Hippie
Hippie
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- Hippie
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Comments
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/2493879#Comment_2493879
Because youre probably letting him play HIS game.
If youre at a pallet and he moves over to the middle of the loop and starts uncloaking to try to mindgame, dont just stand at the pallet youre asking to get hit.
You can literally just run away from the pallet and go to the next available pallet or window, and if thats too far away. Just run back to the previous pallet you were at because he probably didnt fully uncloak as he saw you running away.
I literally never stand under pallets... I'm not a newbie, friend 😛 I've been playing against Wraiths for eons now, especially at high-ranked play and his buff has made him super strong. Stay at the pallet loop? Get smacked. Run away from the pallet loop? Follows you and then smacks you at his convenience. It's pretty nasty to play against, not complaining of course but he's pretty strong now, especially with reappearance addons.
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/2493863#Comment_2493863
Difference with Wraith those is he still needs to deal with pallets, the moment that pallet is dropped he cant really do much other than break it, Spirit on the otherhand turns it into a 50/50
I dunno man, I've had Wraiths hit me with a big swinger on a pallet loop just with how strong his lunge is out of invis. Like I said, playing against good Wraiths is hard and I've actually had worse times against them than good Spirits.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2493845#Comment_2493845
Nearly or as strong as spirit 🤭. Ok then
I mean hey, he's 4.6m/s, Spirit is 4.4m/s. He has better lunge out of invisibility, you can't see him past 20 meters, and no power gauge. He can hit you, cloak, run up your rear-end and hit you again. TECHNICALLY, he's as strong as Spirit in my opinion. Like I said, playing against a well-played Wraith is a nightmare, even on big maps, whereas we usually stomp out Spirits on big maps just because she's slower and her speed-up is tied to a gauge.
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Unpopular opinion: I think he's nearly as, if not as strong as Spirit. No power gauge, insane lunge boost on demand, constant boosted speed while invisible, can't be seen past 20 meters, e.t.c. . His map pressure is bonkers when he's played properly.
I think people mostly play against baby Wraiths and assume he's trash. People don't assume Nurse is bad even though most play poorly, so why Wraith?
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@CornHub said:
I don't think the devs should alienate the younger players. What would they lose by toning down the mori?
Toning down the mori? What about Oni who literally rips out your tongue? Bubba who chainsaws you in half? Hag who eats your insides? Legion who cuts you down the middle? Clown who cuts off your finger after stomping on your head? Deathslinger who shoots a harpoon through your mouth? Plague who pukes all over your character?
Not to mention that this game is rated 18+. If parents aren't keeping an eye on their children and keeping them out of games that are too mature for them then that's on the parents. Devs have no obligation to adjust their game for a younger audience that's not even supposed to be playing it.
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@CornHub said:
https://forum.deadbydaylight.com/en/discussion/comment/2493692#Comment_2493692
I saw a video where it took someone 4+ million bp just to get bbq. 90k isn't enough
I saw that video too, haha. They weren't taking all the yellow perks though, kinda shooting themself in the foot... what do they expect when they leave the perk pool bloated with perks they don't want?
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It was sometime this year, around May I believe. I wasn't playing at the time. A much welcome change, for sure!
According to the wiki, it was Patch 4.7.0.
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Some good ones!
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Glad you love him, friend. My man Spencer doesn't deserve all of this hate he's getting. I played against one on Haddonfield and he's been the only Killer I've played against in recent memory who clapped us out handily without tunnelling, slugging or camping (rare) on Haddonfield. My teammates weren't even bad either!
Hopefully, with time, people will get used to his power and realize that he's not even close to being bottom tier 👍️
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I personally think the problem is more of the fact that there are many maps that are rather large and Survivor-sided. Maybe reducing map sizes to something more balanced would be key. They could also make the numbers more realistic for multiple Survivors on a generator, say 2 Survivors on a gen = 60 seconds repair time rather than 47.
Increasing gen repair time definitely isn't the key though, it's already boring enough to hold M1 on a generator for ~80 seconds solo.
