GlamourousLeviathan
GlamourousLeviathan
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- GlamourousLeviathan
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Nah. I love Twins, Elodie and the perks released. It may have been buggy but the content was really good. If I had to pick my least favourite chapter it would be, without a doubt, All-Kill and Cursed Legacy.
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He has potential to be better than Pyramid Head if he gets some buffs. While he doesn't receive them, he will still be unviable. Better than half of the cast, but still unviable.
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@Marik13 said:
https://forum.deadbydaylight.com/en/discussion/258637/nemesis-is-frustrating
I've been posting this all day. It gets worse when you look in to the stats of his power. He's supposed to apply hindered to survivors when they get infected, but you'd never know because as it works right now you can never capitalize on it. The speed boost alone negates the hindered status effect. Right off the bat, that alone counters it. No way to capitalize from it when they get boosted and are already halfway across the map. Second, even if you took away the speed boost, you STILL would never be able to notice or even take advantage of the hindered effect for two reasons. The first is that whenever he hits you you his tentacle he still has a cooldown animation for his attack. But the worst part, the thing that when combined with everything I said so far, is that the hindered effect lasts for a LAUGHABLY small amount of time.
https://us.v-cdn.net/6030815/uploads/ZRLQT9MNAYXT/screenshot-20210617-154708-chrome.jpg
0.25 seconds of hindered is all they get when they get infected... So even without the speed boost literally negating the effect, even without it due to his attack cooldown, he still can't do anything for 1.75 seconds while he's locked in to his cooldown animation. So yeah he literally has a useless effect as part of his power that he can never ever take advantage of. They need to rework his power, badly.
Ironically, he has an add-on that enhances this hindred status. This makes me wonder if this speed boost was actually intended or if it is a bug.
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Out of these franchises, I can only see Resident Evil having another iconic killer to be added. There's still Dimitrescu or Jack Baker to be added. Okay, there is no killer from Left 4 Dead yet, but they aren't as iconic as Resident Evil's.
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I only play killer, so of course I am spending my BPs on Nemesis.
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With Freddy's nerf, he went down the list by one spot, which means that now my baby boy Doctor is the third strongest killer. At least in my opinion.
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Either Myers or Trickster, but I will go with Myers because he is not only weak, but very outdated.
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Old Freddy was my first main in the game, so I know what I am saying. He was incredibly weak, far from any viability.
If you BHVR wants to bring him back, they should at least keep some powers of his recent kit, namely the teleport and the dream snares (at least a buffed version of them). If they don't do that, it's better to keep Freddy as he is, which I don't mind since I like the way he plays nowadays.
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I bought every content DLC (killers + survivors) but I have never spent a single penny on cosmetics. You do the math.
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Main event -> Give him 115% ms when using main event OR make so that it doesn't run out if you decide not to use it. Maybe both.
Base power -> Survivors now have to perform a special action to remove the blades from their bodies. The more blades you have, the longer this action will take.
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This post gave me the idea to make a thread comparing each killer's power with real life animals.
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@Schardon said:
https://forum.deadbydaylight.com/en/discussion/comment/2249855#Comment_2249855
Ironically the fact this change would create a balancing issue is a balancing issue in itself already imo. If always running purple add-ons is a balancing issue why is it not a balancing issue if you're just running it a couple of times? In the grant scheme is balances out, sure. But it is an issue within the matches you're using them in and your opponents can't to anything about it since they can't even know what add-ons you're running.
Furthermore there are Killers that do have bad purple/red add-ons compared to their yollow/greens. How's that balanced then? Since you already can run yellow/greens every game if you want to without breaking a sweat.
I never really liked the add-on system. It feels really weird to have your full potential locked behind RNG and "consumables" you have to spend in-game currency for.
The game could potentially feel less frustrating for survivors if the Killers would have their best add-ons baseline but the game would be balanced around this fact and add-ons would just be some small QoL things like the add-on for nurse that lets you see your blink distance instead of having to memorize it.
This creates more consistency and survivors would know what they're up against instead of "guessing" which add-ons the Killer runs. More consistency = more predictability = less frustration.
