Demogordon_Ramsay
Demogordon_Ramsay
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@hillbillyclaudmain69 said:
https://forum.deadbydaylight.com/en/discussion/comment/1604400#Comment_1604400
Half a second is a long time? You can't blind anytime in the animation anymore, you know.
In the scope of human reflexes and muscle memory? Yes, half a second is a huge amount of time.
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@hillbillyclaudmain69 said:
https://forum.deadbydaylight.com/en/discussion/comment/1604390#Comment_1604390
You do realize that you have a very small window to blind right? You probably have never even used a flashlight. Half a second off and its not possible.
You have a huge window to blind, actually. It's very easy to time and things like latency and the flashlight effect being larger than the Killer's FoV only make that window larger.
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@hillbillyclaudmain69 said:
https://forum.deadbydaylight.com/en/discussion/comment/1604386#Comment_1604386
Not really. Freddys power is unbalanced so maybe a short lunge would be the nerf he needs.
Freddy's power is completely irrelevant to his lunge. Just slapping changes onto one won't automatically fix issues with the other.
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@hillbillyclaudmain69 said:
https://forum.deadbydaylight.com/en/discussion/comment/1604380#Comment_1604380
I bet you'll mess it up. Its harder than it looks.
Right, it's so hard to hold M2 in the direction of the Killer and have a huge window of timing to do it that requires no reflexes or discipline and I won't even have to aim it correctly since it doesn't even need to be touching the Killer's eyes to work. So hard.
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@hillbillyclaudmain69 said:
https://forum.deadbydaylight.com/en/discussion/comment/1604376#Comment_1604376
But by your logic, it should have to touch you to hit, therefore, freddy should have a shorter lunge.
But in that case, you're actively hindering the person playing Freddy by nerfing his base kit to be more realistic. If realism is a hindrance to gameplay balance, it should be discarded as a priority. In the flashlight and Huntress scenario, it is both unrealistic and unbalanced. Here it is unrealistic but balanced.
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@hillbillyclaudmain69 said:
https://forum.deadbydaylight.com/en/discussion/comment/1604374#Comment_1604374
Locker saves are one of the hardest thing you can do in this game. Check for the save, and even if you don't, there's around a 90% chance they will mess it up.
"Locker saves are one of the hardest thing you can do in this game"
LMAOOOOOOOOOOO
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@hillbillyclaudmain69 said:
https://forum.deadbydaylight.com/en/discussion/comment/1604367#Comment_1604367
Like Freddy's lunge? Like huntress hatchets? Should they remove those?
First of all, Freddy's lunge is normal. It's just that his weapon is so small that it looks bigger than it should because the normal hitbox is bigger than his smaller-than-normal weapon.
Second of all, yes, Huntress's hatchets should be fixed so their hitboxes make sense. Just like how flashlights should be fixed so that you actually have to get the light into the Killer's eyes to blind them.
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@Nicholas said:
https://forum.deadbydaylight.com/en/discussion/comment/1604346#Comment_1604346
I disagree, and already outlined why people go into Lockers. DS is another one of course, and I disagree on that point too. The point isn't about outsmarting or guessing, it's whether you "deserve" that grab. You're argument is that a Survivor deserves no chance thereafter but in some cases it makes sense to outsmart The Killer and jump into the Locker. I think if an ally can free you via a FL save, you and that Survivor deserve the victory by outsmarting The Killer, predicting he would go for the grab and correctly positioning yourself. It would be The Killer's fault for not surveying the area, much like a Pallet Stun or a general HO stun.
And you couldn't be more wrong about lag, the Servers favor the killer and what he sees is what prevails. My perspective isn't factored into the calculation and the server doesn't care what I perceive. So in some instances, the gap between what you see can give The Killer a major advantage. Does he deserve it? Not in my opinion but that is the way the experience currently is until SSHV rolls out.
"The point isn't about outsmarting or guessing, it's whether you "deserve" that grab."
If I outsmarted you or won the gamble, yes, I deserve that grab.
