Haddix
Haddix
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@Boss said:
That he has quite useful Ultra Rares is very nice indeed.
And i really enjoy his "All Seeing" - Blood.
But the Shadow Dances & Swift Hunts aren't that great in normal play, especially the Swift Hunts are very mediocre.
More movement speed is still just nice to have, though he doesn't need it as much anymore. (Which is GREAT, i love to have more stuff be appealing as well.)
"The Ghost" - Soot is meh on its own, it doesn't matter much if they can hear your bell.
It truly becomes great in combination with either Clapper, though i guess such weakness is to be expected from a Common Add-on.
Have you tried Swift Hunt with the new speed boost that was fixed with the newest patch? It's actually super nice feeling; you get a speed boost before the cloak is even over by base, and the cloak is much faster with the addons.
Definitely not his best, but it's actually not bad with the new buffs.
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enduring only reduces stuns where a survivor drops a pallet on you. nothing else.
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@Huge_Bush said:
Are you talking about being able to pounce through a window? I'm pretty sure that has always been intentional with the little gremlin.
did you watch the video? he was blocking the window.
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@MadLordJack said:
Correct me if I'm wrong, but isn't the only nerf that The Twins received a 2 second increase on Victor's pounce attack cooldown?
Also, 2 add-on buffs and a QoL fix?
the addon buffs are VERY meh (the undetectable is nice but its nothing compared to forest stew/scarf + pounce charge). exposed addon is still situational and bad. you don't want victor idle much, nor getting kicked,
that QOL fix has literally been in the game for 2 months now and they've lied for some reason by telling everybody it's new. possibly because they knew nobody would actually know that because 5 people play twins.
that pounce attack cooldown increase completely misses the mark and purely just makes them more unfun to play**. does nothing to discourage slugging (which cannot be achieved with flat nerfs). it just discourages playing twins in the first place.
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@Dustin said:
I still feel they should have just given Freddy some sort of skillshot and replaced Snares tbh. A high impact killer should have a skillful power to use instead of nerfing them into the ground. Granted Freddy isn't terrible but of course much worse.
snares are the most boring and uninspired ability they could've ever come up with
if not a skillshot, they should've at LEAST given him a power that forces him to be strategic (and not trap set up time, that's awfully boring) and smart (like his old power). I don't get why they ever thought snares were a good idea nor why they kept them.
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@El_Gingero said:
Dead Hard is fine. Old DS was fine. This game has a huge spectrum of skill-levels and you have to take into account all the potato’s when balancing. Dead Hard in the hands of your average survivor will extend a chase by a few seconds at best. Sure it can sometimes double the length of a chase when used by a skilled survivor, it you can’t just balance it around that.
dead hard is not difficult to use. you have to look at this type of stuff from the survivor perspective, and this requires you to play both sides. if you do play survivor, do YOU think dead hard is actually that hard to use?
the problem with DBD gamers (survivor and killer) is that, for some unknown reason, the simplest stuff is so difficult for them (ahem freddy having the highest playrate ahem).
i used dead hard back when david came out. it was not hard to grasp that you use a dodge for a speed boost to something i wanna get to. i have barely taken it off since then and nothing has changed. it's still extremely strong. yet people still dead hard into nothing and then scream "you can just bait it out!"
so you are half correct. the majority of the average timmys that play this game have no clue how to press a button to dash to a pallet or window without completely screwing up and dashing into the edge of the map.
however, the people that DO know how to use dead hard are absolutely ridiculously busted strong in chase. having perfectly timed/executed multiple abilities in succession to land a hit, only for someone to press a button to completely undo it is a little outdated in design imo. i don't think dead hard would be made today and for good reason.
so, why I think you're half wrong is, if dead hard WERE to get a nerf, then it would only be getting nerfed for people who know how to use it, and the people that have no ######### clue what they're doing with it would remain unchanged as they're already bad at using it as is, thus making it a fair nerf.
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@Lord_Tony said:
this is technically a discussion not PTB feedback.
The twins got a buff which was Camera control is now immediately restored when taking control of Charlotte but that should have been a thing to begin with.
Then we got 2 add-on buffs which only add a few seconds and honestly if you ask me those add ons should have been increased on release because they were so mediocre and they still are.
None of these buffs require a nerf as compensation so why can't BHVR just release buffs without nerfing the killer for once? That's not "balance" there is no need for a nerf.
