Friendly_Blendette
Friendly_Blendette
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@TWiXT said:
Scourge Hook: Empathic Agony
The Agony of facing ones mortality takes it's toll on your victims, crippling their ability to press on.
At the start of the Trial, 4 random Hooks are changed into Scourge Hooks:
The Auras of Scourge Hooks are revealed to you in white.
Each time a Survivor is hooked on a Scourge Hook, the following effects apply:
Scourge Hook: Empathic Agony Gains 1 token, and for every 4/3/2 tokens gained all survivors suffer from a persisting status effect for the remainder of the trial. (maximum of 8 tokens)
2 tokens: All survivors who have been hooked at least once on a scourge hook suffer Blindness.
4 tokens: All survivors who have been hooked at least once on a scourge hook suffer Hemorrhage when injured.
6 tokens: All survivors who have been hooked at least once on a scourge hook suffer Oblivious.
8 tokens: All survivors who have been hooked at least once on a scourge hook become Exposed.
All tokens and status effects are Lost if the End Game Collapse is Triggered, or if you Hook the same survivor Twice in a row on any hook.
Basically, this perk punishes survivors and rewards you for hooking a different survivor each time on a scourge hook. It encourages going for hooks over kills, and only rewards you if you avoid hooking the same survivor twice, keep survivors from opening an exit gate, or avoid shutting the hatch.
What do you guys think?
Needing 8 scourge hooks + them previously beeing scourge hooked feels too weak to be useful not to mention the hook twice in a row and endgame stipulations. Even if it was all hooks it wouldnt be great tbh.
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@Huge_Bush said:
To escape MMR hell, I suggest you run a stealth build that includes Plunderers for a chance to get a key (or just bring in a key). Play selfishly and let your team die and escape from hatch.
I’m not really sure if hatch is considered a win, so this strategy may not be the best. It should tho.
Considered a draw IIIRC
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@TWiXT said:
Lotta high BP earned in that game, for both the killer and the survivors, I'd say that the game wasn't as "ez" as claimed. 4 escapes is still 4 escapes though, and with that many points earned the killer shoulda at least got 1 of them.
Im guessing it was an 8 hook game so probably came down to chasing the wrong people instead of the ones of deathhook,.
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One backpack, onemy actual build that Im currently running (usually the one I change for archives), one for sweating but I never really get around to making those XD
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@Khar said:
https://forum.deadbydaylight.com/en/discussion/comment/3151720#Comment_3151720
My cause for tunneling is fast gens.
If not tunneling gave you more pressure and helped slow down the game better than tunneling would you tunnel?
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Wayyyyy too tempted to use the new copypasta.
Well yes killers go on huge winstreaks but so do survivors. Most of those matches are stomps with a few struggles because MMR is wack. Think of XQC(have not heard of Overwatch in so long hes the only player I remember) trying to get a quick match or arcade mode winstreak chances are they are going to be really high because most people in those lobbies are casuals. Winstreaks contribute 0 in terms of game balance because both sides can do it and its mostly down to poor matchmaking and there being very few players that match their skill.
Also DH and Iron Will had it coming. Didnt Ruin and Pop also get massively nerfed in that patch. Oh year and pain resonance. Its almost as if it was a patch designed to weaken the top perks and buff others in order to change the meta. BT is the same exact perk, actually it got buffed with the move speed buff.
And yes solo Q is miserable you know it, I know it and everyone in the the "killer echo chamber" knows it and is talking about it.
To top it all off BHVR looked at their own statistics and thought the kill rate was too low. So yeah it was made off an objective look at the game not the vocal minority.
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@brodyman1219 said:
A good killer idea would be like a siren (the evil mermaid) were from far away they appear as a survivor and make injured noises but close up like say 10 meters about double the distance in a chase you can see they are the killer and make them really good looking cuz we need a Good looking killer no cap
Is myers and huntress not enough for yall. YOU NEED MORE HORNY NOW
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@Thusly_Boned said:
If you're a low MMR killer, this shouldn't be a problem, survs down there are, uh, not good
https://forum.deadbydaylight.com/en/discussion/comment/3152073#Comment_3152073
If someone almost never plays killer, this might be the worst option
Plaid flanel carry B)
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@TheWheelOfCheese said:
This really isn't that hard of a challenge on a strong killer. I got it on Spirit first try, and it definitely helps that matchmaking is all over the place right now because at some point you'll get matched with bad survivors and it'll be cake.
