Gamedozer7
Gamedozer7
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@NoOneKnowsNova said:
Boons have a limited range and have effects that aren't near as strong as the hex that was usually paired with Undying (that being ruin).
They aren't comparable, at all.
That doesn't mean I think CoH is fine, I just don't like the comparison.
If boons aren't as powerful or stronger then hexes the how come when boons came out hex builds pretty much fell off the map?
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One is completely ranged based and also breaks if a survivor dies on it the other can be place unlimited amount of times at one of 5 locations of there choice. Tell me why killers can make there own scourge hooks.
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@Pulsar said:
Alright, you've convinced me.
Twins are OP and need a nerf.
seriously tho Solo Q is so unfun
I agree Pig needs nerfs.
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2813714#Comment_2813714
Because balance team is so bad. They are balancing game around new players. This is why most of maps have stupidly strong loops and pallets. If they finally balance maps, all killers will have chance on all ranks. But for now, Blight and Nurse are only viable killers.
Twins would like to know why they got nerfed because there was 2 people that did well at high mmr.
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@Kunuto said:
https://forum.deadbydaylight.com/en/discussion/310921/now-nerf-just-pc-not-console
I play on console and I am very satisfied how that works for me.
In my opinion the only thing PC players can do but not console players is... well... hacking!
Which is not part of the game is supposed to work.
I would love some better control slides. Deadzones a better sensitivity oh and GET RID OF AUTO AIM.
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@Adjatha said:
https://forum.deadbydaylight.com/en/discussion/comment/2813631#Comment_2813631
They added Hit Validation to Dead Hard and Pallets. Both of these things are Survivor-only features.
Where's the hit validation for killer powers? For Plague's puke? For Doctor's shock?
The complaint is not that Validation exists. The complaint is that it exists for SURVIVORS and not for killers.
That'd be like adding Validation for Ryu but not for Ken. It's an embarrassment.
I played against a plague yesterday and watched her puck hit my upper body from left to right I mean I could tell it clearly hit me and it didn't infect me. It wasn't at a pallet or window I was out in the dead a$$ open and it just didn't count.
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@egg_ said:
https://forum.deadbydaylight.com/en/discussion/comment/2813624#Comment_2813624
Ah yes, the very mean devs fixing killers getting undeserved hits by adding that horrible thing called hit validation, which is present in every single multiplayer game and backs up who actually did the action first, without giving preference to a party or the other
I notice you didn't say anything about the busted boon or bad map design. Plus hit validation was implemented half a$$ it was about as good as BF 4022 hit validation.
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@derppug said:
No slow downperks means you should be a strong chaser / down people fast, so that you can slug the hell out of every one. If you can down someone and immediately chase a 2nd survivor and get them down before/a little after they pick up the 1st survivor, that's a fantastic slow down.
If you can consistently do this in most of your games, you don't need slowdowns. Otherwise, view slowdowns as practice for not needing slowdowns. I'd say most killers need slowdowns just to keep up just because the level of skill required for this is very high.
I wouldn't trust Scott's opinion on this. Sure, he plays the game a lot so he knows a lot. But this also keeps him disconnected with the average player. He doesn't really understand (or consider) the average skill level when he says things like this. 90%+ of killers won't be able to play without slowdown (, unless they're a highly mobile killer and good with that killer, too).
The thing is I was getting extremely fast downs. I had almost no down time in-between chases but survivors weren't instant unhooking and working through gens I even had multiple people on hooks in multiple games yet they where still 3-4 man outing more 3s became I would normally get at least 1k.
Omg thank you. I feel like alot of people don't realize how out of touch most streamers are to your average player. Don't get me wrong I still value there opinions but there's something that they say that as an average I find bs. Imo you should always take there opinion with a grain of salt. I just said Scott because I know he's vocal about chase been the ultimate slowdown. The man's only played for 6 years and has over 5k hrs. I should have no problem with my 2+ years and 800hrs replicating his results right.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2813124#Comment_2813124
Actually the devs released stats on Midwich recently and it’s the highest kill rate map at 63%. So it really is statistically the best map for killers.
That has more to do with newer survivors not been able to find gens on an indoor map. The maps small but it's impossible to guard both floors because there's only 2 ways up and you can easily have to go around the map to go up stairs then back around the map to get to that gen. It the best w key map in game because there's almost no spot to cut survivors off. The loops are probably the the second most killer sided part they are generally not to safe. The games are easily to defend. The map is more survivor sided then the statistics say.
