HoodedWildKard
HoodedWildKard
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- HoodedWildKard
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Depends if you think it's funny or are particularly horny for one of those 4 killers 🤣
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@PhosphorusBullet said:
i just started playing the game with 16 hours on survivor and 0 on killer
Doctor is a good starter makes it easy to find survivors and he naturally slows gens down, wraith is pretty good too, just remember he's not totally invisble when phased. Legion is pretty easy to use as well if you read how feral frenzy works first.
But tbh, killer is pretty easy to start with, low mmr survivors run around like headless chickens and tend to not rush gens enough. Once you've spent a week mincing solo q potatoes and your mmr rises you'll start getting much tougher games.
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Probably times when the most players are on. Weekends/evenings. But tbh i find there's never a good time to play solo q. I almost always swf with survivor.
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Hehe I do love this combo. Great for pulling people straight off of gens. But it is an iridescent and a purple add on. Not like spirits can run that every game. That blossom add on should definitely be made iridescent though.
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Odd, I'm on xbox and mine's fine
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Yh i wish they were available for both. No idea why megcrow and mini frankenstein are locked to killers and survs respectively. I'd love to put megcrow on meg and a frankenstein charm is almost made for doctor.
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As a legion player, it requires co ordination, in my games with legion where I've struggled the team has split pretty wide and baited me into bad chases,it is pretty map dependent. Healing is kinda hard against legion but having a couple of COH boons up makes it a lot easier.
You do need a couple of star players who can loop the ######### out of the killer for ages. But just lure the legion away and work individually on gens they are not near. 99 those deep wounds while the legion is still frenzying. And play very stealthy if you can. If you have 3 survs on different gens then legion will struggle to patrol them all. Healing methods like renewal, inner strength and haemorrhagic syringes are handy against legion because they bypass sloppy.
Unfortunately legion is amazing at punishing solo q teams if one or two players don't fully understand how feral frenzy works you'll probably get minced.
Also for your aura reading question, legion does have an add on that makes their KI detection range on a frnzy hit absolutely huge.
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@Pumpkinbros said:
https://forum.deadbydaylight.com/en/discussion/comment/3234950#Comment_3234950
the u.i. is designed by a single person, the voice of claudette, sarah, again, saying it's too much work will never be a valid argument, I stg stop bringing that up, if bhvr wants it to happen, and the community wants it to happen, it'll happen, stop it.
but the freddy thing has been bugging me, because I gave a perfect example of what I meant, I NEVER SAID BRING BACK OLD FREDDY, that's what everyone else said, and it's been peeving me off ever since, read the OP.
I did read the OP. And the concept just doesn't seem necessary or that interesting. My point was not that it's going to be difficult to implement, more that it won't benefit BHVR at all so they won't bother putting any work into it since there isn't really a demand or need for it. In fact it would be detrimental to BHVR because they would basically be throwing away money they could've earned. They lose a lot of potential sales by taking a power that could be applied to a new killer that attracts new players and buyers, and slapping it on an existing killer.
There's no real need for a killer to have two wildly different mechanics. Like what ones would you suggest? Because as far as I can see most killers are defined by their power, like idk maybe ghostface and myers could have different playstyles because they are pretty basically just normal(ish) human killers or huntress could have a stealth build instead of a ranged one. But most killers are defined by their power, plague vomiting, victor for the twins, doctor inducing madness. Alternate powers just feels like itbwould be an unnecessary bolt on for some killers that wouldnt add much to the game.
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@Pumpkinbros said:
https://forum.deadbydaylight.com/en/discussion/comment/3234928#Comment_3234928
but if a killer clearly has 2 ways that they could've been made, then it wouldn't make sense to make an entirely new killer just to mediate those desires right? like ther killer is already here
Can't really think of any killers like that, people have mentioned freddy's old build in the thread, but I'm pretty sure they reworked him because he was broken.
Even if i did like the idea, it probably would never happen. on a more financial level it just doesn't make sense for BHVR to code in a whole new power, animations and ui to switch between it. When it won't benefit them monetarily. Like it isn't causing people to leave the game.
Like i said add ons can change the way powers work. Sometimes drastically, so it does give gameplay variety. But switching between two completely different powers is unnecessary and would just make the killers inconsistent.
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@Pumpkinbros said:
https://forum.deadbydaylight.com/en/discussion/comment/3234483#Comment_3234483
"it's too much work" is never a valid argument, but yes it's like designing a new killer, if you think that's a cool idea you agree and that's the end of that
But i don't think it's a cool idea. I'd rather have a new killer with new backstory and aesthetic etc. Than 2 ways to play the same killer. And add ons kinda already do that.
