HectorBrando
HectorBrando
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Jason with the legal troubles it has is something that is not going to happen, they would be really dumb to touch that character even with a 10 pole feet.
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She has been trapped in the Entity's realm far more than Cheryl and Yui and while the realm has a campfire it doesnt have showers.
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@PigMainClaudette said:
I don't think that a system like MMR would ever really work for DbD. There are too many factors that go into how well someone plays, especially for someone like me who feeds off the energy of my team. And ESPECIALLY while camping and tunnelling are allowed.
The emblem system was fine. People just didn't adapt to what it wanted and cried when it didn't support them.
I do believe facecamping and aggravated tunneling should "reward" by getting the Killer a higher MMR, if someone is good enough to camp lil Timmy he is good enough to face the SWATs.
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I believe Puppers doesnt swear.
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@snowflake102 said:
https://forum.deadbydaylight.com/en/discussion/comment/1516120#Comment_1516120
The most obvious thing you will see when the new system is active is that there will be a greater variation of Ranks in a single match. Rank 1s playing Rank 20s? It’s possible, don’t panic when you see this, as Ranks are not a true indicator of a player’s skill and are no longer used for matchmaking.
huh if you did read it. and are upset over this change about ranks. shows your wrong. Because this part clearly says ranks are not not a true indicator of a player’s skill and are no longer used for matchmaking.
It doesnt matter the MMR is a blank slate, a newcomer shouldnt be put against someone with 500 hours no matter what, even if they never played the Killer they selected, a M1 Killer with no power and no perks in the hands of someone with that time will totally obliterate people with less than 50 hours, and Im talking about people with 500 hours that are not even that many, if we go to people with 2000 or 3000 hours the thing becomes like putting a regular person against Muhammad Ali in his prime in a boxing ring.
Actually lets compare this to boxing, you go to the gym, see they give courses for amateurs, you try it, you like it, decide to give it a try, congratulations, your first sparring match is against Muhammad Ali and boy he is in for some really sweaty time and ready to beat you in a way you didnt even know was possible, Im not sure if anyone would keep learning boxing after that first experience.
The algorithm should have a failsafe to avoid veterans being paired against/with newcomers, especially if they have been collecting data for 1 or 2 months like they say.
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@AVoiceOfReason said:
https://forum.deadbydaylight.com/en/discussion/comment/1516552#Comment_1516552
Thank you. Also, do you play mainly killer, a mixture of both or mainly survivor?
One game as Nurse, 1 guy with a lot of time, 3 newcomers with base survivors on base cosmetics and not a single teachable, 2 of them didnt even have the 4 perk slots, one was so new he crouched along the edges of the map like most very new people do, also a ton of missed skillchecks. The veteran I believe was an anomaly since its very late in Europe and there arent many people playing at this time, he was decent, I did down him but only after several attempts and a ton of misses, if I were to face 4 like him they would probably get 4 escape easily or MAYBE only 3 if I got a lucky down at the end. Also after the veteran died (I only chased him) I went AFK to let the newcomers get a rest, they didnt fix a single generator in 2 minutes, I could have played Bamboozle no-blink Nurse and would have killed the newcomers anyway.
I play between 40% Killer and 60% Survivor but it depends on the queues and the quality of my games as both roles (since I get more quality as Killer and get satisfied with the results I tend to play Survivor a bit more), sometimes Im 50% both or 60% Killer.
Also the main problem I have with my MMR on Killers is while I do play Killer a lot I almost only play Myers, Jigsaw, Clown and Legion, those 2 way less than the first 2 (used to play Doctor before the rework and stopped after it, its stronger but I dont enjoy it anymore, it became more generic and less unique and Ghostface which I already explained I stopped because bugs-o-rama) so my rankings for those 4 should be fairly high (which they arent) and the rest should be rock bottom.
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@AVoiceOfReason said:
https://forum.deadbydaylight.com/en/discussion/comment/1516514#Comment_1516514
Hm. When I played Wraith, I barely have 20 hours played with him because I think he's terrible. I'll need more people to check. Could just be random or an anomaly. Could you play as a killer who you haven't played regularly with again?