2 couple of second add on increases and a feature that should have been basekit to begin with does not equal a nerf.
funny thing is, charlotte has had camera control in the transition for over a month or two now. this change isnt new and idk why they're acting like it is.
i think it was actually just to distract us from the fact that they got a pretty awful feeling nerf.
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/2108786#Comment_2108786
Idk macro hag pretty terrifying. (The hags that have their key spamming tp then right when they tp they instantly smack). And personally i find it to react to someone like trapper in chase since if its a smart trapper and he pushes me into a hard trapped area.
a really good hag is so ######### unfun to go against to the point where it makes every other killer look like a blast
i would rather go against a thousand spirits over a really good hag
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/2109953#Comment_2109953
"Effectively unchanged"
@Profezia is right,they will nerf Rat Liver by 1%
So instead of moving at 101% movement speed you'll move at 100% with that addon.
But it's really negligible.
The buff to base movement speed while charging is much more important.
Honestly, the difference between 99%, 100%, and 101% is kinda important though.
The reason why Rat Liver was so good was because you still technically made distance on the survivor while charging at 101%, whereas now, at 100%, you don't.
Still, it's a 1% difference, but it's probably the most impactful 1% difference in the game because it's the difference between making distance and not. But it's not THAT big of a deal honestly, I'm just pointing out how much 1% can change gameplay between 99%-101%.
New Rat Liver is the same, but slightly different. Instead of losing distance, you're not making nor losing any, so I get why people would want it 101%. The only reason I want old Rat Liver back is purely just because it didn't deserve a nerf, 1% or not. It should just give the same exact effect.
Unless my math is wrong and it's always been 9% of 92% added to 92%, and not just 9% added to 92%. Then ignore me.
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bring back old freddy :)
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2102421#Comment_2102421
An Add On should not disable Perks. Like, those are 3k BPs, yes, she is using an Add On-Slot, but this is way too cheap for such a strong effect.
Exhaustion Add Ons are outdated. And it is good that they get rid of them. They were introduced in a time where Exhaustion recovered while running, this is not the case anymore and so an Add On for 3k BPs is simply too strong when it gives Exhaustion.
I mean, just imagine this: Old Ruin (Hex-Skill Checks which make the Gen regress when not hitting the Great Skill Check) with the new Instructions (no Skill Checks while using a Toolbox). Sounds not right to negate a Perk with a 3k BP-Add On? Yes, it does not sound right. And this is why Exhaustion Add-Ons are outdated and should be removed.
But old Ruin could be disabled. It had a counter built in that was always effective every game. You didn't need an addon to do that lol, just 14 seconds.
Exhaustion/Dead Hard is borderline dumb anyway, and you really don't need it. It doesn't feel great to play against, but it's just because you can't use your perk. It's not that it majorly buffs the power. It just takes away yours and forces you to chase regularly.
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@JimbusCrimbus said:
https://forum.deadbydaylight.com/en/discussion/comment/2102421#Comment_2102421
At the same time, if you "need" to dead hard for something, you likely deserved to get hit anyway.
I completely agree with that, I'm just talking about the situations where I know the feedback on my screen isn't accurate, and her hatchet hitbox combined with latency is going to make it so I'm getting hit behind a wall where I couldn't properly react to it. That's a situation where I won't feel I deserved to get hit and wouldn't feel bad about a dead hard, but again, I still put an "eh." I'm just gonna go down, it's whatever.
But either way, yes, I agree.
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@JimbusCrimbus said:
https://forum.deadbydaylight.com/en/discussion/242016/dev-update-specifically-huntress
I'm actually kind of over seeing survivors call exhaustion addons "boring".
Do you think being dead harded is fun and thrilling gameplay for the killer?
Also, Iri Head is one in the chamber. Hatchets are easy enough to dodge and it no longer has any snowball potential.
yeah I don't really get the mass amount of hate against exhaustion addons
It really sucks to go against a huntress with them when I'm running deadhard, but she's using an addon slot for it, and it's not like dead hard is basekit. I can play without it. I just have to play well.
The only thing that makes it kinda gross is when I know I'm about to get hit behind a wall and need to Dead Hard for it, but eh. Overall, I think exhaustion addons with a timer of about 10-15 seconds would be fine honestly.
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@DetailedDetriment said:
https://forum.deadbydaylight.com/en/discussion/241887/developer-update-april-2021
KILLER UPDATES
THE NIGHTMARE
The changes to his snares and pallets are alright, I guess.
His progression slowdown addons like Jump Rope are completely useless now. They just make sounds louder. The same sounds that don't exist for half a match.