"You're argument is that a Survivor deserves no chance thereafter but in some cases it makes sense to outsmart The Killer and jump into the Locker."
Lockers are deliberately designed as a shell to hide yourself, but if the Killer breaks the shell, you get punished. You get grabbed out of a locker, the Killer broke the shell.
"I think if an ally can free you via a FL save, you and that Survivor deserve the victory by outsmarting The Killer, predicting he would go for the grab and correctly positioning yourself."
This implies pulling off a flashlight save takes skill, positioning, or game sense. It doesn't. You're not outplaying the Killer by holding M2 when they're forced into an animation lock to punish someone else who played like an idiot. Hell, your positioning doesn't even matter since you can blind them from well beyond their FoV, shining the light nowhere near their camera and still getting a blind. You don't even need to "predict". The animation lock is so long that you can just react without thought, even if you were in the middle of deliberately running away.
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@hillbillyclaudmain69 said:
https://forum.deadbydaylight.com/en/discussion/comment/1604356#Comment_1604356
Don't talk about sense in this game. The entire game does not make logical sense. Why can nurse teleport? How can demogorgon see clearly? How are there licensed characters that other survivors might recognize from a movie? Why can flashlight saves exist? Why does the entity let survivors have advantages? This game doesnt make sense at all.
The difference here is that everything you mentioned makes no sense from a realistic perspective. Being blinded from angles outside of your field of view makes no sense in both a realistic perspective and a gameplay one. It is unfair and an active detriment to gameplay. It's like getting headshot by a bullet that missed your hitbox or a timer that ended prematurely even though there was still time left on the clock. It should not happen and it isn't fair.
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@hillbillyclaudmain69 said:
https://forum.deadbydaylight.com/en/discussion/comment/1604346#Comment_1604346
Run shadowborn if you want to see yourself getting blinded.
- That just lets me get blinded from a wider angle, including even more areas outside of my new wider FoV.
- Just admit that it makes no logical sense that you can get blinded by a light you cannot see.
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@SCP_FOR_DBD said:
https://forum.deadbydaylight.com/en/discussion/comment/1604320#Comment_1604320
I also mentioned punishing unaware killers, if you don't know they are there your unaware. Its almost impossible to hide well enough that a killer can't spot you and still be in range to get the flash.
False. Stealth in this game is much easier than people think. Also, see what I said to the other guy about checking the area: You put distance between yourself and the locker, the Survivor inside it gets out and runs to a safe loop. You lose either way.
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@hillbillyclaudmain69 said:
https://forum.deadbydaylight.com/en/discussion/comment/1604320#Comment_1604320
Nope. If you dont see them its bc your camera is locked on the locker and they're a bit further out than your camera. You cant blind through a locker, and even if you could it wouldnt matter bc it would be too early anyways.
My point is: It makes absolutely no sense that I'm getting blinded by a light that I cannot see.
@hillbillyclaudmain69 said:
https://forum.deadbydaylight.com/en/discussion/comment/1604320#Comment_1604320
And yes. If a survivor goes in a locker, check the area. Be smart before you act.
- If you take the time to check the area, the Survivor leaves the locker and runs off, most likely to a safe pallet or window since 99% of lockers are located right next to those. It's a lose-lose, like the small pp build.
- The Survivor obviously didn't think before they acted, otherwise they wouldn't have made the dumb decision to jump in that locker. Play stupid games, win stupid prizes.
@Nicholas said:
https://forum.deadbydaylight.com/en/discussion/comment/1604294#Comment_1604294
Maybe they went in for IS or HO, you never know. Not to mention that argument can be flipped, does a Killer "deserve" a free hook or kill just because they randomly pressed a button on a Locker? Or the game latency resulted in a different position depicted on the Survivor's screen and thus they were unable to use Head-on? I've experienced that, and even The Killer appearing too far to even open and yet they do. They teleport into the front and open it.
