GamingHulk123
GamingHulk123
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- GamingHulk123
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For me, it wasn't that hard of a decision.
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It probably won't get better.
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@SpaceCoconut said:
Overall stale gameplay.
I am really really really awful at shooters, but I'm having a phenomenal time in Escape from Tarkov.
In DbD terms, I'm a very weak survivor with multiple killers at every corner. In order to survive I have to be stealthy and sometimes outsmart a killer. My aim is terrible so any kills are due to ambush tactics which aren't always profitable.
I die WAY more often than I escape, but it's always feels like a fair loss or win.
If I were a better player, there are several different ways I can choose to play. Defensive or agressive. I can choose to go in with no gear except an axe or go in with my favorite gear setup and create my own conditions for the match.
My heart beats faster when I hear grass move or a soft footstep. The atmosphere is devoid of unnecessary music and can be very intense when you're straining to hear others because of the risk involved in playing the game.
You can lose your gear.
That small incentive is enough to create a great sense of do or die in the game. And knowing that you're a bad player one bullet away from losing your gear can create a great deal of suspense when you hear any rustling in the grass.
Maybe it's just that it's a new game that I haven't played for a long time, but it's very easy to feel fear in Tarkov because of the risk.
There is no real risk in DbD which means that can never really be any real fear in the game.
This could be a video topic I talk about in the future....
The fact that problems can come out of nowhere.
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@Liruliniel said:
https://forum.deadbydaylight.com/en/discussion/comment/1076428#Comment_1076428
Ah well thanks for doing my Huntress one.
No prob.
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I want to bring old convos back up. When I see a streamer, i'll try to out play them.
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@Liruliniel said:
https://forum.deadbydaylight.com/en/discussion/comment/1076353#Comment_1076353
What do you mean?
I've also noticed you going through my threads. Not that I'm complaining just a bit curious as to why.
Intuition? maybe?
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Franklin's Demise Revolution?
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@CloakedDagger1 said:
I keep getting purple rank survivors and red ranks while I’m in green ranks they aren’t survive with friends either I was getting red ranks to start out with before I hit green ranks
You've got to get better, watch some streamers if it helps. Otherwise, it will happen. Just try to adapt to their level.
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@Bill_I_Am__Overbeck said:
*Gets a cornfield map with a coordinated toolbox SWF*
*Gets corn-blinded 50 times after blinking in the cornfield during a chase*
Survivors:
When you a Nurse, but they all switch to toolboxes right before the game starts.
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@StanRaufzeil said:
Here I have you a little Inspiration if you want to change Legion, but still be a bit true to your original idea. Maybe the numbers are a bit unbalanced, but I tried to make it as fair as I can.
When in feral frenzy the Legion walks faster 5.0m/s can vault pallets with a hitbox, but they cannot vault windows. Each successful hit in Feral Frenzy applies Deep wound status effect, reset the powers duration and Killerinstinct will trigger for 3seconds, but the survivors get a warning if they‘re revealed, for every survivor in the terrorradius, but only for those 3seconds, scratchmarks can be seen but only half the distance, sounds will be reduced by 50%. Duration of frenzy maybe 4 seconds longer. You also can miss 1 attack during the frenzy, means if you miss the first attack, you lose 20% of the duration, than hit a survivor successfully, frenzy timer resets, but than you miss again you would suffer 1,5 second longer fatigue. When you cancel feral frenzy or the timer reaches zero the fatigue would be 2 seconds. The fatigue does partly obscure the screen because of the hands rising to the head, giving only a few peakholes to look through, and movement speed is 2.5m/sec during fatigue.
Outside feral frenzy 4.5m/s movement speed, can vault windows as fast as a survivor when fast vaulting, but this is token based, you start with 3 tokens, when you hit at least 2 survivors in a frenzy you get 1 token for every survivor you hit in the frenzy.
thx for reading, hope you enjoyed it.
Stan
To be honest, the power of The Legion, shouldn't be an infinite Borrowed Time. Playing the whole group sounds like a better rework idea. No matter how many times they rework Feral Frenzy, it will never work out.