The alarm clock changes are good.
Suggested Change: The effects of snares should be reduced.
THE DEMOGORGON
His portal changes are good.
The Lifeguard Whistle change is great.
Rotten Pumpkin is useless. Why are we getting addons that hurt the power for more BP? It's barely any extra points to drop the killer 1 or 2 tiers.
No mention of Rat Liver being base-kit, the most requested demo change. There is hope, however. "Most of the add-ons will be changing, we just want to leave some surprises for the PTB."
THE HUNTRESS
Soldier's Puttee: This should just be a base-kit effect, but since it is now an ultra-rare addon, it should be buffed to 4.7 m/s. You're an M1 killer that can be heard across half the map. Moving the better of the two default speeds isn't really enough.
Iri Head: An addon that needs changed, but not in the way that it is. You're now capped to 1 hatchet. Imo, you should be capped to two hatchets, but have a reduced wind-up speed or increased cool-down in-between throws.
THE TWINS
Not even close to what they need, but the camera control instantly being restored when swapping to Charlotte is nice.
Victor being nerfed is meh. For his high mobility, I can see the increase of the cooldown after downing a survivor, but the Twins are so weak to the point that a nerf is just hitting rock. The hole is too deep that you can't go any further without a pickaxe or mechanical tool.
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PERK UPDATES
SMALL GAME
The totem counter is great. Thank you.
No longer detecting traps is also good.
Why nerf the detection range? This perk has always been solo queue gold. You're turning it into bronze.
LUCKY BREAK
I'm not sure whether this is a nerf or a buff. It will be incredibly powerful when paired with Iron Will, but it also only lasts for 90 seconds. Sitting on a gen without any way to heal makes this perk even more useless.
A suggested change: The Lucky Break timer pauses when outside of the killer's terror radius/when outside of 32 meters.
SOUL GUARD
"Soul Guard now has a cooldown of 30 seconds after activating." Is this nerf just because Sweh used it in conjunction with Hope in one video? The perk is pretty bad, so to give it a harsh cooldown makes no sense.
OPEN HANDED
Love it.
ZANSHIN TACTICS
Good change, I guess. Just do the same thing for Windows now.
BORROWED TIME
BT no longer activates when in the killer's terror radius, but rather when within the range of their terror radius, meaning a Ghost Face in Night Shroud will still activate BT if the player is hooked 28 meters away. Great change.
The endurance effect should not have been reduced to 12 seconds.
OBJECT OF OBSESSION
Couldn't care less about the Object changes. The only concern I have is how Distortion will be effected. OoO is literally just better Distortion now, providing an opposite, but better effect.
Suggested Change: Allow Distortion to regain tokens every time the player escapes a chase. Start the trial with 3 tokens, and cap at 5 tokens.
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MISCELLANEOUS BALANCE
TOOLBOXES
I have the odd feeling this is just to make players use the Instructions addon more often. I am completely against this change though. I have missed more skill-checks from leaving a gen as one dings than just when sitting on the gen. For toolboxes to have way less charges now, this change further hinders their repair ability if you get more skill checks when leaving gens.
HATCHES
The hatch now closes after 10 seconds when opened with a key. This is nice, but there is still an achievement for a 4-man hatch escape, so I think 15 seconds would be better.
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HUD UPDATE
Killer power status effects are more noticeable. Cool.
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STRUGGLE UPDATE
This a good change because you'll no longer die due to your finger slipping, a cramp, or the servers doing what they do best. I do have two changes that should be added however.
Change 1: You now have to miss 2 consecutive skill-checks to be sacrificed. If this is the case, then the hatch should be opened right as you die, not after the sacrifice animation has completed. If not that, then allow players to hold down a different key to die.
Change 2: This is a buff to Slippery Meat, but it pauses the struggle timer every time you hit a skill-check. Just a nice change to a bad perk .
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GRAPHICAL UPDATE: COLDWIND FARM
It looks great visually, as with all the graphical updates. My only concern is breakable walls. None are shown in the images, but you know they'll be in the dumbest positions possible.
On Thompson House I really want there to be a drop off from the balcony. Getting caught up there is still a free hit or down against many killers. A gap in the railing allows survivors another way off the second floor as well as rewarding good killers who can hit their ranged attacks.
Suggested Change: The effects of snares should be reduced.
You want to nerf him more? lol
Snares aren't even that good. Now they're especially worse.
