Dino7281
Dino7281
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@chargernick85 said:
https://forum.deadbydaylight.com/en/discussion/comment/2594226#Comment_2594226
https://forum.deadbydaylight.com/en/discussion/comment/2594334#Comment_2594334
Sorry guys I dosed off. So I went through my game clips and it appears I only had 6 stacks (swore I was at 8) so the 2 stacks remaining makes sense. Sorry about that part there was a lot going on at the time. Honestly this ######### wouldn't bother me if it didn't show me the hit. I feel like now pallets and DH are super safe.
I really don't care about it's more safe, but wrong feedback is just super frustrating.
If they are not able to fix that, why the hell would they make it more regular thing to piss off killers?
Pallet is annoying, but you at least see that survivor, so you know that you got validated.
That's not always true for Dead hard. Before I find out I got validated he can get a lot of free distance, which is just super bad to happen.
My plan is easy, if I have a game where I got validated two times, I am going to stop playing and let them leave. I have usually under 25ms, so it shouldn't happen to me. So it's definetly not: fixed "high" ping killers... It's not my fault I see something different, so why should I be bothered to lose the game for it?
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@Seraphor said:
The emblem system is still useful for encouraging players to play fair, it rewards killers for hooks over kills, and survivors for doing a bit of everything.
We already have systems for rewarding playtime or daily play in the daily rituals, and basic BP rewards.
I'm not sure how you could tie grade to MMR seeing as MMR in uncapped.
It's not uncapped, there is realistic limit and there is also softcap.
So you could make max grade anything above top softcap (1900), because it's just doesn't matter at that point.
Lowest tier can be below bottom softcap (800)
Easy to design...
Emblem system is flawed, but it could stay as general feedback for how the game went, also adepts.
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@R1ch4rd_N1x0n said:
https://forum.deadbydaylight.com/en/discussion/comment/2594811#Comment_2594811
I know most spawns as well however they are very difficult to find on indoor maps, which is why I used Detective's Hunch just in case. Often, with that perk, I'll see a Totem and tell someone on my team to get it for me. Even them just cleansing 1 or 2 Totems for me helps immensely.
Only map I just can't is Raccoon city. That sucks a lot.
Other than that, I don't really have an issue. You have only two possible layouts which changes based on map, either pentagram, or square with middle totem, so when you find 1 you can guess where is rest. There is also lot of guaranteed spawns, which I don't understand how can be a thing.
Midwitch can be tricky too, but there is not that many options there.
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@Nos37 said:
Just aim down sights while walking toward the survivor.
You're no longer slowed to a stop and can close distance as the survivor tries to zig-zag and dodge a shot that's not coming.
Then just M1 them
Oh, yeah so much fun.
He is not worst killer. He still has good 1v1 and he still can use zoning.
Problem of most is that it just sucks to play as him and it's not fun anymore.
99% of FPS players played him for his quick-scope and tried to go for fancy shots, that was why he was unique and fun to play for us. There is no reason to play him now without it, unless you like his hat.
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@R1ch4rd_N1x0n said:
https://forum.deadbydaylight.com/en/discussion/comment/2594776#Comment_2594776
I use Detective's Hunch to find the Totems, it's not hard at all. The biggest issue is the time waste that comes with me being the only one who actually cleanses them. When my team helps me, it's a piece of cake.
I prefer to prevent it's activation entirely instead of cleansing it after it activates, as that one insta-down can turn the game around entirely.
Most people make no effort to stop NOED at all, it seems only I care about it.
Oh yeah, detective's hunch is really good. You don't really need to be only one to cleanse them as SWF, just tell them where they are.
I have used it a lot, but I know most spawns now, so I don't really need it.
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@nexus200m said:
Hey guys! I was inspired by fan-made video about Springtrap and I think about new perk for him (if he EVER will be added in this game). It`s called "I always come back". If survivor blinds you or stunning with pallet, you get a speed boost on x seconds. Or survivor, gets "Exposed" effect on x seconds, but I think it's too much) The idea is "No matter how much you hurt me, I always come back". It's actually fits well with his lore in FNAF. He was locked in costume - he survived, he was burned in Sister Location - he survived. And yeah, someone else is already proposed it but this is my version of it. By the way, in this state, perk is balanced, because of corridor maps, if time of boost set correct, then you`ll have much time for catching a survivor in straight line, but not enough for get around the room from any side. But perk actually good on open maps, like Coldwind or Ormond. That`s all!
