Johnny_XMan
Johnny_XMan
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There are so many ways they could make it work. They just have to get creative.
The entity aiding with this is not outside of the realm of things. Like picture this animation but placing a survivor on to a hook:
Voodoo magic also exists and it is the core power of what was used for Charles to transfer his soul into Chucky. So they could play with that as well.
He would feel very different but I think people just focus on “he won’t fit” rather than seeing this as an opportunity for the game to have a very unique killer with unique mechanics.
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Mid chapter patch, dunno exactly when
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2367344#Comment_2367344
do you know? did they fix cheryl along with cybil?
I didn’t check Cheryl but they did fix Cybil’s face in the PTB. She looks so much better and I’m buying her as soon as the patch releases.
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My guess is just keep giving feedback.
Just like how Cybil had issues and people gave feedback on her that has now been fixed in the next patch.
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Would be good to point out that not every dc is intentional. Yesterday alone I got disconnected twice followed by a game error.
Just saying that not everyone you think dc’d for the reasons you think.
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I have never used that combo and I’ve never had issues aside from the random bad map RNG (depending on which killer I’m playing).
In fact I much rather bring Corrupt because It guarantees that I will get at least two hooks before it’s up, and thus have a little bit of pressure before they can start working on those gens.
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Given the fact that many times Kindred has been brought into a match only to have teammates still not go for a save. I’d argue that more information is not what is needed.
More information is not going to make them better at looping, better at making conscious decisions, better at doing gens, better at making basement saves.
People on here overestimate how much SWF really know about where each person is at. Even when I play with my friends, some of us still bring bond, because we understand how easy it is to sandbag each other as we are not going to know where each one of us is 100% of the time.
You are never going to make solo q survivors better unless you break them of the habits they already have. Many of which is just basic survivor 101 knowledge like staying efficient while someone else is being chased. There is nothing more I love than running a killer for a straight 30-40 seconds only to go down and see one of them was at basement for no apparent reason, one already coming for save and another one getting into a locker after I’m hooked. I.E. No one on any objectives.
That is just one of the many examples I’ve experienced and what is more sad is that it is very common in red ranks.
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@meatisadelicacy said:
True story: When I was a teenager I worked at a store that sold Chucky dolls and I was putting them away one time and there was a "piece of glass" in the box and I ended up in the emergency room.
He needs to be in DBD. I want revenge.
oh wow, that’s creepy, but I’m glad you were ok!
I’ve always wanted a Chucky doll so I would have definitely been a customer. 👀
I grew up in an extremely religious environment so I wasn’t allowed to even watch Chucky let alone have a Chucky doll. 😂
Needless to say I’m still looking for the perfect Chucky doll to join my small collection of horror figures/trinkets etc.
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@Dwight_Fairfield said:
https://forum.deadbydaylight.com/en/discussion/comment/2365289#Comment_2365289
Andy's mom picked him up and threw him across the room after several seconds. You telling me that's grown man fighting?
He beat the teacher with a ruler after she had been stabbed in the chest with a bicycle pump and was literally bleeding to death. He used a big metal hook to hold Phil for a couple of seconds hanging off basement stairs.
Strangle a grown man.....you mean the old man Mr Sullivan who he made fall down by spilling marbles on the floor, then hitting him in the head with a golf club? Yeah what a physical challenge he was to strangle.
I never said Chucky did not have any strength at all. He just does not display the strength of an adult male as the OP claimed. The movies never showcase that. Chucky's lethality comes from the element of surprise. He catches people off guard because they don't know the doll is alive.
That's what makes him creepy and dangerous.
You never said he didn’t have any strength you just assumed that he wouldn’t be able to drag survivors even tho there is 0 evidence in the movies that he does not posses enough strength to do that.
Like if he wasn’t able to stand his own against adult humans would be one thing, but he does. We do not know the extent of his strength because it isn’t fully explained in the films, but you are acting like he is lightweight and has the strength of an actual doll.
As others pointed out the entity makes the killers stronger by default too. The possibilities are there, you just seem closed minded about the whole thing. Which is fine if you are. Not everyone will be a fan of him when/if he shows up.
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@Dwight_Fairfield said:
https://forum.deadbydaylight.com/en/discussion/comment/2365175#Comment_2365175
I'm a huge fan of the movies, but never ever did Chucky display the strength of an adult male. Characters constantly picked him up like the doll he is and threw him across a room. Chucky's lethality came from people not realizing he was alive. 95% of his murders are him catching people off guard because they did not realize the doll was alive.
