JasmineDragon
JasmineDragon
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- JasmineDragon
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@xXCAM3R0NXx said:
Got hooked in basement, didn't get saved till second hook. Steve has BT, which is nice considering I deserve it for having no one save on first hook. Killer comes down and body blocks me and Steve in the stairs. I eventually force my way out, but have 5 seconds of it left before getting smacked down.
True, he did slug me to go for Steve.
However he only did it because of the possible DS. Which I didn't have.
I don't usually get salty at the game but like come man that's a D**K move :/ especially for someone who didn't get saved til too late...
But hey its a tactic I suppose *sigh*
was this worth making a post over?
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@ytduh said:
https://forum.deadbydaylight.com/en/discussion/comment/1484891#Comment_1484891
yes, this idea can't change ds and too much complicated..so many rules for one perk
yea its a lot. Just wanted to address each of their ideas
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The double time is kinda insane. Honestly as it stands its one of the strongest perks in the game. If you want to remove the 60 second timer or give two uses, I think there would NEED to be a notification that you have it. Either change would be kinda insane without a major form of balancing.
The 10 seconds is out of the question, thats just way too substantial of a stun to be implemented.
Two uses is very strong, the killer would know after the first one, but there would need to be some kind of balancing feature, like putting the user into mend state or something of the sort.
For no time limit there needs to be a counter, like being unable to be used from a locker or the like so it can no longer be used offensively
I don't want to say its okay where it is, because it does need a nerf if anything (only because it is being used offensively), but I can't say that a buff is in order.
My personal problem with it being used offensively is as follows:
When someone uses their exhaustion and a number of strong loop positions to waste time, they are fulfilling their job as a runner, buying time for gens to be worked on. It takes 2 damage states to down, plus an exhaustion perk in most cases. If you hook this person and someone with bt bombs the hook, you have two options. You either tunnel, knowing full well they likely have bt and dstrike, or you go for the unhooker. The injured person will often body block, forcing your choice. So you must now get through the bt, which they will use to get to a locker, forcing you to either proc their dstrike, restarting the entire chase set, or force you to leave them in the locker to go apply pressure. They have used their perks offensively, to force you as a killer into a position where all of your map presence is made worthless. This is incredibly common at the high ranks, and if you don't spread damage early as you apply pressure, you are really shooting yourself in the foot
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@DetailedDetriment said:
Flashlights are still broken
Animations are bugged
Auras are ass
Still no sound bugs have been fixed
Invisible walls that have never existed
I've been stuck in 2 infinite loading screens
It's just. Geez, man, come on.
I hope tomorrow's update fixes these issues.
Yea the frames have been REALLY bad
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@Голубой said:
https://forum.deadbydaylight.com/en/discussion/comment/1481382#Comment_1481382
Who even cares if someone types "ez"? Lmao ..that's such a babyish thing to rage at. Just like people who get triggered by people who teabag.
Its just sorta poor sportsmanship. People often forget that the killer is a player too. Just as some killers face camp ruining the fun for one person in particular. I think their point was its frustrating
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it was easily countered by any player with even a slight experience with the game. It was "annoying", and hence complained about often. My biggest problem with the change is old ruin and new ruin perform different purposes. Old ruin slows down gen progress, new ruin increases the effectiveness of pressure. New ruin rewards faster killers who don't need it, and old ruin aided all killers, which is better than not supporting the ones that need it
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there really does need to be some kind of unlocking animation. It could make a notification when done, and maybe only be open for a limited time?
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what killers complain about this? Its almost always survs bitching lol
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in any game, balance is important, but it can't be at the cost of fun. If a character in a game had an average win delta of 1, meaning the character wins an equal amount of times as they are losing, that character is balanced and ideal from a dev standpoint. Now if this balanced killer is terribly boring to play as, making them consistent but not enjoyable, while being terribly frustrating to play against, without being particularly hard to do so, then none of the player base enjoys them. Billy was a great example of a good, balanced killer, who was enjoyed by both sides. He was strong and incredibly fun to play, but had a lot of counterplay. This is why people are so upset by his nerfs, because he was a high tier killer enjoyed by both sides. Legion on the otherhand, is at best mid tier, who is incredibly unfun to play against, and really boring to play as (this is coming from a killer main). Its just not great for the longevity of a game to encourage the use of unfun mechanics
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"LEGION: WHAT AM I DOING WRONG?"
Playing Legion :/
he's terribly unfun to play against, underwhelming, and very simplistic in playstyle. He gets stale to play quickly and is just in general unfun
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As much as I hate supporting it, its just too inconsistent. If all other survs just slowly start pushing a hook, and the killer would HAVE to leave or just let your control or set up slip, it would be kinda #########?