But that's just my way of thinking.. Maybe I'm just an idiot and absolutely wrong.
On the other hand you'd have to compensate survivors in a similar way too, I suppose. Since their items, like flash lights and toolboxes and medkits and their add-ons also cost BP. Maybe items could stay as they are but they also have their strongest add-ons baseline? The QoL for flashlights could probably be a crosshair.. Idk... just some wild randoms ideas I'm throwing in here right now. There are probably way better things one could come up with when thinking about it properly.
Actually, I like the idea behind the add-on system. For the sake of the argument, I am going to use Hag's add-ons as an example.
The brown to the green add-ons are just straight up enhancements to her base power, with each tier of rarity increasing the power of the effect. These add-ons include the teleport range and the set up speed time reduction. They are OP? Definitely not, but they can help you a lot throughout the match. However, the purple and the red add-ons instead of being a direct upgrade from the other add-ons are completely different in a way that they change Hag's playstyle. For example, there is the Mint Rag which puts a cool down on your teleport at the benefit of teleporting to any trap on the map. There is also the Scarred Hand, which makes the mud clones have collision at the cost of your teleport. These add-ons are not game breaking and for some, I would say that they are even crippling.
My point is, the ideal add-ons, at least on my perspective, should be either the ones that give you a nice upgrade, or change your playstyle. In either way, you can make use of some fun builds giving more variety to the game. Body blocker Hag is harmless as it is and her green add-ons don't make her an unstoppable beast anyway.
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@fogdonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/2249867#Comment_2249867
If the prices go ultra low, then you can go through the bloodweb fast enough to make even ultra rare easily findable.
I put 25% reduction to make it more simple to understand. I don't work at BHVR so saying a precise number won't happen. It can be 5% reduction, or 15% reduction, or 25% but applying it on the reduced values instead of the original ones, or whatever the devs think are a fair price for things. My idea is just making thing cheaper as you prestige.
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@fogdonkey said:
Reducing the price of nodes is a terrible idea: People will have enough bloodpoints to always run the strongest add-ons, items and offerings. Everybody will just run purple/green stuff all the time. The game is not balanced around that IMO.
Yeah, I know that but I don't think that there should be game breaking stuff like iri heads and BNPs to begin with, for my idea I am considering a beefy nerf on these kind of stuff. For killers, I think that red add-ons should be based around The Twins add-ons, in a way that they change the killer's playstyle instead of giving them an insane buff.
Also, on each level of the highest bloodweb, you can claim at maximum 2 red nodes per level, not even considering the possibility of them don't spawning nor the Entity consuming them. They are called Ultra Rare instead of Ultra Expensive for some reason.
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Felix and Ji-Woon Hak.
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Well, I only played survivor once and it was back in 2016, so I fear I cannot answer these questions.
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I wouldn't put her on the bottom of my tier list but I do agree that she is not a good killer. First, she has no chase potential. Yes, you can use her dash attack on some loops but it just works on some specific tiles, so in almost every case, she is a M1 killer.
The thing is, it wouldn't matter much to have a terrible 1v1 if you have a great 4v1, which in theory, Pig has on her RBTs but in practice is just RNG. If you are unlucky, all survivors can remove their traps on their first attempt, making her very inconsistent.
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It puzzles me why in their cosmetics Victor doesn't get any change. I get it that cosmetics don't change the killer's power and since Victor is basically Charlotte's power, it makes sense that he doesn't get any outfit. However, Victor is part of Charlotte in a lot more ways than other killers are with their powers. I mean, I could pretty much recognize Clown without his bottles and Doctor without his shock, but taking away Victor completely kills of The Twins dynamic. If Behaviour works hard, I am pretty sure that they could make cosmetics that change both Charlotte and Victor.
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Fen Min all the way. Screw her and that squeaky toy scream.
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My rarest achievement is Adept Trickster with 0,2% completion.
The most common achievement that I don't have Is Survival Treasure with 47,5% completion (I don't play survivor, so I got none survivor exclusive achievement).
For the hardest one I would say Adept Pig. I have already conquered every adept in the game and Pig was by far the hardest one just by how little points she receives.