I played 2 games with Hag, bought her for this tome (so imagine how much I played her), also very new players, Im going to try Nurse (played her almost never and I was never any good anyway) and edit the post with the results.
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@AVoiceOfReason said:
@Orion Could you please do a few matches with your main then play a killer who you barely touch and see what the results are, please?
Im not Orion but I did what you suggest, I play Myers the most and Im getting potatos with him, I play Jigsaw a lot, I also get potatos, I used to play Ghostface more than 4 months ago (quit him because how buggy he is, surpise surprise he is still super buggy) I get the new race of potatos, breed to be the emperors of the Great Potato Empire, I literally got people with less than 4 hours in the game for several matches as Ghostface, it was insane (I have 1200 hours give it or take it in the game).
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@MrMisanthropy66 said:
https://forum.deadbydaylight.com/en/discussion/comment/1516425#Comment_1516425
Especially since in the matchmaking update post it says " we've been gathering data for months " I mean it said that but it doesn't feel like it. I've seen some sweaty swf's mixed in but I honestly think that is because most red rank players I know are getting in red rank swf to avoid rank 20 teammates, I know that's what I'm doing. Idk I really hope it works fast. It's not fair to anyone especially the rank 20's they don't deserve to go against a rank 1 killer that can't even go easy for fear of constantly getting rank 20's I miss all red rank survivor teams.
I dont believe they have been collecting data for months, at least not significant data, Im getting a lot of 15-20 as Myers who is my strongest Killer and the one I play the most by far, I usually 3k and 4k as rank1 before the MMR with no need for Moris or the stronger add-ons now I could literally go AFK and start playing after the 4º gen popped and I would get 4k anyway because of how green the Survivors are.
My MMR as Myers should be more than calculated or at least it should be a close aproximation yet Im making low lvls feel miserable.
This whole situation puts me on a dilemma, I notice they are super new, what do I do? go soft so everyone has some fun and keep my MMR low only to be matched against more newcomers, something I find extremely boring after 2 or 3 games or massacre them so I get higher and start playing against people who can put up a fight at the cost of scaring potentially new players? I dont want the player base to be smaller as it will damage me in the long run too.
As I survivor Ive been getting better games, I will give them that, way less potatos as teammates.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1512798#Comment_1512798
I agree. Mains should have to at least try the other side, but they shouldn't be forced to waste a lot of time on that side. 5% is a more reasonable request imo.
5% is only 1 on every 20 games, Im sure most mains already have that and they are still as toxic as truck filled to the brim with plutonium.
Maybe 33% is way too much.
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I would force people to play both roles, one role must have at least 33% of games or you cant queue for the other. At least this way the "We vs THEM!!" mentality wouldnt be so prevalent and people wouldnt suggest the outrageous changes they suggest sometimes (or maybe they would, but at least they would get shot down really fast).
While its not killing the game itself is killing the community, you cant have civilized games or threads without a bunch of "mains" jumping in and kidnapping the thread, and I bet Developers would be more than happy to see the tension diminishing and the complains getting more reasonable.
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@WeenieDog said:
https://forum.deadbydaylight.com/en/discussion/comment/1189632#Comment_1189632
and breaks the game for everyone else in the process
https://www.twitch.tv/polysypher/clip/GeniusCoyPeachJebaited?filter=clips&range=24hr&sort=time
This freddy was VPNing from China (no meme)
I dont see any difference from Completely Normal Freddy Lunges™.
I hope the server hit registration helps with this things.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/1512693#Comment_1512693
If a survivor is capable of working on a gen without the killer immediately interrupting them, then they aren't being tunneled and don't need DS up.
Then the 60 second timer will go away, I dont see a problem. If the guy jumps to a gen and the Killer smacks again in less than 60 seconds then he really is getting tunneled, isnt he?.
And as I said, you can still smack them and throw them in the ground.
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Yeah, I hope they get to fix the DC hacking and put them again, some matches have been a joke.
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Or you could like hit them and slug them, even if they get picked up they wasted 16 seconds, if they use Unbreakable you got it out of the way. The only change I would introduce to DS is if you get pulled out of a locker you go straight to dying stage bypassing the Killer picking you up, its up to the Killer to slug or eat DS after pulling you out of a locker.