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@Bwsted said:
It doesn't need it anyway.
its the one addon that makes him viable
its such a simple change that would give him a decent boost in strength basekit and it's requested so much its not even funny.
theres no reason it shouldnt happen.
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@Almo said:
https://forum.deadbydaylight.com/en/discussion/comment/2102126#Comment_2102126
Note: it is reduced by 5 degrees. That's narrower, not shorter. It gets more accurate as Totems are cleansed.
Why was this restriction added, out of curiosity?
Or is this intended to make it stronger with precision? That's what I should be asking.
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I'm so angry about this. This change literally makes no sense.
I'm so disappointed at how out of touch they can really be. It never feels like there's anything you can do to convince them that changes like these are really bad because they justify them with statistics that don't reflect the FEELINGS of players and true high-level gameplay, nor do they realize the counterplay already available and that players just need more help understanding the counterplay, not giving more to hold their hand through nerfing things that don't need to be nerfed, especially against knowledgable players.
Going against good groups as a pretty solid Twins player myself, they have never had difficulty kicking me because they all understand the effective counterplay and counterstrategies against them, which are all VERY effective. Almost every single down with Victor that I got, I was kicked.
If this change is just to slow down Victor's slug train (which, in his basekit, gives Victor 12 meters more of travel time after downing someone, for a total of 30 meters of travel time lost after downing a survivor), then once again, good Survivors understand the counterplay against mass Victor slugs. Twins didn't need this. This is awful.
We should not be holding hands like this man. Not the right move.
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@ProfoundEnding said:
https://forum.deadbydaylight.com/en/discussion/comment/2101309#Comment_2101309
Most played killers? As a red rank survivor, I have faced the Twins maybe 5 times since their release. Hell, I've faced more Tricksters (at least a dozen) in the short time that he's been out then the Twins.
In fact, I can confidently say they're the killer I've seen the least of out of all the killers.
I said one of MY most played killers. I said later on that they're already very unpopular.
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@NomiNomad said:
https://forum.deadbydaylight.com/en/discussion/comment/2101027#Comment_2101027
It's been two weeks since the Trickster was released. They haven't even released a bugfix yet.
I don't think the PTB has ever come out this fast after a chapter. If it does come tomorrow, I'll eat my words, but I heavily doubt it.
"On that note, we’ve reached the end of this Developer Update. All of the changes mentioned above will be available for testing in this week’s Player Test Build, starting April 13th. We look forward to reading your feedback once you’ve had a chance to try them out!"
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@OniWantsYourMacaroni said:
The 3 Twins Mains out there gonna be mad if they see those changes.
But yeah,i don't get that nerf either 🤷♂️
Twins are one of my most played killers right now, and having gone against teams that know how to counter Twins, it's pretty rough, solo or swf. They didn't need this. His current cooldown is already generous and in a good spot. This just makes no sense. It might turn me off from playing them entirely, which is hilarious because this'll discourage people who already don't play them from playing them even more. Way to make one of the most unpopular killers ever MORE unpopular.
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@indieeden7 said:
Most likely to encourage players to use Victor for the first hit, rather than the second. Although using Victor for downs was the most efficient way of playing Twins, Victor has the same problem as killers like Demo or Deathslinger, he can just hold his attack to zone people, which players simply don't see as very fun. IMO, they need to look into bigger changes for the twins, the concept of their power is really good however they rely too much on tactics that are generally recognised as unfun.
But that just doesn't make sense. They KNOW a killer having lethality and using their power for DOWNS in what makes them strong.
I think this is there anti-slug change rather than discouraging downing with Victor (he can also see blood, so once again, I don't think you're right on this one), but this is NOT how you do it.
They don't need a NERF to discourage slugging, they need a redesign for that type of change.
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@NomiNomad said:
https://forum.deadbydaylight.com/en/discussion/comment/2101027#Comment_2101027
It's been two weeks since the Trickster was released. They haven't even released a bugfix yet.
I don't think the PTB has ever come out this fast after a chapter. If it does come tomorrow, I'll eat my words, but I heavily doubt it.
The chapter WAS delayed by a week though, so technically it's 3 weeks ON SCHEDULE.
So if the midchapter ISN'T being delayed like the chapter was, it is technically on time for the midchapter PTB now. It's totally totally fair to doubt it though, I have my own doubt as well. But considering they're already showing it off and it's on time for the midchapter PTB if the chapter weren't delayed, I'm 50/50 on it.
Plus, Coldwind Farm was supposed to be the target map update in the chapter, but was taken out as it wasn't ready yet. They shifted it to this midchapter and may have had enough time to include all of the other killer/perk changes and whatnot by now.
