscuit or Toy Sword instead.
Personally, I like to make as much use of the Twins being two separate Killers as I can. This means I play a lot more Charlotte than other people. For that reason, I really enjoy Bloody Black Hood, since switching to Charlotte takes way too much time.
My favorite addon combo is definitely Stale Biscuit and Bloody Black Hood. Does a great job of lowering the unnecessary limitations on Victor's pounce and Charlotte's switch times.
Aside from these, most of the addons range from "ok" to useless. Since I play a lot of Charlotte I can get some use out of the increased shriek range addons, and the Candalabra is a decent to prevent crushing when paired with Stale Biscuit, but everything else is kind of... not useful.
Word of advice: NEVER USE THE CAT FIGURINE ADDON. Most of your pounces will be in chases/at loops, so the Survivor will be very near/right in front of you, and the landing marker that Cat Figurine adds will be so close that it will obscure your vision of the Survivor and much of the screen. It's meant to be a training wheels addon but it hinders you if you go for simple easy pounces and helps you for longer, more skillful ones, so it's kind of counter-intuitive. Either way, don't run it.
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Bugs that need fixing:
Charlotte's shovel weapons have a ribbon that clips through her hand.
Upon landing a lunge, Victor will die as if he'd landed on something taller than him despite being on the ground.
When lunging over a pallet or window to hit an injured Survivor standing in front of it, Victor will be unable to move off the elevated plane and dies after finishing the cooldown.
If Victor lands on a pallet or window, Survivors can float up in the air to kick him.
In addition to no increase in movement speed, Legion's field-of-view increase when in Frenzy is absent.
If you switch to Victor and then switch back to Charlotte immediately after, waking her up will take longer.
When in the main menu, Victor will rotate inside of Charlotte when they hold hands.
Intentional things that need fixing:
Victor can be kicked after downing someone.
Also, I want to point out:
- Victor's killer instinct for dying people is inconsistent.
This is not true. Victor reveals dying Survivors just fine, but only when they're moving, just like healthy or injured Survivors.
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The gen turning white on its own isn't what's useful. What's useful is when that white gen turns yellow.
Oppression and Surveillance are good for playstyles that involve keeping Charlotte and Victor on far ends of the map.
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@MythMage said:
https://forum.deadbydaylight.com/en/discussion/comment/1788747#Comment_1788747
You talking about The Twins, which is in a worse state than the PTB, or Legion, who doesn't get a speed boost in Feral Frenzy because they decided to fix a minor inconvenience for an addon no one uses (Frank's Mixtape)?
I don’t think the bug lowers your movespeed. Normally when you enter Feral Frenzy, your field-of-view increases slightly. The bug is that your FoV stays the same, which will certainly cause you to FEEL slower.
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Spent all day playing the Twins today, I swear to god I've pounced right onto Survivors and literally slid past them and you're telling me his hitbox is too big.
Okay.
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The only person getting hit here is Victor.
In the face.
By a Survivor's foot.
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Yes, Victor is very strong at loops.
runs around rock
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What?
Is black some Internet slang I am not familiar with?
Is it the new null? My argument isn't null if you don't give a proper rebuttal.
Are you calling me black? What does my race have to do with this? Why are you insulting me over race? Also I'm white.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1785038#Comment_1785038
I'm not talking about visual tells for entering torment mode. Torment mode is extremely obvious and I've said several times that I am talking about POTD. As for your #4, which is the only point that relates to POTD, this isn't correct. Watch [this clip] in slow motion. You can clearly see that the sound doesn't play and the sword doesn't move until the light shows up. Plus, just at a functional level, if you're actually planning on dodging an attack, you need to see the light. You can't dodge based on sound alone and you may well have to dodge POTD when you can't even see PH's character model. The light is the earliest, clearest warning of where POTD is going to land.
You can certainly try to predict his attack and pre-emptively dodge, but that's also what allows him to zone; if you dodge, he walks up and M1s you, but if you don't dodge pre-emptively and can't dodge reactively you're a sitting duck for POTD. His 1v1 is less busted now because of the one-second cooldown on his M1, but a second really is not a lot of time to get out of the range of an M1. It'll bail you out if you're right next to a window or pallet, but that's it.