Your suggestion also has one problem, whats the Survivor supposed to do after being unhooked and healed? lingering around doing nothing?.
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@Not_suspicious said:
https://forum.deadbydaylight.com/en/discussion/comment/1512266#Comment_1512266
Wait what? Nah that’s impossible
Ive seen 3 gens in one side and 2 in the middle passage than connects both sides, both in Azarov's and Suffocation.
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@CronaWins said:
I think the question is, how is an animation bug a higher priority to fix over things that break the game entirely?
Bug fixing depends on priority and difficulty, maybe it was so easy to fix that it took them 1 minute by writing 2 words in the code.
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Depends, if they are unable to get the save because camping, or proxy camping, or finishing thet last gen or some other valid reason I dont.
If they ignore me on the hook then I let go, they are not interested on saving me? im not interested on helping them escape.
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@SkeletalElite said:
https://forum.deadbydaylight.com/en/discussion/comment/1506194#Comment_1506194
If the pallet is so unsafe you can ignore it in chase it's unsafe enough you can ignore the next time they dropped. the pallet doesn't sudenly get safer because its getting dropped a second time.
plus if you're pressuring two people in chase because one is just following you the whole time you're probably gonna win anyways if you're any good at the game. The time spent picking up pallets is the cost of using the ability in this circumstance.
It can be used to stun the Killer and prolong the chase, helping you reach the next loop or pallet, getting one unsafe pallet up is not going to screw you over but imagine a SWF of 4, one gets chased, he runs towards all the unsafe pallets, the other using coms keeps getting them up with no CD, the Killer might notice it after the first pallet or after the fifth one. Also, having to stop to break all pallets (even the unsafe ones) because there is someone getting them up non-stop would make chases way too long.
With no CD on Solo queue it would be strong, on SWF would be totally broken.
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@AhoyWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/1505804#Comment_1505804
I must agree, Any Means Necessary is a complete joke with the cooldown. Just remove it, it takes 4 seconds to pick it up again, so if the Killer isn't braindead he can just kick it, so it can't be abused infinitely stun them.
In tiers it could be: It takes 5 / 4.5 / 4 seconds to pick up the pallet. (maybe even 3 seconds)
Nah the perk must have a CD, imagine someone dropping the unsafe pallets, Killer ignoring them and another one following them around getting all the pallets up. I agree the CD it has now is way too much but it needs at least 60 seconds.
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Its been out for like 1 hour, we cant know for sure if its bad or good, overall I feel im getting less potatos and less Navy Seals as Solo queue Survivor. It may be coincidence tho.
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@NekoGamerX said:
https://forum.deadbydaylight.com/en/discussion/comment/1505853#Comment_1505853
Blood Warden pretty crappy perk anyway no that many killer you in other then egc build with that they make sure to down the person near gate and open it them self but tho who don't use it 99% more survivor sided i seen it first hand done but hell maybe it not 99% maybe just DS and BT when the EGC start they need a nerf pick one because survivor got it to easy already.
What?
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Lets see what new and wonderful bugs this brings before it gets tuned to work.
@Ryuzaki said:
https://forum.deadbydaylight.com/en/discussion/comment/1505837#Comment_1505837
Skill level has been retrospectively tracked ahead of MMR being enabled.
I bet they have been tracking skill for a long time now, or maybe not and its one of the first bugs!.
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@NekoGamerX said:
https://forum.deadbydaylight.com/en/discussion/comment/1505635#Comment_1505635
show me video of someone 99% the gate before there was EGC i bet you wont find one because there was no reason to 99% the gate they just open it do what they doing now because there be no timer.
I did 99% gates when I suspected Blood Warden and someone was being chased or downed and being carried to the hook.
And again, the gameplay just remains the same, instead of opening the gate now its left at 99%, same thing. Ill repeat it again, EGC exists to end trials not to help Killers get more kills, the idea was to put a timer and leave the Exit Gate gameplay as close as it was. Before it people usually opened the door, now they 99% it, almost same thing. You are complaining EGC is not punishing enough for Survivors, it was never meant to punish normal Survivor gameplay, only the ones who lingered around trolling Killers.