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Grats 😁 can we see a screenshot of the emblem? It must look pretty sick.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3234497#Comment_3234497
it depends. Some of them like snares vs pallets have the pallets kinda be worse at all tiers, just because the tradeoffs outweigh the bonus conceptually. They would certainly need to be normalized between the two versions before it could even be attempted, especially on a lot of killers who only have purple or iri versions of the alternative.
Case by case i guess. Some of them are too rare.
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@tippy2k2 said:
That charm is adorable!
Almost as adorable as Holly!
https://us.v-cdn.net/6030815/uploads/R74KGLC6AKIV/pxl-20221012-234535389.jpg
...almost
You always love a chance to show off holly 😁
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Hm. Tbh as killer i hardly ever trigger a hook grab. Usually just turns to a normal hit. One time i did trigger it, the person i grabbed was a nea who'd been toxic af to me all game so can't say i have a huge issue with hook grabs.
But it would go a little way to preventing hook camping and tunneling so might be worth doing.
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It's difficult to tell. Someone could've de ided to DDOS you. But DCs can be a bit random. Had a mate who got pallet stunned and as the stun hit they DCd lol
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3234483#Comment_3234483
I think their point was more that you shouldn't have to dedicate addons to dramatic changes in how powers function, especially since you end up with purple/iri addons that change the power in a way that also introduces a downside that is sometimes nearly equal to the bonus. If kept as addons, all "alternate power" addons should honestly be common at the very least (with higher tier ones decreasing any tradeoffs relative to their rarity)
I get that. They should definitely be more common, but tbf those alternate power add ons do usually give the killer a serious buff.
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@lauraa said:
This is why I dislike gameplay altering addons being locked behind addons because you need to farm like mad if a certain playstyle tickles your fancy but cant be replicated with the base kit
Yh it is kinda frustrating. But some add ons are so OP that if you could run them every game it'd make the survi or experience miserable. Iridescent hatchet. Demogorgon's Iridescent add ons are pretty nuts. Tombstone. I just stack black ward offerings. Purple rarity. I have 12 moss and 10 lichen add ons. And 31 black wards lol.
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Seems a lot of work to make a new power for an existing killer. Like literally designing a new killer. Don't see it happening. If you want to customise your killer's power then that's what add ons are for.
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/3234457#Comment_3234457
where does it say that?
As far as Im aware it just has a higher chance of having those, but it aint guaranteed
Nah as the mod says. They are intended to give halloween items. Just a glitch.
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/351328/halloween-mystery-box-weirdness
whats so weird about that?
It's supposed to give halloween items. For killwes either dowsing rod or blight syrum
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@Entitled_survivor said:
How would you feel about an option to deny unhooks same way you can deny getting healed by holding shift ?
Let's say the game is objectively lost for survivors and you're at a point of just trading hooks, wouldn't it be better if you could just die on hook and go next?
Let's say killer decides they wanna farm and survivors play along but you don't wanna farm yourself, wouldnt it be better to just be done and go next?
Not a great idea. Even if game is lost unhooks still provide BP. only time I'd ever want to prevent an unhook is when someone goes for a proper yolo unhook when the killer is on top of us.
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Tbh the streamer mode seems to have encouraged more cheating than anything else. Plus i guarantee cheaters are less of an issue than DCs would he if DC oenalty was removed. One survivor DCs and the team is pretty much crippled. Killer gets an easy 4k.
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Because they've removed the DC penalty so all the salty children ragequit if they see a map/killer they don't like or the first time they get downed/the killer makes a good play.
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@ImNotBobDylan said:
Stats mean nothing because they seem to imply that the game is very killer-sided, and that's not something this forum can conceive
That bias probably comes from the fact that most ppl on the forum are very experienced players with a lot of dedication to the game. So the skill level is pretty high. And high mmr games survivors tend to do very well.
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Ah yes the bully squads. Always rough the first time. But they are pretty easy to punish when you realise what they are doing lol. Nothing i like more than mincing a bully squad when their timing isn't exactly right 🤣
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Yeah I've had a couple of games I've suspected there were cheaters, 3 gens popping at the exact same second, a swf team who NEVER missed a dead hard trigger, even when baited out, ambushed or janky hits around corners and a michaela the other day who's torch blinded me everytime way too quickly, and at one point her injury noises came from a static location nowhere near her.
