DepressedClownMain
DepressedClownMain
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@Star99er said:
https://forum.deadbydaylight.com/en/discussion/comment/938232#Comment_938232
If it was in the 1st minute of the match maybe, but I agree ppl would abuse the heck out of it otherwise.
If you read what I said, it only applies before 3 gens have popped
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@Mister_xD said:
https://forum.deadbydaylight.com/en/discussion/comment/943387#Comment_943387
hook suicides are a lot less common that ragequits tho.
when the penalities were on ive had very few players quitting (via hook suicide) - sure there were some, but majority just played the game normally.
idk why, but the hook suicides were just a LOT less common than the DCs currently are.
now, as ive said above, there is maybe one game in 5 that no one just insta quits.
it makes the game basically unplayable for solo players like me.
also, ive said above that i didnt want them to punish players for crashing.
i literally mention it in the first sentence.
have you read the OP?
@Mister_xD said:
https://forum.deadbydaylight.com/en/discussion/comment/943387#Comment_943387
hook suicides are a lot less common that ragequits tho.
when the penalities were on ive had very few players quitting (via hook suicide) - sure there were some, but majority just played the game normally.
idk why, but the hook suicides were just a LOT less common than the DCs currently are.
now, as ive said above, there is maybe one game in 5 that no one just insta quits.
it makes the game basically unplayable for solo players like me.
also, ive said above that i didnt want them to punish players for crashing.
i literally mention it in the first sentence.
have you read the OP?
While you said you didn't want crashing people to get punished, you still asked for the penalties back so they would still get punished. And you can argue that dcs are more common than hook suicides simply because they are quicker, and besides, I had people killing themselves on the hook while the penalties were active as much as dcs on the normal game
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@anarchy753 said:
https://forum.deadbydaylight.com/en/discussion/comment/943472#Comment_943472
That isn't bugged, it just isn't favourable.
Freddy's perks are not designed as a build to work well with the emblem system. In order to max out your Gatekeeper emblem, you need to ensure that you keep survivors from doing more than 1-2 gens in the first couple of minutes, AND you ideally want to finish with 1-2 gens incomplete, as remaining gens is a huge factor in the score.
Using perks which only come into play after all the gens are done, even properly, is a guaranteed way to lose out on the gatekeeper score.
@anarchy753 said:
https://forum.deadbydaylight.com/en/discussion/comment/943472#Comment_943472
That isn't bugged, it just isn't favourable.
Freddy's perks are not designed as a build to work well with the emblem system. In order to max out your Gatekeeper emblem, you need to ensure that you keep survivors from doing more than 1-2 gens in the first couple of minutes, AND you ideally want to finish with 1-2 gens incomplete, as remaining gens is a huge factor in the score.
Using perks which only come into play after all the gens are done, even properly, is a guaranteed way to lose out on the gatekeeper score.
But if I am an adept Freddy, shouldn't I be able to use his perks?
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Abaolutely no, because then EGC would be killer's playground
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@ASpazNamedSteve said:
https://forum.deadbydaylight.com/en/discussion/comment/943500#Comment_943500
You guys should make out.
¯\_(ツ)_/¯
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@USELESS said:
https://forum.deadbydaylight.com/en/discussion/comment/943489#Comment_943489
Should we go to another place, like discord, to talk about this?
...
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@Miss_Yuma said:
Personally i like Bubba more than Billy aestetic-wise, so i find it incredibly dissapointing that he is literaly worse than Billy in everything [ besides camping }.
It makes no sense to me that the killer who needs to use his insta-down in close range can’t even keep up if they run around a tree but the killer who goes in a straight line with his insta-down can.
~the first idea is obviously to reduce his speed-reduction while revving. It should be either %110 - %105 or maybe %100 but not lower than the survivors.
~the second idea is to remove the tentrum and therefore remove the ability to hit walls so you can hug them tightly.
the problem with this though is that the tentrum is from the movies and too iconic to just remove, so the alternative is...