P.S. If I have errors in text, forgive me. English is not my native language)
So, it's called "worse Spirit Fury"?
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@R1ch4rd_N1x0n said:
https://forum.deadbydaylight.com/en/discussion/comment/2594689#Comment_2594689
Coming from someone who stops NOED almost every game by cleansing Totems, NOED is only really "OP" against solo q. It's trash against SWF.
That's the real issue is how powerful it is vs solo q, as they can't coordinate with eachother how many Totems have been broken and whether or not NOED might activate.
When I play with my squad, it's usually not good idea to cleanse totems. You risk that you will not find 5th totem, because it's on some god forbidden place.
We usually just learn as many spawns as possible during game, so we know where to look, if killer has NOED, so he basically gets only 1 down for it, or 0 when we cleanse it before he gets hit.
But yeah, that's not something soloQ will do, but that's more issue of soloQ, not NOED. There is lot of things really good vs soloQ, but trash vs SWF.
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@laKUKA said:
https://forum.deadbydaylight.com/en/discussion/comment/2594501#Comment_2594501
Yea! Pronight is pure fun!
But dead by daylight always be "dbd"
When you get bored of one, you go to the other and that's it.
Propnight just seems more like KYF only thing, it's just way more fun that way.
I can't play KYF in dbd as a killer :D
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@FreakPrince said:
https://forum.deadbydaylight.com/en/discussion/comment/2594435#Comment_2594435
Make the killer unable to use his power by 8 meters near a hooked survivor.
Again, super abusable. Survivors will run there on purpose.
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@Wedeguy said:
https://forum.deadbydaylight.com/en/discussion/comment/2594683#Comment_2594683
I was waiting for this comment.
I was just dropping my 2 cents but you'll probably won't see me here anymore. I was giving the game some breathing time to see if i'll feel like playing it again but tbh the feeling isn't coming back.
Nah, don't hurt yourself.
Just run and never look back till you can.
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I never thought quick-scope is an issue.
He is ranged killer with limitations other ranged killers don't have, so it makes sense to have something unique they don't have...
My only problem was zoning with fake ADS, because it was just cheap way to get free m1. Funny is that you just walk while ADS instead now...
I hate how Deathslinger feels to play now, it's not about how good he is, because he is far from worst killer, but it just sucks to play him and it's not fun anymore.
I just gave up on him as most Deathslinger mains did. It's just boring, he used to be unique, he is not anymore. There is no reason to play him unless you like his hat.
ADS reduced FOV and sensitivity just feels so bad. I play lot of FPS games and this just sucks.
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@Wedeguy said:
https://forum.deadbydaylight.com/en/discussion/comment/2594660#Comment_2594660
Exactly. so what's the point of spamming this forum with the same theards?
Just accept it. I know it's harder now with high MMR especially for killer but that's what quitting is for :D that's what I did and im gucci now.
So why are you on this forum? Just accept it...
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@Nayru said:
..why'd you unlock perks that you don't want on characters?
i avoid doing that if i can at all prevent it (thanks bloodweb for the predator unlock force or else wraith = bricked), thought it'd be obvious it'd bite you
Well, I first unlocked everything and got valid build for every killer. So now I just unlock every perk on every killer, so I can test whatever I want, when there are some changes...
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@ThiccBudhha said:
About a week longer than it originally would have taken.
sooo, never and one week?
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Maybe just learn totem spawns? The game is not really hard to find them, you have several guaranteed spawns. Raccoon City is hell tho.
But yeah, I guess it's easier to be lazy and complain on forum...
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@Jangles said:
Double posted.
Those are rookie numbers...
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@Underdawg said:
https://forum.deadbydaylight.com/en/discussion/comment/2594384#Comment_2594384
It's not survivor validation, it's server validation. It went from Killer validation (I'm guessing as hold over from when Killers hosted the matches) to now being neither killer nor survivor sided but server sided.
Previously, Dead Hard's invulnerability was calculated on the Killer's client, which led to survivors needing to anticipate the killer's swing to an unreasonable degree in order for it to work. With hit validation, the server will decide if the hit would have landed and reject it if Dead Hard was active without relying on the Killer's client.
About the feedback mechanic, I meant that people are not realizing their hits were invalidated and looking around to see the survivor is gone - because they hear the scream and assumed it hit. There should be better feedback that your hit was invalidated. I don't know if it should be a sound cue or what, but something that would help Killers to realize what happened so they don't lose even more distance.