If we are going off statistics been right then nurse must be the weakest killers because her kill rare is way below the rest. As always context is key.
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@Ripley said:
https://forum.deadbydaylight.com/en/discussion/comment/2812987#Comment_2812987
Ahh thank you! I can do it now.
No problem you can do it with all the challenges I'm pretty sure. You could even use like t3 myers. It makes challenges so much easier.
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@Ripley said:
I was trying to get a Pig tome challenge done and had to dodge a lobby because they were all the same survivor wearing same outfit. I needed to hear the scream to know who to chase.
I usually don't tend to dodge lobbies which is probably why I end up with MMR's sloppy seconds.
If it's the MYC on you just have to hit them when exposed not exposed by the perk itself. I did MYC,Devour Hope Undying,haunted with huntress with the movment speed add on and it was a blood bath.
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@Fuzzycube said:
I play Demo (And Nemesis) with BBQ, Tinkerer, Discordance and Save the Best since I find information perks are really useful although with the new perks might use brine and merciless.
Brine can still be one tapped to stop and merciless I'm not to sure about since it's just normal skill checks and they aren't hard to hit but it might be worth a try
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@danielmaster87 said:
You're kidding yourself if you think killers don't need slowdown, which is why it's bad that survivors that believe that are coming up with all the balance decisions.
P.S. The variety of slowdown perks in the game now does not translate to killers getting "more slowdown". You have 4 perk slots, as always; To add 1 new perk, you have to remove another.
Right and there's even the possibility that the new slowdown could not work with the current meta.
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@Slaughterhouse3 said:
https://forum.deadbydaylight.com/en/discussion/comment/2812422#Comment_2812422
Depends on the survivors. I dont usually play by the rulebook though so I suppose you can say that lol. I just play to my enjoyment and of course I expect the survivors to do the same.
I seem to have the complete opposite effect. I don't have much down time in between chases, chases are ending pretty quick around 20 seconds average(love STBFL) I'm kicking and defending when necessary not much kicking though. Yet I haven't had better then a 2k unless I'm playing against survivors I could probably no perk.
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@Slaughterhouse3 said:
https://forum.deadbydaylight.com/en/discussion/310761/playing-without-slowdown
I play without slowdown, and my games are quite balanced. Sometimes I get gen slammers but most of the time I will end up getting everyone sacrificed by end game. Of course I also get those god survivors that 4 man escape with the classic 4 min gen rush haha.
Do you tunnel and slug constantly?
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@Tsulan said:
What happens when killers play without slowdown against decent survivors can be seen on Otz last stream. He asked the survivors to gen rush and they did exactly that. He got 1 hook before the gates were powered.
It's not a coincidence that 4 out of the top 5 most used killer perks are gen slowdown perks.
Killers shouldn't be forced to dedicate half their build to slowdown.
Devs saw the stats and came to the conclusion, that we need more slowdown perks...
I agree as well as one big issue is slowdown perks are balanced around there been multiple in a build which makes a single slowdown practical use which means you have to run at least 2 to have effective slowdown. It's a bad design combined with a 4 perk limit. I've said before slowdown should be limited to 1 and balanced accordingly that way a killer doesn't have to dedicate half there build to slowdown.
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@ThiccBudhha said:
You do not need slowdown if you play Bubba. Otherwise, I mean, it couldn't hurt, really.
But that is 1 out of 26 killers and that's playing a different playstyle then the "general" that most people will use.
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@ukenicky said:
Generators will be done no matter what it's just an inevitability. If you want to delay that as much as possible I personally recommend gen freezing perks such as Dead Lock, Corrupt Intervention and the new Dead Man's Switch. The new perk from Sadako: "Merciless Storm" will also be quite nice if you fancy gen freeze.
Otherwise your only real options are Ruin Undying which is risky due to Hexes and requires constantly pressuring Survivors off of gens or utilizing regression perks like Pop and whatnot. My personal favorite is Pop and other perks that incentivize you to go after other survivors and rewards you for HOOKING. Pain Resonance is amazing too and the upcoming Brine perk from Sadako is also going to be great especially when paired with Dragon's Grip. I'm telling you all right now, Brine + Dragon's Grip + Pop has some disgusting potential and let's you snowball pressure off of downs / hooks.
I normally run Corrupt,deadlock,pain resonance,DMS. I like it because I don't have to worry to much about gens and can focus on the thing I can actually control chase.