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@NekoGamerX said:
https://forum.deadbydaylight.com/en/discussion/comment/1505579#Comment_1505579
asking for progression to go down slowly if they 99% the agte but you you can't see the advantage survivor have do this there no more to talk about if i ever stream i show everyone because it happens a lot.
but for now i'm done......
I see the supposed advantage and Im telling you, the advantage was before EGC and it remained the exact same after EGC was put in the game because they didnt want it to change. Im going to be extremely reiterative it is not supposed to help the Killer or the Survivors, its supposed to end the game to stop hostage situations where people refuse to leave so they left the Exit Gates gameplay as close as it was.
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@NekoGamerX said:
https://forum.deadbydaylight.com/en/discussion/comment/1505531#Comment_1505531
before the EGC many survivor didn't 99% they just open it because there was no timer now that there is a timer they 99% the open so they can save the buddy take out noed or anything why should there be 0 risk when they 99% the gate
survivor 99% the gate they 100% are going to get out everytime that survivor sided LIKE I SAID NOT ONES BEFORE EGC HAVE I EVER SEE SURVIVOR 99% THE GATE....they only do it now to not start the EGC timer to get advantage.
You are still missing the point, you are asking for the EGC to either start or to reset the gate progression which didnt happen before, its here to leave the Exit Gates gameplay as it was before with a timer to force end the game, simple as that. There is 0 risk because there was 0 risk before it was implemented, it remained the same, as it should.
And Survivors did 99% gates if they tought there could be Blood Warden or if someone was in a chase and to be downed, if they didnt tought of it they just opened with no timer, which is worse for the Killer than 99%.
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Yeah I second it, it would be a good addition, especially since the perk, addon and offering menus are so slow to navigate thanks to cluttering.
@BaldursGate2 said:
They should just explain, why they don't lock the survivors as well.
They did, because they are just skins and Survivor MMR is global since they all play the exact same while Killer MMR is individual because their power and stats makes them very different.
I mean you are going to be as good as Survivor if you play Jeff or Meg or Nea or whoever, their differences are mininal if you get MMR ranking with one you get it with all, on the other hand playing Spirit is way too different from playing Nurse or Jigsaw, so they need isolated rankings for each Killer.
If you are a beast with Spirit you will be very high on the MMR ranking and facing the tough guys, then one day you want to try Hillbilly or Nurse, with individual MMRs you wont be facing the usual SWAT teams you face with Spirit, you will face lower ranked Survivors so you will have an easier time with a Killer you are still learning. For this system to work they need to lock the Killer before entering the queue.
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It would be a great addition, hell I would settle for an option to destroy stuff with no BP return. Why would I want The Game/Hawkins offerings in my Survivors inventory? or Red Forests/Increase Fog offerings on my Killers? or Midwich offerings in both?. Id rather get rid of them and make my offering inventory easier to navigate.
On top of that, map offerings are green so they always appear first before yellow and brown BP offerings.
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@NekoGamerX said:
https://forum.deadbydaylight.com/en/discussion/comment/1505453#Comment_1505453
well not many killers use Blood Warden so 99% helps survivor and with budyblocking and the perk BT and DS 99% the gate is strong in the EGC and it shouldn't i remember people 99% before EGC but it didn't happen to offend but with EGC they do it a lot more because it give them a lot of time.
yes killers can open the gate but only if they down near the gate if you down someone and walk to the gate to open it they have the down person up in no time be at the other gate.
in other word in survivor sided if the 3 or 4 survivor left or killer sided if the gate are close it 1v1 match how is either fair?
You are missing entirely my point, EGC is not a tool to help the Killers, is a tool to end the game if Survivors chose to not exit and stay around looping the Killer. Simple as that.
Before EGC Survivors would just open the doors or leave them at 99% and then open it after the hook to avoid Blood Warden, it works the exactly the same now except for added timer which is there to finish the trial not to help you secure one kill or to help you get aditional kills when the timer ends.
Its the belief it was implemented to help Killers what made people start whining about 99% gates because before EFC Exit Gates worked the exactly the way they work now and noone complained. Some Killers complain the Exit Gates and EGC doesnt help them getting kills and thats fine, it was NEVER supposed to help Killers get kills.