Maybe there shouldn't be any feedback, so we don't stop looking for survivor, while he is just running away?
It's not that big deal for pallet stun -> still annoying af, but you can see him. That's not always true for DH.
My first reflex is turn around to prevent flashlight and pick up, which I am gonna lose quite a lot of distance, before I notice survivor didn't care about my hit.
I don't care about fixing DH. I care that they are not able to fix an issue and they make it more regular thing instead...
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@H1GHLVND3R said:
Blight is funniest killer to play against, he's pretty well balanced, u need to learn h2p or face a real op killer
"real op killer"
This really doesn't help :D
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@Icaurs said:
https://forum.deadbydaylight.com/en/discussion/comment/2594510#Comment_2594510
Buffing weak perks won't work. If all the weak perks were buffed all to the same level of the stronger perks, this would create more perks that are honestly way to strong. It is simply impossible to buff 60+ perks without some of them becoming too strong. Honestly a lot of perks are too strong already. You can't just nerf the meta perks due to many of them needing to exist and even if you did, most players would simply move too the second strongest. I think you can rank the perks. It's somewhat debatable sure, but the stronger perks aren't map dependent that's the thing. Weak perks require a gimmick to work or only have any real value on certain maps. For example Dead hard works just as well on every map, while visionary is really only useful on indoor maps. Just because you happen to get visionary on Racoon city does not instantly make visionary a strong perk. perks in the "average" category may become a bit more debatable but I think there is too huge of gap in perk strengths too not be able to create a tier list.
It's not good option to punish people for using what they want with less BP in game with insane grind.
There will always be a meta build, that just can't be changed, everygame has meta, even PvE games.
What would happen with buffing weak perks is more alternatives, so you will see different perk combinations each game.
Current perks don't really need that many changes.
Only thing I would nerf is Ruin to 150% and buff base progression to 150%. I might find more, but whatever. It wouldn't be issue to nerf those, if there was good alternative.
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@TheMadCat said:
I have 1500 hours, and I still didn't prestige any Killer. I prestiged a dozen of Survivors but only one of them have all the perks available to me. (I don't own Ash, Quentin nor Tapp.)
It's a long process. If I'm not mistaken, the developpers said in a recent stream that the grind (or it was only about prestige...) will be less hard soon. But that is what I remember, I could have a bad memory there.
It was about both, mainly about new prestige system, but also about grind.
I hope they will just give you more BP based on prestige.
Veterans don't need help, new players do...
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@Verconissp said:
https://forum.deadbydaylight.com/en/discussion/290516/defending-the-basement-chest
Not reportable if you just meme,
It's only reportable if you block someone in a corner for all eternity (Which never happens unless you kill all 3 and then trap the last one in a corner)
They're talkin' out their ass for the reports,
It's not reportable as Twins, I am still playing, till I down all other survivors...
I have managed to do that twice
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@ThiccBudhha said:
I used BBQ during the fifth anniversary with all the cakes. I am JUST devotion 2 and basically have almost everything for most of the killers. No prestige, however. And Nancy is the only survivors who has perks. The rest are just the base ones. I never got any new ones.
It really does make such a big difference.
Yeah, when you could get 200k per game, it was easy to unlock things... but without BBQ and offering stacking? That is going to take a long time to unlock everything...
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@Doziano said:
Hey everyone, I tried to get my adept Steve and I escaped with him using only his three perks and then I noticed that I didn't get the achievement. Then when I went to Steam and I didn't see any available adepts from the Stranger Things characters available in the game store page. Does anyone know if these adepts are not going to be available anymore because the chapter is being removed from the game?
Probably not available to get, but I still have them.
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Oh, you don't use BBQ, that's why you don't have that much...
I have 1,5k hours and have 1 prestige survivor, 1 prestige killer, 1 survivor with all perks, all killer perks unlucked, half killers with all perks (working on all). But like 90% of my games are killers with BBQ..
This game has insane grind, but they said they are working on fix for that, so we will see.
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@DorkianBae said:
https://forum.deadbydaylight.com/en/discussion/comment/2594568#Comment_2594568
Yeah it's literally just to get them to hook faster for Bloodwarden and to get them away from the gate to hooks once I down them so they can't crawl out
I would try No Way Out instead
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@DorkianBae said:
https://forum.deadbydaylight.com/en/discussion/comment/2594517#Comment_2594517
He's a complete joke now, people will argue but I'd say he's a bottom 3 killer now. I'd rather play trickster and that's just sad beause I hate playing that killer but at least he can down fast when they run out of rocks to loop.