~let bubba keep his movement while in a tentrum. I don’t really know what his movement speed will be, but it would be really cool if he actually gets %120 speed while in a tentrum. This will make him alot more dangerous at loops which he needs with his lack of gen pressure. This will also make him mirror billy who has great gen pressure but lacks at loops which i think is cool.
If you know any other cool buffs / changes let them know.
I think the only buff that needs to be done to bubba is making him be able to chainsaw pallets and still chainsaw around. Like go straight through the pallet
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@USELESS said:
https://forum.deadbydaylight.com/en/discussion/comment/943480#Comment_943480
I would love help too
That would be incredible. What do you think could be done?
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@Clownismymain said:
I invite all of you to join me in this celebration of solo play. What I love about playing killer: just like in fighting games it's all on you to secure victory. No teammates, not an ungodly number of variables. Just you, perks, and a few other things. Also, to my fellow killers on ps4. For an optimal killing experience, turn off your messages so rando salt survivors don't plague you. Lastly, camping is for weirdos but if you are in the general area, or survivors get too confident and rescue someone you just put on the hook... punish those salty critters.
Hey, based on your name you are a Clown main? I have been working on a rework for him and would like your help
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@USELESS said:
The second killer that I hate most is the clown because his fart in bottles is weak and don't help so much in chases. So what do you do about it?
Hey, 570 hours on Clown here. I try to make survivors as disorientated as possible, getting entire loops intoxicated and hitting multiples bottles on the same target. Also, I run Brutal and Save the Best for Last with him in order to get rid of pallets dropped early and exploit free hits more since a stacked Save the Best shaves almost half of your chase times
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@SaintsxSinners said:
https://forum.deadbydaylight.com/en/discussion/comment/942677#Comment_942677
Yeah...that's this community. If they can find the smallest thing to ######### about they will...because they switch roles so often that not having the button is an inconvenience.
Or maybe because the removal of a perfect fine tool in game suggest that the devs are not capable of prioritizing the serious issues
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@Vert3x said:
So I was just thinking: can we take a moment to appreciate the removal of the Switch Role button? That overpowered piece of crap was really ruining the game, I'm so glad that you may now comfortably make your way back to the main menu with some solid fps drops and select the opposite role, that's such a beautiful experience, sometimes you could also get an unknown error too and I love mystery solving!
Totally unnecessary change while zero attention is given to game breaking bugs and issues. Yeah, totally BHVR
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@Boss said:
It's important to do research.
I care very little about my achievements, and for no particular reason, i wanted to investigate why people dislike these achievements so much more now.
So obviously most of you know this, but just in case there's more people like me...
The achievements for Adept Killers are still the same: Get the "Merciless" message from the Entity on the scoreboard.
But the Emblem system now decides what message you get, and Merciless is the equivalent of a double-pip.
So ya' gotta play at least very well in every category to get it.
Now personally, i actually wouldn't mind such a challenge.
But this requirement is not what it was based on, and it doesn't seem to be intended as Adept Survivor achievements didn't change at all nor did the future ones get a similar condition.
I figure nothing's changed because i remember them once stating it's hard or impossible to change trophies on PlayStation?
Don't quote me on that.
Doesn't change what i think though: I think it's fair for anyone to think these achievements are unfair.
I don't think they're too hard, i think their requirement is outdated.
The requirement not only is outdated, but bugged. I got a perfect game as freddy, literally perfect. 4k, 32k bps, used all my perks to the most of their terible potentials, even got 2 kills with Blood Warden. The game punished me for gens popping in the first 9 minutes. Literally no slowdown perks and I need gens not to pop in 9 minutes when they take 80 seconds.
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@Fao said:
Cause it speed the victory for killer and survivors who suffer from it can't control it. As a killer would slug them if he doesn't want to see them go to the next match that easy.
