Dino7281
Dino7281
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As a Jeff main, I have one thing to say:
Don't you dare to touch my Iron Will.
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@PBsamichShoe said:
https://forum.deadbydaylight.com/en/discussion/comment/2603068#Comment_2603068
You sound like another crybaby killer player. Try and get gud.
You sound like another crybaby...
Trying to act like you are "good" killer and then we have this post :
@PBsamichShoe said:
So I started playing killer recently and I'm actually appalled at how broken the matchmaking is.
I know a lot of people have already been complaining about it steadily for several years now but this is getting intolerable. You need to keep red rank players out of all matches except with other red rank players. I don't want to play with them and I'm sure a lot of other people feel the same way. I'm mostly referring to red rank survivors. I don't even like playing with them when I'm playing survivor. Red rank survivors are a bunch of toxic little [CENSORED] and they essentially ruin the game for everyone.
At the very least remove the DC penalty so I can have the choice to pull the plug when it's due entirely to your trash matchmaking system.
Thanks K Bye
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That bubba up above caused 2 DC's on the hook because I realized I was playing against red ranks and just had to chainsaw face camp the hooks one by one while they all tried to hook rush, body block, flashlight blind the whole time. Camping is literally the only thing that works against them.
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Yeah, no again...
You should go to this post:
@El_Gingero said:
We've made good strides recently with changes to Wraith and Deathslinger, making them more fun to face. It got me thinking about other killers with problematic gameplay and what we could potentially do to remedy them.
Any suggestions?
I know he's not B tier but I think Trapper could use some tweaking. I don't find him to be OP by any means, however it's simply not fun getting caught in traps that are hard to see, and constantly keeping a look out for traps in general is tedious. This is exacerbated by his recent buffs, and perhaps we should start looking into ways of making him more fun
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So basically what Legion was supposed to be?
This killer is in Propnight and looks super fun.
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@H1GHLVND3R said:
https://forum.deadbydaylight.com/en/discussion/comment/2597298#Comment_2597298
Then whats the prob? if u have 50 ping u shouldnt be affected at all
I have usually under 30 ms and my record is 4 hits validated in one game since last patch.
Just because my ping is low, doesn't mean survivor's ping is low...
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@GrayEyes said:
I love how one of the counter arguments is the killer can snuff it in 1 sec when you can just run into ame heal with spine chill and instantly run away when hes headed that way and bless it again this is super easy to do and still not time consuming when you are playing swf
1 second is animation, but he has to leave gens, or lose chase for it.
I just ignore them, unless they are next to a hooked survivor / gen. It's just waste of time.
Some players forget that time 1 out of 4 is different than 1 out of 1.
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@NeonFlowerPower said:
https://forum.deadbydaylight.com/en/discussion/comment/2603062#Comment_2603062
Its really not about me seeing 1 slowdown perk. Its more about me getting a killer who is clearly sweating every match out and me not getting any team mates to help with anything. I just got done playing against a Deathslinger with ruin(Idk what else he had), and he chased me for about a minute or two, and guess what my team mates were doing when I got down'd? Crouched next to the chase, waiting for me to go down so they could unhook me infront of the killer with BT.
This scenario happens FAR too often in solo Q where nobody but me is trying to do gens or escape. Its incredibly annoying and unfun.
That seems like survivors are problem, not a killer.
I would suggest get a SWF. It's nothing new that soloQ sucks.
Everyone kinda forgots that SWF completely skip match-making and they chose whoever they want to play with...
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@kingbojenbo said:
https://forum.deadbydaylight.com/en/discussion/comment/2603090#Comment_2603090
In my suggestion I recommended that it's a shared cooldown between all survivors having boon perks. I'm not sure on the cooldown time I agree it should last a bit, something like 20 seconds wouldn't cut it.
Shared cool-down doesn't do much. What if 1 boon is already active, then they just don't care about cool-down.
It will never been something worth leaving gens for.
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@kingbojenbo said:
https://forum.deadbydaylight.com/en/discussion/comment/2603028#Comment_2603028
I had suggested a cooldown after a killer snuffs out the totem. You mentioned tunneling as a "strategy". Tunneling is never a strategy and if it's relied on then the killer is terrible. I've seen many experienced killers destroy teams without resorting to those tactics.
Depends on team, depends on killer.
Is it possible to win without it? Yes, some games. Can you win every game like that? No
Cool-down does nothing, unless it's really big like 2 minutes. It's not like you run there asap to use it again, there is no need for that.