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I've never, in my entire DbD career has ever used a mist offering and when someone else brings one, I barely even notice the difference, even with the purple one. Mist offerings are just bloodweb pollutants.
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@th3 said:
https://forum.deadbydaylight.com/en/discussion/comment/2237892#Comment_2237892
Flipping this on its head, is the killer eliminating everyone from the trial in under 4 minutes ridiculous or fair considering normal games are around 10-15 minutes.
This statement makes no sense at all. The time survivors take to complete a generator is an absolute value, which means that, unless you have a perk or a item, it is always going to take the same time to complete. As such, this value can be tweaked by the devs with just a single number change. Comparing this to how much time it takes to kill all 4 survivors is not fair, as the former is something only influenced by skill/behaviour. If the survivors just want to die and stand right in front of the killer doing nothing, it will probably take less than 1 minute have everyone dead.
But ok, let's use your example. If all the survivors loop as efficiently as possible, it will still take much more than 4 minutes to kill everyone by simply the sheer amount of pallets on every map. This is not even considering if the survivors are picking each other up.
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Out of the killer's, I would say that The Twins seems like the most reasonable ones to befriend. They are not motivated by some ideal like Plague or Pig, neither by an urge to kill for pleasure like Doctor or Trickster, rather they just do it to survive. I imagine being fairly easy to befriend them if you try a friendly approach like offering them food or supplies and show them that you aren't a threat.
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Not gonna lie, these would be really good cosmetics if there wasn't already blight ones.
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Well Stranger Things isn't exactly full on horror but ok, if you want a completely non-horror license you can use Dark Souls. It definetly isn't horror but it has one hell of an oppressive atmosphere and some really disturbing characters so I think it would work.
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I do ship Joey x Frank from Legion a lot since I saw a manga of them both.
Also, I do feel like shipping Trickster x Ghostface because they have very self centered personalities so I feel like it should be interesting.
PH and David should work together as well since they are very beefy and can go to the gym together, so why not?
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Let's just say that I have never seen a censer being used as a weapon before and I found it very creative and fitting.
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Sometime before, I used to think that Oni and PH had the most juicy ones. However, after close examination and analysis, I noticed how big Wraith was. If you have time, check his base skin and see how thick he is.
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I don't hate Shelter Woods. It's design is boring but at least it isn's bad gameplay wise, unlike it's sibling. Yes, I am talking about you Suffocation Pit.
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Even if the killer AFKs or fails to put any pressure on the map, can we all just agree that completing 5 gens in 4 minutes is just ridiculous? I mean, normal games last about 15 minutes, being able to escape in such a small amount of time is simply unfair.
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I only ever give up if I am having a reaaaaaaaally bad day already. Also, the survivors have to try gen rushing so bad for it to add the first factor so I can give up, something like 4 gens in 4 minutes. If thats the case I am just waiting for the last gen to pop and then finally opening the gates myself.
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I play every killer on a regular basis and I would say that the easiest killers are definitely Wraith, Freddy and Pig. Hag, Myers and Legion are not that high on the list either.
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I think that the Hag is definitely easier. All the challenges in learning how to play her are purely technical, like knowing where are the best trap spots, how her playstyle works and how to react to certain teams. On a mechanical level, she is just as easy as smashing Ctrl and reacting fast with a hit.
Spirit on the other hand is the second hardest killer in the game as she requires game knowledge and mechanical skill to play. As a Spirit, you have to know all the usual spots which survivors normally run to so you know where to go once you are phasing. Also, you need to constantly keep making mind games, right reads and precise hearing,, which is definitely not easy.
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I like so much the Silent Hill theme that I wish it was possible to play it on every killer.
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The only instance where I see Trickster being better than the other ranged killers is when he gets a survivor being out positioned, because since he doesn't stop throwing knives, he can just get the survivor from healthy to downed without having to catch up. The thing is, if just want to get quick downs when a survivor is out positioned, you can just play Bubba, Billy or Plague to have a similar effect, with the benefit of being 115%.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2234089#Comment_2234089
Of course it is. People will always complain about the strongest thing.