Can you just make it so survivors can't try to escape from the hook anymore which was ,hmmm dunno how to describe this ''idea'', and aswell you don't need to mash space bar in phase 2 anymore. No one can kill themself now. Problem fixed and survivors who kill themself and dc are the origin of this ''Nerf?'' cause they abused it.
Three years I play this game and I never rethough the sacrficing system but know that I think about it, being able to try and escape for a little 4% is dumb anyway since you will die faster. It makes the game less cooperative and give you the possibility to escape in a way with a ton of selfishness. Making the game even more toxic than it should be. And then in phase two mashing space bar will break any keyboard faster futhermore it's not really stressfull but annoying so anyone uses a macro. And this way survivor decide themselves if they live or die.
Giving the killer an advantage and giving a very very bad feeling to all 3 others survivors. Who want to play anymore when one then two survivors kill themselves in a snowball effect?
Who want to see this selfishness? And you can't punish this behavior since you can't force ppl to break their keyboard and you give them the choice yourself. If people can't do anything on a hook okay they will probably start being afk in front of the hook. But this you can punish. As you do when someone dc.
And trust it or not, loosing 10% of players on such change will bring 50% more players because this is very very,or as you like to say, Tremendously toxic for the game environement.
A lot of people probably consider not playing dbd when they see this behavior and some other just don't open it again.
Well, I can certainly understand why you are asking this, but the try to escape mechanic is great for the game. I would love to see being able to try to escape but not having to struggle.
The thing is sir, you can't obligate people to play the game right. Punish DCs, people kill themselves, not allow people to kill themselves, they afk or just force the killer to hook them a third time by either spamming lockers or vaults or simply gathering crows
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@Raven87 said:
i was trying to make the pig quest ( lvl 5 pig) no perks really, again another swf team opponent cause i only get those(hopeful they fix matchmaking asap) ,i'm rank 10 i had opponents 2 x rank 4 ,1 rank 6 and 1 rank 11 opponents.Game started after litterally 2 minutes 4 gens were made .i was able to spot 1 survivor and got looper for 1 more minute....door open game over ,0 hooks ,0 chance of make the quest .How is possible the game currently is so easy for survivors...and why spirit and nurse are so extremle better than all other killers?.
Absolutely not. Check Otz videos, most killers actually benefit from not using Ruin
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@GrootDude said:
https://us.v-cdn.net/6030815/uploads/403/6I26TUNDXNS3.jpeg
I’m not quite sure what I should do with this pallet, how does everyone else use it?
I just throw it. If I dont get hit through it, I just get bloodlusted. A lovely way to commit suicide
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@Dreamnomad said:
Killer or Survivor. Those goofy-just-for-fun builds. A lot of times I like to make self imposed rules to go with them. Here are a few of my favorites.
Potato Sack Race
Perks used: Iron Grasp, Agitation, Mad Grit, Play With Your Food
Objective: See how many survivors you can put in a dying state while carrying a survivor.
Obsessively Obsessed
Perks used: Nemesis, Furtive Chase, Make Your Choice, Remember Me
Objective: Only put your obsession in the dying state and hook.
AFK Killer
Perks used: No One Escapes Death, Blood Warden, Rancor, Deerstalker
Objective: AFK until there is only 1 gen left to complete then see how many survivors you can kill. Deerstalker is there so you can slug a survivor and then open a gate so you can trigger Blood Warden in case the survivors 99 the exit gates.
Unstoppable Killer
Perks used: Save The Best For Last, Brutal Strength, Bamboozle, Fire Up
Objective: Pick a killer with normal move speed and an ability that can damage survivors w/o removing tokens. The goal is to only use special attacks on the obsession and only regular attacks on everyone else.
Slugged
Perks used: Knockout, Deerstalker, Hex: The Third Seal, A Nurse's Calling
Objective: All survivors must be in the dying state before you can hook.
Forever Injured
Perks used: Thanatophobia, Sloppy Butcher, Coulrophobia, Bloodhound or A Nurse's Calling
Objective: Keep all 4 survivors injured for as long as possible.