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@Pulsar said:
Downing people is the best slowdown when used in conjunction with other slowdown perks.
If you were to not use any slowdown perks, but down people extremely fast, you'd likely have a similar game to if you ran 4 slowdown's but didn't spread pressure out and had long chases.
You need to do both.
I understand and it went about as well as I thought it would. I find it fun though that people swear you don't need slowdown. Base regression is so bad without 2 slowdown perks it really doesn't matter hoe good you do against decent survivors because gens will get done before you can get 2k. I really don't like the fact that half your build has to be slowdown or the best case scenario is a 2k(not counting baby survivors I shouldn't be playing in the first place)
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@glitchboi said:
https://forum.deadbydaylight.com/en/discussion/comment/2812320#Comment_2812320
I think you replied to the wrong guy, I'm against OP's opinions about Clown and Hag.
Yeah I must of clicked the wrong person lol.
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@Ryan489x said:
https://forum.deadbydaylight.com/en/discussion/comment/2812320#Comment_2812320
well when the clown can now rapid fire bottles and I get hit with thee of them back to back in quick succession while being chased when it's not needed. A hag placing all ten of her traps from the bottom of the basement hook all the way up the stairs and out the shack door only to watch every single one be set off when someone comes to save you. I think it's a bit overkill. Also Freddy started with 10 snares or 10 pallets and there was no issue nerfing that. I see it no different then the hags traps
If the clown is rapidly firing of bottles then they are just wasting them and actually hurting themselves. If the Hag has all her traps in the basement then she's a 110% m1 killer she is again hurting herself taking away all map pressure and anti loop and been 110.
Freddy is a 115% ms and snares and traps aren't the same snares are used for anti loop only and his map pressure is a separate ability but hag traps are her map pressure and anti loop she needs more for that reason.
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@glitchboi said:
Well uhh... what's your reasoning to Clown's buff being overboard and Hag's trap count being too high?
What's your reasoning for considering them as such?
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@Carth said:
The game came out in 2016 and has had almost zero major updates to its core gameplay loop in that time You are either a 110/115% killer with either a bad/meme tier power or very heavy zoning/anti-loop potential. Sadako is a killer who is an all or nothing (literally get 7 stacks of her debuff and kill the survivor or it doesn't matter at all) who has TONS of counter play in that regard(popping out of a tv is only +1 , there is no natural gain over time unless you choose to grab a video tape and NOT go solve). Solving is a -4 to the counter. Explain to me how the math works where you can reliably make use of her power against anyone who has a brain and knows what she is about. If we remove her tv shenanigans she is literally a worse wraith+Fredddy.
Edit: They had SUCH good ideas with pinhead and debuffs, I don't understand why they didn't do something like nix the mori completely and make status effects happen per level so that sadako can get value out of her power the entire game + punish survivors who choose to not get rid of her debuff. Instead of that we got "hey you should really only be concerned when you are at 4+ stacks and then go solve".
People try to act like this game is so complicated when it's really not. Sure it's got some things that are harder then others but the overall skill ceiling in this game isn't that high.
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Not really if you play both sides you'll notice spot as a survivor that you can't make reads till the last second yet when you were playing killer the survivor always seems to be in perfect position even when attempting to mindgame. There is alot of obvious spot and then there's if your playing GF.
I can't tell you how many times I've been called a camper or tunneler and I didn't do either. Survivors where already at the hook or they lead me back and the unhooked and then bt bodyblocked me and called me a camper tunneler.
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@DoritoHead said:
I recognize that some people are just giving their first impressions, and that's perfectly fine. However, a first impression would be like saying "This killer seems kinda bad/ kinda OP, but I can't be sure yet", not "THIS KILLER IS F TIER FKJSDKJDN"
There are so many strategies, techs, and builds with the killer that are waiting to be discovered. Instantly deciding how good or bad they are isn't a smart thing to be doing.
"But Doritohead, this killer is F tier! (or overpowered) This time it's true, I promise!"
I'm not suggesting that Sadako is either strong or weak. In fact, I don't have any opinion about how strong she is at all, and that's ok. Time will tell if this killer is good or not.
This game really isn't that complicated all these strategies and perks normally coke down to strategies that are already around so when a old strategy works to counter a new killer the majority of said strategy is already perfected.
There is really only 3 things a survivor can do vs a killer loop,w key, or hide once one of these are know as effective against said killer the majority of the community already knows how to do said strategy.