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@NomiNomad said:
Wait, what? The midchapter isn't for awhile, no clue why there would be a PTB tomorrow.
I think you're getting it confused with the hotfix patch that may be tomorrow.
midchapter's gonna be in like, a month/several weeks. PTB's always a month/several weeks earlier. images of graphic updates always happen days before the PTB.
the ptb for the midchapter COULD very well be tomorrow. not 100%, but there's a chance.
nobody's confusing the hotfix for the midchap at all mang. it's pretty fair to hope for the midchap ptb tomorrow.
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Mindbreaker's already good as is. Please no. This would be a nerf.
same with cruel limits (except it's not already good). 0 seconds at tier 1? only 2 SECONDS at tier 3??? #########??
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2100483#Comment_2100483
"but that's never happening."
Don't lose hope like that. I am sure me and other Old Freddy mains will get our killer back eventually.
I mean, I have a little hope for it, but it's just so unlikely at this point. At the very least, a new killer with a similar concept that's MUCH more fleshed out and stronger is what I do see happening. But the return of the OG Fredster? I don't know...
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@Artick said:
https://forum.deadbydaylight.com/en/discussion/comment/2099903#Comment_2099903
Make Freddy EVEN stronger? Nope, just no.
Mmm I get what they're saying though
First of all, RIP old Freddy. Bring him back. Thanks.
Secondly, I genuinely do not think Freddy is THAT strong, he's just completely braindead with VERY little room for mistake, which is why he's so effective and high on the kill rate stats. With having literally everything in his kit but requiring no effort to use any of it, he's always going to be a pubstomper as he is now.
However, I think there are plenty of killers that are stronger than him, they're just a lot harder, more complex, have different playstyles depending on the map, etc. This gives them a lot higher of a skillcap but a lot more room for mistake, which as humans, we will always make. The best Nurses and Blights ######### up their blinks/rushes plenty, but they're still far stronger killers.
So, you could bring Freddy to Blight level of strength, but make him 3x more difficult. His POTENTIAL is higher (as his current kit is just bloated and simple, not necessarily super strong), but his kill rate would likely lessen by quite a bit as he wouldn't be the "pick up and master immediately" killer. It'd feel better to play as him, play against him, etc.
I'm not opposed to it at all. I don't think he needs a flat nerf. Ideally, I'd love for him to get a full redesign that brings his power closer to the original power, but that's never happening. He just needs to be far more difficult but kept at the same strength OR given more potential which would make him stronger, but in a fair way.
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the timer to recall victor should just be 15-20 seconds
increase the time victor holds you in a locker by a little bit, just a couple seconds.
they'd be in a decent spot imo.
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@RenTheCat said:
https://forum.deadbydaylight.com/en/discussion/comment/2100230#Comment_2100230
Yes, "problematic this problematic that". Imagine unironically saying the killer is being "punished" because of a trash 40 seconds cooldown perk that makes them dash forward and they can still get hit at the beginning of the animation and after it ends since killer's lunge attack has a long range.
https://forum.deadbydaylight.com/en/discussion/comment/2100233#Comment_2100233
You can drop the chase if that Dead Hard made it impossible for you to kill that survivor. How did you even get into a situation in which a dead hard makes you waste lot of time? People use it to get to window faster or be able to drop a pallet.
Dead hard is just trash. It's exhausted on the ground. It can be completly ruined by a bit of lag or weird hitboxes. And you're only able to use it while wounded which makes it completly useless against killers like Leatherface, Myers, Ghostface, etc. The design of the perk is fine, nobody is being punished because of a buggy dash foward.
why are you dodging hits with dead hard
ofc you're gonna be exhausted on the ground. that's not how you use dead hard.
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@Tsulan said:
The devs are probably testing how the kill rate changes with so many pallets.
which is very dumb
after all these years, their tests should not be "do god pallets decrease kill rate?"
if you wanna buff a map for survivor (which it didn't need but okay), add healthy pallets.
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@onemind said:
https://forum.deadbydaylight.com/en/discussion/comment/2093124#Comment_2093124
Idk apparently the devs think 10% I'd a big enough idea for a rework for clown
although I couldn't give less of a ######### for clown's rework, they didn't intend for the antidote to be a mobility tool, it was supposed to be a chase tool and it works as such. 10% bonus ms is nice in chase. if you're using it for mobility, you are using it incorrectly.
