EnderloganYT
EnderloganYT
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1: Slenderman Paragraph
New killer: The Static
2: Scooby-Doo Paragraph
New Survivor: Shaggy Rogers
3: SCP Paragraph (could be chapter but I digress)
New Killer: The Plague Doctor (049)
4: Sirenhead Paragraph (yes I know he's like 40 feet)
New Killer: The Siren
5: FNAF Chapter
New Killer: The Animatronic (Springtrap)
New Survivor: Charlie (from the books) I guess, maybe Henry.
New Map/Realm: Fazbear Entertainment or Circus Baby's pizza
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Just make it less abusable (I'd say if another survivor went into the dying state or is hooked while active deactivate it) and make it so progressing the game in any way (exit gates/gens) deactivates it as well. to compensate, time will not decrease when on the ground.
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past Myers main here
Myers is not a killer whose power is for in the moment situations. He's a build up killer, and is going to probably lose a gen or two at the start.
but once you get the snowball rolling, it rolls FAST. the ability to one hit down multiple people at a time makes him really good in some situations and heavily punishes overly altruistic survivors.
his perks are overall meh, following the pattern of one good (STBFL), one meh (PWYF), and one bad (Dying Light) that's present in most killers and their teachables (the only exception I can think of would be Spirit) so playing with just those won't go well, you need better perks.
plus, you only played 3 games with him. he takes time to learn, he isn't going to work wonders immediately, you need to learn strategies and builds
basically: practice and get better perks on him and you should start doing well
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yall sleeping on how bad it is with Ghostface. he often can't stalk through the corn, but the survivors can reveal him through it.
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Ladder: no thanks, seems way too powerful since only survivors can climb them
RPS: no, it seems like a replacement to breaking and has a very minor downside since it can be easily repeated on a pallet.
Water: why not
Proning: sure, though I'd prefer it as a perk if anything since crouching seems to work fine (especially for those blendettes)
Firecracker: I'd like them, but they might clutter the bloodweb with more useless junk. they don't really need addons
Baseball bat: NO. a large point of the games setting (at least to me) is that the survivors are nearly helpless and have no real way to fight back. The killer is the power role, and being bullied by a team of survivors with baseball bats would take that away. On top of being able to use them while survivors are being carried? NO THANKS
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Ghostface is such a fun sneaky boy and it always feels good to get a mark off when you know you really shouldn't have
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All they should do is add a totem counter to small game or something. NOED itself is fine, the main problem is that often you have no idea if your teammates have done anything regarding the totems.
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say nothing and move on
I would do GG but i'm on PS4 so it's not worth the effort
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out of these I got to say Candyman. mostly process of elimination
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I like the scary bear game, sue me.
it's just fun (especially some of the newer ones)
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@[Deleted User] said:
I'd prefer moris be nerfed in a different way. For example, make the ebony mori let you mori everyone when they're on death hook only. Make the green mori only apply to the obsession on death hook (you could still get multiple death hook moris if your obsession switches). Keep the yellow one the same.
the problem with death hook moris is that they become useless in the majority of scenarios. I'd say after everyone has been hooked once, you can start moriing them. this encourages the killer not to tunnel off hook which is what I see complained about the most.
I do like your green idea though
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they could unplug their router. simple enough.
Apex is not a good comparison for this either, because that game has lots of players a match (100 I think) so even if someone DC's it's often not noticeable.
Personally I'd prefer a Bot to replace DC'd players.
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I'll never abandon my Jakey boy
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1396024#Comment_1396024
If you are discouraged from cleansing totems, that's a you problem, not a solo problem. You often have no idea if other survivors are working on gens either (unless you're hooked or in the dying state), but you still work on them. You need to do the same for totems.