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@Jasonisanicefella said:
This is from a killer main: the new doctor is a slap in the face to Clown, freddy, hag etc
He can spam shock therapy to block pallets with zero consequences, it isn't fair, he should have 5 shocks available and then the need to reload.
He is a better Clown with also tracking and plenty of slowdown.
He should have max 5 shocks and a three seconds reload to top them up.
Doc already has a cooldown on his shock therapy
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Its actually pretty smooth.
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@Liruliniel said:
I always bring a Mori. It generally ends super fast because they want to get chased so I down them fast.
I wouldn't know what to do in fact.
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@Liruliniel said:
https://forum.deadbydaylight.com/en/discussion/comment/486879#Comment_486879
That's would be cool, but once you start doing hatchet skins by themselves that opens up the argument for killers powers having unique skins.
To be honest, that would be amazing.
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@deadbyhitbox said:
https://forum.deadbydaylight.com/en/discussion/comment/1076007#Comment_1076007
The flick is on console.
Well, how do you get it to work?
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THE CLOWN WEARING A NEA COSPLAY OUTFIT!!! OMG YES! MORE CLOTHES FOR CLOWN!
#THECLOWNREVOLUTION
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@CLAUDETTEINABUSH said:
Oni's flick is back. Even tho I don't play him, I enjoy watching YouTubers use it's full potential on survivors.
For me he is A tier. Wish I could get him with shells but, I used them on spirit.....damn she sexy
What do YOU guys think about him? Let me know down below.
Cheers
If the flick was on console, then he would be better than billy.
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@ASAPTurtle said:
Its not even generators. Its the size of maps these days. If all maps weren't the size of Jupiter, this generator problem wouldn't be as big.
But then again, this whole game is unbalanced asf.
Big Maps
Fast Generators
SWF
Keys
DC's
Nerfs
Buffs
Mori's
Infinites
Head On
DS
Toolboxes
Sometimes the Community
Etc, You catch my drift.
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@TheBilldozer said:
The problem with this concept of "Gen Rushing" is purely in the definition. No one will be able to find a suitable definition of what "rushing" is defined as.
Some will say "Gen Rushing" is finishing generators in ( x amount of minutes) or running multiple generators in (x amount of minutes then completing all at the same time).
Then you have to account for the mechanics of certain killers.
Then you have to account for the mechanics of perks.
Then you have to account for the mechanics of offerings.
Then you have to account for the mechanics of items.
Then you have to account for the mechanics of the maps.
Then you have to account for the mechanics of the objectives.
Essentially, addressing any definition of "gen rushing" would translate to an entirely re-worked game in order to maintain balance.
Also, the nerfs to all things that slow down survivors action speed. (e.g.) Thanataphobia
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@Colton147 said:
My apologies for the comments; just had to let loose some frustration, as I see some people disrespecting me and I snapped. 😋
Anyhow; let us all get back on topic.
Does this happen often?
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@Onyx_Blue said:
It's been just over 2 months since Spirit's adjustments were implemented and i'm going to be raising attention to the same issue that I raised back then.
Now, I have given it some time and felt it was needed to bring up once again; the issue of Spirit having cosmetics which remove the telltale sign of her entering phase within close proximity - her shard glowing. There are multiple cosmetics that do this: her Withering Blight, her Schoolgirl and her Kimono outfits.
When equipped it removes all info needed for a survivor to make an accurate read on the situation and has to guess what the Spirit is doing. She could literally just be standing there watching them waiting for a survivor to make a move into a vulnerable position, and if they don't, she just phases and pops out where they were stood waiting and get a free hit.
The point of this thread is to make notice of how a change would benfit her quality of life in this game. If the Spirit were to have a 100% visible telltale sign of her having entered phase, no matter the cosmetic worn. It would allow more interactive gameplay between the killer player and the survivor player being chased, onlooking at the Spirit etc etc. The fact that the survivor would now have 100% accurate info that the Spirit had activated her phase now opens up the path to new mindgames played on both sides.
