Jb94
Jb94
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I actually like the twins a lot. I do think their playstyle can be a little oppressive when played optimally. They're in a weird place where their snowball is potentially strong but they're hard countered by healing and teamwork (neither of which are very meta).
The camping is sort of a problem, but also a very efficient use of the power. My fix:
The time to switch between the twins is dependant on proximity.
Within 10 metres it's near instant.
10-36 the current speed.
36+ takes twice as long and comes with a short slowdown effect.
Basically I think the key is to make it so that switching between the twins becomes less efficient the further they are.
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Killer perks come pre-nerfed for the most part. Barring undying, every killer since the plague has had incredibly niche perks laden with cooldowns and drawbacks.
Of the meta killer perks: undying, ruin, pop, discordance, enduring (enduring was once meta btw) have all been nerfed.
BBQ is going strong as it's good for game health (spread hooks + gives a reason not to camp).
Corrupt also hasn't been touched because it's just good design that isn't unfair or abusable.
Whispers should be basekit honestly, but definitely not in need of a nerf.
There are NO meta survivor perks that add a healthy element to the killer experience even after nerfs.
I'm not saying they necessarily need to, but the survivor perk meta is far more insidious than the killer perk meta.
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@fr0sty1223 said:
Almost every game there is a face camper or hard tunneling killer and it has completely ruined the game. These strategies are insanely toxic and unfun to play against and if you somehow manage to pull off a miracle and escape you get death threats and a ######### ton of toxicity sent your way by the killer since their toxic strategies didn’t work. I have always tried to see both sides of the arguments between killer and survivor mains when it comes to toxic and unfun strategies but it is at the point now where the killer mains are out of control with their toxicity and game ruining behavior. I haven’t played a normal game of dbd in over a month because killers will always do one of three things: DC, face camp, or hard tunnel. It’s not fun to play in these games and it is especially not fun to get the death threats and toxicity after the game from these people of you managed to escape. Something needs to be done because it’s getting to the point where the game is slowly being ruined.
Play killer and show the community how it should be done.
Since all of the toxicity comes from killers and there's only one in a match, you should be fine :)
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Yeah. What?
This would be like making horrible dolls survivor only charms. Weird.
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Got first game I tried. Just drop and pick up pallets as you go about your business in the game. When you end up in a chase steer them toward the pallets you've dropped.
Shack is a really solid location for this for obvious reasons. Just make sure you loop the killer a couple of times so they don't have their defences up when they approach the pallet.
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What I do with rifts is leave the trickiest ones for last and then let them pop ambiently as I play normal games.
Maybe your next game won't let you pick two people up- but you WILL have a game where you're able to do so naturally at some point. Unless you're really really attached to all 4 specific perks running empathy for a couple of weeks won't hurt you at all.
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I think base ricochet shouldn't have the bonus damage due to the hitting the floor strat.
The replacement purple could increase ricochet damage (maybe bump it down to green).
I don't know if this is cracked, but maybe replace with an add-on that adds a third ricochet at the cost of 25 knives (you CAN spray and pray but you better be fully stocked up and better not miss more than a few hits basically). Needing to refill at any point basically ensures a reset in laceration for whoever you were chasing so this doesn't seem too bad?
I miss killers getting add-ons that significantly change power functionality rather than just adjust values.
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@TheClownIsKing said:
Can nobody see how OP that would be?
As it is, like Plague’s Corrupt Purge, Trickster already doesn’t need to stress hard about accuracy. Sure accuracy will serve him dividends, but “spray n pray” will serve many players just fine.
Ricochet base kit will be too much.
I can't see how it would be op? Even with a spray and pray approach it would take 16 hits to down an uninjured survivor.
I also don't know if you've seen how the ricochets bounce, but there seem to be very few angles that reliably hit.
Just to be clear, your stance is that the killer is currently at a viable power level compared to the other killers in the game?