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@Barbarossa2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/2489048#Comment_2489048
I'd take a loss just to see the key be wasted. But ill take your advice on board, or i just bring the single Mori and go for it.
Be careful with mori-ing the key user though, my teammates and even I myself have picked up the key from beneath the dead Survivor's hook. Even escaped through hatch with it! At least Franklin's can make the key unusable... maybe a Franklin's + Hoarder combo.
Still a lot of bull to go through to keep the key from being used, sadly.
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@GrimReaperJr1232 said:
PT is perfectly fine.
If 2 people are on a gen, it's only saving 7 seconds!
If you're in a 3-gen and have 3-4 survivors on a single gen, then PT or not, you've pretty much lost since your pressure must be nonexistent.
A three-gen is a way for Killer to save the game, especially when you've been sent to a map that's too large for most Killers to patrol effectively. I've had Killers win games against me when they've set up a good 3-gen, even with all four of us still alive, and I've won games the same way as well. Game's not lost until the Survivors are out of the exits or everyone is dead! My problem is that PT allows Survivors to get out of a three-gen situation far too easily especially if two out of four have it and use it effectively.
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If you personally don't have fun playing a game, that's just your opinion... I have fun in both roles despite plenty of trollers, bad teammates, sweaty Survivors and horrible map RNG. It's enjoyable to use the powers of Killers I enjoy and to make fun perk builds for Survivor and succeed (or not) with them. However, my fun is just my opinion too. Enjoying games is mostly subjective and that goes for DbD as well.
Don't focus so much on individual game experiences, if you're having a bad game just move on to the next one. If you're having problems with your teammates then use perks that can help you be more independent and always be looking to improve your own personal skill, rather than expecting teammates to hold up their end.
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Best Idea: Every perk that you unlock is available at level 1 for all characters. Reduce grind by a third and make it easier to pick up new Killers especially 👍️
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@GoshJosh said:
As a survivor main I agree the perk is broken, but they already nerfed our only meaningful anti-tunnel perk. So we have to try to get matches over as fast as possible if we want a chance at surviving. And as long as camping, tunneling, and Ruin (undoing up to 79 seconds of a generator) stay in their current states, I can't agree to a PT nerf.
In the current meta, killers will need to deal with survivors committing to generators foremost.
I see what you're saying. I've definitely dealt with the 4k slug, tunnelling and facecamping, e.t.c..
My suggested change to PT wouldn't nerf it's early game rush however, it would only nix easy escape from a 3-gen situtation. However, like I mentioned in my post, I think that the biggest problem is map sizes rather than gen speeds, so if they adjusted map sizes across the board it would be a big help for both sides. I mean, come on, I have a better time on Haddonfield than on Disturbed Ward because the map is so gigantic...
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@Dino7281 said:
Problem is that late game is where Prove Thyself is needed most.
Early game you want each survivor on 1 gen.
I understand but it's late game potential is way too strong. Not to mention that I've had games where we had two gens done before the Killer found their first Survivor, often less than a minute into the game. Of course, it was on Groaning Storehouse so that doesn't help, haha. But it's still an extremely strong perk even for more appropriately sized maps.
I've personally played enough games to know that yes, it's viable when one Survivor is on each gen, but knocking out gens very early into the game is also extremely viable. Especially if Survivors are smart and target gens toward the center of the map or in more unsafe areas, and Prove Thyself allows popping off gens in a ridiculously fast manner.
I think my point is that I just don't feel like the perk is necessary or healthy for the game. Multiple Survivors on a gen is already fast enough without PT, and PT is just icing on the escape cake.
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@timetotalkabout said:
https://forum.deadbydaylight.com/en/discussion/comment/2482649#Comment_2482649
i'd simply think you don't experience it enough in the worst ways possible as a killer, you are devotion 2 with means you most likelyt have like 300 hours or something of experience into the game, you haven't played enough to truly understand why this perk is problematic.