I play Trickster a lot after Deathslinger nerf. He is actually quite fun and not that bad after those buffs. I have created super gay outfit :D it looks terrible, but killers play from first person, so I don't have to look at it, survivors will suffer for Deathslinger nerf!
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@DorkianBae said:
https://forum.deadbydaylight.com/en/discussion/comment/2594480#Comment_2594480
Leatherface and for some weird reason Wraith.
My backup plan in Wraith is NOED, Bloodwarden, Agitation and bitter murmur
Leatherface I just do bamboozle, corrupt and then whatever else.
Twins seems like a really good choice though
Why Agitation, when you don't really hook survivors. Only for Bloodwarden play?
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@DorkianBae said:
The trailer is actually really good, but the fact you used Deathslinger more than any other killer in the trailer puts salt on my ex Deathslinger main wounds.
How you going to nerf my boy into unplayable bad tier and then put him as the poster boy on your trailer?
I better be seeing compensation buffs soon.
Just stop playing him. Let's see if they will care when his pick rate gets to dust.
They want to sell cosmetics too...
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@RenRen said:
https://forum.deadbydaylight.com/en/discussion/comment/2594500#Comment_2594500
If I read your post correctly then yes.
Before Animation looked longer than it should, right? So you were using it based on sound.
I kinda expected to make animation shorter, so it works. It really sucks, if they just made you wait longer to use your power...
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@Bwsted said:
Beside the fact that BHVR has bigger fishes to fry with NFTs right now, there is merit to what OP says. The two issues are indeed related. Are they fixable? Maybe. Would they require a lot of work? Yes. Is BHVR willing to go through the hassle? Probably not (see point about NFTs).
As of now, both issues are band-aided with perks, one with slowdown/regression and the other one with BT+DS. The rest is left to RNGesus.
https://forum.deadbydaylight.com/en/discussion/comment/2594435#Comment_2594435
It would require something pretty drastic, probably. Something along the lines of (and let's be clear, I'm not advocating that this should or shouldn't happen, I'm merely pointing out what it would entail imho, which also brings up the point of how deeply that would affect the game): remove hook grabs and make a no-interference zone around the hook where killer powers cannot reach. Not just disabled, the power shouldn't physically reach as in the Entity intervenes with tentacles or something. Basically, only M1s within a certain range of the hook. The concept is that it would be possible to try to force the 1 for one, but avoid situations where there would be a 1 for none in favor of the facecamper.
Throwing a projectile? The Entity despwans it. Spamming Doc shocks? The Entity says no, your shockwave stops here, no action interrupts for you. Are you zooming around with a high-mobility power? No no no, no running inside this circle.
And so on and so forth.
The funny thing is that unless it's a pretty wide radius, or the effect lingers for a bit under conditions TBD, Bubba could still camp almost as effectively. Hilarious.
An alternative would be the cage relocation mechanic of PH applied to hooks as well. But that could be easily circumvented by many killers. PH himself can already do it.
https://forum.deadbydaylight.com/en/discussion/comment/2594442#Comment_2594442
See point about band-aiding with perks. The perk tax is their solution. Now, when you run out of perk slots to fix core design flaws, that's when the issue sparks attention.
I was thinking about that PH system a lot.
What about it would work only if killer is there alone? Let's say 5 meters for 5 seconds? This would need to be tested.
But it wouldn't work, if there is also survivor.
Problem is that if it didn't and survivor on hook would get relocated anyway, 1 for 1 would become close to impossible. Unless you also remove grabs...
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@Junylar said:
Just pick Bubba and facecamp first hooks until they fix this crap and nerf dead hard, there is no other way to send the message.
I have other way. Whenever I get validated twice, I just stop playing, let everyone escape and watch second monitor meanwhile.
I have <25 ms ping, so it's really not my fault this happens, so why should I be bothered to deal with it?
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@Bwsted said:
Beside the fact that BHVR has bigger fishes to fry with NFTs right now, there is merit to what OP says. The two issues are indeed related. Are they fixable? Maybe. Would they require a lot of work? Yes. Is BHVR willing to go through the hassle? Probably not (see point about NFTs).