If survivors stick around without cleansing totems to taunt the killer, getting hit by NOED is just the natural outcome and 100% deserved. There's nothing that needs to be fixed.
the difference between the two is
A. the gens are the main objective and the sole thing you need to get done during 95% of the game, and as such it's a safe bet to assume at least 1 or 2 teammates are also working on it. dull totems have no use other than points and NOED spawn locations, so often (at least from what I've seen) people will ignore them, or will do them when they see them, but not specifically look for them. thus it's never a safe bet to assume if your teammates have done any, because who knows if they cared enough to do it.
B. Gens have a counter (as in how many are left), meaning you know roughly how much progress has been made on that objective, so it's easier to know what you need to do to complete it. Totems don't, and since there are no auras for them (which i'm not suggesting they add) nobody knows if their teammates did the others or if you just haven't found the rest, resulting in you telling yourself "well i'm sure they got the last one, I did 4 and can't find another so I'm sure it's done" and then getting NOED. a totem counter would let you know if your teammates did the last one or if they didn't, and from there it's up to you to decide whether you want to play it safe and look for it or take the risk.
essentially, since they are a side objective (that often has no purpose) with no counter (again, the number kind) people find themselves saying "I'm sure they did it, right?"
a totem counter would make it so that it's up to you to decide if it's worth taking the risk, or if you're better off safe than sorry. plus it would fit with small game, and it wouldn't hurt to have it in-game
also I know that it isn't a problem with solos, but rather the individual. the problem is that SWF's, especially 3-4's, can keep track of totems easier because they have more communication and can tell each other how many totems they cleansed. not a solo issue, but the difference between the two causes the issue
and this is from a pro-NOED person, it's one of my go to perks on killer. I think the perk is fine, but the survivors do need a tad better communication in some form (preferably a perk)
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@JustCats said:
https://forum.deadbydaylight.com/en/discussion/comment/1394787#Comment_1394787
I haven't played survivor in a bit so maybe I'm unaware. Are solos unable to do bones during the match? Can they not just leave after last gen? There's only been one patch since my last survivor game but I don't remember either of those things being a thing.
the main thing is the lack of communication means that often solos will have no idea how many totems have been done and how many are left, which discourages people from even trying to cleanse them all without a SWF. (source: my solo games/hell)
as for leaving after the gen, they still need to open the gate and do the mandatory T-bag, and that bit of time could make all the difference between letting them escape or getting the kill. (source: I main killer/hell 2: hell harder)
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the most they should do is offer a totem counter in a perk or as basekit to help Solos. and please give me your best Anti-NOED phrases so that I may say why the are wrong
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It's a strategy, no matter how bad it is or how scummy it is. it's something you just have to deal with
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I often stalk when they don't see me, and if their stalk meter is above 50% after they snap me out I just wait for the power regen mid-chase and finish it. I can stalk faster than they can snap me out, and the no TR or red stain helps a lot mid-chase. I also run the Chewed pen and the Address book since it helps the most with my plans.
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I wonder, why is GF a low B? to me he seems like an A at least
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I'm just a humble Jake main
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that's just standard latency, something we all have to deal with from time to time
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please help my clown boy :(
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while on paper that sounds like a good idea, it'll lead to more hook suicides. people who want the crown cosmetic on everyone will take it and kill themselves so that they can move on quicker. not something we really want
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gets way more hate than they should. not the best, that's for sure but not bad
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we could offer help if you tell us more. what perks do you use, what do you do once spawned in, etc.
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Ghostface seems a lot more well equipped for what the current meta is. since gens go fast, GF's ability to lean to expose and down a survivor seconds into the game provides a great advantage, and since you don't lose stalk upon being found it's possible to lean stalk in survivors view 2 or 3 times (depending on add-ons) and expose them (which is helped greatly by his Chewed Pen). another plus, the ability to turn off the TR and stain at will is greatly beneficial in and out of chase, since it makes looping him harder.
But that's not to say Myers is outright worse. with specific builds tied to specific mindsets (such as M&A, get to T2, and play with the advantages of T1 and 2) one can easily experience the same or more levels of success. it's just that GF is all around good and doesn't need a specific build, just your standard Pop, BBQ, etc while Myers has more to gain from specific builds and strategies such as Scratched mirror or Tombstone.