You could just use 2 players with CoH and they will keep 1 always active.
Unless killer will get option to destroy totem completely, it will always be just waste of time. Even if killer can destroy it, they will be super strong for SWF.
It's a strategy. It's a plan how you are going to play the game.
Strategy - "a plan of action designed to achieve a long-term or overall aim."
You don't have to like it, but that doesn't change anything. I don't like to play against CoH, and fact is that tunneling is best way to deal with it.
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@PBsamichShoe said:
I main pinhead and ive gotten all perks unlocked on him to tier 3. Pinhead needs a hard nerf.
Example:
I can run ruin, undying, thrilling tremors, and deadlock with almost any addons and hes basically unbeatable. Ive had plenty of matches against really good teams and he stomps on them with this build.
Things i think should change:
1. Something should be done about survivors being interrupted by chains while trying to solve the lament configuration.
Thats pretty much it. I think addressing that one issue would make him more fair and fun to play against for survivors. Ive had plenty of teams where one or more people just completely give up and point at the hook for me to sacrifice them rather than keep playing or dc.
Yeah, no...
Pinhead is type of killer that is good only against soloQ, because you will have multiple / zero survivors running for the box.
SWF can destroy you, PinHead is super RNG, I consider him most RNG killer right now. His main power is usually just waste of time, it's quite easy to dodge.
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@NeonFlowerPower said:
I am once again asking you to fix this broken system. I am still getting horrific team mates against Killers stacking 3-4 slowdown perks. It'd be fine if I wasn't getting killers who stack every slowdown perk they can get, but I'm not. I'm still getting 1k hour Andys who think the game is competitive.
Works when I play killer though unfortunately. Can't even play Pig without geting 3 dead hard users and a sprint burst SWF.
It's not about competitive, it's just that this game sucks without slow-down perk.
I have tried to switch to deadlock only and it's terrible. Sorry, I am not happy with 4 escapes everygame. 3, if you camp...
I never use more than 2 slow-down perks tho.
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Damn, those builds are bad for normal game....
Problem is that you don't know, if you are going to play against them or how many.
If you guess wrong, you have useless build. It's better to have some generic good build and tunnel someone whenever you heal boon activated.
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Hit&run and 3-gen just don't work against CoH.
As soon you hear boon active, unless you have good killer against that, best option is to tunnel.
There is just nothing else you can do about it.
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@kingbojenbo said:
No it's not op, let's not exaggerate.
Yes, it is, let's not underestimate.
This one perk gives everyone 2 perks, so you have 23 perks total whenever boon is active. That's not broken?
Snuff is pointless to do, just waste of time.
Boon totem completely denies hit&run and 3-gen strategy.
So best option is just tunnel... enjoy
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@thrawn3054 said:
I have to disagree. They're no stronger then medkits. The downsides are actually a pretty decent balance in my opinion.
Infinite vs 3 heals?
You vs whole team?
What downsides? Killer doesn't have time to snuff your totems and you can just do it again. There is no downside.
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@snek said:
to anyone saying "do gens": is that what you're playing the game for? holding m1?
I mean, have you seen her perks?
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@hazzzard said:
Calm yourself gamers. Gens have been done and 3 people escaped. The real question is... Why does the game have to suck for that person who's being camped and why am I not being rewarded boldness because it's not my fault the killer isn't chasing me?
Oh, right. So when survivor suffers it's a problem, but when killer suffers that's fine?
You know we can see your perks, right? You are not really friendly. Why should he play friendly?
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@Hugs4trapdad said:
Just spend time going around the map looking for all the dull totems. Then, cleanse them all, so your helpful teammate who brought boons can't activate them anywhere! It completely counters their build!
THANKS TEAM.
Just wave at killer and show him location, so you can cleanse them later...
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@LapisInfernalis said:
https://forum.deadbydaylight.com/en/discussion/comment/2600955#Comment_2600955
That is true. I got used to the crappy feedback by now, but it needs to be fixed. After that these changes should be implemented
Sure, if it actually works, then I don't have issue with all of those.
I just had fun game with Nemi. When survivor dead hard from pallet and you get validated, you will get automatic miss instead of pallet destroy...
yay, that's what should happen for sure
https://youtu.be/t6lKumcLCBg -
@SAégis said:
https://forum.deadbydaylight.com/en/discussion/comment/2600569#Comment_2600569
its a joke... right ?
Yes...
