Friendly_Blendette
Friendly_Blendette
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- Friendly_Blendette
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Comments
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@glitchboi said:
https://forum.deadbydaylight.com/en/discussion/comment/2149175#Comment_2149175
Yeah, tbh Speed Limiter Bubba feels like an entirely different killer, especially with Iridescent Flesh, and it's pretty damn fun.
Iri flesh speed limiter is honestly the best #########. I am so sad I ran out of iri flesh but the broken one can be pretty nice aswell as franklins on the chainsaw or just chilli if you are a basic #########
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@DoritoHead said:
Speed Limiter Billy tho
eww no
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@glitchboi said:
based
I mean nothing feels better than getting a double chainsaw on someone
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@dspaceman20 said:
I'm not going to lie. Bill looks hot in that cosmetic.
More thirst POG
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2147044#Comment_2147044
Works well with Oppression and Pop
Isnt opression always considered a great skillcheck which gearhead doesnt proc on anymore
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@Baal said:
- Autodidact
- Aftercare
- We will make it ( not sure if that is meta or not? )
- For the people!
I love FTP too bad zarina is only level on lol
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@dspaceman20 said:
I could be wrong but what your describing doesn't really seem like a swf problem it's more of a gameplay design flaw problem.
Solos could have easily done the same thing your describing.
solos generally dont have the ability to split up on gens perfectly and not lead the killer to their teammates.
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@Phasmamain said:
- Gearhead
- Autodidact
- Mettle of man
- Solidarity
Why gearhead? I personally find it super unsatifying as sometimes it will proc but then nobody gets a skillchecks or something
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OOOh I got another one EGC made a huge BW play all 4 slugged, Kobe into SG old DS into 4 man out.
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Matching names so I brought a sac ward for the inevitable haddonfield. got cowshed
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@xenotimebong said:
On if I’m doing challenges, dailies, achievements, etc. Off if I want to sweat against Spirits and Object players. So more on than off, tbh.
I find challenges and achievements easier with it off sine I can communicate with my team in the pre game and tell them to leave totems to me etc
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@TheArbiter said:
I hate waiting in longer queue times as survivor than I have to so I will always prefer it on.
weird I normally get games quicker with it off.
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@[Deleted User] said:
Yui came out with oni. Oni is op and uses his orbs for tracking. It would make sense to not drop orbs during lucky break as an oni counter.
Lucky break only getting rid of Blood pools at your feet should never have been a thing.
Oni is not OP
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Hawkins, Ricochet, Piercing. Not only is it fun but you would be suprised by how quickly you can down if they get in a tight area since 1 knife can hit up to 3 times and it is literally impossible to miss a knife since it will bounce a bunch and end up hitting. On most maps just bringing soda usb or usb exploding is probably the best. Also only use main event on a fresh survivor. Chances are if you got main event you have put a few knives into the survivor you are chasing and its pointless. Also bodyblocking will cuck you hard.
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@Polishnope said:
https://forum.deadbydaylight.com/en/discussion/245999/how-i-would-fix-new-lucky-break-v2-0
Survivors should bleed and their blood should glow red something similiar to bloodhound effect
nope just normal blood. If you want to replace their blood with glowstick juice then bring bloodhound. If not then just learn to track regular blood
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@xenotimebong said:
I would keep the effect the same, but instead of having it proc when injured, proc it on unhook. So after you get unhooked you don’t leave blood or scratch marks for 30 seconds (or however long is balanced). Would be a useful anti-tunnelling perk and anti-Spirit perk, but wouldn’t screw over M1 killers so strongly.
Thats just babysitter for yourself
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@Verconissp said:
https://forum.deadbydaylight.com/en/discussion/245718/how-to-make-clown-more-viable-its-simple
That'd be too strong.
Clown is a Literal High B tier killer,
The only thing he needs truly is just one Extra Bottle and that's about it,
Nothin' too big. Nothin' too small,
High B tier? Yeah I dont think he is too bad and he has escaped D tier but he is still low C.
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@indieeden7 said:
Tbh I just wish there was a way to disarm traps by default, I don't think being able to just rub the ground where her trap is would make her weak.
*stares at trapper*
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Nope I played a bunch of trickster recently and I do not think he is the worst. Weak sure but worst still goes to myers.
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@Bwsted said:
https://forum.deadbydaylight.com/en/discussion/comment/2143003#Comment_2143003
That would make the perk half neutered because:
- You would know immediately if you can tunnel or not.
- You would have essentially a 100% chance of forcing the trade or the down, making camping a guaranteed hook. Bodyblocking with BT is what puts a little bit of risk into camping and you still have a good chance of getting another hook anyway..
Bodyblocking rewards unsafe unhooks and poor plays. So many time I would have easily gotten a down on the unhooker but the other person blocks a doorway for 15 seconds and I am either forced to give them a speedboost or wait 15 seconds and lose the other guy. Also I want BT basekit so it is in every game.
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@swager21 said:
It’s a poor play style (if that’s even what you wanna call it). Sure camping is the only thing you can do in some situations but if you camp at 5 gens, gtfo.