What games-within-games do you you like to play?
My favorite one was 10 second stun.
DS, Head On, Adrenaline, and Iron Will.
You got a DS, jumped into a locker, stunned the killer, Head On him, and used a insta heal to escape.
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@Mister_xD said:
hey, so i know that there were issues with them, such as players whose games crashed receiving them, but since they were turned off i have gotten tons of ragequitters!
i mean, as a killer thats annoying and all, but as survivor it makes the entire game unwinnable - if they do it early enough (which is usually the case. they DC uppon being the first one downed, so there are 5 gens left at that point).
when you had the punishment system active ive had literally no ragequits. none.
now they are off and out of 2 games 3 people ragequit, making me just want to stop playing solo survivor (rank 3 btw. they insta ragequit at rank 3.)...
so please, polish them a little (so ppl whose games crashed wont get timed out for the next 50 hours) and then bring them back as fast as possible!
because i dont find this survivor experience at all enjoyable, at this point in time.
thank you very much.
What is the difference between a dc and a hook suicide? The people that dc are exactly the same people that will just kill themselves, but with the penalties you punish people crashing
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@Spectro said:
Not sure why this is still in the game. 2 minutes with a few stuns and you hit the chase limit meaning everything you do after that doesn't count anymore.
Just got tunneled by a trapper all game because I broke his ruin, ran him for 5 gens. Got a worthless 11k points and a depip (rank 4). Thanks game...
I think the max should still be 32 k, but no limitation between the categories. Which means, you can get 31 k by boldness if you get tunneled all game
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@Nfinite said:
Lately, there has been a lot of discussion (and drama) over Decisive Strike(DS) and its misuse. Since it is intended to be an anti-tunneling perk, I suggest the following changes:
- DS is now basekit and no longer a perk.
- After being unhooked, DS is active for 45 seconds or until another survivor is hooked.
- The DS timer pauses if the survivor is put into the dying state if it is within 45 seconds of being unhooked AND before another survivor is hooked. DS can not be deactivated while in the dying state. (As an anti-tunneling ability, slugging shouldn’t be a counter. The survivor was just unhooked. Knocking them down again IS tunneling.)
- DS no longer requires a successful skill check. Instead, it can be triggered anytime between being picked up and up to just before being hooked by pressing the Active Ability button.
- DS remains a one time use ability.
I don't thing this is a great change. Keep DS the same way, or make it not go down while in the dying state but deactivate if another survivor is put on the hook. I personally dont like these changes because they make survivor godlike on the endgame and open ways for killers to still tunnel, so I wouldn't change it
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@SkeletalElite said:
Fire crackers are currently event only. I have hundreds of them saved up becuase of that, but it would be nice to add them with different rarities and maybe even a new set of addons to go with them. Survivors basically never get new mechanics, just perks, so this would be a cool thing to add.
The thing is, firecrackers are pretty bad. Sure, you can make some plays but they are to weak to be uses anywhere but events
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@Boss said:
Eventually, the other Killers will get the same Add-on format...eventually.
I made this idea once before, but forgot, then i was suddenly reminded that i did that and thought it was worth making its own thread.
Boomerang
A boomerang that belonged to one of Anna's victims. The Entity's influence makes it rather sharp and supernatural.
- Thrown Hunting Hatchets return to you once they hit something, dealing damage on the return-trip if they hit Survivors.
- Sets your Hunting Hatchet capacity to 1.
Boomerang trumps all other Add-ons.
Yes, it would ignore all collisions, but only when it's on the return-trip, as it might get stuck on objects, or even Survivors.
Yes, this completely eliminates the need for Lockers, which i don't think should be a big deal.
It also makes some Add-ons incompatible with it, like Locker ones, but other Killers have that too, like Shape.
It would also tremendously increase the power of Iridescent Head, which is unfortunate as i like this idea way more than simply 1-hitting.
