DyingWish92
DyingWish92
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- DyingWish92
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When I get sabo squads that don't allow me to get a single hook I stand over the person who's downed until they bleed out. Tier 3 ready in case anyone gets close. You wanna make the game annoying and no fun for me I'll do the same.
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/2827356#Comment_2827356
Right lemme just chase this one survivor using dead hard as an m1 killer for half the game for one hook at 2 gens
Lmao exactly.
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@[Deleted User] said:
Disagree. I think she is better than The Trapper at least just because she can do a lot more. Also, people say Michael Myers is one of the worst killers and needs a rework etc and he is still one of the most played killers. So i think Sadako will be fine.
People who say Myers is the weakest have no idea what they are talking about. Having insta downs basically when he wants it is extremely underrated. You can even camp people into second hook state if you want with tier 3, no one can come close to save. By the way I don't do that but yeah if it comes to it at endgame you can have that tier 3 strategically ready.
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@sizzlingmario4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2845291#Comment_2845291
Yes that’s the problem then. What happens is when Ruin is cleansed, Undying transfers it and deactivates, but the game doesn’t handle this properly and any generator that is not being worked on at that moment will stop regressing. If a survivor touches it later and lets go then it will start regressing again.
There is video proof of this bug in this report from last year which was never acknowledged by BHVR:
https://forum.deadbydaylight.com/en/discussion/292673/ruin-not-regressing-generators
You can see in the Groaning Storehouse clip that the killer pushes the survivors off the main building gen. While chasing there undying is disabled, and the gen stops regressing at that moment, because ruin being cleansed normally stops regression immediately, but in this case undying is taking the fall for it instead.
If the undying totem is cleansed first (and not ruin), then this issue will not occur.
Kind of a big problem that can cost killers a game. Why hasn't bhvr addressed this jeez.
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@sizzlingmario4 said:
Were you by any chance using Undying with it?
There was a bug a while back where Ruin was not regressing generators after being moved to a new totem and idk if that ever got fixed or not.
Yes I was using Undying. Undying was cleansed Ruin was not. Or perhaps Ruin was cleansed and switched to the Undying totem.
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No stealth killer should have a lullaby. That's 100% survivor hand holding by the devs.
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God pallets are a joke and should be removed from the game completely. No gameplay for then killer. Also I've said all maps should have 5-6 pallets removed besides shelter woods and the game becomes 100% more balanced just by doing that. Removing 50% of pallets is to much.
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@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/2838836#Comment_2838836
"Eyes are too difficult to use"- This never really makes much sense. Sure, you can use your eyes to easily see the killer when in the open, but what about when you're not? A lot of times gens are located in places that make it very difficult to know when a stealth killer is approaching. I couldn't care less if they make Sadako completely silent, just sharing my thoughts.
That's kinda the point of a "horror" game when a psychopath or monster is around but you aren't sure where they are. Makes it scarier but not in DBD.
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@StarLost said:
Now, the only data we have available is Steamcharts, which shows DbD at a low right now, when compared to the gigantic growth the game saw last year.
Despite the surge of players from March through June, we are now back to basically the same pre-surge number as March last year.
I have to wonder...why?
I'm still having a lot of fun. The last few new killers have been decent, a lot of nice little changes have been made. Compared to when I started (late 2020 if I recall correctly) it feels significantly better - but this game appears to, at the very least, be stagnating.
Maybe it's because the quarantine measures have started to relax and people are going outside again?
Is it that the 'surge' players just didn't stick around, or went back to/found other games?
Or maybe the game is sort of peaking, and will maintain similar numbers from hereon out - a big spike in the summer, then a steady falloff back to where we are now.
Going to be interesting to see what happens this anniversary event.
Hackers, atrocious balancing at high levels for vets, stale meta perks that are just a complete and utter chore to play against at this point. Dead Hard mostly imo.
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@fulltonon said:
Sometime it's literal exploit as auto-aiming forces you to miss a hit.
Yeah I'm not surprised at all.