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@MegMain98 said:
The sky is blue. The grass is green. And here’s another “Scott Jund said so” topic.
I really like Scott and I enjoy his videos and he is right about what he said in this video but how come every time he posts a video about a topic that we’ve known about for the longest time now people piggyback and are like “Yep. Popular content creator said this. Now it’s fact”.
Nothing personal against Scott, but I dislike how people agree and make topics and typically agree simply because he’s a well know content creator.
I’m pretty sure most people already knew how the forums are. There is biased galore around here. Half the topics don’t even make sense.
this so much
scott's cool and all, but the scott parroting has got to be one of the most annoying things since he's started making these videos (which aren't bad)
like wow, scott has some reasonable opinions, very cool. i don't need to see it pasted all over a forum like it's some holy revelation though lol.
parroting in general is annoying but these discussion videos have really made it worse and it's getting boring (and it's not his fault at all, it's just how this community works) to see "HOT TAKE: I AGREE WITH SCOTT" every time he makes a vid
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@KingFrost said:
Hey, when I say NOED should be base-kit, activate when the first gen pops, and they should add 5 more totems including an invisible totem that can't be seen or cleansed and that they should give Spirit a machine gun and Freddy should be able to teleport as much as he wants and that they should give Nurse infinite blinks and Hag should have infinite traps and that Oni should have blood bags laying around you can collect so he can have as much power as needed, and that if you don't cleanse against Plague then you should just die immediately once the infection gets too bad, and that RBT's should kill the survivor if they pick the wrong box, and that Trapper's traps should count as a hook state instead of injuring the survivor, and that Wraith should be able to hit while invisible and not be seen from 2 meters, and that maps should be made half the size they are, and survivors should have to complete all 7 generators, and exit gates should take 6 minutes to open I'm just trying to make the game scarier. I'm not being biased.
yeah!!! it's a HORROR EXPERIENCE!!!!!! the killer should be the power role and win 99% of their games!!!!!! i say this as a survivor main!!!!!! i only want to win 1/100 games!!!!!!!!!! its scary to die!!!!!!!
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that wouldn't really do anything
5% is only substantial in a chase. in 15 seconds, it'll give you 3 extra meters of distance
that's super nice in a chase, but being 3 meters farther than you would be normally isn't gonna do anything for getting around the map. at most, you'll be in lunge range for some doof commiting to a 98% gen where you wouldn't be without it. but otherwise, wouldn't have any impact at all.
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Red ranks are really overrated and not sweaty at all. Too many players in this game use the excuse of "x side is op, nothing I could do" and justify their losses with that thought process, even if their opponent(s) was/were average skill level. They end up not learning how to play at all and assume every game in "high ranks" are hell and there's no winning.
Certain streamers and other "x mains" on forums and reddit validate these feelings, and this is obvious by how much parroting there is here (It's very entertaining to read a post and notice how close the phrasing is to some big streamer's, or how their 'controversial' stance on some issue aligns exactly with what Scott Jund or Tru3 said in their newest video/stream lmfao). This results in a large group of entitled players that refuse to improve at the game and accuse other players of being toxic, sweaty, salty, etc. All these buzzwords are super irritating, as well as dramatic posts about "Survivor/Killer mains" like this game is U.S. politics.
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@Phasmamain said:
Yun-Jin: I love her design and her perks are pretty fun
Trickster: Weak power and not very fun to fight. Not a great addition imo
Wraith and blight changes are great and much needed
DS change is good but it needs a small buff now
Overall decent but forgettable
blight changes were a w f u l
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@VikingWilson said:
https://forum.deadbydaylight.com/en/discussion/comment/2083158#Comment_2083158
One such streamer has a series of the weekly Shrine and showcases what the killer perks do.
lol tofu literally said killer has been way too easy and thus its boring, that's why he's not playing killer
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The Abductor
CAPTOR’S MASTERPIECE:
Start the trial on the Grappler, a customized motorcycle made for violent kidnappings. While below 2 Speed Tokens, Press the Active Ability button to get off the Grappler. Press the Active Ability button while next to the Grappler to get on and control it.
- Driving the Grappler:
Drive at a high movement speed that accelerates by accumulating Speed Tokens as the Grappler is driven without making any action that decreases them. Activate the Brake by holding the Interaction Button, decreasing Speed Tokens (-1 per second) for as long as the Brake is activated. While Braking, turning left or right with at least 2 Speed Tokens accumulated will cause the Grappler to Drift. Driving through Pallets and Breakable walls instantly destroys them.