But remember: This is just an idea, nothing else yet. 😊
Cool concept, but a pain in the ass to program based on what I know.
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@ZeroDivide said:
Being able to ######### while downed would just lead to survivors choosing that to either enable the hatch for another survivor, or even attempts to suicide on first down as they cant just DC.
But I agree, the downed timer is too long, it could be shorter to both put pressure on survivors to actually come save, and so the killer cant slug someone for three minutes to attempt to get their 4k.
And if changing the base time isn't a good idea, at least give killers a perk to cause survivors to bleed out 50% faster. It would be a pathetic perk, and only good in a few builds, but it would be an interesting option..
Not really, add a timer to it and that issue will never happen
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@Dreamnomad said:
I'm fine with the nerfs to nurse. They were fair. Even the timer on her basekit. But there is a reason she has the lowest performance level of all killers now. She just isn't accessible to the masses. What I'm proposing is quite reasonable really.
- Make it so she can see where she is blinking to. There is a common add on called Plaid Flannel that gives this effect. Just make it part of her base kit and change the add on to something else. It's bizarre this isn't the default. When you use the add on you can see just how weird her blinking ability is to aim. Will I make it through the wall? Will I land upstairs? These aren't things players should have to guess at.
- Make it so she can cancel her blink with a basic attack like virtually every other killer. Every killer that it makes sense to cancel an ability can already do this. Nurse is the only outlier. Why is that? If Huntress is charging an ax and decides that it isn't in her best interest to throw it because the survivor has broken line of sight she can just put her ax away. It's time to give Nurse the same treatment.
That's it. Make those 2 changes and she isn't going to become some overpowered monster. But at least most players won't quit trying to use her after a couple games and her averages will fall in line with other killers.
Yeah, that would be awesome. I personally think the new nurse is viable and strong, but making her begginer friendly would be awesome
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/943314#Comment_943314
Quantify that for me, please.
Oh well, that would be 8.54 every 10 games on average
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@Frank_Sriracha said:
Post why you think Huntress's iridescent head add-on needs to be changed. Extra points for those with reworked effects.
I already expressed my opinion in the title; iri heads are perfect the way they are and if they see a nerf, they will never be used again.
I think Iri Head is perfectly fine, but not with infantry belt. I think it should limit the amount of hatchets to 1, not just take out 5
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/943304#Comment_943304
How often do you see this?
The same amount of times you thing you get hit with DS apparently
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@Exerlin said:
https://forum.deadbydaylight.com/en/discussion/comment/943298#Comment_943298
To be fair, I do loop well sometimes, and I have a lot of knowledge about the game and what I should do in specific situations. I just, you know, vault into the killer sometimes
I was just joking around, looping is not that important if you can have decent game sense. Also, by "you" I meant the profile you described
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@EldritchElise87 said:
I have been trying all day, around 15 games or so, not all of them were DC's, some were just me not being able to get them all down there. (Crazy how much limiting yourself to one section of the map cripples you unless the survivors don't feel like living.)
Last 4 games in a row someone has DCed the second they see Iron Grasp/agi, unusually before a gens even done. In those games I just stopped playing and let them escape, but pretty soon im just going to DC along with them.
All I can do is just hope the next lobby has the potato survivors again.
When a survivor dcs, whether im on the challenge, as killer or as survivor, I just DC as well. I have everything I want grinded so bps arent quite a reason for me to play a 3v1
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Hitboxes are ######### in this game
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@mistar_z said:
Bhvr: "yada yada flick strong, its a bug. bring it in line with consoles."
Meanwhile survivors are able to pull of crazy nonsense with how fast their turnspeed is (360 is not the same thing, a 360 you can visually see a survivor perform a rotation, i'm talking about survivors just moving "randomly" to avoid getting meleed), along with how dogshit the servers are with connecting hit on PC for everyone which makes it even more annoying to play with. But survivors on consoles aren't capable of pulling off this lame trick, due to hardware limitations or still being on P2P.