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@bredbeddle said:
sounds cool, but it's worth letting people get familiar with him before anything gets done about his power level. the killers with the highest skill ceiling end up being called the worst at launch
Entirely true. Power level is really hard to gauge early on... But I am completely stumped at what more there is to his power that isn't evident within the very first game?
Describing his power as having the lowest complixity since clown wasn't just hyperbole on my part- there aren't any additional status effects to abuse (pre-nerf legion), additional mobility (spirit, blight), danger at loops (deathslinger, PH)- say what you want about the Twins but they're more than a slow M1 killer with the option down survivors even slower with m2.
Even Demogorgon who I feel is massively lacking in the power department has 2 abilities for versatility and decision making throughout a match.
Trickster has so much promise in his fun factor- but he's going to need a couple gimmicks to keep the fun going past the first week of gameplay.
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@HealsBadMan said:
https://forum.deadbydaylight.com/en/discussion/231840/ricochet-basekit
Good idea, ricochet basekit would make him much more viable as a Killer (initial thoughts).To add to your point about Blight breaking pallets, they did the same thing with Demogorgon and his Shred attack so that makes it even more likely they'd do it. However allowing Trickster to damage gens is a stretch, especially if it applies perks like the ones you mentioned.
Gen stab was an afterthought tbh- I feel even with ricochet adding skill and flair, he still lacks map pressure.
Other 110 killers with have mobility (spirit, hag), lethality at range (huntress) or stealth+slowdown (slinger and his ability to inflict broken). Trickster lacks all three, so using his ranged power in a slightly gimmicky way is the best I could come up with!
Honestly without something unique to make up for his lack of speed I am really worried that he might be dead in the water :/
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I'd personally say they've swapped a GOOD UI for an at best mediocre one. The information is displayed like a mobile game and the character portraits look tacky in opposition to the original minimalist and coherent look.
Even if you want to argue it's not that bad, It's definitely not a step up.
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I'm not certain who you're talking about but I've recently found a few streamers very difficult to watch for this reason.
The ones I've experienced have basically just spent entire multiple hour streams complaining about the game and the Devs- it's not about tilt or toxicity, it's literally just having to play a game they don't enjoy nearly every day as your main source of income.
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@Salty_Pearl said:
https://forum.deadbydaylight.com/en/discussion/comment/1860012#Comment_1860012
I actually saw a post on reddit that did something just like this! All they did was keep the old UI and replaced the default portraits with the Survivor's adept designs. I thought it looked much better than the new UI.
Edit: Here's the link
That is pretty much exactly what I had in mind when I wrote that! It's great to have a solid visual alternative floating around, thanks!
I really hope that between the backlash and the genuinely constructive criticism the team can incorporate the good stuff and ditch the bad.
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So just another voice chiming to say how much I hate the changes. I basically agree with every gripe listed so far, but the biggest one for me is how much it rejects the style of the game.
If this change can't be stopped then if NOTHING else, please, please use the Adept portraits rather than the menu portraits.
These are assets that already exist and would look 100% better than the coloured portraits. The minimalism also gives a little more leeway in terms of representing injury states.
Knowing which survivor is which at a glance is the only good change--honestly I'd rather keep the layout and have the Adept portraits incorporated. (imo the hook counter is useless unless it's per survivor--easy to add with 3 pips below each portrait, but then I suppose my seventh eye wouldn't have anything to keep track of on the screen).
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@rglarson13 said:
https://forum.deadbydaylight.com/en/discussion/comment/1838342#Comment_1838342
Not everybody has other people paying their bills and a completely wide-open calendar. Some of us have full-time jobs, families, friends, pets, hobbies other than DBD, etc.
I don't mind things that take effort. I like a challenge. I mind things that demand to be treated like a full-time job.
To be fair if you've got a full time job, family, friends, pets, hobbies other than DBD, etc, how exactly are Nea's ugly trousers going to bring a greater sense of fulfilment to your life?
Either use some of that full time income to splash out on DBD (despite it being only one of your many hobbies), or accept that the rift probably just isn't for you?
And while you're at it maybe reflect on why it seems cool to ######### on other people for having less than you?