Ive bene tryna grind sadako but anyway I got lucky and had an afk survivor the first match so
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Try some ######### they removed but not for long.
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More people bring prove and strong toolboxes after the nerfs to old meta perks.
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@BenZ0 said:
https://forum.deadbydaylight.com/en/discussion/comment/3151798#Comment_3151798
I meant ppl who streamsnipe him, besides hackers he gets alot of "normal" stream snipers who just try to ruin his games by sweating with their teams or tunnel him out.
Not everyone sweating or tunneling is a streamsniper. Also why would BHVR go out of their way to help a streamer who go stripped of their Fog Whisperer. He no longer has any more ties to BHVR than any other streamer. Im not condoning people harassing him this whole "drama" is so blown of proportion but he has been pretty disrespectful on twitter and this is just the consequences of that.
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@Kaitsja said:
https://forum.deadbydaylight.com/en/discussion/comment/3151720#Comment_3151720
Tunneling would be less prevalent with DS not only getting the 5 second stun back, but also being able to be used twice, once per hook state. Killers tunneled slightly less before DS got nerfed because the more gens you lose on one chase, the less efficient tunneling becomes.
Yes, you're right about the cause of tunneling being that it's effective, which is why it's a problem. It should be and could be more efficient to not tunnel, but BHVR is against outright punishing tunneling which creates this weird problem where every solution is just a bandaid.
DS being strong isnt a valid enough solution imo. The fix shouldnt be behind a paywall and this is just gonna bring back the slugging for days form of tunneling. And DS in general makes the game less fun overall imo. Its 1 less perk slot for survivors. Its one of those perks that influences games even without it being there which is easily my least favourite abstract thing in the game. Also sometimes it just comes outta the blue because survivors try to get your attention. For example a game I played 2 nights ago as pinhead a claudette got off hook went off to be healed then did the PH box if I teleported to her now with old DS she would still be protected and even if she didnt have it it isnt worth the risk to try and protect my box which yes could be fixed by making killer powers conspicuos actions but still there are many situations such as when there is 2 survivors left where DS becomes an incovienience that slows down gameplay or pepople who use DS to run around in your face trying to interupt you chasing other survivors.
Something like survivors who are unhooked gain lowered gen speeds until they are hooked again and that grows for each survivor thats been hooked less than them or something simalar to grim embrace basekit where after hooking 4 different survivors in a row you gain some form of bonus it doesnt even have to be slowdown it could be auras, exposed, mobility, help in chase anything to benefit the killer. Something universal. Even in just the satisfaction of gameplay it would be a better design. I would say more people find it rewarding to play well and get a reward rather than punishing someone for being a dick.
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@Kaitsja said:
https://forum.deadbydaylight.com/en/discussion/comment/3151600#Comment_3151600
It's a very simple cause and effect. If the cause of tunneling is that gens are too fast, then surely shorter chases for killers, and shorter basic attack cooldown alongside increased gen times and nerfs to survivors should reduce tunneling, no? It makes sense, logically, since that is in and of itself the proverbial carrot.
The stick is that survivors got 80 seconds of Endurance in the form of Off the Record. This brings us back to not tunneling, and having shorter chases. Going for the unhooker instead, you waste less time, which means more time to pressure gens.
Of course, while all of this makes sense logically, it did absolutely nothing to deter tunneling and only made it stronger because removing someone from the game early is efficient.
At least the people who claim they tunnel because it's efficient are being honest, which is in stark contrast to the ones who are constantly moving the goal posts. "Gens go too fast", "Chases take too long", "Regression perks got nerfed", etc.