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@Zachcjjj said:
finally thankyou bhvr for getting rid of SR so people can stop acting like 99% of the time they lose the person they got beat by has SR even tho there is literally no way to tell unless they are a streamer or say it on their steam profile and also it was actually busted against ghostface so thats cool for him also new killer and surv perks are cool so many people here just love to hate instead of actually giving bhvr credit where its due
I know how dare people complain about people getting an unfair advantage. Who does that.
I also didn't see a bunch of post repeatedly everyday on the forums so I'm pretty sure it wasn't a huge majority using it as an excuse 100% of the time.
I seen way more camping and tunneling threads then stretch res
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2812033#Comment_2812033
Yeah, it'll definitely be interesting to see how she pans out. Right now my thinking is she's actually more similar to Pig than Wraith in that Pig and Sadako are both kind of like stealth killers who have a built in slow down mechanic. Sadako has better mobility and map presence than Pig but Pig's slowdown ability might be a bit more effective. Either way though I actually enjoy playing Pig so in that respect I'm looking forward to playing Sadako too. 🙂
My biggest worry is another pinhead. He looked great had awesome animations but he feels really clunky and has a big skill shot with small rewards. I hope she plays as well as she looks. Mobility is a big thing for killers but if you can loop them for 2 minutes no amount of Mobility will make up for that. Now she does seem a bit different from other killers I just hope it's not pretty cover and it turns out the gameplay is the same as everyone else( I'm looking at you artist)
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Is this for real does one of the bottom 3 killers need a buff? Yes and guess what he's still a bottom 3 killer.
Hag trap have multiple counters flashlight, and you can just have someone w over her traps making them usless and then she has to waste time trying to reset up her web.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2811607#Comment_2811607
I've been watching a lot more of her this afternoon and I suspect Otz is wrong on the TV thing
- For one thing, the TVs aren't off for "1 - 2 minutes", it's not nearly that long.
- Secondly, projecting through a TV gives you a significant speed boost. So if you are phased out while chasing someone or coming up to them, you can Project into a TV in front of them, get a speed boost to get the hit, and also get another stack of Condemned on them. Plus by doing that you're also tentatively interfering with their ability to lose the stacks by using a tape.
- Also the goal of building up the stacks is to get the survivors to get off the gens periodically to get rid of it, not necessarily to score instant downs. Building up lots of stacks is a threat they need to deal with, but not necessarily the end result being they get killed.
- Finally just a note that while she's only constantly invisible at above 32 meters, she is invisible in alternating bursts of a few seconds at a time within 32 meters. (When you play as Sadako you can tell if she's invisible because her hands vanish.)
I agree that not having a chase power other than the extra speed in Projection makes looping with her problematic. That's why you really do need to be taking full advantage of the TVs and her Undetectability. See a survivor, steer them toward a TV if they aren't near one already, and Project into it to finish and get the hit. You can then Unmanifest while continuing to chase back after them, and either Project into a TV in front of them during that chase or switch targets and Project to where you think another survivor is. Or, at those odd times Projection isn't an option, Manifest when you get closer in the chase and either get a hit or a pallet drop (since you don't seem to lose speed while Manifesting or Unmanifesting.)
Basically I'm pretty sure that people who try and play her exactly the same as Wraith are not going to do as well as the people who play her by taking advantage of her mobility while phasing and unphasing and of her Projecting to get speed boosts and Condemned stacks.
I haven't got to play her as I'm on console so I haven't made a solid opinion on her it's all off what I've seen. She's also brand new so we all need time.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2811366#Comment_2811366
Ok, so I've been watching more of her on stream and a few other things to mention:
- If she Manifests she doesn't slow down, she seems to keep moving at 4.6 speed. That's in contrast to Wraith who moves very slowly while ringing his bell to decloak. So even though Sadako doesn't get a lunge like Wraith when she Manifests she doesn't necessarily need it because she's been moving full speed the whole time.
- In addition, she does get a speed boost after Projecting through a TV. So even though the TV isn't necessarily next to a survivor the speed boost can help her gain distance quickly on someone who was in range to get Condemned stacks from it
- It seems like the strategy with her isn't to play exactly like Wraith, but instead to be frequently teleporting to TVs to build up stacks on nearby survivors and take advantage of the speed boost for quick hits.