Difference between the Survivor getting caught and the Killer "just pressing the space bar" is, the Killer had to either see you get in the locker, hear you inside it, predict you went in there, or just guess. The only situation in which the I as the Killer didn't outright outsmart or intuitively discover you is the latter, and in that case, you took a gamble and lost. And that's just it—you LOST. In all of these scenarios, you LOST the battle. You LOST the bet. You LOST the guessing game. And you should be punished for losing.
With regards to latency: As much as these servers suck, that honestly just sounds like you have poor Internet. That's on you.
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@SCP_FOR_DBD said:
https://forum.deadbydaylight.com/en/discussion/comment/1604304#Comment_1604304
You could just check your immediate area for this survivor. The point of flashlights is to punish unaware killers and bad plays.
So pulling someone out of a locker is a "bad play" now?
And not that hard to just hide and wait for the Killer to grab them.
@hillbillyclaudmain69 said:
https://forum.deadbydaylight.com/en/discussion/comment/1604304#Comment_1604304
Also you start the blind after the locker doors close, so no, you dont get blinded through the locker.
No flashlight beam showed up on my screen, so where could it have possibly come from? Behind me?
With this game, maybe. But my bet's on through the locker.
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@hillbillyclaudmain69 said:
https://forum.deadbydaylight.com/en/discussion/comment/1604294#Comment_1604294
Locker ds isn't fair, but flashlights can be used with head on to take away the downsides to head on. I think that they're fair, as killers can do the same thing with their powers.
Right, because me being punished that someone else made a mistake but some random schmuck looked at it happening and went "lol no" is totally fair. Getting blinded through the locker is totally fair. A Survivor dumb enough to get caught in a locker being given a free second chance that required no skill or input on their part is totally fair.
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@hillbillyclaudmain69 said:
https://forum.deadbydaylight.com/en/discussion/comment/1604282#Comment_1604282
Why not? Its so easy to check for them. You should always think twice before doing something anyways.
If you get pulled out of a locker, you don't deserve a second chance. Period. No locker DS, no locker flashlight, nothing. If you are that monumentally stupid, the only appropriate consequence that should befall you is punishment.
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Locker flashlight saves shouldn't even exist.
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Leaving.
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Pig's existence.
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Small pp, dead hard, and borrowed, of course.
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Wanderer
You’ve never been one to focus, and tend to stay on the sidelines doing other things.
The auras of all dull totems are revealed to you at the start of the trial. Increases your totem cleansing speed by 10/15/20%.
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Imagine how happy he'd be if he were in a real community.
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pee pee
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@PleassBuiltInNoed said:
https://forum.deadbydaylight.com/en/discussion/comment/1595152#Comment_1595152
i can make it work, because i can place pools well
its not entirely my problem, im playing survivor too and i see it happen quite often to other players and yes using a perk slot to make part of a power work properly is a problem
Good, because it's easy as hell to place pools well.
You absolutely don't need a Perk to make Fredward's power work. Thrilling Tremors only helps massively. It syngerizes with him. You absolutely do not need Tremors to make his teleport work. You just need to hold E on generators.
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@CosmicParagon said:
https://forum.deadbydaylight.com/en/discussion/comment/1593027#Comment_1593027
You literally cannot use the teleport for 45 seconds at the start of the game if you don't run Red Brush or hit somebody. Assuming the survivors spawn on the same gen(and they almost always do), one gen will pop in that time. He objetively cannot make use of it in earlygame.
Your point?
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@PleassBuiltInNoed said:
https://forum.deadbydaylight.com/en/discussion/comment/1595046#Comment_1595046
okay, maybe i see him being weaker than you do, but the pool placement in crucial in loops(yeah its big but you have to place it at the right distance or it wont do anything
now for the teleport, yes map pressure is powereful but ive personaly had many bad experiences with it such as guessing that they are gonna be on a gen and teleporting to it while they were doing different gen, power goes into cd and you loose time and fixing this kind of 'issues' with a perk is never good thing
to sum this up i think freedy is strong killer but not op and we need killers with this kind of power to deal with the highest level of survivors
now for the brainless... part i partially agree but there are many poorly designed thigns in this game and nobody from the dev team seems to give a #########
i personally dont play freddy that much because i also find him boring, but hes definitely not a free win easy killer like everyone says
The pool slows the Survivor down to 3.4 meters per second for 3 seconds and forces them into medium vaults. If you can't make that work then again, you need help.