IF you were high devotion than you would have been one of the few killers which really doesn't care about DH but you'd be the minority of killers who doesn't (most likely)
Just dropping in to say that I have almost 900 hours in the game and am devotion 2 level 98. I've hit rank 1 in both roles for many months in a row before I quit playing (started playing again a couple months ago). What's with this random "you haven't played enough" "you don't have enough hours" gatekeeping on having an opinion? Kinda rude to try to "defeat" someone's point by basically calling them a noob and that they don't have enough experience.
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If they just added an indicator when she's phasing it would make a world of difference. Being able to stand still and defeat all counterplay at loops is bogus.
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@VikingWilson said:
Need more bloodpoints all around to help with the ever-growing grind, to be honest. Keep the cap at 1M, I don't care, but coming out with 20k a match just isn't cutting it anymore.
I've been using We're Gonna Live Forever on my matches and getting around 50-60k bps. I agree though, either increase the amount of bps earned or let every character start level 1 with all the perks you've unlocked at level 1 also. That would be great and reduce the grind by a third
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I'm personally rarely for limiting someone's gameplay experience, and this doesn't seem like a good solution to lack of diversity. Some perks are "meta" because of their synergy with other perks and so it would limit that build potential as well.
The true perk diversity comes from realizing that you don't have to escape or get the 4k every game and then using the perks + builds you want!
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I'm pretty sure they don't let the last Survivor left attempt unhooks because they can just sit on the hook until the EGC runs out or you run out of hook timer, thus delaying the end of the game. Odd considering that I've been slugged while the Killer stands on my inert body until my bleedout timer has expired... you'd think they'd give the last Survivor in that case a "give up" option so you didn't have your time wasted. Lol
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If you point or beckon (1 or 2) right before you get hit it puts you straight onto the ground instead of doing a "downed" animation. It can also happen if you get hit right when you use Dead Hard or if you're vaulting a pallet/window when the Killer bops you.
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Grades =/= rank or skill level, especially tomorrow when SBMM is implemented 👍️
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@Seraphor said:
Survivors repair at 1c/s and it takes 80 charges to complete, which means each second of repair is equal to 1.25% of the total progression.
If it takes the killer 2 seconds to kick, then tit-for-tat that should equate to 2.5% regression. Rounded up to 3% would be perfectly fine seeing as you have to commit to the kick animation to actually trigger regression, so accounting for player reaction times it's closer to 3 seconds anyway.
3% instant regression would be perfect. That would at least mean your action to kick the gen (minus any excessive travel time) is not wasted, even if a survivor jumps back on it immediately.
That sounds decent, but keep in mind that if Survivors are swarming a generator a Killer won't be able to keep it from being done with the regression being balanced around a single Survivor repairing the gen. At 3% regression, with 2 Survivors repairing the generator it would undo the Killer's 2 second kick in under 2 seconds!
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@Emeal said:
I'm not against the idea, but this would mean Pop goes the Weasel applies 30% total suddenly, Kind of a big change for free.
There are ways to go about this, Lets change some addons and perks to give more immediate X % Progression penalty.
I think Perks like Surge, Eruption and Pop goes the Weasel are good.
Brutal Strength, Dead Man's Switch, Dragon's Grip, Fire Up, Gearhead, Oppression, Overcharge, Surveillance and Trail of Torment could all benefit from an extra 5(ish)% immediate Progression penalty. Make it stackable and see how builds develop.
My rationale is that there IS some gameplay happening as Survivor's rush to a gen to un-regress it. We dont want that gone. but I think making a line of perks that counterplay it is healthy and makes survivors need to keep an eye open to not help the killer instead.
I think the option that creates the most variety in gameplay is best for dbd.
If BHVR applies a default 5% immediate Progression penalty to kick, its gonna eliminate alot of gameplay and potentially make some perks worse too. That would suck.
I think like 1% would be good. atleast that would mean continued regression gameplay would be bad in the long run, but in the short term I really dislike the idea of throwing gameplay out the window.
@RangerDanger said:
I like the idea of the 1 plus 1, however that sounds like a perk to me. For every killer I think 3% would be plenty regression to start with, and then check how that affects the game. It is nice to see the numbers rounded but 5% immediate regression may be a little too much to slide as a base action for all killers.