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@not_requested49 said:
https://forum.deadbydaylight.com/en/discussion/351137/nerf-strong-killers
Its ironic how nurse is said to be the best and most opressive killer in the game yet she has the lowest kill rates
Skill issue. Her power requires a lot of skill and practice. Good nurse killers are absolute machines, hard to play against because they can go through walls so pallets and vaults are worse than useless. bad ones are utterly useless and easy to run rings around.
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@Joskey said:
https://forum.deadbydaylight.com/en/discussion/comment/3233207#Comment_3233207
I've always felt like Wesker was Nurse 2.0, but easier to learn.
That's a bit extreme, it's not like he can phase through walls.
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@Joskey said:
https://forum.deadbydaylight.com/en/discussion/comment/3232678#Comment_3232678
I disagree with Wesker, since his kill rate is 65% at the highest MMR. My guess is the developers are going to nerf him, that percentage probably too high (It looks like they are shooting for 60% - 55% killrates) and he's getting played way to much.
Might be a Plague nerf too, since she's 63%.
Yh his killrate stats surprised me, because his power is pretty easy to dodge. Guess I just haven't ended up against any good weskers yet
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@RiskyKara said:
https://forum.deadbydaylight.com/en/discussion/comment/3233070#Comment_3233070
Oh boy. Who wouldn't want to play as that kind of character?
Could have a moonwalking animation 🤣 on second thoughts a Michael jackson sort of killer could be creepy af.
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@versacefeng said:
https://forum.deadbydaylight.com/en/discussion/comment/3233070#Comment_3233070
Does it matter? DBD isn’t even a scary game in itself, so it doesn't matter if the killer isn’t a stereotypical slasher. This god awful standpoint is what holds back the devs creativity in this game.
It's still a dark game. Creepy atmosphere, intimidating killers. Having jokey meme killers would ruin the vibe of the game. These candy killer weapons are bad enough, at least they don't look too zany.
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Disco Stu coming for you.
Ngl this idea sounds kinda weird. And would be kind of too similar to trickster. I doubt some hairy chested dude dressed up in bright coolours with an afro would be a particularly scary scary killer.
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I've noticed a lot more in the last couple of days. Ruins the game for the rest of the survivors as killer usually ends up stomping if a player leaves. And often the games that they left were definitely winnable until they decided to throw their toys out of the pram.
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Yeah seen a lot today. Had at least 2 of my games as killer where a survivor DC'd and turned a potential 0-2k game into a 4k. Like one DC'd on their first down 5 mins into the game. Another DC'd late game when i was chasing them to get 2nd hook. With like 2 gens left and one dead player. Ironically the dead player was another DC 🤣 he tried to DC as i mori'd him but was too late, got my animation and my BP for it.
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@MaTtRoSiTy said:
We all know the answer here: remove double range, double recharge and make blink attacks special attacks and she will be fine. Sure in the hands of the few who are genuinely good with her she is still going to be the top killer but at least we can remove the utter BS aspects of her.
Good suggestion ^^ This would make nurse more balanced imo. Imo nurse isn't OP in the hands of most players, she has an extremely high skill ceiling. I consider myself an average to good killer. Not amazing but definitely competent. I can't use nurse for #########, against a pubby team of bad players I'll get a 4k. But any team with decent players i have no chance. I only ever use her if I'm forced to by a daily ritual/rift challenge.
Being on console makes her harder to use and i struggle to hit blinks. But someone who is good with nurse can utterly shred a team. And counterplay options are limited.
Much as I'd love to see her nerfed. I don't think she's as big an issue as people say. I hardly ever see nurses, and 60% of the ones I do see are pretty bad. And the good nurses feel impossible to play against but that doesn't happen enough to cause me major issues with the game.
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I've had a few iffy matches recently. One in particular had a michaela who was insta blinding me with a halloween torch with brown battery and bulb add ons. I'm good at dodging torches and she blinded me while i was unencumbered and not stuck in an animation. Even when i knew she was going for it. And at the end of the game i heard her grunts of pain centered on a location she was nowhere near while she went off an found hatch.
I'm not entirely sure if she was cheating but it was definitely off, I'm usually great at dodging torches and she blinded me like 8-9 times, 5 out of animations. And the noise thing was super weird. The noises were from the same location but she was nowhere near.
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@Marigoria said:
People who hide all game are part of the problem, that includes you now. Congratulations on continuing the cycle of making solo miserable.
He played for it normally and teams wait in exit gate, either to help surv or bm killer. It's pretty normal, you can only get hatch if the game goes badly. So throwing a game or two to get the challenge isn't unreasonable if it's unattainable otherwise. Myself I'd just play swf. But hey.