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@LapisInfernalis said:
https://forum.deadbydaylight.com/en/discussion/comment/2598444#Comment_2598444
Yeah, there are a LOT of killer power hitboxes that are broken (affecting both sides).
Needs to be fixed in the Survivors' favor: Huntress, Deathslinger, Nemesis, Oni, GF (revealing)
Needs to be fixed in the Killer's favor: Doc, Clown, GF (stalking, hiding)
https://forum.deadbydaylight.com/en/discussion/comment/2598462#Comment_2598462
It would be mega weird, but with that I would know that's fair.
https://forum.deadbydaylight.com/en/discussion/comment/2598597#Comment_2598597
Didn't know that, but it explains some ######### with the hitboxes....
You just can't use it on every action till they manage to fix feedback. The more killers get validated, the more frustrating experience it will be.
I play with 23 ms and I get validated quite often against survivors with 60-80 ms, I basically get punished for their ping. It's not my fault we see something different.
Until they fix feedback, it would be stupid to make it even more regular.
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@Powder_Kegs said:
https://forum.deadbydaylight.com/en/discussion/comment/2600618#Comment_2600618
I thought said nerf Freddy into oblivion and this is all you can come up with?
Alright, 90% speed, M1 only, no power, have to get survivors into dream world first
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M1 without power, 110%, reduced FOV
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Alright, let's make him m1 without power.
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@Powder_Kegs said:
https://forum.deadbydaylight.com/en/discussion/comment/2600589#Comment_2600589
Not enough. More.
Yeah, I guess he doesn't need teleport, right?
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@Powder_Kegs said:
Nerf Freddy into oblivion.
Too late for that...
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Doctor - longer animation on m2. Too oppressive
Huntress - limited range
cannibal - removed 1 stack
Pig - removed 1 box
Demogorgon - longer charge time
Oni - down takes away your power
Nemesis - Contamination has time duration
PH - Survivors perks work on cage
Twins - Victor reduced movement speed
Trickster - higher recoil, slower knives travel speed
Cenobite - Less chains
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@SeannyD115 said:
https://forum.deadbydaylight.com/en/discussion/comment/2594818#Comment_2594818
You can't even try to shoot through holes in walls anymore. It just takes too long to aim
Yeah, this was quite hard to do and it's not possible now.
And then someone tries to tell me his skill ceiling is higher than before, what a BS...
His skill ceiling is have patience to use zoning each game with that terrible ADS.
Problem is that they would have to give him whole new rework to make him interesting again, or revert some changes (which I doubt they will do, that would kinda say they ######### up).
Just numbers will not save this. He will always be pain to play with those changes.
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2599787#Comment_2599787
some survivors think they won the game when all gens pop, until you know what happens....
Well, then they are going to get wake up call...
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@Vizikk said:
What did I tell you boys and girls. The next thing people will go to is vault validation.
I wanna gen validation, anything under 40s should get blocked.
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@ElmosPayPig said:
https://forum.deadbydaylight.com/en/discussion/comment/2599505#Comment_2599505
A very ######### workaround for the crap ads aim sens is to have a dpi switch and up your dpi, on pc at least.
They need to increase his ads sens if their gonna keep this change, because it feels like crap to try to aim at a normal dpi.
I have managed to fix it with hardware. I have mouse that can use macros, so I just boosted DPI everytime I press M2, but I don't think this should be needed by default, if you wanna enjoy the killer.
RIP console...
And there is still an issue with FOV, I can't fix that...
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@UnknownKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2598784#Comment_2598784
That remember me surv mains with old hex: Undying
Right now deadslinger is predictable as hell and thats why I dont play it.
I think Undying was overnerfed, it's not really good perk now.
I think aura reading was an issue with some killers, if they removed just that part, it would be still viable.
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/2599344#Comment_2599344
Honestly now thinking about it quick-scoping was one of the main issues Survivors had with him, since he doesn't give off any feedback. And thats a popular trend with killers that are unfun to go against. If you remove feedback from the survivor side its obvious that the situation is out of their control, so like Old Spirit, Old Deathslinger and Silent Bell Wraith are up there.
How ever The Nurse, who is much stronger than these killers, is not complained about nearly as much despite being literally the most unfair killer there is ignoring any main defenses Survivors have, why is that? Because Survivors feel like they're given a chance since they know when she's charging a blink and when she's actually blinking. She gives off feedback, but the situation is most of the time in her hands
Deathslinger gave no feedback. The survivor would just see him walk towards them, and there is no way in hell they're reacting to something that only has a start up of 200ms that travels 10x faster than them.