How was he then able to fight Andy’s mom?
How was he able to push Andy’s babysitter out the window?
How was he able to almost strangle Detective Norris?
Even a human child couldn’t pull that off. There is obviously dark magic involved, but the idea is there that he is strong enough to fight as an adult if not stronger.
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@Elena said:
I have an idea for the hooking mechanic:
The hooks could be created from the same factory where Chucky was created, but for Chucky to carry out sacrifices, the hooks move downwards mechanically for Chucky to reach the survivor onto the hook, and then the hooks move back upwards so the unhooking animation isn't awkward.
There are all kinds of great ideas! Your idea sounds neat and very in line with Chucky’s theme.
I would even go as far as adding that they add some type of toy factory machine that would normally be used to create the dolls as inspiration for the hooks.
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I also think it’s kind of funny how although it has been discussed a thousand times the same question still pops up on these Chucky posts.
An open mind is a good start, when it comes to thinking about “how would Chucky fit in”.
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I mean that’s funny and all but those who have watched the films know that Chucky even as a doll has the same strength as that of an adult male.
There are many killers that had mechanics introduced because of how unique they were going to be. I’m sure they were also unsure of them, and yet here we are.
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I believe they become a problem when most if not all your perks are encouraged to be based around the one thing a “hooks” , instead of creating other dynamics that encourage other play styles and perk builds.
For as many perks as this game has, most of them would seem like a waste because as a survivor you are constantly trying to counter play styles that exist in every match.
I think developers should focus on creating other types of interactions. Rather than creating these “moments” when a Killer is just sitting at the hook and making it about what the game isn’t about.
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For me tunneling cheapens my gameplay, even when I have to do it, it doesn’t feel right.
I truly believe developers should find a way to make it fair for both sides. So either survivors have extra options outside of perks to deal with tunneling or give killers a universal map traveling ability. Problem right now is that even those who really didn’t need to tunnel do. The game has left it pretty open for anyone to do it regardless of how necessary it is for their game.
More options would mean that you we would see leas DS less BT and perhaps more variety of builds.
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The second one is incorrect.
Killers were never allowed to open the gate, now they are. Solely on the fact that it prevents survivors refusing to leave.
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I’m a fan of the map, but I also understand there is instances where the map is just bad for both sides.
So far I’ve only had one bad experience in this map. Against a slugging pig with knockout.
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Mr Puddles stuffed animal charm
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Bring back DC Penalties, but also FIX the crashings sounds more like it.
Optimize the game so that people don't have to deal with unfair penalties due to the game crashing them.
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I think if they allowed him to carry at least 2 traps that would not break him at all.
Not when you consider that on his end (something you didn't point out) he has a very poor RNG in regards to the spawning of his traps. So, when you say "avoid the area like a plague" ... unless somehow he magically went and collected a bunch of traps and brought them back, I wouldn't worry about said area.
He is a very RNG heavy killer both playing as and against. His traps' pressure (with no add ons) are dependent on how much time he spent actually trapping + collecting traps. If survivors are objective oriented and you are attempting to masterplan where you put your traps, you will easily lose 1-2 gens depending on the map.
From my personal experience with him (Since he is my go-to) killer after my main which is Myers. I have 99% of the time felt that I wish I had at least 1 more trap. Simply because as I said before they spawn very spread out and the fact that Trapper is also another one of those killers suffering from Map pressure. He can't teleport/run/phase etc... he only has his traps which are not very threatening if you are on the other side of the map, when catching someone.
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Michael Myers main here.
He is not OP ( could use an add ons pass) but he is also not the worst killer in the game. There is a reason he is considered one of the hardest killers to play, because unlike other killers your power isn't immediately there. However, this is also the reason he is considered fun and rewarding to play as and against.
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K.
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Eh, I don’t know if I agree entirely.
On survivor there is ALOT of gray area because the killer can choose a playstyle like Camping or Tunneling, and even though that isn’t how every killer plays… you are still left wondering if you will get that type of killer or not.
There is a lot of gray area just on RNG alone. Either side can play sweaty but if the map isn’t siding with either one, they will have a harder time.
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Slugging is part of the killer meta, so I’m not surprised it was rated high.
You are wondering why he rated it that high, well you’re probably just gonna get more opinions, because everyone experiences different things more often than not.