To conclude, GF is naturally better suited for the meta, but Myers can be scarily effective with certain builds or strategies. so neither is outright better, both have strengths and weaknesses that make their playstyles very different to various levels of success. For me, I've had much more luck with GF, but I did use to main Daddy Myers and I must say, he's really good.
TL;DR: I ranted about how GF is a greater base than Daddy Myers but Father figure Michael works great in certain builds so it's honestly up to preference
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/1364049#Comment_1364049
I'm talking about cases where there's no sight of other survivors, no scratch marks, no groans of pain... absolutely no reason other than the killer is mad/bad that they stay near the hook. Come on now.
you can't just pick and choose what makes your point best, you have to look at all scenarios. but, for the sake of explaining why you're wrong about it not being a good idea, let's discuss both and a third one as well.
To start, No survivors (actual camping)
in this scenario it works fine, nobody is nearby so it's not possible to be abused. but, once someone approaches or if it's scenario 2, then we have an issue.
Scenario 2: survivors are (supposedly) nearby
now I say supposedly as sometimes your BBQ doesn't show all available auras, which means either someone has an aura disrupting perk, they found a locker, or they are near the hook, so staying to check for others is justifiable in that situation, but still costs time.
anyway, if the killer finds someone and they get into a chase, it is in the survivors favor to stay near the hook, as this will give the others more time to get to them and unhook, so the major exploit has been found. on top of that, even leaving the area puts him near the hook for a couple seconds, which wastes a bit of time in a game where every second is important. not an exploit but a problem nonetheless. now then, we've seen the exploit, but it's time for another glaring flaw.
Scenario 3: the 3-gen
this scenario imagines the killer having hooked a survivor near the finale 3 gens because the survivors three genned themselves.
Hooking a survivor near a three gen is the best thing you could do in the scenario. it allows you to quickly attack unhookers while defending gens, and leaves you with no real reason to leave the area. of course, staying near the area and defending the gens means being near the hooked survivor. this would mean the killer gets punished for doing his job effectively, and helps the survivors because they messed up and three genned themselves.
in conclusion, the idea is good on paper, but in practice it's exploitable and flawed in ways that punishes the killer for doing their job.
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Noob3. dudes just funny
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I'm fine with it. it's something i for one don't really care for since I don't read the lore, but still I think it'd be a neat little thing
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I try, it just doesn't work
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tbh for me the OG looks much spookier. with the new one doesn't because it looks scary in the world it's placed in, meaning there is no way anyone with half a brain would trust him. the OG just looks like any other clown, and nobody would think it could be who it really is.
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need proof?
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I say just make it so at the start of the game, the survivors are notified that the killer has it, and they get a totem counter next to it. that way it punishes bad teamplay while giving the survivors the necessary to remove it. and Killer mains, if you feel like complaining about this, think. if they work to cleanse all the totems, that's less time on gens.
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possibly. The last one (the blood rush) was in April, which wasn't too long ago. however with the 4 year anniversary event coming up I could see them doing something, although it's not guaranteed
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Alright time to do the review
Power: seems very OP. basically getting to hit two survivors at once is broken, and needs HEAVY repercussions. something where it takes lots of time to learn, and is challenging to play because of the drawbacks, but very rewarding (high risk high reward)
Slow Glory: I'd say make the tiers based on speed lost (maybe 2%/3%/4 or 5%) and the time be 25 or 30, but otherwise a great perk against survivors who finish gens in your face.
Ninety Five: an alright slowdown perk that works really good on setup killers like trapper. I'd say just lower the tiers to 15/25/35 to make it a tad more well rounded. (also it should state that the gen can't be regressed rather than kicked to avoid confusion with perks like ruin or Surge
Auto Shut: too passive and needs to be a perk you activate manually, while keeping it's autonomous nature. I'd say that if you approach a closed hatch, you may tinker with it to make it close automatically after a bit of time. to compensate, the time can be lower to 70/60/50
Overall: not the worst I've seen. the perks are alright, but the power needs looking at.