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@NekoGamerX said:
https://forum.deadbydaylight.com/en/discussion/comment/1505343#Comment_1505343
i'm saying the gate sure regress if they 99% the time so it not easy way out with just 1 press that if survivor advantage this mean to be dam horror game there no risk if there 3 or 4 survivor left.
not ones did i say EGC should be killer side but are you saying it should be survivor sided?only time it unfair for survivor it when the door are close and it killer and 1 survivor.
Im saying gameplay around it should be as close as it was before EGC was implemented, which was only implemented to avoid hostage situations not to give any kind of advantage to either side. Its Killers who want to see EGC as a tool to get more kills instead of seeing it as a tool to bring the game to an end even if one sided refused to.
In any case, Gates were more Survivor side before EGC as only the tought of Blood Warden could stop you from open them right of the bat, they are now slightly more Killer sided than they were (just slightly).
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Extremely unfunny to play with and against it.
As Killer is a one trick pony, either you pull it and decimate or you get 1 kill tops.
As Survivor either you get a game where you only hold M1 and escape or he gets it and kills everyone without much trouble.
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@JHondo said:
https://forum.deadbydaylight.com/en/discussion/comment/1503102#Comment_1503102
That would be awesome
Yeah, imagine Doctor, Trapper or Wraith were modeled after Todd, (obviusly ToddWraith/ToddTrapper would go bareface and DocTodd wouldnt have the eye and mouth paraphernalia).
An original Killer with kickass looks based on a slasher films regular, also they would need only to deal with the actor for his looks, imagine the cosmetic potential for a Killer based on someone with the pressence of Todd without the imposed constrictions from corporate suits for cosmetics, a cosmetic could be one of those super stylish suit+cap he wears from time to time.
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@NekoGamerX said:
https://forum.deadbydaylight.com/en/discussion/comment/1505290#Comment_1505290
what i'm saying is the gate shouldn't be advantage for the killer but it also shouldn't be advantage for survivor which it is.
99% give survivor time to save the one buddy who most like getting campped then all 3 or all 4 race t the gate with they BT Ds Bodyblock to the 99% gate with no risk of time give more time to tbag flash blind at the exit gate .i feel it they did all that knowing being on time it be more fair.
The thing is Exit Gates work the exact same way they worked before the EGC was implemented, you could 99% them before (which a lot of people did if they believed Blood Warden might be in use), the only difference is Killers didnt complain as much, for some reason the narrative shifted from "EGC is here to force end games" to "EGC is here to add more pressure to Survivors" and Killers started to complain. EGC aims to leave the Exit Gates gameplay as close as it was before with an added timer to stop hostage situations, if it starts the very moment 5 gens are completed it becomes Killer sided and thats not how it was originally.
The game mechanic is fine, is the false believe EGC was implemented to help Killers secure one kill by adding a lot of pressure what is wrong.
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@MissRememberMe said:
Im just going to say that it makes absolutley zero sense for the killer to ooen the gate (unless they are pissed and just want to leave the game.)
If a killer opens the gate, they are not currently chasing or hooking or otherwise puting pressure on survivors. Even if they have bloodwarden, they wont realistically be able to hook a survivor and activate the perk before people leave.
If the killer has abandoned pressering just to walk all the way to the exit gate, it gives survivors plenty of time to heal, rescue, remove traps, cleanse a totem...
At that point, unless they just missed a Noed totem, they can just leave, even if the killer is gaurding the gate they just opened. If they are at full health, it isnt an issue to just walk out. If the killer has and instadown mechanic, they can just open the other gate in the generous 2 minute long EGC.
The main reason for Killers to open the gates is to start EGC and force the Survivors to go away, its an option to stop a underskilled Killer being bullied by sweaty Survivors until the end of times.
Its literally "Ok you won, now go away and leave me alone instead of looping me for 10 minutes".
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EGC is not in the game to add extra pressure on Survivors or to help Killer in any way, its in the game to force end trials so Survivors cant take the game hostage by refusing to leave against not so very good Killers, before it was implemented on very rare ocasions some people would open the gates and stay around trolling, looping and blinding the Killer non stop just for their own amusement, EGC put an end to that by forcing the game to an end after ~2 minutes.