The Spirit now knows the survivor is aware of her activating phase so now can remain still while phase is active to see if the survivor vaulted into them or moved into a vulnerable position, away from the loop. The survivor can accurately assess whether or not using the pallet is going to have an effect on the Spirit (making her think the survivor ran through it and dropped or remained on their side). Currently these mindgames are all guess work on the survivors pov. Spirit currently is always going to be in control of the chase at loops since, as pointed out, the survivor has no clear indicator on most of her cosmetics wether she is phasing or not.
The implementation of making her husk give a 100% accurate telltale could be that the Spirit emanates an ethereal glow on the outline of her model; or the husk has zero animation to it and is fixed completely still. These are examples I have come up with, but as always, Devs, the final product is your call.
I raise this issue as an awareness of a glaring imbalance in gameplay when playing Spirit. Survivors are always guessing vs her; she is in control of most chases, mainly at loop areas.
Pls, no more nerfs, killers are on their last legs. If that happens, most of the killer population will got to Last Year.
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@Fenrir93 said:
Just had a match with 4 survive with friends noobs running OOO. Couldn't mindgame one single time and they all escaped, most boring trash match of all times. Going to play facecamp bubba now. Nice perk by the way LUL
NO! NERF SURVIVORS!!! :D
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@[Deleted User] said:
Bring a mori.
The best survivor teams can gen rush, and not get hooked. Also, bringing a mori will not help you get bloodpoints. They actually prefer to depip you.
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@soundwave85 said:
https://forum.deadbydaylight.com/en/discussion/126701/any-ideas-on-how-to-fix-gen-rushing
no such thing as gen rushing
You're kidding right?
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@Colton147 said:
Generator rush doesn't really exist; you need to apply more pressure.
I have no issue applying extreme pressure as Clown.
You cannot apply pressure towards all 4 survivors when you are chasing 1 survivor.
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@Colton147 said:
Generator rush doesn't really exist; you need to apply more pressure.
I have no issue applying extreme pressure as Clown.
How if you're an M1 killer with a 32m terror radius, going against survivors that share some of the best communications.
Are you in the red ranks yet? Because I use to be a Clown main, but that has changed because of how fast the gens were going. If gen rushing truly doesn't exist, then play Clown again without perks and add-ons for a while.
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@Entity_Lich94 said:
So for the longest time, it was pretty much commonly agreed that Nurse was the strongest and Freddy was the weakest. With both having been changed quite drastically, who would you guys say have taken their places.
Personally I still think Nurse is only JUST the strongest still with Spirit on roughly the same level as her. But she's definitely lost her former God tier status.
As for weakest, I would have to say clown. While his power can stop some loops and kind of kite survivors, he literally has no map pressure at all. While legion and pig are weak they can keep survivors busy with out having to chase them. Clown doesn't even have that. His ultra rare addon does make him better, but that's the problem. It's ultra rare
Strongest: (PC) Nurse, Spirit (Console) Spirit, Freddy
Weakest: (PC) Bubba, Clown (Console) Bubba, Clown, Nurse
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@ReallyBigShoe said:
https://forum.deadbydaylight.com/en/discussion/comment/1022015#Comment_1022015
Imagine ignoring so many variables and making such a blanket statement with no logical backing.
This is how I feel about this situation.
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@28_stabs said:
The idea to change masks is interesting, but the rest- meh.
Its just to keep the Deep Wounds, and Feral Frenzy apart of him.
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@Snow_Lep said:
How about we stop reworking and touching the teenagers. I swear the devs have abused and scarred these children at this point.
Just leave good enough at good enough. Yes the concept is good. But the poor kids have been bent into a new shape almost every month since they have been released.
#StopTheLegionAbuse
lol
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So would he pull out a mask from his jacket? How do you think it should look to keep the Legion theme?
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@Yung_Slug said:
The problem with that is Trapper and Demogorgon can just defend the totem indefinitely.
Yea...Also 99% exit gates would be more popular. So back to the drawing board.