Honestly those teleporting issues sounds entirely like a you problem. It's not that hard to figure out where needs pressuring and it's NOT that big a deal to run a single Perk out of your four slots that gives you easy and valuable info.
Freddy isn't hard. At all. Git gud.
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False. I hate Spirit because she takes no skill and is insanely stupidly designed.
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@PleassBuiltInNoed said:
https://forum.deadbydaylight.com/en/discussion/comment/1593027#Comment_1593027
if you put the pool a little bit off survivor is gonna get to the pallet anyway and what does the tp help him with early on, you dont know what gens they work on so you cna just guess and survivors dont even give a ######### about freddy teleporting to the gen, they just keep repairing anyway so you cant use it to scare anyone. Its only usefull mid-game if you have a perk that will tell you where survivors are
The pool is huge. If you somehow manage to mess up putting a giant circle in a Survivor's looping pathway, you just... you need help. Seriously.
Even ignoring the fact that you can just use your tp for general map traversal and don't need to always teleport directly onto Survivors, or just using your brain to deduce which areas of the map need pressuring the most, there's this really cool awesome super epic Perk called "Thrilling Tremors" that tells you EXACTLY which gens are being worked on when you pick someone up. It's pretty poggers.
And which do you think is going to put more pressure on the Survivors: Freddy taking ten, fifteen, twenty, twenty-five seconds to walk to a generator, or five seconds to teleport directly to it?
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@PleassBuiltInNoed said:
https://forum.deadbydaylight.com/en/discussion/comment/1581902#Comment_1581902
kidding? he has to set up his traps properly both in chase and out of it and thats really the biggest thing in his kit, gen tp doesnt really do much for him early on
Plonking down a snare willy nilly at a loop with no movement speed penalty whatsoever is not a skillfully-demanding setup.
You must be joking about the gen tp. I don't even know what to say to that.
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Apparently Monstrous Shrine is bugged on the PTB so that it increases your chance of kobe'ing instead of decreasing it.
So yeah, you got what you wanted.
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Obviously because Legion is S+++ tier. Duh.
His power lets him hit Survivors. HIT them. Can you seriously defend HITTING Survivors? Like, in what world is hitting Survivors fair and balanced? He doesn't need scratch marks.
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Slinger, Legion, and Oni blow Huntress out of the water.
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ad·dic·tion
/əˈdikSH(ə)n/
noun
- the fact or condition of being addicted to a particular substance, thing, or activity.
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-Increase the Undetectable duration when leaving a portal to 3 seconds
-Increase portal sealing time to 15 seconds
-Make his footsteps quieter
And that's it. That's literally all he needs. Make his portals a little easier to defend with a byproduct of increased stall and let him get more use out of Undetectable. Aside from that, Demo is totally fine. Shred is an incredibly powerful and versatile chase tool and portals are some of the best mobility you can have in the game when used correctly. People don't seem to understand that Demo can't just run tiles like a normal M1 Killer if you want to maximize his Shred's effectiveness, and they don't try that hard to defend their portals. Demo does everything he does well and anyone who says otherwise just doesn't know how to play him.
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Kindred, Resilience, Spine Chill, We'll Make It
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His power does everything, and it does everything for him. Everything about his power is passive and requires no thought whatsoever. He's a brainless, unfun, infuriating example of how not to make a good Killer.
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- Remove Perk tiers
- Let us turn brown offerings into bloodpoints (the most you can get out of them is 4000 bonus points, and their 3000-dollar cost means you only get a max gain of 1000 points. They're next to worthless.).