- One thing I'm not sure about is, if you Project through a TV and turn it off, can survivors still interact with the TV while it's turned off? I suspect TVs being off interferes with survivors who want to use them to get a tape and get rid of Condemned status, so Projecting frequently could maybe interfere with the survivors trying to get un-Condemned.
She is also only invisible at 32 or less meters.
Also for what otz said teleporting to TV to try and stack condemned is not the play. It takes to long to build and you turn off the TV for 1-2 minutes.
Not having a chase power is going to hurt her imo. I'm tired of anti loop killers where the counterplay is w but the problem is even if the killer has no anti loop survivors will still w key which is still strong against them and then you have no awnser to looping.
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@NOEDENJOYER said:
Yes, we need to make the experience for killers even most miserable than it currently is.
Thankfully, the new boon is garbage, but they'll eventually release another that is as broken and ridiculous as COH
It's really not though against 110 killers it's going to add another loop around a pallet and it also has the possibility of making some spot into infinites. Think about all those times you just barely got that hit before they made the vault or dropped that safe pallet and with the new boon those hits won't happen.
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@Brimp said:
Only way I can describe her is.. Good in theory but since the game is the way it is, it will be the same hold w and win since her entire power is just 1v4 with no chase power.
I've noticed this. I was playing some m1 killers and almost every timei got w keyed across the map and then looped since I don't have anti loop the looping was very painful. I feel like it's just going to be the same with her. W across the map for 20-30 seconds to the loop you want and then start looping and because she has no anti loop thats going to take 30 seconds minimum for that hit.
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@DangerScouse said:
This new Boon is another kick in the teeth for killers. Haste effect. What a complete and total joke.
Honestly this could be a big problem especially for 110 killers. I'm pretty sure if your looping in the boon you can get and extra loop or 10+ seconds add to every loop in the radius. I don't think I will be broken but it's probably going to be problematic and making the killer pool smaller.
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@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/2809864#Comment_2809864
Exactly that's why those deactivate it because if your doing anything that's not being chased by the Killer your not being tunneled. But that's why they need to add if you do a protection hit ie body blocking it deactivates as well because your not being tunneled, your body blockimg and purposely putting yourself in the Killers path.
Ok I got you. So if someone bt blocks they shouldn't be able to use ds. It's a good idea but what if the killer is tunneling how do you determine which is which.
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@Junylar said:
The amount of killers using these "subtle" speedhacks for extra 2-3 % move speed (like running with Bloodlust 3 without actual Bloodlust) and wallhacks (they always know where you are without aura-reading perks) is enormous, at least on EU servers. It's funny that you can't even properly report those, because you can't prove it was an actual wallhack and not just their "intuition", even if you record it.
I played against a Myers today that was fast like he has to have PWYF fast. But then I got hooked which took two hits and then got off and took a bt hit(all stacks should be gone) one of my teammates took a hit and I went down like 10 seconds after getting unhooked. Some how he still had thar PWYF speed. I also had a demo run right to me he did have bbq but I was well with in his TR
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@dictep said:
If the killer is x meters from the hook and there’s no other survs in x+8 meters range the timer at the hook stops
They tried this multiple times and ever time survivors abused it so it had to be removed.
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@Aurelle said:
Decisive Strike has went through many changes and its most recent change is a step in the right direction. But there's a couple things that prevent it from being a true anti-tunnel perk. So what needs changed?
DS deactivates if:
- A survivor fully healed by another survivor.
- A survivor fully heals themselves (Whether it be with Inner Strength/Inner Healing, Second Wind/Renewal, etc.)
- A survivor searches a chest
If you were able to get fully healed or fully he yourself are you really getting tunneled? If you have time to stop and heal or open a chest that's alot of time that the killer isn't chasing you.
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@jesterkind said:
Pretty much just the title.
It seems to me like it losing power gradually as totems are cleansed would be pretty reasonable counterplay already, so is it really that necessary for it to also still have an associated lit totem? Having it be permanently in play until all (maybe all but one to accommodate for this change) totems are destroyed would allow it to be much sturdier as a counter to boon totems - something it already does pretty well - while only making it somewhat stronger in an all-hex build.
Am I missing something? Would this be OP with some interaction I've overlooked? I'm curious to know what people think!
I think it would be ok if it wasn't a hex all it does is slow down Cleansing/blessing and imo that isn't strong enough to warrant been a hex.