If you dont want the gates to be 99% go and open them yourself after downing someone.
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@Snapshot said:
I mean, it does cancel the chainsaw, so....
You still have to get stunned, which obviusly didnt happen.
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@JHondo said:
https://forum.deadbydaylight.com/en/discussion/comment/1502855#Comment_1502855
The Candyman franchise is fairly blah, I'll give you that, but Tony Todd is a legend in horror but in the mainstream he's best known for Candyman. Overall I'd be okay with a Candyman chapter but like with the Silent Hill chapter I won't be super excited it's happening. Honestly I really want Xenomorph, Pinhead, Jason by some miracle, or a Resident Evil chapter more than I would want Candyman.
I agree with you that Todd is very well know in the media because he had a lot of roles in several horror films that make him very recognizable, I would love to have Todd in the game not as Candyman but as an original Killer using his likeness.
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Candyman is a series with only 3 films released, the first film is acceptable, not good, not bad, just acceptable, 2 and 3 are AWFUL beyond words, Halloween Season of the Witch levels of bad, good acting by Tony Todd tho.
Im not against Candyman but its a bit of a stretch to call iconic such a small series, we are very close to enter the tacky, campy, very poorly done B-movie grounds, those films that are more funny than horror because how poorly done they are, what would be next?, Maniac Cop?.
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Actually Hag is consistently ranked by Killers, Survivors, neutrals and Dev's statistics as one of the strongest Killers in the whole game, nobody plays her because she is boring to play as but that doesnt make her weak in any way.
I think Hag power is one of the few things where all 4 sides agree.
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@JHondo said:
I thought it was really underwhelming and made no sense to her written lore. It says she grew up in a quiet village separated from civilization and uses the term hamlet and villagers which implies a time further in the past but the Tome makes it very modern. It also says she was taught charms for luck and protection, not stole them from a mysterious book belonging to her grandma. She was taken by cannibals but the Tome makes it seem like the existence of cannibals is just superstition.
I agree, the whole thing doesnt tie in the slightest with Hag's lore, I always tought she was one of the oldest Killers in the game, at least 2 centuries old, canibalism, paddle steamers, very isolated hamlets? all that seems more like 1850 than the 1970, not to mention a whole village of canibals would have been noticed by some authority at some point, right?.
I was expecting a civil war/freed people theme since her nationality, race, location (swamps and paddle steamers are heavily associated with USA southern states) and supposed era tied well with it and we got some random 70s nonsense... I was surprised but in a bad way.
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Because his perks depend on what the Killer does or you can surpass them with your own skill.
If the Killer doesnt slug Tenacity is useless and once you know most totem spawns and how to hit great skill checks consistently Detective's Hunch and Stake Out lose a lot of utility, they are not bad perks but why I would pick them instead of something stronger or more consistent?.
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Fixing code takes a lot of time and everytime you touch it, even to fix bugs, you risk implementing more bugs, so its better to prepare a huge batch of fixes and test the build for some time before releasing it.
That being said, I wish they made an entire chapter or two only of bug fixes, balancing and optimizing.
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Its decent, way better than Doctors but I expected more inbreeding banjos.
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Since Killers have a M1 attack why Unbreakable isnt base kit? why shouldnt Survivors get to get up after being downed?.
Does the comparison sound silly? good.
On another note, Plunderer's Instinct gives a 14% chance of finding a Key, that includes green non functional key, since green keys are aproximadetely 1 of every 3 keys you find it leaves roughly a 10% chance of finding a working key, 1 in every 10 chests, add to that the guy with Plunderer has to search the chest and in Solo Queue people will search chests naturally thus eliminating more potential Keys. I wouldnt call it "easy" to find a key with Plunderers.
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I completely agree, SWAT teams are supposed to be the top notch on the Survivor food chain, the apex predator, the perfect Survivor made from endless loops, unbreakable will and absolute flashlight blinds. Average people are not supposed to beat them easily, same goes for the super duper good Killers like Ortzvada, Truetalent, Zubat etc (or wathever you write them I dont really follow youtubers), regualar joes are not supposed to get 4 escapes against those guys. We should be honored to be paired against people of said skill and marvel at the shenanigans both roles can lash out when you reach the zenith of skill.