I just wish people would stop resorting to using the same few buzzwords in their complaints.
"Spirit takes no skill" or "Spirit has no counterplay"
Both are false statements.
It is funny because when Spirit first came and even before she got the collision removed, everyone used to say that Spirit was one of the killers with the highest skill ceiling. Now, for some unknown reasons, survivors just keep saying that she takes no skill even though she is still the same. It is like the saying "a lie repeated 100 times becomes true" and I guess that's the case.
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I am not a Spirit main but I do like playing her a lot. I find it extremely satisfying to make the right reads with her and pinpoint the exact location where the survivors are to get the precise hit. IMO, this makes the Spirit the second hardest killer in the game, only losing to Hillbilly and as such, being so hard to play makes doing things right even more fun.
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My list ended up being:
Hag - 775
Pig - 700
Demogorgon - 700
Plague - 675
Twins - 675
Doctor - 650
I have to say, even though Doctor is my main, this quiz is pretty accurate since I absolutely adore Hag, Pig, Plague and Twins. I do like Demogorgon, but it is not one of my favorite killers.
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I just hate playing as Oni, it is just so boring and his power is so weak. No matter how much I try it, I just can't seem to like him.
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He seems fun and also strong, but not OP. I would put him on A tier, just above PH.
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Although this game has already made me rage a lot, it is still my favourite online game. I do hope DbD becomes something ageless, like League of Legends and World of Warcraft.
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I like exhaustion perks. The only thing that I would change about it is to give an small penalty to being exhausted, so when a Killer brings a perk that gives exhaustion like Mindbreaker and Blood Echo it doesn't become useless. I know everyone uses exhaustion perks but every now and then there is that srvivor who doesn't.
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I personally don't think it will be Lady Dimitrescu or her daughters, since the new Observer's time hinted at a vampire killer so even though Lady and the other three aren't exactly vampires, I don't think they will be coming for repetition sake.
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Actually, I am all for the Baker's coming to DbD, but I wouldn't dislike having Dimitrescu or the other lords from Village. Personally, I just wouldn't like much Mr. X or Nemesis because they would probably be brutal strength killers like Oni and Hillbilly, which are my least favorite killers to play.
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Who wouldn't want more bloodpoints? Less grind more items and resources.
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I think that the question that you should be making is: What do you prefer? 8 hooks but no kills but 4 kills with every survivor dying on the first hook. Of course getting 12 hooks 4 kills is the most satisfying, but of those two options that I mention, I would always go for the 4 kills, even though I know it's not the healthiest thing. I bought the game to kill survivors, not to farm them.
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I actually like the indoor maps, with the exception of The Game. Also, even though The Game is horrible, it doesn't get near how terrible Haddonfield is.
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@ryseterion said:
https://forum.deadbydaylight.com/en/discussion/comment/2159928#Comment_2159928
Plague isnt the best because she is Very inconsistent with her play style. Huntress has the best power in terms of effectiveness since it has no range limit. Deathslinger suffers from having low map pressure with a decent chase power when used right and trickster is better but still pretty bad.
If I would label one of those killers as inconsistent, it would be Huntress. The hitboxes of her hatchets are so big that you have to learn every tile to know if you can use your hatchet or not. Some people say that she having a big hitbox makes her stronger but actually cripples her. For an example, imaging you looping a jungle gym and there is a hole on the wall. In this situation, if you are a Deathslinger and feels like your harpoon can get through the hole, it probably will, as for Huntress, even though the gap may seem to fit her hatchets, it doesn't exactly mean that she can make her hatchets go through. Also, Huntress's hatchets are slow and have a big window to dodge, compared to Deathslinger, which makes her ineffective against good players. Also, idk why you mentioned that Huntress has map pressure compared to Deathslinger, because she does not. Yes, her hatchets can travel the whole map and snipe a survivor but that's more on luck and the survivors lack of awareness rather than her own skill.
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Jake os now finally date material.
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Plague is the best without a doubt. Very versatile power and once she gets her corrupt she becomes unstoppable. She not only has the best power but also is a 115% killer.
1° Plague
2° Deathslinger
3° Huntress
4° Trickster