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@Veinslay said:
The best suggestion to fix Dead Hard has been said countless times at this point. After using the perk, you can't vault or throw a pallet for 3 seconds. Done
That's literally the perfect fix.
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@toxik_survivor said:
https://forum.deadbydaylight.com/en/discussion/313070/dh-being-use-by-3-4-survivors-every-match
It's an anti tunnel perk don't tunnel. If survivors have it but never get to use it (because you didn't tunnel) then it's useless and therefore an empty perk slot
I'm talking about Dead Hard not Decisive Strike.
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@Dstorv said:
4-3 survivors with dead hard. every. single. game.
its gotten old.
im taking a break from this game until this crap is fixed/nerfed/removed from the game.
bye.
You're gonna flamed for how you worded this but I agree with you. Dead Hard usage is insane, every game is 3-4 people using it, it makes playing killer a lot less fun.
They nerfed Ruin on the killer side because of the same thing, usage and the strength of the perk. Dead Hard though since it's a survivor perk still not touched.
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As a Myers main I don't know how I feel about this. Having a tier 3 hit basically canceled would feel like SHET!
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@Sunbreaker7 said:
I have often used pallet destroying build with all perks prioritizing quick chases: Bamboozle / Brutal Strength / Enduring + Leatherface Chainsaw for quick pallet breaks in anticipation. Despite this, I often find myself breaking pallets even at the end game when all pallets should be destroyed by then but no, there is just SO MANY of them.
Imo it's the biggest reason thr balance of this game sucks. Survivors have to many pallets to use.
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Someone actually said killers shouldn't be able to use there power within 12 meters of a hook. Is this for real?? So endgame the survivors just get a free escape, GTFOH with that crap.
You implement that and watch how the cocky swf teams abuse that to death.
Does anyone even want killer players in this game anymore??? Between boons, 4 man dead hard squads, and the horrible safe pallet heaven maps soon there will be no killers left.
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Blood Echo without a doubt.
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@Icaurs said:
Brutal strength, I think can work, the increased vault speed could also help decrease the distance gained on loops, however I think the stun time should not be touched. The reason being is because of the unsafe pallets where the survivor can only gain distance if they get the stun and I would be concerned decreasing the stun time would make those pallets useless. With bloodlust this would result in chases bloodlust shorter as killers wold get the speed boost faster. Would you be willing to increase the average amount of pallets to compensate this? As for the undetectable and gen regression, They should be fine.
Increase the amount of pallets? Have you actually lost your mind. There's already way to many which causes lots of imbalance.
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As usual no discussion somehow on this.
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Dead hard for distance. Nothing else on either side.
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@scoser said:
I'll give the devs a 2 for 1 deal. They can remove ruin and NOED in exchange for removing dead hard.
As a killer main I would take this. That's how much I hate DH.
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@JonahsTablet said:
Play Nurse bro, I used to hate pallets, but after a while of playing Nurse, I began to miss them.
Playing Nurse. 1 killer out of how many?? Yes I realize pallets are useless against Nurse but I don't want to play only Nurse. That's not a good suggestion for making the game more balanced or fun.
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99% of the time survivors last switch to a different character or item its a bully squad and I'm dodging. There is nothing interesting going against 4 dead hards, sabos, clicking, God looping and gens being done in 4 minutes despite anything you do. Yeah I'm dodging sorry not sorry.
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@dictep said:
https://forum.deadbydaylight.com/en/discussion/comment/2831589#Comment_2831589
Well, we use bt and ds only because you can camp or tunnel
Survivors have 16 perks that can be syergized as a team. Killer has 4 perks. BT and DS are infinitely stronger then those meme perks I just listed above for killers. BT and DS can carry you to an escape completely on there own.
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8-10 minutes feels fun. Less then that and the survivors probably blew through the gens and its lame. Or longer then that and survivors are probably getting dominated and now hiding which is SO BORING.