I am a survivor main that's been dipping my toes in the killer pond. From a survivors perspective, I think it would be great to add for the exact reason you mentioned @Hippie, to prevent gen tapping during chase. Sure if ruin was in your build it wouldnt matter too much if you kicked because ruin does the work on regression. But maybe that's exactly the reason why they haven't implemented it. It could make Ruin even stronger adding additional damage to the kick.
Other than Ruin, Pop wouldn't really be affected that much since youd still get the 25% regression after you hook someone, the only issue would be determining is Pop regresses 25% or 30%- assuming the base kick regresses the 5%. Would Pop add to that value or would it be considered separate
About Pop, I was thinking that it could be nerfed to 20% instead of 25%. That way you would still get 25% total regression from a Pop kick but you wouldn't feel as pressured to take Pop since you could regress generators with a base kick. And I know that 5% seems like a lot but keep in mind that 5% of a generator is only 4 seconds of repair time (~2 seconds with two Survivors)!
On another note, I was also thinking about Tinkerer in regards to the 5% kick. It would probably be extremely overbearing and possibly game-breaking, given how powerful Tinkerer is to begin with. Maybe change Tinkerer to have a cooldown or just a cooldown per generator so it can't repeatedly activate on a generator?
@NekoTorvic said:
I honestly wish they buffed base kicks and then gutted ruin and pop. I think Surge and Eruption should be as strong as gen perks ever get.
Either way, I hate how much this game is balanced around the existence of gen perks.
I like your idea. I'd make it so that at base you get 1% plus 1% per new survivor hooked. So if you hook all 4 survivors you get the full 5% regression, but you have to earn it throughout the match. It'll incentivize hooking multiple people and you get stronger by your actions as you weaken the survivors.
Exactly, I feel pressured to take Ruin + Surveillance or Pop every game so I can actually make a game last for a decent amount of time when playing Pig and PH. And I like your idea! That would definitely keep it balanced in my opinion, incentivizing real gameplay to get the ball rolling and stop gens.
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Tinkerer and STBFL. I see every single Killer and their mother using those perks and, while I've used STBFL extensively in the past, I hate playing against it and Tinkerer so I don't use them. I prefer Ruin + Surveillance. And I think Thrill of the Hunt is better than Undying so I don't use the latter either, yet Ruin + Undying seems to be a permanent fixture in 99% of Killers builds. R.I.P. Thrill of the Hunt 😥
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@Elena said:
https://forum.deadbydaylight.com/en/discussion/comment/2474109#Comment_2474109
Slinger is literally hold CTRL and press right click then left click and then repeat.
I mean, Slinger is like playing an FPS though... and you can be creative with pulling people around obstacles and even landing tricky headshots. When you boil it down to his base controls, it sounds boring, but that's not how it translates into gameplay. Plague is literally holding right click and letting go while walking behind a Survivor, and describing her base controls is exactly how it translates into gameplay. I would say that every ranged Killer is more interesting to play because you get immediate feedback and reward when landing a projectile on a Survivor.
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It gets really old to hear your character cough and vomit for an entire match, and I find playing Plague to be incredibly boring. Hold right click, let go, hit Survivor when broken. Not very interactive and interesting to me, unlike Pig, Pyramid Head and even Deathslinger
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I think there are other Killers who tunnel just as if not more effectively than PH... I personally don't see that as a big problem, playing as and against him. Not to mention that you wouldn't get tormented right out of a cage unless the PH went all the way over to the cage that he can't see (aura) and put down a torment trail... and if you get tormented off hook then he can just send you to a cage (or kill you, hehe) and not proc his Pop, BBQ and other hook-dependent perks.
I used to play PH a lot when he first came out and he was extremely strong then. No delay after cancelling his M2, cage auras were visible, e.t.c.. I quit playing before he was nerfed but when I came back a couple months ago and started playing him again he felt weaker and I felt very sad about his delay after cancelling M2. But I've been playing him more lately against good players and I can say that he is in a good place right now. I don't think anything needs to be changed about him.