See the cause of tunneling isnt fast gens. The cause of tunneling is basic strategy and how effective it is. Abusing the weak link is always the best strategy if your VSing a team. You say it yourself it is flat out efficiency and effectiveness not "Gens too fast" "Chases too long". If the Devs made not tunneling more powerful then voila it is no longer the most effective way and people who complain about gens being too fast will now play in this new more effective way. The only way to make tunneling less prevelant through punishments is to either A) make it such a chore to do that no matter how effective people wont do it (However this is pretty flawed as there are still some people who will tryhard no matter how boring and unfun it is to do) or B) Punish it so ridiculously hard it is somehow worse than 2hooking everyone before a kill which would results in killers overall becoming much weaker and potentially even needing another 6.1.0.
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@RiskyKara said:
https://forum.deadbydaylight.com/en/discussion/comment/3151649#Comment_3151649
To answer your questions. Isolated survivors would be able to work on gens. I feared the idea of just isolating and forcing a survivor to do nothing for the full duration with no counter was going to be both oppressive and boring. The big takeaway from Isolation is that they will have difficulty in cooperative actions in addition to the general chase differences.
The power would be activated on command. You'd pick a survivor, they'd get a little glow around their edge to indicate that which one is selected then off you go to enjoy your best new you.
The generator progress would look look like the progress of 2 people working on it, but once the Doppelgänger lets go the real progress would be based on 50% single survivor progression.
My thoughts on Don't Go Anywhere not activating in chase was that sometimes the Killers and Survivors will meme around at the exit gate for funsies. If it activated during chase there may be a chance that it unintentionally activates. But I suppose it's cancelled out by 'If you're running this perk just don't enter chase with survivors at the exit gate.' If I can be completely honest, I entirely forgot that Bond existed when I made Hex: Supervision. We'll probably have to nerf it a bit. (But then it might not need to be a Hex at that point.)
I'm delighted that you caught the Miku reference!
Thank you for taking the time to offer thoughtful feedback.
I definitely agree that isolated survivors need to be able to work on gens otherwise the passive slowdown would be insane and people would constantly DC vs them
Actually depending on the description of 2 survivors having to BOTH see eachothers auras Bond wouldnt be an issue however supervision would work on 3 perks blood pact kindred and aftercare but I might be forgetting more otherwise it would need a combo of multiple bonds or better together etc. Maybe a better idea could just be a reverse Object of Obsession but even object has the added 3 second reveal in case the killer isnt running any aura so something like that could be useful. Maybe every 20 or 30 seconds outside of chase? I ge tthe memeing at the exit gates thing but like most of the time that is in chase since the survivors will be sprinting. If it is while in chase I could see it being useful if theres like a train of people bodyblocking at the gates.
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@Tsela said:
My only concern is that probably there shouldn't be a basekit with the effect of a perk. If they want to change BT they can change the perk itself instead of simply adding like a 5th free perk to the kit. But I guess leave it to them to test it and see what's best.
Plenty of perks do nothing but change the numbers of something basekit. What makes BT any different?
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Survivor 5 maybe 6 on a good day
Killer 6.5-7 I would probably consider myself better than average but Im way off my prime though I wouldve probably given myself an 8.5 then
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Im a bit iffy on the Hex. On the one hand it could be a hex that goes game after game with 0 use because survivors just didnt bring any aura perks on the other hand if someone brings Bond Openhanded it becomes extremely strong. Especially for a hex perk that can already be cleansed it being entirely reliant on survivors bringing certain perks seems very very hit or miss. Personally dont go anywhere should still activate in chase because how often will you be in chase for 20 seconds in the exit gates.
Her power is probably the best thought out killer pretends to be a survivor powers because she seems to very much benefit in chase being almost a more lethal legion with less crowd control which means her power doesnt get absolutely nuked by being in a SWF. Im not sure if she would be too powerful against solos is the only thing because a strong stealth and strong chase might be oppressive.
Addon wise, the notebook sounds absolutely hilarious to meme around with and just saying ######### this Im a survivor now, the Hatsune Miku refrence sounds really strong considering how effective she sounds in chase I could easily see it getting the full bonus 30 seconds every isolation in the hands of a good player, A Fathers Love also sounds absolutely nutty since you could easily use your power in a deadzone of somewhere awkward then immedietly head back as soon as youve swapped to down them, Masters degree sounds extremely fun and intresting and if she wasnt as strong maybe could be basekit.