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Wesker is fine. It's easy tonrun rings around him and his terror radius is huge. Blight is strong but i wouldn't say he's broken. I do like your suggestion on nurse though, she can blink to rapidly after exhaustion. A longer cooldown between blinks would be good.
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@DragonMasterDarren said:
https://forum.deadbydaylight.com/en/discussion/comment/3230998#Comment_3230998
The devs have already said that the Mori changes on the PTB are getting changed, and that what we got to play with was more of a prototype more then anything
i'm sure that they're going to change it in some way or another to make giving hatch a option (they'd ######### better)
Tis why I've made this suggestion. Just getting to choose if we mori last surv would be nice. And I'd rather not lose traditional mori offerings/perks.
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More traditional art of them
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Yh my first thought when i saw the title was this is not fortnite. Wouldn't fit the game. And ######### having an option to flip off the killer, game is toxic enough as it is.
I would like to see more emotes though. Maybe some positive ones like a thumbs up/thankyou gesture. Or a "stand still and let me heal you you goon" one
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@JPLongstreet said:
https://forum.deadbydaylight.com/en/discussion/comment/3230990#Comment_3230990
Yeah I've seen others here mention that before. I'm on Xbox and don't have a lot of hope Microsoft will cooperate in this either.
Publicly at least microsoft say they are happy with crossplatform.
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I am enjoying wearing the halloween t-shirts I've unlocked on my survs.
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@Springey said:
Mori cosmetics would give killers advantages if they happen to be shorter, or disadvantages when they are longer.
With the finisher mori, they can add mori customization with no problem since it can be as long as they want them to be without the problem above.
And talking about the mori changes, I think it would have been cool if they added mini-moris, that all have the same length, to all killers, which then are used for perks like Devour Hope instead of changing it to an instant hook sacrifice for example.
I'm sure they can standardise the length of mori animations. Are they not already?
Also I straight up hate the suggested mori changes and don't think they should be implemented. I don't want to have to sweat a 4k just to get a mori animation. Plus I like giving last surv hatch and some of the newer players struggle to get the message so i have to literally drag them kicking and screaming to the hatch sometimes.
Side note rancor and devour hope etc are really only fun because they let you mori. Instant hook sac is boring af and also a nerf because you have to carry them to hook instead of just triggering the mori. They are both so situational you should get the reward for getting them off.
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@Witchubtet said:
https://forum.deadbydaylight.com/en/discussion/comment/3230985#Comment_3230985
I hope so. I’m just worried about this next update. I don’t like the unbreakable base Kit idea. So any news about Survivors or Killers getting OP perks has be scared.
Yh it seems kinda dumb, it'll only benefit swfs although it would be nice to see a way of nerfing slugging builds because they suck to play against. I'm personally dreading the mori change.
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@JPLongstreet said:
Yes this is a highly requested feature, but it's not only up to the devs. Sony and Microsoft have to accept deals they all can agree upon.
And sony won't engage with a lot of crossplatform features.
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It's a feature. And one of the reasons i hate playing against hag
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Probably just youtubers talking ######### to try and get views.
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@Veinslay said:
https://forum.deadbydaylight.com/en/discussion/comment/3230971#Comment_3230971
These items aren't rare at all since they made everything cheaper in the bloodweb
Being cheaper doesn't mean they'll show up more. 10 days of play time, probably 8 of it spent on levelling survivors. And i have like 5 purple medkits across my survivors. And you better be sure i always snapbthem up when they appear in the bloodweb. Individual Purple and higher rarity items just dont show up for survivors much, usually see offerings or addons more. Greens are also pretty rare.
Sure players with 50 days play time probably have a few more but again they are so easy to lose. A few bad games will rinse them out.
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Problem as usual is the skill gap. Any nerf to medkits will just cripple the already pretty intolerable solo q experience even more. While having them strong as they are allows high mmr survs to abuse them.
Tbh i dont think much needs changing yes purple and green medkits are extremely powerful. But how many of those do people actually have? I've got 10 days ish of playtime. Ive worked most of my survs to prestige one. David, kate and michaela to 2. I can count on one hand he number of purple medkits I have. And green medkits are barely more common.
And they are easy to lose. Even god tier swfs will lose players occasionally to face camping/tunneling. Franklin's is a thing, and legion's add on that forces items for consecutive hits on feral frenzy. I don't think medkits are a big enough issue to warrant nerfing them. Especially when you can just slap on sloppy butcher and slow healing times.