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I'm pretty sure SWF do this to avoid a BBQ/pop from the hook action.
It's a very sweaty thing to do if so.
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Play Civ 5
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Whispers. I think a version of whispers should be base kit, but it's not a fight I can be bothered with.
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@dezzmont said:
The current design trend they seem to be going for are 'unlinked' strong tiles. So you have good tiles all over the map, but deadzones between them.
This forces the survivors to end their loop on a given tile with a strong breakaway, like a won 50/50, to get the distance needed to get to the next tile, without eating a hit.
Most of the worst maps in DBD for killer are the worst maps not because of the NUMBER of resources, but their placement clusters them, as zones sorta scale exponentially: A 2 window jungle gym on its own is strong, but a 4 window jungle gym is FAR more than twice as powerful, and if the gyms are too close to each other that is what it effectively becomes.
This is why Ormond still feels like a neutral map despite not having many of its stronger loops nerfed too badly: Simply by removing some along the sides and concentrating them into 'corners' with a central building that has strong transitional tools but not a strong loop, you still have plenty of resources for the survivors to win, but now they have to actually win mindgames at loops to extend chases because simply knowing how to loop isn't enough anymore. Looping is a non-skill based activity, especially around low walls, that just lasts as long as it lasts if you know the loop, while being forced to master transitions IS a skill based activity and good killers will do better on the transitions than bad ones.
This was a really good explanation all round- thank you!
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Anyone suggesting DS basekit over BT basekit is trolling.
BT can also be problematic, but its the only actual antitunnel perk in the game.
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@KSzerker said:
OP, you've taken what was almost certainly a joke (based on what I know of Scott) and really obsessed over it.
That said, the "small pp" meme is unironically misandrist and body shaming and people shouldn't do it.
Yeah, I feel like 'small pp'/compensation jokes aren't really called out on how ######### they are.
The build is an issue IMO, but the playground insult framing seems to get people extra defensive which isn't very productive.
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Yes:
In solo queue, if everyone on the team is actually doing what they're supposed to and not farming/hiding/sandbagging the game runs like clockwork.
Generally this is fine 'cause of the lack of communication in solo- survivors have to make a lot more mistakes, but without coordination they can build up and give the killer an advantage. SWF bascially never have to lose unless they chose to play in a goofy way-the killer doesn't have any control over that though.
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@AhoyWolf said:
I think it's there to tell how hard it is to do the Adept achievement with them.
I think they should remove the difficulty from both the Killer and Survivor.
But Bill is listed as hard right?
The guy with a third of the survivor meta perks and a third which helps with getting the hatch?
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@JawsIsTheNextKiller said:
To answer the original question, that there seems to be more Noed LATELY, there is a current Tome mission to hook people after the EGC. NoEd makes this challenge easier: Not only is it easier to down the survivors at the end of the game, you are also running most of the trial with only 3 perks making it that little bit harder and making EGC more likely.
Yep this was why I ran it recently.
Got the perfect team, slammed gens despite chases being short- one got unhooked in front of me and while the rescuer looped me On the same structure she used her DS/BT immunity to finish a gen a few feet away.
Noed only took down 1 before it got broken (OP plz nerf), luckily bloodwarden took things from there. Managed to do the challenge in one game, but it was so much fun I'm considering giving it a shot now and then to change things up.
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@Dr_Loomis said:
https://forum.deadbydaylight.com/en/discussion/comment/1822045#Comment_1822045
https://forum.deadbydaylight.com/en/discussion/comment/1822015#Comment_1822015
I agree Skilled Huntress was an appallingly ill-advised trophy. Admittedly I farmed for it as a buddy killer.
Taking One For The Team was a serious pain the butt and took me ruddy ages. Completely moronic concept.
Wounded Healer was also an unpleasant experience, largely in part to it being glitched on ps4 for most of 2019. Then I would use No Mither to save on killer interaction, but in turn became an easy target which was a burden on my teammates. Shoddy.