As of now, both issues are band-aided with perks, one with slowdown/regression and the other one with BT+DS. The rest is left to RNGesus.
https://forum.deadbydaylight.com/en/discussion/comment/2594435#Comment_2594435
It would require something pretty drastic, probably. Something along the lines of (and let's be clear, I'm not advocating that this should or shouldn't happen, I'm merely pointing out what it would entail imho, which also brings up the point of how deeply that would affect the game): remove hook grabs and make a no-interference zone around the hook where killer powers cannot reach. Not just disabled, the power shouldn't physically reach as in the Entity intervenes with tentacles or something. Basically, only M1s within a certain range of the hook. The concept is that it would be possible to try to force the 1 for one, but avoid situations where there would be a 1 for none in favor of the facecamper.
Throwing a projectile? The Entity despwans it. Spamming Doc shocks? The Entity says no, your shockwave stops here, no action interrupts for you. Are you zooming around with a high-mobility power? No no no, no running inside this circle.
And so on and so forth.
The funny thing is that unless it's a pretty wide radius, or the effect lingers for a bit under conditions TBD, Bubba could still camp almost as effectively. Hilarious.
An alternative would be the cage relocation mechanic of PH applied to hooks as well. But that could be easily circumvented by many killers. PH himself can already do it.
https://forum.deadbydaylight.com/en/discussion/comment/2594442#Comment_2594442
See point about band-aiding with perks. The perk tax is their solution. Now, when you run out of perk slots to fix core design flaws, that's when the issue sparks attention.
You have no idea how much survivors would abuse it, they would actually run to hide towards hooked survivor...
Just longer timer they tried before was abused, this would become even more stupid.
Grab remove would only nerf M1 killers, that are already not good at face-camping, so I think this one is also not good. Best face-camping killers use their powers for it, so they don't care about grabs... Maybe Hag does... but Trickster and Bubba don't care.
"An alternative would be the cage relocation mechanic of PH applied to hooks as well. But that could be easily circumvented by many killers. PH himself can already do it."
Alright, this might actually work... I didn't think of that.
Depends on range, Bubba and Trickster would still be able to stay out of range and just go there with survivor. Survivors would be pressured to unhook faster, so more grabs. Otherwise that hooks will relocate and they died for nothing. I also don't think it should work on basement hooks.
So also issues.
But I think it might be worth a try and has highest chance of success from all changes I heard so far.
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Welcome to a killer world. It's so sad, when you have to buy several DLCs, if you want meta build.
And you can buy it with Shards, so what paywall are you talking about?
*Looking at Bubba*
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@DorkianBae said:
I use to main deathslinger so I feel you... They destoryed my fun even though my killer was only considered B tier. People whine about counterplay meanwhile Deathslinger has always been a worse Huntress.... Limited range, the chain can break before you even get your hit, pre dropping pallets denies a down and shots have to be more accurate with Deathslinger.
So yeah I'm not playing him anymore, he's terrible. Just play meta or basically quit the game is what this game has turning into...Nerfing Wraith and Deathslinger was such a joke for balance.
I just been 4 man slugging with Leatherface lately for my own fun.
I play a lot of FPS games and his ADS mechanic just sucks so much :D That lower FOV and sensitivity...
It wasn't an issue before, because quick-scope was a thing, so noone really used ADS.
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Yeah, it is kinda weird that you have to spend a lot of BP during those events, but it just gets removed... There is no way to use all of them that fast.
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@Infinity_Bored said:
https://forum.deadbydaylight.com/en/discussion/comment/2594505#Comment_2594505
I dont play deadhard.
I prefer a fair game over an easy game.
Then Blight should not be an issue for you. There are ways to play around his power.
He is not an unbeatable killer. He is not an easy killer that everyone can master. He is actually quite hard to play and you have to learn how different objects work with his power.
He is also quite map dependant. If you tried to make argument about Alchemist's ring, then sure I can think of some changes that would work, but his base-kit is fine.
I really don't wanna have less killers that can deal with survivors even in high MMR, because that would become even more boring than it already is.
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It's not possible and would just create more issues.
You can't just rank strongest to weakest. How that perk is good depends on map, playstyle, killer, skill level and probably some more factors. There is no way to make this fair for both sides, that's just impossible. How the perk is strong is really subjective. Undying is way stronger in low MMR than high MMR for example.