I do have a few questions though. Can isolated survivors work on gens and also how do you pick who to isolate like is it a random survivor when you use your power or something like old freddy where you get in range of them for a bit. And does "Any cooperative action will incur a 50% penalty with ‘fake progress’ filling in the penalty until five seconds after the Doppelgänger lets go." mean it looks like 2 survivors is working it when it is actually gaining the progress of 1 or does it look like 1 survivor while only gaining the progess of half a survivor.
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@tippy2k2 said:
Generally they do not ban for bugs (especially now with The Kill Switch existing).
It's certainly not impossible they might start but historically they do not ban people for bug issues
Infinity mend got a few people bugged or was that just a rumour
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/3151453#Comment_3151453
Ah yes! I messed up ^^ 115% killers are called that for a reason :P
Happens to the best of us XD
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@Kaitsja said:
In the last major patch, killers got the carrot. The carrot was shorter chases thanks to basekit buffs, increased gen times, nerfs to popular survivor perks and a nerf to the post-hit speed boost survivors get.
The carrot did absolutely nothing to reduce tunneling, and in fact made it worse since now it was easier than ever to secure that first down.
But I'll humor your idea. Let's say they test that out. Do you know what survivors will do? They'll bring a full genrush build with toolboxes and BNP to offset the repair penalty, which will just prompt killers to tunnel even more.
But even if they don't do that, killers are still going to tunnel because the 3v1 is easier than the 4v1. In a 3v1 if you have one survivor slugged or hooked, and you're chasing another survivor, that leaves just one survivor who can get the rescue which also means there's nobody on gens. In a 2v1, any more than 1 gen remaining is a loss.
Thing is nothing in that patch was an incentive not to tunnel as the changes were global. There was no benefit to not tunneling that didnt apply when you tunneled. Something like after hooking a random survivor screams and is exposed would be an incentive not to tunnel (not a suggestion just an example that is pretty miserably OP on many killers). Killers getting a buff overall gives 0 incentives not to tunnel it just makes tunneling more appealing since its easier.
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@malibu_barbie_26 said:
Why even have brown anything available? I wish I could cash in my unused offerings and items/add-one. And just getting half BP back would give me an easy 2mil blood points.
Brown addons arent useless it mostly comes down to the killer one of sadakos most essential addons is brown. And demos best 3 are yellow and 2 browns. Also billy has good browns but that mostly is because his addons are pretty much all #########.
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New killer VS new survivor = Killer smashes survivor
Medium killer VS medium survivor = fairly balanced matches
Really good survivors VS really good killer = Mostly comes down to killer choice and perk choice. Still winnable with majority of killers and perks but weaker killers with weaker perks will definitely struggle a lot.
Best survivors VS best killers = Mostly survivor unless its Nurse/Blight but these matches like never happen outside of organised scrims/tourneys
Thats the simplest way to describe DBDs balance.
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@NomiNomad said:
I don't know. I think Dark Theory is just kind of bad. You have to set it up, maybe somewhere the killer will never go, and they can get rid of it.
Honestly, the only Boon worth running is CoH. I guess some arguments could be made for Shadow Step too, but the rest of them are... Kinda bad.
Wow, free unbreakable in this tile? Too bad everybody is being slugged on the other side.
Exponential can be really strong on small 2 floored maps like the game where 1 totem can be difficult to snuff and cover half the map. Still not great.
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/3151163#Comment_3151163
Add in Guardian and go up to 117% speed so even normal speed killers will have a fine time. Might be the time for Boon: Dark Theory to finally shine to boost that escape velocity up to 119% and give normal killers that crazy 1% advantage :>
117% is already a 2% advantage in the survivors favour.
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@GrimReaperJr1232 said:
I'm going to get A LOT of flack for this one. But honestly, I do not care.
Come on, how many of you were really going to use this perk? I doubt the number is very high. You might try it out but no, I doubt it was going to be a staple that you'll miss.
But let's ignore that. Let's say, this is proof that Nurse is broken... so what're you going to do?
Make her attacks special? So? You're within 20m of a Nurse, you're still gonna die.