I think wounded healer is fine now that its fixed- I'd put it in the catagory of passive trophies--it's one you eventually get just by playing the game for long enough.
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I have a plat on the base game but only due to past versions of the game (and MMR allowing me to farm low level survivors for nurse trophies which I'm not proud of for the record).
Of the remaining achievements they fall into three catagories:
-hatchet trophies (I dislike playing huntress and landing long hatchets on ps4 at red ranks is just painful)
- left 4 dead trophies. hook hits will arrive one day, though I generally avoid farming in front of the killer, so will take a while. I've no idea how to get the one for escaping the trail via last gen+ gate in the current build of the game.
- recent killer adepts- specifically ghostface, twins, blight and pyramid head. The killer adepts are so difficult at red ranks (need 4 iri to double pip) and you have to play in such a sweaty way to garuntee the game--almost the only way to manage these is to bully uncoordinated solos with slugging and tunneling.
I reallllly hope the parameters for adapts are revisited--a 4k is a much more appropriate goal given the restrictions.
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I actually love the twins so far- both playing as and against. I played a game last night and I just kept laughing at the pounces I missed and the goofy plays by survivors-seemed to be a fun game all round tbh.
I do think if Victor is kicked (either while idle or after missing a lunge) the cool down for him respawning on Charlotte needs to be a bit longer.
I'm borderline on the camping potential too- when this pays off for the killer it does seem to be due to misplays on the survivors part imo, but it's a lot more oppressive than any other killers in the roster (barring facecamping bubba maybe).
The slugging is fine- we have a tonne of perks to help with this strat, the best solution is to actually remain healed rather than slamming out gens all game. A full reset is always hard for a killer to come back from, for the twins it's potentially game ending.
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For me yamoka, macmillan, badham and midwitch are all really difficult as killer in terms of actually seeing anyone (I know midwitch isn't a rework, but it has very similar lighting).
Lerys and ormond seem a step in the right direction to me, jury is out on autohaven.
I definitely agree that it would make sense to have brightness adjusted for killers to help with this- or adjust the lighting so the maps are a bit more playable.
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Bit of a mixed bag. Maybe run through how each perk helps your play style to help with recommendations?
I feel prove thyself and solidarity both require decent knowledge of where other survivors are--in your shoes I'd replace solidarity with empathy (find survuvirs who need a heal, so you can still play medic- once they're healed, stick together to slam out a gen).
I'm like the only person who runs empathy regularly though, so feel free to take this with a pinch of salt.
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@Demogordon_Ramsay said:
https://forum.deadbydaylight.com/en/discussion/comment/1816329#Comment_1816329
Heal.
Jump in a locker.
Travel in pairs.
Understand that corners exist.
If you do any of these 4 things, Victor's 1v1 is now completely useless.
I agree with this tbh. I've had a lot of fun playing survivor against the twins, but I'm sometimes amazed at how badly my team do.
Healing is key against the twins as is having enough awareness to draw the chase toward completed gens- even with a down, either Victor or Charlotte will end the chase in a relative dead zone (obviously much better if it's vitcor).
I run empathy and WGLF in most games and both help a lot in terms of maintaining a healthy team.
It says a SO MUCH that a killer that is countered by actual teamwork is the one that's got survivors absolutely baffled lol.
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I've gone from not using them as I feel bad robbing other players of a game, to not using them because I may as well run a brown wreath for the bonus points.
Overall I'd rather have something I don't use because it's underwhelming than something I don't use because it's scummy (same reason I don't equip DS). Good change.
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Cosmetics have become really sparse for killers in general- I'm guessing they don't sell as well as survivor cosmetics. If its any consolation, deathslinger has basically been forgotten about. Plague at least got a decent run of cosmetics before being dropped?
I would defend the rift recolours though: they're often recolours of rare cosmetics some which are auric cell only (hag in particular has had some good stuff through the rift). That said tome five is a worrying shift as all of the recolours were for the default outfits...