"Watch [this clip] in slow motion. You can clearly see that the sound doesn't play and the sword doesn't move until the light shows up."
That's literally what I said. You get an audiovisual telegraph and an indicator of where the attack will land before it ever even goes out.
"I'm not talking about visual tells for entering torment mode. Torment mode is extremely obvious and I've said several times that I am talking about POTD."
If he's entering Torment mode in the middle of a chase, it should be extremely obvious he is getting ready to use Punishment of the Damned. Torment mode telegraphs double as PotD telegraphs; it's up to you to realize that.
"You can't dodge based on sound alone"
Yes, you can. If you hear a Killer nearby, the Killer is doing things. You now have information to avoid the Killer from doing things to you. Crazy how that works!
"you may well have to dodge POTD when you can't even see PH's character model"
Yes. And?
"The light is the earliest, clearest warning of where POTD is going to land."
Yes, and that's fine, because much like many Killer abilities in this game, dodging PotD is based on prediction, not reaction. Do you react to a Demo as he is in the middle of a pounce? Do you react to a close-range hatchet as it is in the air? Do you react to a spear as it is flying towards you at mach 10? Do you react to a Nurse on the other side of a wall as she is in the middle of a blink? No. You predict what they're going to do, where the ability will land, and you react to that before it goes out because it's simply too fast to react to it in most situations. That's why they have telegraphs telling you they're charging the attack. Pyramid Head is no different. You shouldn't rely on a reactory telegraph in a predictive game.
I'm like 99% sure that the red highlight is really only there to look cool. You should be relying on the fifty thousand tells Pyramid Head to predict where it will go.
" It'll bail you out if you're right next to a window or pallet, but that's it."
Bailing you out near a pallet or window is all it needs to do because if he's within Punishment range and you're not near one of those things, you're dead anyway.
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@TheScarletPotion said:
I do agree 45 seconds is too long but I also do not think it should be an instant recall either as that opens up clinging onto a survivor with victor instantly calling him back and sending him off again to down the survivor whats the point of leaving him attached to a survivor anymore you might as well just call him back right away to down.
Yeah, that's... the point of having an instant recall. If I don't want to have 0 power because I hit someone with said power, I should be able to reclaim my power whenever I so choose.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1784118#Comment_1784118
Pyramid head lifts up his sword during his attack after the red light shows up on the ground; the red light is the first tell afaik. He can only attack while in torment mode, but survivors are given no tell that he's actually using POTD until the red light shows up.
Most killers in the game cannot gain distance on survivors while readying a ranged attack. Nurse moves at 96% in exchange for her ability to blink. Demo moves at 92% while readying a shred. Plague moves at 90% while charging either purge. Doctor moves at 77% while charging shock therapy. Huntress moves at 77% while charging a hatchet. Even Deathslinger moves at 75% while aiming down sight; his issue is just that he barely needs to ADS before firing. Pyramid Head is the only true exception to this. He moves at 110% in torment mode and can therefore continue to gain distance on survivors while readying his ranged attack. For survivors, making distance on him while he readies his ranged attack is therefore not an option. Your best option to avoid taking a hit is to dodge his attack, but you can only do this reactively on a good connection. The changes to PH make this slightly less busted because now he can't get an instant M1 out of torment mode, but still, creating a killer whose main counter requires a better ping than is possible in this game for many players is just bad design.
It's not like we can set up our own servers to host online matches. We can't control how close we live to the game server.
"Pyramid head lifts up his sword during his attack after the red light shows up on the ground; the red light is the first tell afaik. He can only attack while in torment mode, but survivors are given no tell that he's actually using POTD until the red light shows up."
No. That is not how it works. Like, at all. The red light is the very, very last tell he has.
Here is the sequence of all of Pyramid Head's audiovisual telegraphs:
- Upon starting to charge Torment mode, Pyramid Head will make an audible grunt, as well as physically stand straighter and grab his sword with both hands.