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I'll definitely be enjoying the new SBMM as Killer for sure. Got back to back games last night of newbie tan rank players and it was extremely boring, not to mention that I felt bad for them since I have zounds more experience and they probably have an eighth of my hours. Literally played against 4 tannies in one game and three of them didn't even have green or purple perks, let alone all 4. Fun for me isn't the easy 4k, fun for me is playing against skilled players, getting plenty of hits, some hooks and maybe a couple kills and everyone having a good game.
Not to mention that my Survivor games have just been rainbow rank fests and I hardly get fairly matched teammates anymore. The current ranking system obviously isn't working properly...
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@[Deleted User] said:
When did RPD go down?
I've been there multiple times Friday & Saturday was relieved not to see it today.
Been getting swamp (mostly the boat) every other game for the past 5 days though feels like every other outdoor map is unavailable its swamp or I'm indoors.
I dunno but that makes sense, someone used an RPD offering and we went to Azarov's instead. And me too... got Midwich twice in a row, Ormond twice in a row and then every time I play Pig I get an indoor map or swamp. It's getting old and I'm about to start breaking out the map offerings
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@Phasmamain said:
It’s just dumb that they kept that yet removed his exhaustion bottles. Both were op and needed removal. Giving clown easy to access exposed is just dumb
Exactly, all these people comparing pinky finger to iri-head while that's not the point... both are dumb and not fun at all to play against.
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I personally like going against Doctor and Freddy, but I rarely see them. I like Doctor's laugh especially!
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This just happened to me, said I had no network connection and I got a penalty. Checked my internet and visited web pages right when it happened and no, it was not my internet. Sucks
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I'm back after being gone since a little after Silent Hill release and I'm only planning on spending money on the pass so I can buy cosmetics with the earnings (using the cells from pass). I used to spend a decent amount on cosmetics but now I can't justify spending money on just outfits. Completing and buying the pass is more suitable for me since you get oodles of items and your cells back to spend on cosmetics!
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@Iliketoplaykiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2457850#Comment_2457850
I don't know, maybe realize I'm tunneling when gens are slamming left and right and realize hey maybe I should go help my teammates body block so my friend doesn't get tunneled? Idk honestly, I hit 1 dude and downed his friend and 3 gens were already popped by the time I hooked. I don't know what else to do in this situation when I'm getting pressure on 2 dudes and gens are still flying. What else are you supposed to do other than tunnel to try to manage the rest of the gens with 4 survivors up?
I mean, trying to help my tunnelled teammate doesn't usually work because the Killer is intent on getting the tunnelled Survivor. I've had more games go south by trying to bodyblock and help, so it's not usually worth it unless I'm playing with friends. I know it's easy to suggest something like that from a Killer point of view, but maybe play Survivor for a while and get a different viewpoint on it (unless you already play Survivor, but then you would have a better understanding about what I'm saying). Obviously, not every game is going to go your way when playing either side, so it's unrealistic to expect to win every time and the map + RNG be on your side every game, so you just go on to the next game and hope it works out better. And I will say as well that I've seen tunnelling end up in a 1k + Entity Displeased rather than a 4k + win far more often for the Killer. Good Survivors will crank out gens fast when they see their teammate getting tunnelled and nothing can be done for them.
And I honestly agree with the person who said that about Demogorgon, he is a hard Killer to learn and master but when you get good with him you don't have to resort to tunnelling, slugging or camping. Not saying you can't do those things in general, but I prefer to win the game without playing the way I hate to be played against.
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@Iliketoplaykiller said:
I just had a game earlier that 3 gens popped just as soon as I finished hooking my fist chase (30 second chase at the most). Then I get "its okay dude you wont have to tunnel once you learn demo" its like nah dude. I tunneled because you guys obviously wanted out a game so quickly lol. I don't get why survivors think its fun to do 2-3 gens before the first chase, other than trying to get a raise out of the killer to play like crap.