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Yeah, I don't understand why basic attacking in Blood Fury isn't considered a basic attack. The only difference between it and a normal M1 is you can't lunge, and the only reason that's a thing is because the controls to lunge is what charges a Demon Strike.
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Changes regularly. There are a lot that just aren't likable.
I'd say the worst offenders in terms of being unfun to fight are Freddy, Doctor, Deathslinger, Spirit, Trapper, and Clown. They're either stupidly easy to use or disable movement mechanics in a game all about movement. And then there's Doctor who disables your ability to do anything in a chase.
The most unfun Killers in terms of WHO plays them are Pig, Wraith, Michael, Doctor again, and Bubba. No idea why, but the people who play these people are always the sweatiest bastards on the face of the planet.
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Who's Felix? Do you mean Chad Thundercock?
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Accurate image of everyone in this thread after helping the OP remember Flip Flop:
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Buff: Michael, Pig, Pyramid Head, Blight, Demogorgon
I feel like the only one I need to explain is Pyramid Head. Zoning is a really stupid, brainless tactic that I hate, but the reason people do it so much is because it's not only really good; it's just so inferior to Punishment attacks. I think that if they made zoning a lot harder but tweaked Punishment to make it stronger/more approachable, it would be a nerf to bad players who just zone but a serious buff to high-level PH players who actually understand you have a ranged attack that goes through ######### i n g w a l l s.
Nerf: Oni, Ghostface, Doctor, Huntress, Bubba
With the exception of Doctor and Bubba, this is my "leave them alone" category. I just don't like Doctor, and Bubba is... ######### stupid.
Rework: Legion, Nurse, Spirit, Deathslinger, Wraith
I feel like I don't need to explain any of these. Four of these Killers are ridiculously boring to face, whether they be totally OP or suck absolute weewee. And Wraith is just... Wraith is Wraith.
Cut: Freddy, Clown, Trapper, Hag, Hillbilly
Again, I only put Hag and Hillbilly here to fill up space. The other three, though... chases in this game are all about movement and positioning. Survivor movement is the one thing that enables them to loop and, you know, play the game. Most Killers' chase powers are about punishing Survivors for messing up their own movement and positioning. But Trapper, Clown, and Freddy's chase powers are all completely focused on severely limiting Survivor movement and positioning, or just outright disabling it entirely, whether or not the Survivor is good at it. It's awful game design and I genuinely think none of these Killers should have ever been made. These Killers are about disabling the Survivors' core chase fundamentals. It sucks.
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1) Equip Bamboozle
2) Block a window
3) Rev your chainsaw
4) Hold W
5) Profit
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1576307#Comment_1576307
Wraith is the worst killer straight up he trades a power for some extra map pressure and a little speed boost and i never see people rating legion highly. It could just be what i call the Hag effect eg when the dbd community just decides somethings weak then changes its mind in a few months with no discernible change to the characters kit.
I see people rate Legion highly all the time.
And increased map traversal+Undetectable is still a better power than "hit someone and then look at my hands".
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On the contrary, Legion is overrated. For every person who thinks Legion is bad, it feels like there's two who think he's either totally fine or downright strong when like... his entire power is just injuring Survivors and applying a stall that does less than nothing, and then eating a stun afterwards. He's 100% worthy of the title of "worst Killer" in my eyes.
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Conclusion: The average Survivor is terrible at the game.
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People can debate the strength of Perks all they want, but I will always hold the belief that the "second chance: the musical" build will be the strongest Survivor build, far and away.
Decisive Strike, Unbreakable, Dead Hard, Borrowed Time. No matter what the Killer does, you're probably going to get a second chance. Or two. Or twenty.
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I really haven’t noticed a difference with the hit validation. I still have issues where the Killer will swing, miss me entirely, and then the hit will retroactively connect.
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Join the club.
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@Maperson said:
It shouldn't be removed, its cool
HAHAHAHAHAHAHA
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See I'd agree with you if Spirit and Deathslinger had counterplay.