Tunneling is pointless unless you really hate that one person for some reason or you’re just a new player who thinks it’s a good and reliable strategy
Slugging isn’t that scummy. I don’t know why it’s so complained about. It has an actual counter
Tunneling is a good strategy a 1v3 in DBD is miles better than a 1v4. Sure tunneling of hook is stupid and you are just begging to get screwed by BT and giving up on free hits is stupid but if there is 2 of you on a gen and one is on death hook and the other one on 2nd or 1st hook I know who I am going for.
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@wxnickxw said:
What does make a trash killer in your view?
I'm not saying killers are trash for camping. since the devs haven't properly addressed it, it's a very tood way to win which is why you see it so often. I'm just curious what you think is a trash killer
Bad at chases.
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Its literally just the best strategy. A 1v3 is so much easier than a 1v4. For example if you get a hook in a 1v3 it guarantees more or less 0 gen progress. You chase 1 person, have one guy on the hook and the last guy has to go unhook. With a 4th survivor there is almost always a survivor if not multiple sitting on a gen no matter what
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@Awakey said:
Went against a sweat squad while leveling Wraith. I don't usually play him but he's appealed to me recently. 4 man escape, lots of messages.
Got into a lobby with the same stack. Made them eat their words with a face full of Forever Freddy. 25 minute match. 3k with one getting hatch.
Damn lol
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@Phasmamain said:
What else do they call it? Occasional testing if you’re bored or not?
Just call them quick time events thats literally what they are
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1) They don't
2) No
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@Lx_malice said:
Slugging is usually only considered scummy when you do it as bm by waiting for the person to bleed out or if you slug everyone at 5 gens as someone like Nurse or Oni. Often times though cases like these are the survivors' fault for not splitting up. Oh and slugging for the 4k is also considered scummy by some.
Slugging at 5 gens with Oni is toxic? what that literally just the Oni playing well.
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I did not expect all this love for oni just punching the wall xD his is pretty dope though and at least its different to so many killers just slapping the wall with their weapon.
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@GeneralV said:
Freddy's animation is the best.
yeah honestly he is the runner up in my eyes.
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Someone told me I was a p2w killer
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Ok I think BT is a great idea perk and so is the rework there is just one small little tweak I want made to it. The unhooked survivor has no colosion.
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2 I think
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I play both but I am more of a killler main but the main thing that stops me playing survivor is me being ######### at it xD
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2142749#Comment_2142749
It actually does have recoil. It's most noticeable on controller.
The way his recoil works is that it becomes significantly lessened the more knives you throw in succession w/o stopping (though it has a slight lingering effect I'm pretty sure). Due to Main Event's throw rate, you reach that point much quicker, at the cost of experiencing it much stronger than normal at the start. It's the same reason why I prefer the yellow throw rate add-on over the green one, as I find the recoil easier to control with the yellow.
You can see the recoil in the second clip in this thread: https://forum.deadbydaylight.com/en/discussion/240981/main-event-triggers-menu-music-distortion-when-used-at-the-very-end-of-a-match
Intresting. I do not remeber it being so bad at the begininng.
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@BenZ0 said:
https://forum.deadbydaylight.com/en/discussion/comment/2129228#Comment_2129228
D strike, Dead Hard, Unbrekable, borrow, deliverance... well I can keep going. Survivor perks are in terms of streangth stronger then killer perks applied to their role and also have less counterplay.
Look at who made the comment... take real good look.
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@PlunderingPanda said:
I know behavior doesn't give a lot of good information or timelines, but just curious if anyone knows anything about it.
iri what though
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BINGETH THE BONGETH
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@Almo said:
OINK
*muffled noises from a bush*
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@CreamedTunaFan said:
https://forum.deadbydaylight.com/en/discussion/comment/2142664#Comment_2142664
Now are we talking about recoil or spread? Because the recoil doesn't feel "inconsistent" as your aim slowly pulls up while you throw.
And I haven't missed any shots because of the now reduced spread, his shots feel very accurate now as long as you lead your shots(even when you're close up) and get use to how tiny the knife projectiles are.
I am talking about his horozontal recoil where after each shot it randomly moves to either the left of the right randomly. Also they fully removed spread BTW.
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@[Deleted User] said:
I don't actually mind the idea of recoil even as a controller player. My issue is that it's hard to control (at least, at range) because of the controls themselves, and the forced lower vertical sensitivity (which I'm not accustomed to, since it screws with diagonal movement).
One thing they should do is completely remove recoil on Main Event.
That is what happens on main event.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2141096#Comment_2141096
It’s also a skill thing. I’d argue trickster doesn’t require much skill since he has 60 blades and hitting them isn’t that difficult.
At least doctor requires good timing and doctor can’t injure over objects and windows
I have played both a fair bit and I think trickster is probably more skillful. His recoil is hard to get used to and compensate for and you have to be pretty precise with his blades. Doc does need timing but you will get by if you just mindlessly shock every time they get to the pallets and if the Doc isn't using the interview tape then its nigh impossible to dodge the shock if the doc aim even in the same direction as you. Doc can't injured over obstacle but neither can trickster on certain maps.