- When the channel is almost done and PH is almost ready to enter Torment mode, he will thrust his sword into the earth. This is accompanied by the very loud and sharp sound of the sword piercing the ground.
- While in Torment mode, Pyramid Head will lean sharply forwards, propping himself up on his sword, and whenever he moves, the sound of his sword creating Judgment trails can be heard loud and clear.
- When the Killer presses the attack button to use Punishment of the Damned, Pyramid Head will not fire it right away. He will take a moment to pull his sword back before thrusting it upwards to fire the attack. This "mini-rev" is marked by an extremely loud sound of screeching metal, and this is when the red highlight shows up, indicating where the Punishment attack will strike.
As for the rest of your argument, it banks on the idea that you need to dodge PH's attack and that is impossible with a bad connection. But I can assure you, the only time a bad connection should hinder your ability to dodge a PH attack is when you cannot see him and you are making moves based solely on the highlight indicator. This is the only time bad connection will hinder your reaction time. When you have line of sight on him, the Killer's slow turning and clunky channel times will grant you much more reactable stimuli. However, because of the sheer amount of warning you get in advance, all the audiovisual indicators that broadcast "HEY YOU, YEAH YOU, I'M ABOUT TO USE MY SPECIAL ATTACK" you should have ample opportunity to make a prediction of where Pyramid Head will strike, even without reacting to the attack the second it goes out.
In other words: You're playing against PH wrong if a bad connection is causing you to get hit. Do not react to it; predict it beforehand based on the information being given to you. If you predict wrong, you get hit. If you predict right, you don't get hit. You know, kind of like how this game fundamentally works.
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@konchok said:
What's funny is that I made this exact perk suggestion, with the exception that I didn't feel it warranted exhaustion. Just give it a 40 second cooldown without exhaustion.
I think it should be an Exhaustion Perk. Being able to turn a medium vault into a fast vault would enable you to make plays and save your skin in situations that simply weren’t possible before. It’s a powerful ability and one that I do not think should be able to be paired with Perks like Sprint Burst or Dead Hard. I also think that giving it an Exhaustion timer will make it less easy to manage and prevent it from being used all the time, as again I believe it is too powerful for that.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1783950#Comment_1783950
Survivors get no visual tell that Pyramid is charging POTD. You can only react based on the red light on the ground. This is borderline impossible if you have moderately high ping, even if your line of sight is clear and you are anticipating an attack.
The friend I usually play with lives across the country from me. I also don't get to pick which killer I get matched with and their ping matters too. Guess I'll just, uh, work on that.
"Survivors get no visual tell that Pyramid Head is charging POTD"
Aside from Pyramid Head physically lifting up the sword, stabbing it into the ground, and then proceeding to walk around with the sword in the ground producing giant trails of torment while leaning forwards.
Yeah, no visual tell.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1783693#Comment_1783693
That sounds like a game design problem. Are you only supposed to be able to counter Pyramid Head if you have a wired connection and live near the game server? This is more of an issue for Pyramid Head than for every other killer in the game. Huntress and Deathslinger's projectiles are already too fast to dodge (assuming Huntress chargers hers) so ping isn't as much as a factor.
You having bad Internet is definitely a you problem. Pyramid Head has like 15,000 audiovisual telegraphs, limited steering in Judgment, takes a minute to rev after you've already pressed the attack button, and tells you exactly where it's going to land. It's really easy to both react to and predict.
Get better.
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Removing them, of course.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1782133#Comment_1782133
It's not necessarily that easy. I know I usually can't dodge it on my typical ping (low 100s) even when I'm looking at the ground and ready for it.
That sounds like a you problem.
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Gotta love the people calling PotD a braindead easy spam ability like it's not the most reactable telegraph in the entire game and you can just, you know... dodge it.
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Can't wait for:
-The worst Killer in the game to release unfinished
-Dealing with Power Struggle + Flip Flop as the Twins
-Autohaven getting mandatory breakable walls and becoming immersed
This chapter is gonna be great.
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Die.