Wait, if you are not talking about 360s then what do you mean? Moonwalking?
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/942282#Comment_942282
They've been consistently rude to several people in different topics throughout the past hour.
I'm just going to disregard their posts from now on.
@PistolTimb said:
https://forum.deadbydaylight.com/en/discussion/comment/942214#Comment_942214
Can you actually argue your point instead of acting like your opinion is inherently superior? A team with 4 Decisive strikes will survive much more frequently than a team with 0. That's just a fact. If you think DS doesn't have a profound effect on the match, you are either ignoring blatant facts or are out of touch with reality.
A team without DS wont survive as much as a team with because as soon as most killers see no obsession they enter tunnel mode
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@adsads123123123123 said:
Just like how they collect data and nerf a killer when they are considered "overperforming", why don't the devs collect data on Decisive Strike to see whether it is overperforming? I would like to see the survival rates of a survivor at red ranks with Decisive Strike compared to one without it. Though, killers have to assume every survivor is running Decisive Strike even if only 1 survivor is using it, which could affect the data.
Because decisive strile overperforming is a killer issue. I never get hit with DS, and never get to use it with survivor.
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@Exerlin said:
I double vault killer shack window into the killer's face, I hesitate at loops with blocked line of sight and get lucky if I can make it back to the pallet, and I can't seem to fast vault properly. I am terrible in chases against a competent killer 50% of the time.
How the hell am I at rank 4 then? It's embarrassing when I get caught so easily and die first, and find out that I'm the only player in red ranks that game. The pipping system really needs to be looked at.
I want you in my killer matches, but it seems I get "you" in my survivor teams
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@ZupBear said:
Mostly a question for killers. Are there any builds you won't run/feel bad about running because they feel mean, unfair, or just plain would be frustrating/no fun to play against?
Mostly about perks but add-ons, offerings and items are of course included if you feel they're applicable. (I just respectfully ask that this not devolve into whether keys/moris are unfair on their own or not as that discussion has been had before -- however specifying whether a key or mori feels more unfair with specific perks/add-ons/offerings is fine.)
I mean something along the lines of running Corrupt Intervention, Hex: Ruin, Pop Goes the Weasel, an Discordance all on one build, or an Oni with Nurse's Calling, where it feels like you're just making it a frustrating match for the other side.
I feel like rancor is mean.
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@VigilFox said:
I would love to see the Thing from the Thing. Or the Fly from the Fly. Or the cyborg alien creature from Virus (1999). Or an Audrey II like plant monster from Little Shop of Horrors. There are so many cool kinds of killers yet to be explored. Hope they do something non-human for the next killer.
Love how you started lol
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/940882#Comment_940882
Have you played dbd recently? They're obviously pushing all the players to rank 1.
@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/940882#Comment_940882
Have you played dbd recently? They're obviously pushing all the players to rank 1.
I'll admit that the new ranking system is terrible but maintaining yourself on the red ranks requires skill or at least goof matches
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/940765#Comment_940765
Rank is not indicative of skill
Funny, because it seems to me that only people that do well on matches rank up
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@Brucecastro81 said:
I realy enjoy playing against Doctor (cuz those allucinations and screams ,not that I like DBD being a horror game) and when I heard the Devs explaining why would they rework him I didn't understand nothing
Because of all the laughing, screams and skill checks
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@DBDfan12 said:
meg cant out run any killer yet in her bio it says "able to outrun most killers" a complete lie
It is just a bio
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@Galklife said:
https://forum.deadbydaylight.com/en/discussion/comment/940656#Comment_940656
i met as many as useless teammates in R1 as in green rank (but red ranks are even more immerse)
I doubt that
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Yeah, use agitation and iron grasp. You dont need to do it at the same time, so no need to camp
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@Ghaleon said:
If you can pip, double pip or even go even with survivors without using Red or Green Mori's you are a legit Killer.