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@DBD_Noobinoob said:
I know there are many posts about "unfair" survivor / killer perks, addons, abilities around here, and I don't want this post to be one of those. I'm not whining, I wanna know what ya'll think about that, and instead of being flamed for my post being toxic / me being entitled, I'd be happy about advices for how to play against that.
I'm talking about Michael's red addon. I think it is too strong, because I think it is impossible for Michael to lose a game when he plays that perk. Nothing's stopping him. I am aware that playing stealth would be a good idea, also to spread out a little, but since gens HAVE to be done, he WILL find survivors sooner or later. Combined with his lunge attack, I think this is impossible to beat for survivors.
Michael is one of my 3 main killers, but I have never played this addon and don't plan to do so. This is NOT about survs vs killers, so please don't hijack my thread for that stupid war. I just want to know if ya'll agree or not, and if you have some good strategy to at least have a chance against that? I've faced 3 Michaels using it today and it's really frustrating to feel like we haven't the slightest chance.
which one? He has two? Fragrant Tuft is very hard to come back from, but with the time it takes to reach Evil 3, the game should nearly be over if your team did even a decent job avoiding his line of site. Tombstone will take that same long time, however people will start hiding until it resets, so while he may get one, or even two kills with it, everyone will be pretty much max stalk at that point. If they are used together, there is no good reason that a team of survs will let him get that far, they'd have to really just be dicking around.
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the issue is most survs see people do it, and just copy it. You are SUPPOSE to flash them at the tail end of the animation, extending the time you are looping them and giving your exhaustion a few more seconds of recharge. It can be great. Doing it the second they start the animation however will just leave you stuck in a bad position and give the killer a free destruction and extra hit.
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things that ruin MY experience : People who think their experience is all that matters in a game
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I always said that it made no sense to run INTO the killer with dead hard and for it to still work, It should just be a lunge, if the blade actually hits them and it just doesn't work... idk just seemed dumb.
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"remove camper advantages"
Devour hope, borrowed time, decisive strike, gen rush, hook proximity bp penalty, the ability to win games and getting to play a video game and not waste 10 minutes in a lobby for 10 minutes of standing still would ALL like to know your location
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you're using it wrong. I use it with overcharge on my doctor at red ranks, works very well. Small skill checks with no notice that can be going counter clockwise can be BRUTAL
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Jeepers Creepers. Incredible horror movie, cult classic, sex offender director who has sullied the movies
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I miss seeing ranks. I get that people would dodge for easier games, but I liked knowing I could play a worse but fun killer and still do alright. At the higher ranks you are pretty restricted to who you can play
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at higher ranks you learn to outright deny all use of flashlights. The only time they can confirm it is when you are breaking a pallet, which actually LOSES you time, because the killer has ears and can just follow you while invisible. The time it would've taken to break the pallet actually awards more time than the investment in the flash. With the lightborn update flashing will now be incredibly dangerous, as 7 seconds of aura reading after an attempted flash save will allow the killer the benefit of bbq at close range. Flashing was bad before, but now it really is just worthless
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@NursesBootie said:
https://forum.deadbydaylight.com/en/discussion/comment/1449866#Comment_1449866
How to shut down shack loop when the pallet is dropped and you're not spirit or nurse?
break the pallet... its called god pallet for a reason, they get one freebie, then it becomes significantly less safe
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I will say, I liked the old hatch spawning system. If you as a killer did such a great job denying gens that there is only one completed gen, that is incredible and you kinda earned it
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it is :/
you need to get better at shutting down loops and applying pressure properly
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the more I see posts like these, and the responses, the more I realize the vast majority of this community... or at the very least the vocal minority, are incapable of analyzing the game and thinking critically moreso than just looking at a streamer's perks and making blind assumptions about their uses and purpose on their build.
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@Dr_Loomis said:
https://forum.deadbydaylight.com/en/discussion/comment/1447787#Comment_1447787
It had a lot of comedy in that film. I genuinely enjoyed it.
Something about the female circumcision was just too much for me. Seeing a knife enter was just, nooooo.
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every killer has counterplay. Just practice and open your mind to the counters, its easier than you think, the game does lean surv side to compensate for how one bad surv dicking around would ######### a perfectly balanced system
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green inferno. Some parts were a bit goofy, like when the heavy guy was cooked and it looked like a rubber fat suit on a stick, but other parts were ######### sick
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not too much, I love him. I think the least enjoyable thing I see when playing him is when I hook someone but they dropped the pallet, so I walk around with them hooked and they easily break before I can get there, maybe if it slowed how fast it broke based on your distance to them? So if its a short trip around the side you can just barely get the hit off, but longer ones retain their strength
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Play the game for a while. You will come to understand that 9/10 times, when you think you want noed, you really want devour hope
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Even if there was a balance issue, which there was not in the slightest, but everyone (literally 100%) of the people enjoyed the unbalanced issue, then why change it? I want to see an actual vote appear on the notifications. If they surveyed the community, and literally just asked the players if they liked : (OG Billy / PTB Billy / PTB Billy 2), what the results would be.