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@HellDescent said:
Survivor bias. Due to hatch escape being possible before gates are powered. Doctor was annoying to play against for survivors - he got nerfed, instead of them fixing other issues like sound. Survivors couldn't land great skillchecks - ruin got nerfed. Pig got nerfed - she already was one of the weaker killers. The game still has windows that can be nearly infinites vs certain killers. Most of the maps are survivor sided. Ds - killer can't hook survivor for a minute, while he's working on the gen next to him. Survivor related bugs are instantly fixed, while killer bugs just stay in the game.
Some people have claimed that mori's are too op, because you don't have to wait for the 3rd hook to kill someone. Some have even gone as far as to say its just like the keys in the game. What do you think about this?
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@TheHippo said:
Flashlights have been nerfed many times from their once OP instablind mode. That's all fine and dandy, they're okay where it's at. Except for one thing. Someone points a flashlight at you as killer, just look up and continue the chase as if nothing happened. Why is this a thing? It's just cheesy and mindless. The beam is still going at their face, it would make more sense to have to look left or right. Looking up to dodge a flashlight should be removed.
P.S. I'm a killer main
So you would rather have survivors blind you?
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@Brucecastro81 said:
https://forum.deadbydaylight.com/en/discussion/comment/1014741#Comment_1014741
But the pallet stuns are actually faster
slightly tho. Not a real noticeable effect.
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@Waffleyumboy said:
They are just trying to make all of their consumers satisfied. They change whatever the playerbase has problems with.
Yea, so are you saying neither. I want to hear your opinion as well.
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They have made it slightly (Kinda unnoticeable) slower. Made it it only affects pallet stuns instead of all stuns. (Including DS)
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Also why complain about any of these if its all the same?
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@twistedmonkey said:
All these perks have been stated to be crutches by players in the past 🙊.
What about the present and future. Times change.
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I think there is a bug for Oni, it won't let me activate blood fury.
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I'm talking about after 5 gens are completed, you must find a fuse to fix the gate, then open the gate.
@WTBacon said:
There is already a second objective, but everyone would rather complain then actually do it (NOED).
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@DepressedClownMain said:
https://forum.deadbydaylight.com/en/discussion/comment/966805#Comment_966805
Yeah, 3 minutes to get your power, for it to be countered by turning a corner. Intended power role
Exactly. Im in a chase, miss three strikes, then 2 gens get down.
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@Mistikus said:
the flick from ptb was a knowing issue so he didt get a nerf, now he works as intended
Flicking wasn't an issue, the curve was. But they nerfed it too much.
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What about PTB Oni, he was in a great spot before the nerf. I agree with the add on part, but PTB Oni didn't rely on add-ons, hence why are they so weak.
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Add the stacking of deep wounds, and any other add-on effect, to prolong the mend time, and remove the deactivate power after hitting a survivor with deep wounds.
When within 10m of a trapped locker, one of the members jumps out, hit and apply deep wounds to a survivor. You will get a notification, and that member is returned to your arsenal. Within 20m, their auras are revealed until interrupted.
Love the Idea, I also posted a Legion rework Idea, feel free to check it out.
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Yea, I'm a killer main. I'm grinding ya gears.
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Think about it, Jane the first survivor with a mic. Come on, thats gold!
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I mean come on... Teleporting Meg... Ultra-Fast-Gens Dwight... Insta-Sabo Jake.
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@xCarrie said:
https://forum.deadbydaylight.com/en/discussion/comment/958884#Comment_958884
Their first nerf they got nerfed or nothing’d, beat, stabbed, buried, spat on, and their grave lit on fire. Killers wanted a buff for them but instead got a pie in the face.
Wdym? Sweater boi is in a good place now lol?
Point taken. But all survivors shouldn't be the same, as all killers aren't. I feel like it would add more flavor to the game. Maybe even their killer can counter their power in certain ways.
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@xCarrie said:
https://forum.deadbydaylight.com/en/discussion/comment/958874#Comment_958874
See i’d agree with you...but then there’s legion.
But didn't he get nerfed or nothing'd. What about Freddy boi.