Other way is to value, how much those perks are used. Well, if you use your system, than weak perks are going to be used more and it will mess up balancing, because you will not be able to tell, which perks are not used much "because they are really bad", when people starts using them for more BP.
How to change meta? Easy, buff weak perks. They did quite good job in last patch, at least for survivors, it didn't really affect killers. I love Built to Last, Windows of Opportunity and Any Means Necessary. That's the best way to go imo.
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Yeah, press E...
He might be unfun to verse for you, but I love to play against him... I just don't like easy games, but some survivors enjoy it ^.
He is still worse than Nurse and it's not like Blight is easy to play.
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@playhard said:
Since become killer hard than previous game, all survivor bring COH and Shadowstep, ruining killer gameplay. This game become more focus 1vs1 than 4v1. Damn Behaviour , i cannot waiting for VHS to knock out this DBD.
I wanna try Pronight more...
That looks fun, better with friends tho
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So instead of changing animation, they changed power to fit?
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@c0rgeek said:
the boom totem cannot be snuffed. i tried every angle and it’s able to be cleansed or blessed but killers are not able to get of it
I love how Saloon got disabled like 4 times already, because survivors weren't able to cleanse, but this is fine...
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I love to do this with Pig and Twins.
Who is your killer for this tactic?
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@Kaitsja said:
https://forum.deadbydaylight.com/en/discussion/comment/2594362#Comment_2594362
And survivors will have to travel to that area every time, which means they aren't on gens. Survivors not on gens are survivors that aren't a problem.
Noone has to help them heal, which means 1 extra survivor can be on gen whole time. So instead of 2 survivors not on gen, you have only 1.
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@botrax said:
https://forum.deadbydaylight.com/en/discussion/290469/reason-why-people-dont-play-twins
Its simple the 5 second stun push the twin player away.
Yep, It's super annoying. Why not get punished by playing correctly. It's not like you have option not to do it...
They can be fun, but there has to be lot of slugging involved.
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@Kira4Evr said:
Is that the Myers achievement where you need to Mori 4 people in Tier 3?
Yes, Blood On Your Face is just to kill all survivors, easy.
I think he means Evil Incarnate... That is hard against decent survivors, that know how it works.
I have waited 20 minutes in front of a locker to get it.
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@ThiccBudhha said:
Or, hear me out, they could just get rid of face camping.
How?
I didn't really think of any way how to fix face camping, unless you also nerf proxy-camping, which I think should be a thing.
Problem is that sometimes it's just not your fault, when survivors go near hook.
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@R2k said:
There can be comprise/ solution on both sides if we discuss it with people who play both sides and not afraid to nerf both sides. But usually it's survivor mains blaming killer mains and wise versa without trying to understand how things work. As u do it here for example.
And Dh is not fine at all. If u think it's Ok, then play without it and compare results. Even if u play without it, it's so strong that every single killer thinks u have it and gives u time to use it and only then stabs u.
Same goes with Ds and Bt.
I have played multiple games with 0 perks and it was quite surprising experience because I could trick killer into thinking i have certain perk and he let me go cause of it. If only he knew....
Survivors currently are strong as Nurse players. They have everything to destroy lower tier killers and it pisses people who don't play Nurse. So my apologies, but crying won't stop no matter how hard u want to shut them up.
I love to jump into locker after I was unhooked (if there is not a pallet nearby), it's super fun to watch killer wait 1 minute, when I don't play DS.
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/2594319#Comment_2594319
Out of curiosity, do you get a successfull attack cooldown or something when this happens?
Problem is that you think you have downed them, my first reaction is usually turn around (flashlight) and try to pick them up. Which unless I notice they didn't care about my hit, I probably lost a lot of distance. So we don't really care about DH / Pallets working better, it's annoying tho, but it's just super frustrating when game doesn't give us correct feedback.
Other than that, you just get super frustrated, even more than pallet validation. It's just annoying that you can't really do anything about it, wait longer till they get under pallet? Yeah, not really an option...
Someone said that you also lose stack for STBFL, but I have to test this. It sounds super wrong.
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@MrBuffalo said:
You guys make it sound like this is going to be a meta perk.
This is not be type of perk that each survivor is using, but it will be perk that each SWF is going to be using on 1 survivor, or should at least.
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@6yXJI0 said:
People do forget that medkits exist.
People forget that this gives med-kit to each survivor, so they can use different item, or use med-kit to heal faster.