Colliding with a wall or obstacle while driving will briefly halt movement and consume two Speed Tokens.
(Maximum of 8 Speed Tokens. Each Speed Token boosts the Grappler's movement speed by 20%, aka 0.8m/s, on top of the initial speed at 0 tokens, which is 115%, aka 4.6m/s. Speed Tokens are accumulated at a rate of 0.5 tokens per second of driving without the action of anything that consumes Speed Tokens. For reference, the default Killer walking speed is 115% or 4.6m/s.)
- SPECIAL ABILITY: Grapple
While riding the Grappler, Press the Power Button to launch a Grapple in the direction that you are facing to capture a Survivor, allowing them to be forcibly dragged by the Grappler. While a Survivor is grappled, perform a Drift while at least 4 Speed Tokens are accumulated to violently swing them forward. If the grappled Survivor is swung into a wall or obstacle, they will instantly be put into the Dying State. If the grappled Survivor does not collide with a wall or obstacle during the Drift, they are released from the grapple.
If the Grappler collides with a Survivor while at least 3 Speed Tokens have been accumulated, they will be grappled automatically. While a Survivor is grappled, they may struggle and release themselves after some time if they have not been damaged (15 seconds). Using the Grapple will always incur a penalty of decreasing the current amount of accumulated Speed Tokens (-2 Tokens). Missing the Grapple will incur an additional penalty of a 10-second cooldown.
Colliding with another Survivor while a Survivor is already grappled will instantly release the currently grappled Survivor and grapple the one collided with.
- SPECIAL ABILITY: Self Destruct
While riding the Grappler, holding the Active Ability button while having at least 3 Speed Tokens accumulated will activate Self Destruct. While Self Destruct is activated, the Grappler is set to detonate within 5 seconds or upon colliding with a wall or obstacle. Press the Active Ability button again during this time to quickly jump off of the Grappler, sending it directly forward at its current speed.
Any Survivor within a 10-meter radius of the detonation is knocked back and stunned for a short duration (6 seconds). If The Abductor is within a 3.5-meter radius of the detonation, he is stunned as well. Hitting a survivor with a Basic Attack will damage them normally and remove the stun.
The Grappler is regenerated at any of the five parking spots located throughout the trial grounds after a short time (15 seconds).
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@Dragonshensi said:
https://forum.deadbydaylight.com/en/discussion/comment/2076673#Comment_2076673
When they were stating stuff like “lead here him here and I’ll stun him.” “Totem near shack, someone get that while I lead him away.” Etc etc. yes. That’s a seal team 6 to me.
it really isn't, that's just normal swf using basic callouts.
but i get where you're coming from considering where you're at. that level of play is going to be way too intense for players that aren't at high level play. i understand completely.
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yah man, you're right, just like how Legion, Pig, Freddy, Myers, Bubba, Spirit and Ghostface were all from 2000 years ago!
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please stop calling some group of friends seal team 6
you're learning the game. ranks are awful in this game. i am sorry. but REAL seal team 6 squads are VERY few and far between.
however, considering your skill level, any team that has a minimal amount of coordination IS going to be a seal team 6 equivalent for you because of that. sorry, it's just how it is learning this game. hopefully, MMR improves your experience mang.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/239532/who-speaks-corean-here
There are probably people here that speak Korean.
I don’t think anybody can speak corean. It doesn’t exist.
how kind of you to make this comment after this was already discussed and explained
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Billy is not at all good against the top %, but otherwise, I really like how this tier list is formatted.
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he's probably not throwing knives and just chasing you at 4.4m/s
but no, he hasn't been buffed mang
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@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/comment/2070783#Comment_2070783
Some fun examples of things to support your argument of features being implemented
combos in fighting games
rocket jumping in quake, which is also seen in games like tf2 and other movement shooters
nuke happy ghandi in civilization
Exactly. All of these things became very memorable features of those games.
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@Gyungahungi said:
https://forum.deadbydaylight.com/en/discussion/comment/2070032#Comment_2070032
Wow it "adds another layer". Cool beans. It should still be removed though. Exploits are exploits. Exploits should be fixed. Simple as that. We can't start cherry picking which of them we should keep and which we should fix.
Yes, we actually can. Unintended features are implemented as features all the time. Game design is not as plain, boring, and black and white as you're making it out to be. Some of the best ######### added to games have been unintentional because they fun and added something new to the gameplay.