A more average comparison would be you and your team of pals from the neighborhood playing a soccer match against Manchester United or Barcelona, you are going to get grinded to fine powder but you dont go to FIFA forums and write endless posts about how poorly balanced soccer is.
@clem1710 said:
Even a sweaty killer with the same amount of hours would not win against most sweat squads.
And thats normal, Developers have stated they aim to balance around 2 kills and 2 escapes, even a match of the best players in both roles should end with that result most of the times. They aim for trials to end in ties not wins (for neither side).
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@Aldofer said:
https://forum.deadbydaylight.com/en/discussion/comment/1495689#Comment_1495689
yep so don't see why survivor shouldn't be lock since they can switch all of that anyway, it just make the killer toxic and encourage dodging
I dont see why not either, to be fair I dont mind Survivors being able to switch but if its going to make a lot of people happy they can go with it, its not a huge inconvenience. The only reason I see for them to not touch the Survivor thing is because it requires touching the code and knowing the resileince of it I fear they could introduce even more bugs, other than that im totally fine with Survivors being locked.
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@Toybasher said:
https://forum.deadbydaylight.com/en/discussion/comment/1482567#Comment_1482567
Because with the MMR system you could pick Clown or a killer you don't play much or are bad at to get inexperienced low-MMR survivors, then swap to your P3 50 Freddy and crush them easily.
IIRC (Maybe I'm wrong.) the whole point of survivors being visible is so the killer can adapt/react to them and what they're bringing. If everyone swaps to Blendette with flashlights and key the last second I can't equip franklins or lightborn even though I was otherwise willing to swap out a perk slot for them. Survivors are technically mostly cosmetic. I just want the survivors themselves and their items locked at 30 so you can't swap at the last second. Changing your cosmetics, perks, and addons are fine, but by changing survivors you are able to quick-swap to an item.
I just find it frustrating since usually these players tend to act super toxic. Yes this means I am stereotyping quickswitchers as toxic but it's usually what happens in my experience, especially if they're quickswapping to someone who's P3 Legacy.
You can switch perks, add-ons and offerings in the lobby.
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Because Killer is not THAT hard unless you face the 4 men SWAT team or a group of 3-4 insanely good Solos in a very bad map, regular SWFs and Solos are perfectly beatable or at least get 2 kills.
@Katee_Main said:
https://forum.deadbydaylight.com/en/discussion/comment/1494768#Comment_1494768
I mean I'm actually being dead serious lol. I really cannot wrap my head around why people truly think that killer is so hard. Swf doesnt even seem that bad, sure theres a lot of communication in swf. But it's not much more then your terror radius already gives away?
I think it is because people overestimate their skill, if 4 Survivors beat you, maybe you are not good enough to beat them (yes I know sometimes is the map or external factors like lag or some weird bug). As a rule thumb "I win, the game/bad luck makes me lose", this applies to Survivors and almost any game in existence. Also people tend to remember that one crushing defeat against 4 gods but forget those 100 games steamrolling solos.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1479673#Comment_1479673
You invalidated your own point by bringing up cleansing. Plague is at her absolute weakest when survivors don't cleanse for a very, very good reason. That's why "don't cleanse" is meta in the first place, even after her 1 free fountain.
And the increased lunge and vault speed aren't that considerable. Faster than normal vaulting is still significantly lower than survivors and still allows them massive distance gain. The lunge is extremely unreliable thanks to dedicated servers. It's not even a faster lunge, it just has extra time tacked on at the end, which means it only makes Myers more dangerous in a tiny number of situations. I'd take green mist, blood, and loud coughing any day.
Plague is not weak when everyone is broken if you go for the right build, also she always has one corrupted pool at the start of the game so staying the 4 broken is not as "safe" as it was before.
And the increased lunge is incredible powerful, it forces Survivors to short their loops with pallets or risk getting lunged while dropping it, I get most of my downs in EW3 in a loop with the Survivor dropping the pallet and getting downed.
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Because bugs are not something you can fix on a whim, some bugs are extremely hard to find, especially if said bug appears in many different forms.
The way they ask for help leds me to think its probably not one bug but a ton of different bugs with the same outcome, people silent on the ground.