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@DFP said:
@Artick Hi, I'm inexperienced and asking for help. Aiming, unfortunately, doesn't seem to work as I get dragged off to the side. Thank you SOOO much for your informative and thoughtful response. People like you make me and other new players want to keep at it and help showcase what a beacon of human decency the DBD community is.
Any bets on how many more Git Gud/Console bads replies we can get folks?
I've been playing for 2 years and this stuff gets me constantly. It's a genuine problem with console play IMO.
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@Uncle said:
https://forum.deadbydaylight.com/en/discussion/comment/1807698#Comment_1807698
I'm going to be honest with you here. NO existing character has had their orientation revealed as of yet.
We know that Felix and the Nurse had marriages with partners who identified as female and male. We do not know if they had other partners in the past, or at the same time as their marriages. We know David had an ex-girlfriend. We do not know if he had an ex-boyfriend as well. Ace is described as a womanizer, but that doesn't mean he didn't enjoy pretty boys as well. Or transwomen. Etc.
As of right now, the lore is heteronormative, but that doesn't mean any character (well, except perhaps for licensed ones, which might be a bit hinky) is confirmed as straight. Or anything else. The closest thing we have to an actual confirmed identity is the use of gendered pronouns which match the characters' presentation, which is a fairly good indicator, but not 100%.
Like, if someone were to say that Kate was into girls as well as guys, I wouldn't bat an eye. Or whatever. There is absolutely no lore saying that any character is straight, after all.
I hope Kate is the character they pick for this BTW. I'd very interested to see how all the people who 'don't want a character purely defined by their sexuality' would get on with a character who has no stereotypical visual signifiers of their sexuality (OK, the biker outfit is an exception).
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I liked it :)
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@Lambda said:
No seriously, tell me. What's wrong with that kind of representation. When Jane Romero (Latin American), Zarina Kassir (Lebanese), Yui Kimura (Japanese), Felix Richter (German) and Élodie Rakoto (French Madagassian) were added to the game, everyone was just all fine and dandy, like any person with a brain would be. Representation is nice, it's important to us. As soon, however, as a hypothetical LGBTQ+ person even begins to be discussed, all I see are angry casual homophobes complaining about it.
"Muh horror, no relationships"
So should we just absolutely void and remove the pre-existing straight relationships that are already in the game like Felix and Nurse? Or are gays exclusively not allowed?
And before you start typing "I don't care, as long as they don't rub it in our face" and as much as I HATE that kind of response, I think that goes for just about everyone. Behaviour has to remember to make them an actual character.
Regarding 'muh horror, no relationships', its actually crazy how flawed this claim is.
Sexuality is hugely important to horror--it's a consistent theme in gothic horror, a genre staple of the slasher and even in the world of gaming you have examples like silent Hill 2 where almost everything is a metaphor for sexual fraustration (pyramid head very much induded).
As for actual concrete LGBT representation in horror- it's not significantly rarer, just usually sidelined to subtext. We're at a point where that shouldn't be the case and some degree of normalisation in dbd would be amazing to see.
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@Awakey said:
Why?
Let me preface by saying I'm not LGBT-phobic or spreading hate speech or anything, I'm just stating my opinion.
If a character is made ONLY to be LGBT and that's their WHOLE personality, then it wouldn't be a good addition, neither would cheesily integrating it into a character's current lore.
WHY does it matter if there's an LGBT character? Why do we need one? What's the point? "oH hEY gUys, wE aDdeD An LGBT cHaRIcTer." I don't care whether my character is a regular ass person or a goddamn gay tomato, I just want the gameplay to be good.
There just isn't a reason.
Thank you for coming to my very short TED talk.
I have quite a big problem with the really ######### goalposts you set up here:
If new character is introduced who is a number of things, one of them happening to be that they are gay, that is the single feature the forums will focus on. There will be posts about how 1 note the character is and how people feel they're having an 'agenda' pushed into the game regardless of what is actually there.
This won't be their whole personality, but people like you will treat it like it is.