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@indieeden7 said:
To be fair, a perk completely removing an item's functionality is pretty dumb, survivors have to buy the flashlight and its add-ons each time they use one, you only have to buy Lightborn 3 times.
I agree. This change is right up there with the new Franklins change.
Take the being obnoxious part out of the equation, to me, it almost feels as though they do not want us to use items, period.
You should feel like you want to use these items but instead you are left feeling like you have to “protect” your charges. Using a flashlight is a skill of its own, considering how easy they are to evade.
They need an item overhaul in general and add new items because so far all they’ve done is nerf the ones that were already there.
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@Bard said:
https://forum.deadbydaylight.com/en/discussion/comment/2356276#Comment_2356276
Those are all pretty situational (Except SB). Problems, sure (Except the Lithe one, that just seems like a bad play followed by a wasted exhaustion perk), but not nearly as bad as Dead Hard.
"I am about to get downed" is something that happens several times in every game, and this is the situation where Dead Hard is stupidly strong.
situational? Lmao how often do you see a gen in a dead zone in your matches? Or survivors trying to get greedy through various ways… while getting away aka correcting their “mistake”.
This isn’t exclusive to DH.
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Have you ever found yourself in a situation where:
- you didn’t know if there would be a pallet or not, giving the killer a guaranteed hit, but there was a window? just press Spacebar and use lithe.
- you are injured but instead of healing before repairing, you want to be greedy and finish the gen in the killer’s face? Just press W while holding shift and use Sprint Burst.
- A teammate was just hooked on a hill, so you farm them with no BT? Just press W, drop down and use Balanced Landing. You are sure to get away.
- Your teammate was hooked inside basement but instead of saving them you wanted to finish the generator right next to shack? Just press Spacebar (again) and use lithe, it will correct your lack of altruism and allow you to get the distance you didn’t have and get to the hook on time.
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@GrimoireWeiss said:
I don't get this whole "no counterplay" thing. Perks are not supposed to have counterplay lol. How do you counter Fire Up? Just don't do gens?
Dead Hard is supposed to give extra time in chase at the cost of a perk slot. Just like Ruin, Pop, Surge, Corrupt, etc are supposed to give free extra time for map pressure.
I main killer and I never got frustrated against DH. I'd rather have 4 DHs than 4 SBs. Funny how this perk exists since 2017 but only now I see people complaining about it. DH used to be way stronger when maps actually had more safe loops.
You and I are on the same page. I cannot stress enough how annoying SB is to go against. You can’t work on a gen in the killer’s face with DH, as efficiently as if you had SB because you are one sprint burst safe to get away.
The fact that you have to be injured to be able to use DH vs being able to use SB healthy or injured pretty much seals the deal for me as to how powerful SB is.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2356035#Comment_2356035
My god, there's an actual well reasoned person on these forums. You must have taken a wrong turn somewhere in the badlands!
Just someone with way too many hours into this game. XD
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@GannTM said:
These survivor mains saying “just bait it out” really make me laugh. I’m sorry to say but Dead Hard is a skill-less crutch that gives you a free health state. I know it hurts to hear but it’s just facts.
Just because someone disagrees with that opinion doesn’t mean they are a survivor main.
I play killer 50% of my time on DBD, mostly 90% these days and you do learn to bait it out. Do you do that in every chase? No, of course not. But when you do bait it out, which means you didn’t swing and they thought you were going to, thus didn’t gain the initial distance they thought they were going to. That’s what baiting it out means, and it is a strat against it.
The perk does what it’s suppose to do if the survivor has timed it well. I say that because many times survivors underestimate their distance and end up too far from a pallet or run into a wall.
This has been my personal experience in red ranked trials. Quite frankly I would rather a thousand times face survivors with DH than a different perk like SB. A perk that has killed my pressure many times, due to its extremely safe design. Nothing better than having an injured survivor pop a gen in your face the middle of nowhere, while you have a stack of Pop that you can no longer use.
In the appropriate scenarios many perks can become obnoxious.
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@quirky said:
https://forum.deadbydaylight.com/en/discussion/comment/2355453#Comment_2355453
Man I feel old. I'm not great with discord. I'll have to teach myself I guess.
I haven’t tried it myself but a friend of mine said DBD discord is pretty nice to group up and meet new peeps.
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@shanny_boi said:
So now survivors can stop complaining about tunnels.
You mean maybe now killers can stop tunneling?