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Here come the "use mad grit, agitation, and iron grasp" morons. Yeah use an entire build for carrying survivors when they MIGHT be body blocking.
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As Killer I HATE going against dead hard, absolutley hate it.
As Survivor I honestly don't really despise any perks but I play solo mostly so I don't enjoy ruin, Undying, tinkerer.
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The counter is to keep your eyes open, good God come on man!
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Close some of the windows in the houses and get rid of the damn god pallets in the school, crap design. God pallets are in the dumbest sh1t in this game. Only God pallet should be shack.
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Do you teachable perks unlocked?? Sadly that's the answer.
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Trickster is one of the weakest killers. He's slow and his knives are useless if you loop him around a structure. Stop crying for more killer nerfs.
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@Ginger_ninja493 said:
https://forum.deadbydaylight.com/en/discussion/311719/disable-dead-hard
Nurse was bugged, dead hard is just a popular perk because of its value in a chase. A counter to it is just bait out the dead hard, wait a second before attacking and you will either make them waste it or land a hit.
Just because it's a meta perk is not a viable reason to kill switch it.
No one complains about dead hard when it's used out in the open in a corn field or out the open on blood lodge. It's abused for distance to pallets and windows. This bait it out" crap is getting old, you can't bait that out when it's used for distance. Anyone saying "just bait it out has no idea how this game works i guess. Just like you can't counter noed if the killer hooks you right next to his noed totem.
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@Mandy said:
Dead Hard is not bugged - perks/characters/maps etc are only "killswitched" if there's an issue that's considered to be game breaking. Dead Hard is working as it was designed, therefore no need to disable it.
Working as designed. Giving every survivor and there mother a million second chances and canceling out any skill or mindgame the killer used to get the down. Well designed. Ruin was nerfed for the health of the game for survivors. Dead Hard is easily causing the most frustration and distress for killer players and more then half of survivors use it but its working as designed. It's overused and to powerful with how fast survivors objective is.
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/2820497#Comment_2820497
I tried a few times, even made topics about it. But I always got talked down and told that "pallets are already a limited resource and are fine" or even "the pallet count has gone down and down over the years and patches with just of small outlier. There were never fewer pallets in the game then now", yet I got the feeling that there is a pallet at every loop anx at every corner. You don't need Windows of Opportunity, just run at a random tileset and you will find a pallet there.
But well, run Enduring it really helps a lot.
I was messing around with Brutal and Enduring on Myer for a bit. It definitely feels much better dealing with pallets but of course taking 2 perk slots just for dealing with pallets kills you with the gen speed. Maybe I'll try Corrupt, Brutal, Enduring, and Pain Resonance or No Way out.
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@OpenX said:
https://forum.deadbydaylight.com/en/discussion/comment/2820555#Comment_2820555
Then run chase perks or play better. I use 3 chase perks on Myers sometimes. Endfury Coup de grace Myers doesn't care much about pallets.
Run 3 chase perks and watch the gens fly. Come on now. I'm talking about top survivors not potatoes. Once good survivors know you have fury/enduring they predrop everything. I sometimes use bamboozle on myers though because it's good on him.
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@OpenX said:
https://forum.deadbydaylight.com/en/discussion/comment/2820497#Comment_2820497
Most of the latest killers don't care much about pallets. Artist is probably the most anti-pallet killer they have released since Nurse. She literally doesn't have to kick shack pallet, and I have played entire games without kicking a single pallet as her.
Cool but what if I wanna play Myers because he's my main. Or Pig, Clown, or Legion. I hate when peoples answer is play a different killer with anti loop. I play all the killers. JUST PLAY NURSE OR BLIGHT. How about I wanna play dam killers I paid for and not worry about being destroyed by pallets all game.
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@Kharbarg said:
https://forum.deadbydaylight.com/en/discussion/comment/2820497#Comment_2820497
I think the same as you
I'm of the mind set that survivors who are in high mmr swfs shouldn't have a million pallets. Solos fine. Swfs on comms who wanna sweat, reduce the pallet and resource count and we'll see if they are still as cocky as usual.