On the other hand if one of the existing characters is revealed to be gay (since the sexuality of most characters hasn't been revealed this is in no way a contradiction or something that is shoehorned in), then it's something being 'cheesily integrated'.
Both are entirely viable routes and both should be pursued- there are so many facets to LGBT+ experiences that it would be wasted potential to leave it at 1 and done.
At any rate you're going to take issue with either method if introduction for a very obvious reason: despite your protests you are very clearly opposed to LGBT inclusion.
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Ormond is great as survivor- chases feel like chases rather than ninja warrior courses.
Genuinely had a lot of fun on the map so far!
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I noticed this with pyramidhead- movement feels sluggish. Reeeeally hope it's just visual and killers aren't actually slower right now.
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Do you keep your in game progress at least? DLC, prestige, unlocked perks etc? (sorry but unclear on how the transfer works)
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@Nobsyde said:
https://forum.deadbydaylight.com/en/discussion/208878/how-do-you-handle-your-bloodwebs
Finally a topic for me... you know, with all this "killer mains vs survivor mains" threads, I feel excluded.
Yes, I'm a main Bloodwebber, I have 3k+ hours in Bloodweb disentanglement, so I know my stuff 🥕.
First, I only do bloodwebs when there's perks in them. I'm not interested in these baby bloodwebs without any perks, they are just low rank (possibly even bloodwebbing on console, bluargh) and I would feel sad for them.
With this out of the way, the beginning is always like this:
- check if any perks have straightforwards ramification, that the Entity can block without looping me around some non sense.
- check if in these eventual ramification is another perk as well
Knowing this, I perk rush towards the one perk that is more out positioned - no easily blocked ramifications, shortest path.. things like that. After I pick the perk, I need to check if the entity is now where I want her to be, or if she's trying to go towards a god bloodweb loop.
In the latter case, if possible I try to cut her out, so that she needs to go towards a stupid ramification that will remove a lot of items. If I'm unable, then I prefer to perk rush the other way - this way the Entity will get cocky and go for the 4th perk, and EGC starts.
I'm a bit afraid devs will eventually nerf perk rushing, hopefully this reply will not induce this kind of reaction on the team...
Intentionally causing the entity to eat half a bloodweb is the only feeling of satisfaction I still get from this game.
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Most killers are viable for good BP- chase and brutality points naturally acrue over the game- the real varience is devious (killer powers essentially dictate this score) and sacrifice (comes down to how many hooks you can get).
The best is Doctor by a wide margin, hag and freddy are also solid. I get why people are recommending legion, the caveat would be that if you're using your power enough to get deviousness you're probably throwing the game and losing out on sacrifice.
Pig and plague are terrible for BP as their devious scoring events are pitiful. Myers struggles too from what I've found, but I think that's cause of how 'burst'-y his power is.
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I had this on ps4 and am fairly sure it's a controller issue- got a new one and it's not been an issue since.
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Emily would be first pick, Chris second.
Emily legitimately gets some of the best sequences in the game and unlike a lot of the other characters she really puts up a good fight. I think her mean streak mixed with her oddly redemptive survival instinct would make her a pretty unique survivor (Sam and Mike are such generic protagonist characters and there are already dbd survs who fill those roles).
As for Chris, he's goofy.
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@Orionbash said:
https://forum.deadbydaylight.com/en/discussion/205721/something-that-needs-addressing-about-elodie
Actually, it is up for discussion. Allow me: OP, your inherent racism is honestly more problematic than anything I've read on these forums. You might consider how YOU talk about people of colour. First of all, othering people of colour by condemning people drawing similarities between them is pretty gross. Have you ever seen a Nea and accidentally referred to her as a Kate? I have. It happens. And I know I'm not alone. Removing, in this instance, black people from these types of conversations places them on a pedestal which is almost like a backhanded form of racism where you negate them being part of conversations that happen normally in majority populations. Which, for the record, is part of the process of getting all people to equality. Now I'm white. The country I live in is made up of mostly white people. IRL I've got one of those, "Hey, do I know you from somewhere?" kinda faces. "Hey, you look like this dude I went to school with". "Is your name _____?". If a POC were to say that to me I would never, in a million years, assume it was a negative comment. So why are you trying to make it negative in this instance? If people were like, "Durrrr, is that Claudette? All black people look the same to me. I can't tell them apart." I would be more inclined to agree with you as that generalizes an entire population of people and others them by making it seem like they don't have unique aspects to their appearance like other races do. Nobody is saying that. Literally no one.