Blind her to auras? That's only been done on a single killer, Spirit, and that's only because being blind while phasing is a crucial part of her power. Why just Nurse then? Why not PH and Artist who hit you through walls too (and Artist getting aura reading in her basekit)?
But let's say Nurse is just that gamebreaking. What's the alternative? She can't use chase perks since she chases survivors differently than other killers. If she can't use auras, then info perks won't be that appealing, except maybe giving up a slot for Whispers or something. What about the other three slots? Stacked with regression perks like every other killer while having the most oppressive chase power in the game?
Yeah, now everyone gets to be miserable. She can slow the game to a crawl and kill you fast, and Nurse suffers from Huntress-syndrome where most perks end up being useless on her.
So, rework her then? Be realistic, that'll never happen. At least, not to an extent to dethrone her as the chasing goddess she is, keeping her the best killer in the game. Anything short of a Freddy-level rework will not matter, and considering she's 6 years old, has a dedicated fanbase, and would be extremely taxing on resources, that will not happen.
So, really, I do not care. I long ago accepted Nurse as a beast that we just have to learn to live with. If she causes a few perks to never hit live, so be it. Just the reality of her existence.
Im planning to add it to my mad grit agitation builds so it is a bit sad to be nerfed but the nerf doesnt feel huge to me.
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@Pulsar said:
Perhaps I'm being a bit too naïve, but I am willing to wait and see.
If it does prove to be a problem, those Survivors will be running something like: Built to Last, Hyperfocus, Stake Out and Streetwise. You could just tunnel them out of the game and there's not much they could do.
The issue would be if it becomes the new DS/UB/IW/DH where have games with 4 people running identical perks. Personally I dont think its gonna reach those heigths but I do think it could be a bit too powerful just based off what I have seen. hey if it does get to that point it means its time to bring back good ol Twins with 0 medkits or COHs.
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@blue4zion said:
Well, dunno if they're ALL related, but some might now want to deal with Onryos abusing a current bug for her.
Don't really wanna explain it because it's nasty.
Is it the whole forced condemned yoke?
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Killer is less miserable starting out if I had to say. Baby survivors make the game seem hopelessly imbalanced and impossible to escape when matched against even baby killers. Its probably best for them to learn killer first, which can also teach you a lot about survivor gameplay and how to loop, then pick up survivor later.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3148664#Comment_3148664
Maybe the DCs weren’t on purpose then.
The immediate one was a locker spam so maybe I just found the worlds bigger sadako hater in my first few games. And yeah I was actually wondering if thyue were accidents
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@Crowman said:
People rage quitting has been an issue for a while. It just got much worse with 6.1 with many survivors treating it as the end of the world.
It really doesn't mean anything. People find whatever reason to validate why they are in the right they rage quit even if there's really no defending it.
Thing is these dont feel like rage quits. Its not like when someone goes down. One match it was instant 2 of them it was before I even got my 2nd hook and it wasnt even the person on the hook DCing, the last one they were hooked in the basement with another guy early enough into the match so maybe that one was more ragey but the rest just felt outta the blue.
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@Thusly_Boned said:
Lots of people DCing or suiciding on hook even when things are going well (or at least not badly) for them, against all killers. It's all the rage these days.
Yeah I know but these Sadako games are feeling extreme. One match I loaded in and they just started locker spamming as soon as they saw the condemned icon around their character.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3148100#Comment_3148100
It's also small and with the new tiles added to MacMillan maps, I see a lot more ######### tiles.
I agree the size can make it harder but there is worse offenders like wreckers. The new tiles feel like a double edged sword. Im not the best at survivor and because of a really stupid setup of longwall into one of those new tiles I was practically untouchable to the sadako until bl 3 and even then I didnt get hit till all the windows were entity blocked. Solo I would say a lot of the new tiles are probably weaker than the old ones but they seem to combo really well.
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@Pulsar said:
Probably Aazarov's Resting Place, Coal Tower and Midwich.
Coalpit is usually pretty balanced you can get decent setups on it pretty often.
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@DarkMyst said:
Hey everyone, let's please try and dial back the amount of snarkiness and sarcasm in this discussion. A lot of this is bordering on namecalling and is very aggressive, let's just try and simmer down a bit.