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Nurse and Spirit are always high up, but GhostFace is god.
with the Add-ons to increase recovery speed you won't need to do much. by the time you can catch them your powers back and you can stalk without stealthing to one hit anyway, and the stealth makes loops with LOS blockers so easy. he's got like no weaknesses besides loops, and even then he gets help on some of them. you revealed him? Killer Instinct. you a avoided the stalk time? well he's already back on you. he missed and got knocked out of stealth? he's close now. you're doing a gen? YOINK. walking around? exposed.
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Trap daddy pulled me in, to the point I mained him before getting Mike Myers.
then I switched to survivor because it was so much easier
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yeah BBQ because my other main teachables are for my main, Ghostface.
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TBH Alien has gotten to a point where it's more of a dark Sci Fi than a horror (like how Child's play later became more of a dark comedy than a horror)
I wouldn't be opposed to it, and from a Business standpoint it's obviously a good deal, but I feel other licences would fit better for the time being.
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GhostFace because in all honesty they seem really fun at parties
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different add-on mixtures making different colors would be cool as hell
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Slinger: he's aight if you're good with your shots, otherwise he can be a mess. I'd say he needs some kinda buff, but nothing major. he does rely a bit on add-ons I've found
Oni: a good player will do very well with him, but he does have a weak early game until you have the chance to hit 1 or 2 people. overall very powerful. that's all I have to say.
Clown. b a d. no pressure, kinda useless power, and can still be looped into oblivion. he needs something else to his potions. as they stand they don't do a whole lot. I'd say add an extra effect when they are hit directly, but not something abusable like his redheads pinky add-on. he's the worst killer in the roster, because although legion is in a bad spot, they're at least situationally good. clown is bad all around.
edit: forgot shape oops. anyway, Shape is a solid A or B tier. he's certainly strong, and can wipe out careless teams quite fast. however, his chase isn't the best, hence why often people will pop it when right behind someone. to conserve time and avoid wasting it on 3 loops. he also suffers from the stalk limit, because once one is drained it becomes harder to take them out. overall he's in a good place and is not at all add-on reliant, but I'd say GhostFace is the better stealth killer.
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@gatsby said:
Decisive Strike deactivates when you have begun healing or working on a generator for more than five seconds.
If you want 60 seconds of immortality after being unhooked, fine. But doing productive stuff because you have immortality and don't care if you get downed is abusing the perk.
they will just tap gens repeatedly which while not ideal still gives them 60 seconds of free time to do whatever
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personally I'd like FNAF in DBD. I know, it's heresy. even suggesting that the scary bear game be entered is punishable by death! but I mean springtrap would be cool and despite what people say the fanbase has gotten better and isn't just kids anymore.
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yes please
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it made the pool of viable killers even smaller.
I know it needed a nerf, but the timing and execution wasn't the best
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ahem.
Clowns bottles will help disoriante the others, which aids GF in his stealth, to allow him to get some really easy hits.
Doctor can make it really difficult to figure out who the real doctor is, making him a long lasting partner. on top of the illusions the clown can make it even harder to hit the real Doc.
GF on his own is good, but the abilities of the others help him tremendously. I've already stated why clown is great for GF, but Doc will obviously be the main target from most killers with sense as they will quickly realize he is a priority due to his illusions making him a very defensive foe, which gives GF more time to take down a couple of the others.
TL;DR their powers have great synergy for a fight
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do bones? this is about NOED now?
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once I got left on a hook during a match with a farmer. they were 2 hooking everyone but didn't tell us to get chase points easier (he had a hunt ritual he wanted to do). I got hooked the second time and struggled until death. one was being chased, another let go on 2nd hook, and the last wasn't doing anything. just running around aimlessly, often running past gens. that sucked.
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this is certainly convincing, but once you look closer you see it's fake