We're human beings, not robots. We don't have to see something as "This is exploit. We must fix. Beep boop beep bop." If something that isn't intended but is working just fine with the intentional game mechanics and people are enjoying it, then it shouldn't just be removed; It should be embraced or left alone so more people can understand it and use it.
The worst part about this situation, the ACTUAL unfair part about all of it, is that people are crying out for it to be removed because it's busted and breaks Blight, yet they have never gone against it, have never used it, and have never developed or seen any actual counterplay to it which very well exists (watch 1v1/1v4 scrims against top tier Blight players. It's VERY, VERY counterable).
All this is is a bunch of parroting. Truly a shame.
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@ScottJund said:
Its not complicated. Its not intended therefore it shouldn't be in the game.
Not intended, yet it adds another layer to his gameplay on both sides that have plenty of counterplay.
I do not think it's fair to comment on something like this when you have no idea how it actually functions in practice. Unintentional does not equal bad or unhealthy because it's unintentional. You look at how it plays out, how both sides can use it and play around it, and determine if it's a balanced aspect of his power or not. If it is, and it genuinely adds GOOD gameplay to him, then it could actually be incorporated into his kit as an intentional feature as it is, or just left alone (with console given more freedom with Blight's controls).
The problem is, NOBODY flicks as Blight and so nobody knows the counterplay. The more people that do, more counterplay can be developed, there's more understanding of it, and everybody wins, because all in all, if you actually know how the flicks work - playing as and against him - you know it doesn't break him.
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@[Deleted User] said:
Why are Blight mains so insecure and defensive? It's the old "you don't like what I like therefore you suck".
I'm not new to the game at all. I'm competent at Nurse but find her tiring to use after a few games so I didn't ever main her as I found other killers more to my taste. I prefer the mindgames of standard killers. I can land blinks but I'm not a pro but it's easy to see her potential in strength and "fun" even when only first starting her. You know, being able to teleport through walls and land hits and the like.
I put some time into Blight when he first released and he was awful. I took a break, tried this new and improved version and he's still awful. I don't get why you're personally offended. I said Trickster is weaker but more fun.
Blight isn't for me, that's the point of this thread, thats why I asked at the start about who hears the hype but doesn't understand it. Even on release when I was landing dashes I didn't feel thrilled by any of it. He's kind of like Nurse but nowhere near as cool, as strong, or as fun.
As I've said, we have all defended things that we thoroughly enjoy against those who have a misguided opinion about those things, especially those who seem to present them as fact. Posting on a forum with your opinion is allowing others to give their own. Do not be surprised by Blight mains responding to your post about Blight being awful. I know you expected this, lol.
But that's all okay. I never said you sucked. I admitted that he's not for you. I only just pointed out that the way you're going about it is a little unfair, but at the end of the day, I couldn't care much less about it. I'm not offended either, though maybe others are. I'll still make a little effort to comment on the unfairness of it, though.
Using your personal opinion on a character's appeal and fun factor to determine their strength and viability is odd, but I get it. It can be difficult for me to see a killer like Pyramid the way others do (in terms of strength) because I don't enjoy him, nor am I good at him, but I have to look past that and realize that the way I perceive his strength shouldn't be affected by whether I like him or not.
Either way man, you do you. I haven't given any real argument to convince you otherwise once. Your opinion has been accepted even though I don't share it. Maybe you'll find some others who feel the same. Nothing to be aggressive about.
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Probably because he's the hardest killer in the game and you have no idea how to actually play him (and there's nothing wrong with that) so you're just not finding any success with him at all. On top of that, could just not be your playstyle, and that's why you don't find him rewarding and will never find him rewarding.
Your comments about him are screaming ignorance, and I hope you either open up your mind a little bit if you care to get better, or just accept that he's never gonna be your thing and move on. Personally, I despise Pyramid Head; I don't think I've ever gotten a single 4k with him any time I do TRY to play him. He feels frustrating and boring to play. But I don't deny his strength because of it, nor do I deny his appeal and how learning him CAN feel rewarding. If you love Pyramid Head, then hell yeah. I won't say he's awful and terribly designed because I hate him, though.
We've all been in a spot where someone makes an ignorant comment about something that we understand/love, but know that trying to provide a different perspective won't matter because they've already closed off the door to other opinions as they're misinformed and hellbent that they're not. I hope you can understand the guy you're being right now.
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Yes, 200hr is VERY little time. I'd love to see how you play and tell you exactly why it isn't.
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@ManWithALemon said:
Ghostface. It feels way shorter than other Killers for some reason.
same
funny this is a thing for other people lolol