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@landromat said:
https://forum.deadbydaylight.com/en/discussion/comment/2805988#Comment_2805988
So it's time to rework huntress from scratch
No no no no
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2806683#Comment_2806683
I just got wrecked by a TTV Huntress while going for the 3 stuns or blinds challenge. I am used to some meh killers as I am low mmr, but she was messing me up and making me feel like I needed a special helmet to stop me from hurting myself. And she even waited out decisive which was supposed to be one of my stuns. I guess she didn't want to tunnel while live. Luckily my teammates were amazing at survivor, they carried me hard.
It happens I think survivors forget you shouldn't escape 100% of the time just like a killer shouldn't 4k 100% of the time. Also sometimes you get steamrolled.
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@BoriskyTheFox said:
How is playing killer miserable, exactly? Because i get 3-4ks almost every match. Do you know why? Killers have many gen regression perks that they can rely on. Killers can literally win against every solo team.. they just sometimes struggle while playing against SWFs. If killers bring good gen defence perks and addons.. survivors dont stand a chance. If you still keep losing despite all strong killer perks... this is a skill issue.
I play exclusively solo and have no problems. Sure I get some bad matches or the killer is way above my skill level but most the time I have no problem. Especially if I'm running full meta.
I go and take a brake from the stress of playing killer by playing solo survivor so if your having an issue escaping sounds like a skill issue.
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@jesterkind said:
I'd honestly rather see them improved.
It should be possible to implement a proper Fog mechanic without reverting it to how utterly awful the game used to look with how dark and murky it was, and if they can manage something fun and engaging where it maybe makes stealth easier or hides things on the ground I'd be all for it, I'd even use my fog offerings.
Especially on Trapper. Imagine thick ankle-high fog that swirls around and helps to hide your bear traps if survivors aren't particularly perceptive, or maybe you have to use a flashlight to dispel it temporarily, maybe a map to see things through it...
I doubt that fixing the Fog is anywhere near the top of there list so for now I don't see why it shouldn't be disabled. I get so many and the pupule ones are stupid expensive for a completely useless offering.
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@GeneralV said:
No, BHVR needs to fix the damn Fog.
It is an important thing for the game, no wonder the:
"See you in the Fog"
So, fix the Fog, BHVR!
I'm pretty sure that "the fog" what the entity's realm is called. There is also Fog all around the map if you look outside the level. I've heard stories of when the mist was broken so we don't want that. My point still stands as they are pointless and waste BP the can be removed and then if the improve it implement them aging.
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@legrosporc69 said:
The jungle gym got move but honestly this made the map safer for the survivor. Its not really a buff but it not a nerf either. The map is still a nightmare for killer because of the way the map is build and if survivor are decent this should be a lose for the killer that did not change from before lol.
Btw the map is not that big its a long map but its not that large compare to red forest
One side of the map was pretty much busted and the other side was a dead zone. Now it's both sides are safe with almost no desdzones in the map and can be changed to the main building. I would say it's a buff maybe not a huge one but definitely a buff.
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@BoriskyTheFox said:
https://forum.deadbydaylight.com/en/discussion/309931/so-why-was-eerie-of-crows-buffed
Huh? Eyrie of crows isnt a survivor sided map. I think devs made the right decision by buffing it. As you said, those rock pallets were way too unsafe. Survs need stronger maps especially nowadays when anti loop killers are so popular.
Those rock piles were the only unsafe spot on the whole map. Now the whole map is a giant safe zone.
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Wait but I thought if you do bad and your mmr goes down you will face less skilled opponents. I'm pretty sure that's how an mmr system works I'm not 100% though.
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I'm trying. In all honesty I'm hoping that other game comes out and does really well and gives DBD some solid competition because they need it imo.
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@WeenieDog said:
When the killer population is high enough that killers and survivors are sorted appropriately.
So never
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@TheArbiter said:
You're telling me MMR is supposed to match you with people of similar skill???? I thought it matches you with people way higher skilled
I swear that's almost all I get and I've been seen a huge increase in ttv squads lately. I use to maybe see 1 ttv a week now I'm seen multiple squads a day.
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@ThiccBudhha said:
Mmr is pretty loose at the moment. You get a wider range of survivors now regardless of mmr. You can kind of rely on the old school tactic of targeting the weak link.
It wouldn't be so bad if I did get a decent range but it get stomped for like 5-7 and then get baby's or a ok match then back to repeatedly getting stomped. I only get a few chases so it's not like I'm really learning anything and I keep trying to tell myself oh the next match will be better. I really need to stop lying to myself.