Killers that use Mori's outside of the yellow one are weak imo. I could never personally use them (i'll only use yellow mori's because it means i worked and EARNED to kill the last remaining Survivor) Survivors may be too strong for them so they feel like they need them and there are different reasons to why people use them but Red & Green Mori's is not respectable at all.
On the Survivor side although red and purple keys are not as bad as a killer using a red or green mori its not respectable if your trying to be a legit survivor. However these keys are not as bad as killers using red and green mori's and this is coming from a killer main
What do you think about Killers that use Red and Green Mori's?
I think they get undeserved victories but that doesn't mean they are bad. (Even tho most are)
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@Galklife said:
If you think rank matter cherish that moment it wont last long
rank doesnt mean anything you cant even tell now it just means how much you played in this month because of new rank reset,
so since you wanted to be R1 now you will stay in red rank till ranks rework, enjoy
Why do you need to take the time to say rank is useless? It is literally the only way to get decent teammates and if OP likes to be at the best rank, then just let him
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@Endstille said:
https://forum.deadbydaylight.com/en/discussion/comment/940359#Comment_940359
Grasping for straws this hard?
You think Nurse was hard to play then?
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@ZoneDymo said:
https://forum.deadbydaylight.com/en/discussion/comment/940122#Comment_940122
Ok so you help someone out there (hopefully) and they escape, a DS escape can be made to count as a safe unhook should they get away, not that hard to program.
Just make it so that it counts as a safe unhook if they either escape out the door or atleast not get re-hooked within a certain amount of time.
Ok but then if a person hits ds makes it a safe hook rescue then people farmed in the beggining that use ds will give the points back to the farmer, so just keep things the same way
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@Raven014 said:
https://forum.deadbydaylight.com/en/discussion/comment/938933#Comment_938933
Well, you're already forced to slug with the current DS, so it's not like you're doing anything differently...
Yeah but in the current state you slug a survivor but he can be picked up, and what about not going for the same survivor if he has ds?
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@Kwanghyun said:
https://forum.deadbydaylight.com/en/discussion/comment/935684#Comment_935684
It was NEVER easy to play her. They just adder a cooldown on top of the cooldown which is dumb and makes me don't want to play her anymore.
It was very easy to play nurse. It said hard but she has always been easier to play than Billy, Huntress and even Trapper. Just lile Spirit
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@Endstille said:
https://forum.deadbydaylight.com/en/discussion/comment/937955#Comment_937955
Oh wow zubat won with a killer, stop the presses and make a special issue about it. Honestly when doesn't he win? That is rare on every killer.
Viable? Ofc she is viable and probably always will be just that she lacks any kind of reward, people act like getting a hit is a high reward which basicly every killer can get. You can stun her out of blinks,so ignoring pallets is not true. Her mobility is heavily nerfed and there is no point in being good with nurse.
An unfun killer that has no upsides, restricted to playin a boring way. What is the payoff for any person to learn nurse right now? There isnt one. Just a frustrating experience for people that dont know how to play her.
BHVR should rework the ranking system so only good survivors are in red ranks, it is filled with potatoes no wonder people do 4k against that. But since they can give out stats which show nurse is fine aka red rank pc only stats where they just had the requirement of a red rank killer. So technically an old nurse main could go against people that are in green ranks, find me any semi decent nurse player that does not walk away with a 4k from that. Against surivors who are so bad that they do not even rank up when it is so easy to do.
Against really good survivors nurse will struggle, no matter who you are. Thing is good survivors are a rare thing nowadays maybe they all got bored of the game being too easy at least that is what me and my friends feel.
You can only stun her if the blink destination is in the pallet hit box
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@LemeTheMeme said:
Title says it all, I am just curious to know. The perk itself takes 32 seconds to heal, WITHOUT other slowdown perks, like Thana, SB, Coulrophobia, etc.
I just feel like bond is such a better option since it gives more information. Would a buff to SC be too much to ask for? Maybe not by making it meta, but I feel like it needs something.
Let me know what you guys think!
Bad players '-'