The only way I see them keeping quick-scoping and it working, is if they add a very obvious audio cue the moment he starts aiming, and slow down the projectile slightly, he'll still be worst than before yes, but at least then he wouldn't feel clunky and he'd feel more fair.
ADS fake was impossible to deal with, problem is that it's still a thing, just different version.
What is worse, Deathslinger is now forced to do it more, because quick-scope is removed, so even a potato is able to react to 400 ms ADS + travel time, so it's just super unsafe to shoot against survivors looking behind them.
Which means, it's just better to let them dance in open, while you walk towards them, which is just boring af.
ADS nerf will cost you a lot of missed downs, because survivors will reach pallet, or window where they wouldn't before.
Like can you react to Nurse, Spirit, Huntress?
No, you just know it's going to happen and you try to make it hard to the killer. It's just placebo effect, if killer is good, they will hit you.
It might be fine with Deathslinger, if he was hitscan -> no travel time. Right now you can react to ADS, but also you have extra time to dodge, because of travel time. Also Deathslinger's projectile is super small unlike Huntress, so you don't actually have to dodge, just side-step is enough, if he is aiming at your center of body.
And again you have extra issue when they forced to hold ADS. That mechanic is terrible. Any FPS player will tell you that. Reduced FOV and weird sensitivity. It just feels super bad to use.
Don't forget he has limited range, can't down over pallets / far windows, small projectile, survivors can team-up to deny your hits. He just has limitations other ranged killers don't.
He is clumsy, less fun, less unique, worse. There is no reason to play him, unless you like his hat.
I have over 200 hours on him and I can tell you it's just not worth it to play him now. Trickster, or Huntress are way more fun and you get more rewarded for learning them.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2599421#Comment_2599421
As someone who mains Leatherface he is viable, people are not considering him; I can bet most do the same for many other killers.
I am convinced a lot of killers are viable, not the best but "viable".
Well, if you will start with approach everything is legal and you get lucky enough to down someone in your 3-gen, then you can camp him and then defend your 3-gen against 3 survivors. It was done by Mathiiis in tournament this way.
But I took this more with approach of normal gameplay. There is not many players that will play like this every game, but there are some for sure.
Problem with some killers I put into non-viable is that it really depends on map you get.
It's hard to do this with just 3 options, classic S,A,B,C,D is way better for this.
I would put bubba in B in that system.
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Yeah, no
So, I am too lazy to find differences so let's just sort it from start.
Non-viable
Trapper, Wraith, Hillbilly, Cannibal, Shape, Doctor, Nightmare, Pig, Clown, Legion, Ghost face, Deathslinger, Trickster, Cenobite, Nemesis, Demogorgon
Viable
Hag, Huntress, Plague, Oni, Executioner, Twins
Best
Nurse, Spirit, Blight
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@Nos37 said:
https://forum.deadbydaylight.com/en/discussion/comment/2594907#Comment_2594907
The way Deathslinger played before his nerf was unfun and boring and predictable and bad
Oh, he is fun, interesting and unpredictable and good killer now, right?
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2596908#Comment_2596908
Is it though? This would actually work against killers running Thrill of the Hunt and/or No One Escapes Death.
You could make it an option. M1 to destroy, M2 to snuff.
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@theblimp said:
Is there a perk or anything to counter boon totems
Perk? no..
Killer? yes
Plague is best against both.
Nurse, Spirit, Blight are good against CoH, but Shadowstep can be an issue.
Bubba, Myers, Ghostface can work too
You really don't wanna play Wraith, Doctor, Hag, Nightmare, Clown, Cenobite, Deathslinger against it.
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@Vizikk said:
Just snuff bones /s
Yeah, that's just waste of time...
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@Vampwire said:
Seriously people are being wayyy too dramatic about this change. All you have to do now is plan your shots instead of reaction shooting. He can still do everything he did before just as good as he always could. You can still reel around corners and zone. He just cant zone you solely because he exists. That was the problem before. It was unfair gameplay for the survivor side since all you could do was guess. You could only rely on the Deathslinger being bad at the game to not die. This change is just an objective positive for the game.
Alright, let me guess. You have never played him, nor play him now...
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/2598843#Comment_2598843
Perfecfly said, I agree with everything said here
How ever I do think the quick scope part of Slinger was also what made him unfun to go against, not the stealth part.