Thanks!
oooo the birth of a new moderator
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/3147562#Comment_3147562
Not only is that occurance scarily common in solo queue, but it is still a way for them to deal with it. Especially considering the Never Sleep Pills + Julie's (???) Mixtape combo that, after 2 stabs, lets you zip around the map with ease.
Still I wouldnt consider it a reliable conter to it which is a good thing tbh
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/3147188#Comment_3147188
Trapper, Nurse, Hag, Huntress, Bubba, Clown, Spirit, Legion, Plague, Demo, Slinger, Executioner, Blight, and Trickster all have ways to get multiple hits in that short amount of time.
Legion getting a survivor downed within 10 seconds of them being unhooked? he would have to have 3 hits and be in frenzy pretty much breathing onto the unhookers neck then double hit the survivor that got unhooked to down them.
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@lauraa said:
Surprised you hate Twins so much. Buffing Charlotte with perks like Bamboozle and trying to use both Twins is fun even though it's not the comp strat.
I would recommend crowd control over bamboozle since it applies to Charlotte and Victor.
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Blights hitbox is definitely funky but IIRC Nurse is pretty much just the Freddy Lunge all over again because she is fairly small and doest have a big weapon so her hitbox just ends up looking wonky despite it being completely normal compare to every other lunge.
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@Audiophile said:
Since we have this thread going… Has any one else noticed a significant increase in Pinhead finding the box at game start? I have found that about 50% of my matches vs pinhead start this way lately, whereas it used to be maybe 5%? My assumption is that there is a trick to figuring out where the box spawns at game start that has gone public, just like there are patterns to where survivors usually spawn… maybe I’m wrong… but if others have noticed this lately, maybe I’m right… thanks…
There are definite patterns as to where survivors spawn and if you play enough killer its like starting the game with a weaker lethal persuer. The box tends to spawn in an area where neither the killer nor the survivors spawned so you can sort of tell once you know where the survivors did spawn. Also lethal persuer shows every survivors spawn (if they didnt spawn as a group) which makes it super easy to know the wherabouts of the box.
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@WeakestNurseMain said:
https://forum.deadbydaylight.com/en/discussion/comment/3146406#Comment_3146406
I guess I need to be more specific, I'm saying she would literally not have any add-ons, the only thing you could equip on her is perks and offerings.
that just dumb why not just make her strong addons weaker.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/3146089#Comment_3146089
The moderators do a good job here, but I think the merging could have been done slightly better.
I made a complaint thread about the skin, which had 11 upvotes within about 10 minutes of being made at the time, and it got merged with a thread from a few hours before mine that was asking what the skin was, it made no sense and honestly a lot of people felt like the complaints were being hidden.
Exactly the merging was done with a post that was asking when the skin came out so if you were just looking through the main page it would only show as when is it coming out rather than the complaints.
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They are just more fun most of the time. Like something such as sadako is such a snoozefest to play since it always feels so samey and boring VS something like billy where you just zoom across the map and are constantly in chase and always going for sick curves
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No more running out of stalk and when not in LOS of anyone gains a haste effect.
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Huh there was 2 survivors left? Im really confused by this post xD
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@Dead_Harder said:
And alf has 600 win streak... so?
Jesus did I miss an episode.I though he was still at 300 and something
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Hoped onto demo with a spirit fury enduring nemesis rancor build for a daily got RPD offeringed 3 proves 2 COH and then got told to off myself for being so bad at killer that I would lose after the most recent patch. All in all pretty great first game.
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Because a lost of maps have at least 1 window which would make that unbearable as killer. Imagine if the tube window on gideon was then also blocked or dead dawg main or thompson house or garden of joy. Are you starting to see the problems it causes now. I wouldnt server much purpose on already weak windows and would make very strong windows even more obnoxious.
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Nope not really he is just a less fun huntress to me.
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@My_Aespa said:
I'm not sure if the forums are the best place to admit that you're changing game files, since DBD mods run the forums, but I'm not sure if you will get in trouble since they are just visual? Someone else correct me if I'm wrong though.
Ive never heard of anyone getting banned for icons.