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He was one of the most balanced high tier killers. For someone ranked consistently A tier at high ranks, its incredible that survs and killers alike didn't mind him. Likely because a surv can ALWAYS counter a billy, while a billy always has snowball potential. He was a strong killer, with a decent learning curve, but still friendly to new players. He was the posterboy for a well designed killer.
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Even before she was nerfed into the ground she was low tier... She is arguably the second weakest killer, just above clown. Her issue is she has NOTHING going for her. She has nothing to end a chase. You can dash if they try to hold you at a loop but thats about it, as long as they keep cycling tiles shes far too slow to catch up. The bear traps themselves can be countered by 99ing gens. You do a bit of progress on multiple, and you try to coordinate your pops so more than one is always going off at the same time, minimizing the opportunities for activation. She can't patrol gens and boxes, if she wants to be an idiot and camp boxes just do gens, easy solution. No one out of white or Yellow ranks are feeling "psychological fear". You sound like someone who just picked up the game, which is fine, but learn the game before you start complaining about the lowest tier killers online
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to all the people just saying to be grateful they listened at all, you seem to be forgetting that no one asked for these changes. Insta down billy was complained about by newer players, but no one at any rank higher than yellow ever once thought this was an issue. Positioning could counter Billy outright, but billy always had the potential to zone out survs and restart the snowball. He was one of the, if not the only, high tier killer who was balanced and enjoyed by both sides. There was no reason to change him, and until they remove this pointless overheat mechanic, I will not be satisfied. If someone punches you in the stomach you don't thank them for choosing not to punch you in the face. It didn't need to happen and it crippled the most balanced killer on the team
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@FootMan2893 said:
https://forum.deadbydaylight.com/en/discussion/comment/1445948#Comment_1445948
Slugging is a necessary tactic, and the higher ranked killers who state that DS is stupid are not complaining because they're camping, they're complaining because it's being abused in an offensive manner to turn it into a free 1 minute "you can't touch me" card that you can play when you want.
we really need to fix ranking. Not just the existing problems, but the fact that "high rank" is a bad thing catches everyone off guard and is annoying as hell
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@Nebula said:
https://forum.deadbydaylight.com/en/discussion/comment/1445829#Comment_1445829
You can play passively at the start of the game if you want, but most killers that are using corrupt are set up killers so you are literally playing into their hands by not doing gens for that 2 minutes. Corrupt is far from a low tier perk.
While its true that set up killers are often using them, that much time to just totem hunt is a LOT
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no, it does not
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I play both sides at high tiers. I will say decisive doesn't need a nerf, per say, but you should not be able to use it from lockers. Its meant to be used defensively, not to charge the killer with and force him to yank you out of a locker or let you waste their time. If you call that a nerf, then fine, other than that, you are insane. Unbreakable is incredibly low tier and used as a comfort perk. I have no idea what you expect from either of these...
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Mikey. Just Mikey. Give him any of his add ons that allow murder. He will be hitting tier 3 so easily with 8 people on the map he'd just keep killing them without hooking. Maybe throw in plague for her map control to slow it down even more?
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@Ihatelife said:
https://forum.deadbydaylight.com/en/discussion/comment/1445810#Comment_1445810
Really? I saw that a lot of killers are using it as survivor. As I now played against it several times I can say...it's not that bad
As someone who has played since release and consistently red ranks on both sides, I can say very confidently that when I see corrupt as a surv, my team and I just play a bit passively at start, focus more on our positioning and pregame (chests/totems), and then enjoy a killer who is now missing a crucial part of their kit. Not only is the killer now playing with only 3 perks, but their arguably most important perk, their gen protection, has been removed. Pop on the other hand will always have value. It can lock down sections of a map and give you incredible flexibility later game. The best way to determine a perk's strength is usually flexibility. Whichever perks can provide the most general strength are the ones that are often seen in the meta. Old ruin for example, always wasted time. Either the survs slowly struggled through gens or they wasted time hunting the totem. BBQ will always provide aura reading. Perks like these really can't ever be useless, so they have far more value and very little counterplay
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Pop is one of the strongest perks in the game. Corrupt intervention is pretty low tier and incredibly easy to counter. No contest