I would 100% be ok with him keeping his 24m TR, or hell make him unique and have a 28m TR, Slinger requires close quarters and giving him a bigger TR just heavily works against him.
No?
What made him unfun was ADS fake, because you couldn't predict and just lost distance instead. Which you can do with ADS walking in open anyway, there is no reason to risk shots now.
I have never considered quick-scope an issue.
My main problem is not that he got weaker, because of ADS fake nerf, or bigger TR. He was always worse Huntress.
My problem is quick-scope nerf, I would still play him without that nerf.
I play FPS games a lot, so Deathslinger was interesting killer to me, because of quick-scope. He was unique for it compare to other ranged killers. He just isn't interesting anymore.
He is clumsy, less fun and worse Huntress. He has limitations that other ranged killers don't, so I don't get why he couldn't have something good they don't.
His ADS is so bad. That reduced FOV and sensitivity is just terrible. It wasn't an issue before, because of quick-scope.
Current Deathslinger can be viable only if you use zoning a lot, which I hate and find super boring. So he gets hard NO from me after over 200 hours just on him.
He is far from worst killer, but he is just not interesting anymore.
Your argument about higher skill ceiling is just wrong. His higher skill ceiling is lower if anything. Oh no, holding M2 and watch survivor dancing, so hard...
If higher skill ceiling was an issue, why would people start playing Huntress instead? Her skill ceiling is way higher than Deathslinger's ever was. She has higher skill ceiling, but you get rewarded way more and it's not painfull experience...
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@danielmaster87 said:
People will play him for fun. But he can't compete, and he never could before either.
How can anyone play him for fun, when he is not fun anymore?
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/290927/about-swfs-sbmm
Hi there. Spent a long time in Japan, so I'll help you out.
- No, nobody knows that. However, as far as we know, survivor MMR in SWF groups is based either on the average of the members, or the highest member.
- There are a lot of streamers that 'smurf'. In Dead by Daylight, smurfing means that you lose a lot of games on purpose, either by AFKing, dying intentionally or DCing. They do this to drop their MMR really low so that they look good on stream. It's a scummy thing to do, but unfortunately not against the rules.
- Recently, the DC penalty was removed, meaning they were free to do this over and over again, now having very low MMRs.
- -Or- Something about matchmaking has been disabled or broken on the killer side.
While my kill rate isn't as low as yours, it's also probably not very good. I'm also running into a lot of SWF groups with 2000-4000 hour players in them.
Solutions:
- If you see anyone with 'TTV' in their name, leave the lobby immediately.
- If you can check someone's Steam profile and see a lot of hours, do the same.
Yeah,
4x private = run asap
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@Mileena_Kahn said:
I’ve played solo que for most of my day and have noticed that myself and my teammates have been tunneled and camped in almost every match. The crazy part is that the camping starts At the beginning-middle of the game which makes no sense, I could understand if it was endgame then yeah… cause the killer has no other option. But players like this make the game extremely boring. I’ve noticed it’s mostly the nemesis players that do this. Keep in mind it’s SOLO QUE, so there’s no telling who’s going for the save, who should stay on what gen etc.
CoH didn't help it.
Killers just can't drop chases, if CoH is active, because there is no pressure from that. So best way to deal with CoH is tunnel and camp, because hit&run for snowball just doesn't work.
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buff weak killers so they have chance
buff perks on both sides, so it's not that boring.
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@H1GHLVND3R said:
https://forum.deadbydaylight.com/en/discussion/comment/2597510#Comment_2597510
As we know it's visual effect, but it's tectinaly right. I tihnk all hit should be from server not killer or surv sided. Sometimes i recieve hits like miles away cuz of 500 ms china players. It shouldnt be like that
So validation for Doctor too? That would be fun to watch
What about actually fixing cancel grab first?
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@AnObserver said:
https://forum.deadbydaylight.com/en/discussion/comment/2598486#Comment_2598486
Needing (excessive, 2+ min from one slug) slugging to be viable is a design issue
It's also only way to prevent DS...
Free recovery from dying state should never be a thing, at that point it's not really "daying" state.
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@Hippie said:
https://forum.deadbydaylight.com/en/discussion/comment/2598471#Comment_2598471
Survivors will still complete the vault/pallet drop if they press the button before their character is actually zapped. So if you run under a pallet and are in the middle of it, if you press spacebar right before the zap occurs it will still complete the queued action.
Interesting:
So for killer we care about actual hit, but for survivors we care only about press the button?