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Blight with Vigo’s Journal. Gets where he needs to go quickly and quietly.
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Victored*
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1760013#Comment_1760013
Lucky you. I got facecamped by a Freddy yesterday evening, when his two Totems got cleansed (took even longer than 30 seconds, no Gen was done, I was his third Hook...).
I would have preferred a Killer who DCed. :I
What can I say, there's a reason Freddy rhymes with sweaty.
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Realistically, probably Elodie. She has more knowledge and experience with the Entity than any other Survivor currently in the game.
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Me who just saw a Killer DC when both totems got deleted less than 30 seconds into the match:
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It is. It's just that his weapon is so small that the "normal" lunge hitbox extends waaaay out past his reach.
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Had a similar match. Had to escape the trial as the obsession. I immediately find a totem after spawning in and start doing it. I can hear the Killer approaching as soon as I pop the Hex. Two seconds after he starts chasing me, another Hex pops. He disconnects.
I popped Undying, then someone else popped Ruin five seconds later.
But don't worry guys, it's an overpowered Perk combo.
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Me personally, it's because his shock disables your ability to use pallets and windows. Takes away a lot of interactivity because against a Doc who knows how to shock properly, your best bet is holding W, something that no one in their right mind ought to enjoy doing.
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I swear all console players DC on first down.
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@JinSime said:
Nah. Even so I think they're amazing. I mean, Resident Evil and Silent Hill both have atrocious dialogue and dub, and yet this is one of the reasons I love them hahahahaha.
To be fair, wasn't the stilted dialogue and acting in Silent Hill 2 on purpose? The story was told less in what was being said and more how it was said. James sounded clumsy and fake because his entire quest was a self-induced delusion. Angela sounded childish and scared because she was never allowed to grow mentally. That sort of thing.
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Considering I want Spirit removed from the game just as much as I want 90 thousand second chance Perk stacking removed, yeah, I'd say I play both sides.
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The last time someone brought a dead thing back to life this hard, Victor's corpse crawled out of Charlotte's chest.
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My build of choice only uses one "meta" Perk. Ruin, Thrill, Dying Light, Thanatophobia.
On Blight, it's the meanest stall build in the game. Thana slows down cleansing and gens, Thrill slows down cleansing and tells Blight to protect hexes, Dying slows down gens, and Blight applies that fat pressure to get Ruin to work. No matter how the Blight plays, no matter how the Survivors play, no matter the options either side chooses, as long as the Blight is applying pressure in any way, the game slows to a crawl.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1750910#Comment_1750910
I mean, should you consider TDM, Domination, and Capture the flag any different? Objectives differ, but the core gameplay of an FPS is there. Shoot things.
Same goes with DBD and the core loop of (Interact with [X]) + (Run away) with different flavors.
Hell, the only massive shift I can think of is if they ever release a Killer where if you hit a Survivor, they become the Killer, in essence a game of tag you're it, instead a game tag you're out.
You can put major spins on the core gameplay to have different game modes. That's why team deathmatch is different from free-for-all is different from capture the flag is different from king of the hill. If you go into Team Fortress 2 and play a game of Capture the Flag, and then play a game of Payload Race, would you say they're the same game mode because they both have the core FPS aspect of shooting people?
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@Tactless_Ninja said:
https://forum.deadbydaylight.com/en/discussion/comment/1750731#Comment_1750731
You really changed my perspective by naming several games that aren't even the same genre. Bravo.
Are you next going to tell me how Trapper needs to run a Dwight over the field goal to score a touchdown?
Oh how about Nea reaching the other side of the level and you need to king her.
Claudette passed go, she'll be gettin that $200 now.
Edit: Sorry to be so snide but they really didn't support your argument.
I recognize there should be different win conditions and variables in the game other than do gen and live Agni, but killer variety is supposed to do just that when not even survivors are specialized.
They could at least give killers more unique passives if what I stated actually is the direction they want to go.
Good job missing my point entirely. Adopting a different method of approach to the same objectives, the same fundamentals, the same literally everything, is not a different game mode. At all.