Secondly, Claudette is one of the strongest survivors in Dead by Daylight. She has some of the greatest perks for newer players and has the strongest stealth game out of any other survivor. Did it ever occur to you that perhaps people referring to Elodie as a potential Claudette 2.0 a GOOD thing? There's a reason that killers dodge lobbies with Blendettes. Perhaps people are excited that there's a new survivor that might have the same level of blending potential as Claudette. And Adam, sorta. Or maybe they're just excited to have a different type of black woman representation. Who are you to try to take that away from them? Oh yeah, a racist.
Thirdly, there are some real injustices that happen to people of colour all around the globe. Trying to make this one of them is absolutely disgusting and you should be ashamed of yourself. You're not gonna solve racism by white knighting behind a keyboard towards a fictional character that people are excited for. Chill out. Check yourself. And put that energy towards something that's actually going to solve racism. Like starting a not-for-profit to invest in black communities as an example.
Bad take, gross use of hyperbole, super bad faith response.
OP is being vocal about a very insidious trend and some of the ignorant and defensive responses illustrate the problem pretty well. Yours included.
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@LeleLP said:
https://forum.deadbydaylight.com/en/discussion/comment/1744260#Comment_1744260
Only when it gives them something to complain about. Not like this game has a story in itself. The whole lore aspect of this game is pretty damn pointless tbh. Nothing wrong with having lore in a game obviously but a game like dead by daylight honestly has NO point in having it.
Tbh this is mainly because the lore is diffuse and (sorry dbd team) generally not written particularly well (something that has improved a little In character backgrounds, archive is hit and miss). If the lore were like... Good then it would be a more prominent part of the game.
The characters of Dbd are an amazing starting point for storytelling purely based on how well designed they are and how much the community projects personality elements onto them. There's a lot of raw potential which isn't really capitalised upon by the game at all. I'd love to see this change and honestly, giving the characters more of a real life (including their relationships), would help a lot with this.
In a general response to everyone saying that due to this being a horror game all of this is irrelevant :
Most horror films dedicate their first third to character building so that the horror actually takes root- this is to trick the emotional part of your brain into feeling something when the individual in question is in danger.
Character building is an immensely important part of the horror genre--it's rarely good tbf, but it's really disingenuous to claim that including character information in dbd is some great crime against horror at large.
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This has become a real issue for me too. Recently had to change the TV I use and its specifically proving a problem for this game.
On the new yamoka and springwood maps I can lose survivors during chase since certain areas just devolve into dark smudgy blurs.
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I think people get a bit dramatic about breakable walls tbh.
I think the ideal would be for each map to have 5/6 breakable wall spawns and only spawn in 3 of them. There's no garuntee the survivors will get their god windows or that the killer will get the more favourable ones either. Some level of survivor interaction would be good too- a perk maybe, though that'll have to wait until they're standard across maps.
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@Azterikk said:
Wrecker’s Yard, Shelter Woods, Rotten Fields. What is the point of any of these maps, two of these don’t even have a unique structure and Shelter Woods’ larger tree isn’t much to write home about
I've been saying this for ages myself--just move the tree to the back corner of suffocation pit and call it a day on three very tedious maps.
(actually yard is better than blood Lodge, so I'd probably move the structure there to yard if possible and retire lodge)
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I like the variations personally--keeps me on my toes and any additional variation to the game is good in my book.
I'd really like to see the same with the game, lerys, dead dawg etc. They have the assets already, switching up the map shape can go such a long way in changing how the game plays.