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Hire an in-game therapist to assure them that it is just a game and they do not need to crouch, so they’ll be brave enough to hold M1.
at window vaults give them a visual queue that reads “vault me now” so they learn how to loop the killer in no time.
if they are crouching and not doing gens, make a loud screeching sound that will not stop until they do some type of objective.
There that’s how you buff them.
/s
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/2353668#Comment_2353668
Lethal pursuer is more then just finding someone.
It's finding a cluster so you can bother more of them at once and have an idea where the others are when you are done with your first chase.
Believe me the difference between heading to the opposite side of the map to find a single survivor or moving half a map to chase of 2 survivors and knowing where to go for your pop is the difference between losing 3 gens in one minute and losing 1 gen.
I understand what it does. I just personally don’t like to use it because when I started to play nemesis it felt like an unneeded perk for me. I felt like I could be running something else more fun, since I already had corrupt, that already gives me plenty of information alone.
I understand what you’re saying about going to the wrong side, but that goes hand in hand with your own tracking abilities. If I hear a gen barely touched but didn’t see anyone I am going to keep that in mind as an example. Maybe come back to it during a chase or something. I don’t know, I just don’t find Lethal Pursuer does much after you’ve encountered them, they usually just split and you are back to where you started. That’s just been my experience with it.
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Legit, this is how I feel like In solo Q after I just got hooked…
(I’m Homer)
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I must be way in a minority cuz I normally only have Corrupt and I hardly if ever have problems finding someone.
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@ReikoMori said:
https://forum.deadbydaylight.com/en/discussion/comment/2353292#Comment_2353292
I don't need you to agree with me. It's perfectly fine to disagree.
The interactions you proposed as an example are interesting, for those killers. Not every killer has mobility, stealth, or traps. I even spoke about a killer who absolutely would benefit from being able to do a "boring action" like break a wall.
I play against good and bad survivors and I know how to mind game, but when your killer legit doesn't have anything that is helpful to them at a tile like shack sometimes the solutions are found in those "boring" universal actions. You may not like breaking things, but I personally love breaking walls and palettes for tactical advantages so my killers who don't have the luxury of relying on their power at loops can actually create areas where I can make mind games.
You may not get a lot of people who just hold W till their finger bleeds, but I've been getting red rank teams who pre-drop and sprint around corners or run to the edge of the universe the entire event. Have I managed to beat them? Most of the time yes, but guess who I've played all event, Nemesis. So when people go to shack here is the scenario: They've run to shack, are they infected yes/no? If yes, are they injured yes/no? If yes, run the shack. If no, walk away./ Are they infected yes/no? If no, are they injured yes/no? If yes, will they hold W for pre-drop palette or vault the window for loop, either way try for the hit. Are they injured yes/no? If no, walk away and force them to leave as you have no leverage.
Now can I potentially mitigate some of this with perks? Potentially, but Nemesis has no pressure if he isn't constantly putting people on the floor or on hooks. I need to manage my time very carefully or else I can easily lose gens at higher ranks. Now I could blow that time running around a building or if given the option I could spend 2 seconds to break a wall that allows me the option of running sideways through something to potentially shorten a loop that is only detrimental to my killer.
Killers who have more interesting engagements at shack tend to generally have better ways of dealing with loops and long runs by default. When you're playing killers that just has to take it as sits you're kinda just stuck. You can try and mind game all you want, but you can't hide the fact that everyone knows you've got a pool noodle that isn't a threat unless you've already been hit twice and that their getting a speed boost. So punching a hole in a wall at least means if I can make people run the shack in a certain direction I could actually stand a better chance of maximizing my time at that tile.
Now I doubt behavior will make all shacks have one breakable wall so I'm gonna just walk away from that tile most of the time and go do something productive like slug two people so the once who wants to make love to the shack set up camp or let their teammates die.
Walking away from it is the smart thing to do if you are getting ran for too long. This is common knowledge. It does not mean that shack needs to be “weakened” because you are having some trouble with it on one killer.
To me the problem you are pointing out is with Nemesis not shack. Nemesis should not give survivors a sprint burst after an infection. At least not once he has already tiered up.
Part of being an optimal killer is just as knowing that you have break chase, is knowing when to M1 vs when to M2. In Nemesis’ case an M1 will give you more value than infecting a survivor at shack.
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@Wavy said:
https://forum.deadbydaylight.com/en/discussion/comment/2353238#Comment_2353238
Its weak against good killers
I don’t think it’s weak against good killers, specific killers yes. Deathslinger for example can shot down that loop in no time. Trapper would have to have preset traps for him to shine there.