I like trickster but I definetly think he needs some tweaks and honestly my 2 favourite is complete removal of the recoil and either -1 knife to down or making decay much much harder. That way with no recoil he rewards good tracking of survivors and honestly the -1 knife is just cause of how much better he feels with USB for some reason a lot of loops I land exactly 7 knives so when I dont run USB I find a lot of red circle then dropping a safe pallet then having to build it up agian cause of the decay. Honestly I would be just as fine if they instead made it so knives flat out dont decay until the trickster deals a healthstate, I know some people want no decay but I feel BHVR are scared to do that. This eliminates the far too common situation of getting a survivor 1 knife from downing then they drop shack or a main building pallet or literally anything on gideon and they lose a lot of their knives.
Personally I would be more than fine if knives were permanent unless survivors did some animation and it would solve the kinda tunneling strat that you are forced into as trickster. Honestly one of the biggest counters to him is just taking hits. If he m1s he loses 4 knives progress on everyone and just bodyblocking his knives for you're teammate means their knives will decay and all the effort the trickster put into downing them is just nullified. Like I get why they want decay so its not some situation where all 4 survivors could be hit by just 1 knife and get downed but at the same time so can Ghost Face.
Tricksters biggest issue imo is the pseudo tunnel he is forced into doing, its annoying to me when facing trickster and especially annoying when playing him. Often there is someone 1 knife away from a down and their teammate come to block a doorway. Either you just blast him down gain so charge for the useless main event or you swap to melee with the new time that feels like it takes years and just m1. Neither are appealing at all as if you just put knives into him it takes much longer and you waste 8 knives but if you m1 the other person loses 4 knives of their counter. Sometimes I will be chasing someone who is 1 or 2 knives to down and see the easiest free hit on a dweet doing a dull totem but I can take it as I would lose my progress on the other guy.
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Ok it is cool and all but myers is already the weakest killer in the game without addons and this would be a definite nerf. Imagine there is some cluseless survivors on a gen just feeding you evil within and as soon as you are like 80% of the way to tiering up they hear the noise and run away.
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Bread in french.
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Knockout.
It exists only to make solo Q players suffer and does nothing to SWF
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There is Scooby Doo as an option :|
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@TheOwl said:
I respect your opinion, but I feel that making him 115% is not the correct way to adjust Trickster. Yes, he is weaker around specific loops, but he has the same issue that Huntress and Deathslinger have in this regard. Neither can get easy downs at certain taller tiles, as these tiles are supposed to be the counter for ranged killers and to make the Trickster 115% would cause him to be uncounterable.
One main change I think he needs is to have one ricochet as part of his base kit (this will give skilled players a little more counterplay around certain taller loops). Additionally, it would be nice for his main event to receive an adjustment to make it a little more viable (either increase the duration players have to activate the main event or allow players to store it once they build it up). However, despite my thoughts, I don't think he is in a bad spot at all right now, so any changes he gets should come in smaller increments to avoid making him too oppressive.
Cough cough Pyramid Head Cough Cough
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@Phasmamain said:
His 1v1 potential is kinda insane. Sure it takes time to down someone but you’re guaranteed a down in an okay amount of time due to how many blades he has.
Doc does that but more consistently at more loops and he also has info, slight slowdown and can swap targets freely instead of being forced to commit to one person. Even if you takehis 1v1 which is the only thing he has going for him Doc just does a better job and has things other than the 1v1. The 1v1 doesnt really matter in a 1v4 game. I have been playing a fair bit of trickster and like yeah every chase doesn't take that long but slinger/huntress/doc/ph all could have gotten it faster and as trickster you get downs sure but you then have less mobility than a trapper to get to gens and I genuinely have had situations where if I was a 115 I would have gotten to the gen in time. Literally I turn the corner and the gen pops if I was just slightly faster I would have gotten there in time. I like trickster and he is fun to play but aside from it being fun to just go pewpewpew at people there is nothing that makes him a better choice than other killers. Literally everything trickster does there is someone else who does it better except for 1 thing and that is his TR is 24m and quite af. Honestly its like he has basekit monitor it is so quite for the first bit.
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@zippie said:
I love spitballing ideas and trying to come up with solutions or alternatives to problems in this game. They’ve been arguing for so long about how to counteract ######### players like teabagging or face camping, and I had an easy way to reward good players and incentivize sportsmanship.
At the end of the match, in much the same way that you can report or give a thumbs up, you can gift the player 1k BP. It doesn’t come out of your winnings, it’s just there as a way of saying ‘GG thanks for being cool’. Every player can get up to a 4K bonus for sportsmanship.
Obviously it’ll be exploited by SWF who will always give each other BP, but they’ll still consistently lose out on 1 or 2K if they choose to be #########.
For the majority of players, I think it would be a good incentive to play friendlier. It’s just a bonus so if you don’t get much it’s still more than you would have otherwise gotten and could even have rift challenges tied to it.
I think it would mostly have a net positive outcome for quality of life for the game and help out new players.
Nice I made a post about this exact thing yesterday its nice to see other people think its a cool idea :D
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makes the game super boring
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@Crowman said:
There's no reason to have profile comments open to public tbh.
I love the salt comments.