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@NemeanXIII said:
There are to many boons you have a boon that gives you unbreakable,you have a boon that heals you 45 % faster, you have a boon that hides noises, scratch marks, and blood
Not to mention cobbled by perks that not only increase healing but gen progression also bite the bullet, leader, spine chill, the Felix perk Desperate Measures
Ace's Ante Up,Lucky Break now the new perk parental guidance which has no cool down
Please that is enough do you realize how hard the killer job is.Its hard enough for the 1 v1 and now you have every survivor basically can reset any progression you make as killer.You need to now give every killer an expose addons to just to counter this
2 gens left every survivor resetted and you have to break off a chase on to start the same process over and guess the survivor you let go their fully healed you stand hardly no choice against high MMR survivors like this
Please consider to stop making healing perks and boons or give all killers and exposed addons star struck, make your choice is situational at best.
The biggest problem in this game is to many pallets, I don't know why this isn't talked about more. This is the primary cause of killers being unable to play the game until 3 or 4 gens are done. Against good survivors which there are a lot of now.
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If they came out with a 4v1 Halloween game with Myers going against survivors I'd quit this game in 2 seconds. I think the state of the game is terrible. If you go against good survivor who know how to use these safe maps and do gens and use broken perks CoH and DH it's over.
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Bam exactly. This right here is why. Survivors constantly complain killers camping and tunneling takes the fun out of the game. You know what else takes the fun out of the game? Survivors splitting up on 3 gens and ending the game in 4 minutes.
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Played as Legion, 4k at 5 gens. Survivors going down instantly and one survivor went down to the mending bar because they didn't mend. Total potatoes. My next 3 killer games I'm against people who make me just wanna quit the game as i can barely get 2 hooks all game. One chase=3 gens. There's no in between, the matchmaking completely blows a$$hole.
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Tricksters power is USELESS at jungle gyms and high structures. He doesn't need a nerf. Stop running out in the open where he can down you quickly.
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"The killer was camping hooks all game."
Killer was never within 32 meters of a hooked survivor.
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Dead Hard is the worst designed perk in the game. With how fast gens are and how many pallets there are on a map Dead Hard should not allow chase extensions. Survivors already have to much to work with and then they can get that free second chance which can extend a chase for 2-3 gens if you indulge in the chase still.
CoH is busted and always will be unless they give blessing totems an 60-80 second cooldown.
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@BoriskyTheFox said:
https://forum.deadbydaylight.com/en/discussion/comment/2806672#Comment_2806672
I feel like you are exxagerating. Yeah sometimes survivors can break them fast but most of the time.. they stay active for so long. The only possible way for hex totems to get destroyed that quickly is SWF. Solo teams cant find and break totems that quickly. This is why hex totems are unfairly strong against solo teams.
Totems spawns are still bad. Spawning out in the open or next to gens. I'm not exaggerating. If I use Ruin, Undying they will both be gone within 2 minutes more 75% of the time.
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Less then 2 minutes.
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I have almost 2000 hours in the game and I still feel like this sometimes. Some games you simply can't do #########. I watched SpooknJukes stream tonight and the survivors did all 5 gens in 2 minutes and 47 seconds. He finished with 2 hooks and had some chases as well in between, I don't get it. No prove thyselfs or brand new parts. The speed at which survivors can do their objective is just absurd and its crazy base gen speeds have never been touched.
The gens get done so fast sometimes you wonder if they are cheating, most likely they aren't, survivors objective is fast if every stays on gens and knows when to pair up on them.
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My solo queue build is DS, Lithe, Kindred, Windows.
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@NightmareReborn said:
Killer Perk - Hex: Cursed Containment
When there is one generator remaining, two dull totems, atleast “x” meters away from each other, turn into hex totems. The last generator will not activate until atleast 1 of the 2 totems are destroyed.
I like this one.
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@Yankus said:
I'd gladly sacrifice noed for a deadhard nerf
Same