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@ReikoMori said:
https://forum.deadbydaylight.com/en/discussion/comment/2353059#Comment_2353059
There isn't much interaction between survivor and killer when it comes to playing shack to begin with. You either loop it or don't. You either drop palette or don't. Survivors get to make both those choices independently of what killer does. It requires no input from us at all.
It's a structure that despite the name only really caters to survivors and depending on the killer and build you run the reactions you have could range from "might as well just walk away" to "Congratulations you played yourself, survivor-chan." Especially in the current pre-drop every palette and run forward meta things tend to be the former more than the latter. Breakable walls on all the shacks would at least give both sides a reason to loop the shack no matter the killer.
Like Nemesis for instance can't really do much at shack cause if he uses his power he only makes the loop worse for himself since hitting people three times and giving out two sprint bursts doesn't exactly make a lot of sense. If someone goes to shack and shows they can play it the only real option is to walk away cause you don't have time for that.
Also breakable doors and walls do provide more meaningful gameplay than you think. There are some breakable areas that if opened actually makes loops longer for survivors.
I don’t know which survivors you’ve been going up against and what rank, but there is a lot of interaction at shack.
Hillbilly alone can provide ALOT of interaction. You have to guess which way he is going to curve and/or if you have time to vault the window. Trapper can set traps and thus you have to chose which path you want to loop at. Wraith, same thing he uncloaks, will you vault or not? I could go on. That is the kind of interaction players want to see… not “oh well I am f***ed”.
Give me one good reason to add an already boring action (destroying a door) and I’ll agree with you. So far the only thing you’ve mentioned is how powerful shack is. To which I say, some of us that understand how mind-gaming works don’t see the issue with shack being a little more advantageous for survivors who (again) understand how to loop. I’m not talking about the ones who drop the pallet the minute they see a killer.
Your argument about how a killer having to break a door so that survivors are left with a weaker version of a loop, isn’t convincing enough to warrant there being a door. As a killer I don’t want to feel like I am doing a chore.
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@Anniehere said:
This is a discussion that many will disagree with.
Some see it as a strong place for loops as long as the killer is weak throughout the chase.
Anyone who is bad at killer is going to have a bad time at shack. I can guarantee you that.
The problem is many don’t want to admit it.
I have had so many killers leave my chases, simply because they didn’t know how to mind-game, but it is certainly mind-game able.
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With the right build/killer shack can become weaker.
I personally don’t think it needs a breakable door. Breakable doors are very boring anyway, it provides no interaction between the survivor and killer.
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I agree we do need a more positive community.
We also need a better functioning game.
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Honestly with the way the game is extremely unoptimized, there is no doubt in my mind people are playing sweatier because of it.
For me it has reached a point where I have either died or lost a match because of that frame freeze issue many keep having.
Now, I’m not going to say I let out my frustration on others but it has certainly forced me to play a different way just because of the game itself having these issues.
As a killer you can’t make it harder on survivors if you can’t even land the hit that you should have because they got away, as a survivor you can’t maintain a proper chase if you’re being tunneled so much all while you keep lagging.
So in essence what I am saying is don’t take everything to heart, because it’s when you do that it becomes mentally exhausting.
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She is an OG girl, every OG girl is gonna have haters.
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Insidious is not good for hook camping anymore since the new BT buff. Of course if someone doesn't have BT and didn't know the killer was there, that is different, but not much different than if the killer was just camping and not trying to hide. I'd actually argue that it's better if they try to hide because you can coordinate hits better... since they don't know what's going on infront of the hook.
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I agree OP, I hope they make more perks like Dead hard in the future.
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I would rather them not with how often people are crashing.
Even on PC it is still happening.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2347972#Comment_2347972
Geez, that David looks like Pillow Lips (Tom Hardy) 🔥🔥🔥
ikr????!
😍
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@Anniehere said:
You don't like Dwight new skin?
To be honest i think he is really cute. i really mean it.
I can’t say I am a fan, no.
They added got2bglued on his hair and his face animation no longer fits the new head. Because they made his eyes smaller so when he is looking nervous his eyes look weird now.
I will give credit where it’s due. His other hair improved for sure.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2347977#Comment_2347977
Considering animations for them are bugged
https://us.v-cdn.net/6030815/uploads/509WVWDEATUS/20210707-201121.jpg
I wouldn't place too much stock on the PTB in-game
OMG what in the hills have eyes is that???? 😳