I mean, Survivors do gens as quickly as the Killer lets them. What else do you want Survivors to do, run around like headless chickens and not do the objective? But Survivors running around and goofing off would be toxic, oops... but so is repairing generators...
I would hope that my fellow Survivors would be doing the objective while I'm being chased by the Killer. There's nothing more frustrating than being in a chase for over a minute, not having a single gen pop and then seeing my teammates while I'm on the hook and they're crouching nearby being useless.
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That's what happens when you take a map meant for singleplayer horror with slow-paced gameplay and put it into DBD. Great map for RE2, not so great for a fast-paced asymmetrical survival horror. In my opinion, they did a much better job with Midwich than with RPD, which is why I don't mind Midwich at all -- feels like they just airdropped RPD without making necessary changes for healthier gameplay.
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@Nikkiwhat said:
https://forum.deadbydaylight.com/en/discussion/comment/2447912#Comment_2447912
Get that weaksauce outta here! Only one pair of legs to swoon over
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https://us.v-cdn.net/6030815/uploads/YI0DBU332NFP/9x5lrsnzwvv31.png
Get outta here with those pasty legs! PH's have that perfectly bronzed look 😍
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I think we have a winner.
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I don't like playing against Huntress because she's really boring... humming gets on my nerves a bit too. I wouldn't say I'd rather play against, say, Spirit instead of Huntress, because at least Huntress is much easier and has counters... but it's still pretty boring 😒
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@Junylar said:
https://forum.deadbydaylight.com/en/discussion/comment/2439660#Comment_2439660
Sometimes when I go for a single tap instead of a lunge they still somehow avoid getting hit, even though they are not supposed to. So yeah, DH actually works much better than intended.
Well, that's good for them then... I usually try to use it last second and end up exhausted on the ground (and it's been confirmed as a bogus happening, because the exhaustion is immediately refunded signifiying that you never used it on the Killer's end). Wasn't having this problem when they tried out server-side hit validation last year...
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@Junylar said:
It works fine, even better than intended. If you get "exhausted on the ground" - it means you just messed up the timings and pressed too early, or the killer just outsmarted and outwaited you.
But I agree with that they should fix dead hard: it must be nerfed since right now it's an unlimited second chance perk giving survivors several extra lives per trial. It should be "once per trial", and/or grant no dash and no collision disabling.
I think Dead Hard is perfectly balanced right now, with the exception of the Lack Of Server Hit Validation causing me to end up exhausted on the ground when I use it sometimes. It can easily be countered by walking up behind the person instead of swinging from a distance, and it is only useable while injured (unlike every other exhaustion perk, which can be used whether you are injured or healthy).
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2439123#Comment_2439123
Ruin doesn´t regress blocked gens.
Ah that's too bad, I've been using Thrilling Tremors + Ruin and thought it was actually regressing during that time! Sad
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I think Ruin exists for that, haha... although it's a Hex perk and can be countered, thankfully. 😛
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My favorite Jane head now makes her look like an addict.
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I typed "Lol ty man" to a Bubba who gave me hatch and it censored "man"... 😶
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I hate to say it, but from the way you described your "sportsmanlike" gameplay, it just seems confusing to Survivors. I know that if I played against someone who was trying enough to hook someone for BBQ and walk away to find the next Survivor, but then "lost" me easily in a dead zone and easily got blinded/stunned repeatedly, I would think that the Killer was really bad and possibly new to the game.
I've gotten tons of good feedback from my gameplay, even at rank 1 and even while playing Nurse, because I play fair and try my best, and am always positive after my games. But honestly, when a Killer just starts goofing off and being a doormat, I feel annoyed that the Killer isn't even trying and I just want to leave as soon as possible.
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They didn't fix Dwight's facial hair... 😶
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I'm going to get the sea-creature arms for the Demogorgon skin (I figure that since you can't see your entire Killer in-game, might as well just buy the only part you can see, haha), and maybe something for Nancy. I prestiged her to 3 to cover her cyclops face so I might buy one of her pairs of jeans!











