Kagrenac
Kagrenac
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- Kagrenac
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Comments
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@ABannedCat said:
The guy in the picture is not Tom Clancy, but Tom Hanks, by the way.
Well guys; we found sherlock holmes
Thank you for this striking revelation.
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Imagine only playing half of the game then hating it instead of trying out the other half for a while to keep things fresh.
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Imagine giving 2 shits as to what the hell the survivors say in post game chat.
A tough life you lead HMMMMM
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@MrsGhostface said:
Out of the hundreds of games I played, I only went against a maximum of 5 GOOD nurses. (I do play on console so I’m sure that’s one of the reasons they’re bad)
Ill admit nurse always sucked on console due to the lack of control you had with quick turns after a blink. I've gone against a lot of purple to red nurses that were essentially unstoppable on PC though.
Its hard to balance a game played on different platforms.
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@Sonzaishinai said:
Well sorry to say but Adam just isn't the eye candy that Yui is
she unironically looks like she has autism.
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@Endstille said:
I can just laugh about bad survivors such as you. Nurse in basekit was the perfect killer and had the most fun game for everyone killer and survivor. It required skill on both sides and nothing more.
You traded nurse vs fun things such as spirit, which according to other bad players has 0 counterplay. Forever freddy :=)
Yeah thanks to people such as you, i have less variety in red ranks, less fun overall and more boring games than ever. Maybe it is time to adapt a growth mentality you know? But that is too hard for the majority of entitled kids.
I would MUCH rather go against a spirit than a pre-nerf Nurse in red ranks.
Less variety in red ranks? are you ######### kidding me? Nurse/Hillbilly/Spirit were the only things I have ever seen there. At least now we have more killers that are pretty okay and perks that have gotten buffed that directly make other killers more efficient.
Of course it required skill too. But JUST BECAUSE YOU'RE GOOD AT NURSE DOES NOT MEAN YOU SHOULD BE ABLE TO BREAK THE FUNCTIONS OF THE GAME.
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@Dustin said:
https://forum.deadbydaylight.com/en/discussion/comment/895243#Comment_895243
I know how Nurse worked prior I played her quite a bit although I never used addons on her because all her addons were broken.
Just can't stand playing Nurse now because she feels meh without addons. She isn't weak by any means I just don't find the killer fun to play personally.
I used to main Legion before their nerf so I know how you feel. It'll just take time to adjust.
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maps suck a lot more than you're making it seem
Skeleton/dull key are both MUCH more powerful than a flashlight nowadays. You just need the right addons for them.
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@Dustin said:
Definitely deserved nerfs but the basekit nerf feels just slightly over the top. However it definitely isn't something that cripples her Nurse is still a strong killer.
imo the first blink shouldn't have a CD because in some situations you can literally just run forward and she can't catch you unless she has specific addons.
Before the CD her "cooldown" where she would have an asthma attack didn't matter. She would just close the distance with another 2-5 blinks anyway.
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@goat10em said:
She broke the game? Nurse has been nurse forever and the game grew quite a bit over that time. Maybe she needed some adjustments (I don't think so but maybe) But to just go from OP to worthless? Seems a bit excessive to me.
And as the game grew she was still broken.
Able to teleport below and above floors, able to avoid collision with pretty much every object in the game, able to reach long distances with a penalty of basically 0. She was broken.
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@TAG said:
No, legacy is still exclusive.
well now that just doesn't make sense
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bait.
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That's what tinkerer is supposed to do. It removes your terror radius when a gen is at 85%.
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What they were going for was a killer that was good at stalling for time and making sure the game was heavily slowed down
they succeeded at first but it was absolutely broken and unfun to play against as a survivor; especially with the bugs to the mending add-ons.
He can essentially accomplish the same thing nowadays but not nearly as potent as before, there's kind of no point in going a killer like Legion when there are perks that do the same job more efficiently and consistently on other killers.
Wanna make survivors not do gens that much? Run Ruin, Thrilling Tremors, Corrupt intervention, Sloppy Butcher, etc.
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Keyword "Almost"
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@NoShinyPony said:
The problem is the amount of time a good survivor can buy their team in a chase with how fast the survivors can do their objective.
Also a lot of loops are just super-boring and frustrating for the killer since the killer can't try any mindgames and just has to run after the survivor. That's an issue with the map design.
I mean it still doesn't change the fact that the killer at the end of the day will inevitably get the survivor at some point. You have to be trying as a killer to fail a chase most of the time.
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@sluc16 said:
https://forum.deadbydaylight.com/en/discussion/comment/715694#Comment_715694
Well, camping is consider a legitimate technique apparently, so makes sense to have perk to fight that. If camping was punished some other way, maybe the perks wouldn't be even needed, but I really don't see anything happening regarding camping.
Gen rushing is also an 'optimal' or legitimate technique. Survivors shouldn't get punished for doing it.
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I've been up against a ton
Super fun killer to play and play against.
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If the killer doesnt kill you you can report them. Make sure to record.
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@Speshul_Kitten said:
I can’t open the video link. Can you give a brief description/summary to the video you provided?
Nurse hit me from a mile away
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Camping, Tunneling, Gen-rushing
It's all stupid and needs to be removed or punished.
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so at least 1 person has a chance to get out. if there was no hatch there would literally be nothing that survivor could do as the last player alive.
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survivors also don't have a special power like killers do
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@Peanits said:
Not being able to down someone with Feral Frenzy is very much so intentional. Since you can vault pallets and windows like a survivor, being able to down them with Feral Frenzy as well was (and always will be, as long as it's possible) overkill. It turned chases into wait for power > use power > repeat- there was no skill involved, you didn't need to outplay the other person, you just ran out the clock until you got a guaranteed down.
Blood and scratch marks not appearing is also very intentional. Since your power is non-lethal, the intent is to show you people who don't have deep wounds, not those that do. Using your power against someone who is already injured is silly, you cannot down them with your power.
It's not likely that the Legion will receive a full rework. A rework would require completely changing their power (like Freddy). We do have some changes we'd like to make, but there is no exact date for them just yet. We'll squeeze them in once we can.
Alright so since he can avoid all of the survivors methods of defense he shouldn't be able to down?
THEN NERF NURSE BY THIS LOGIC BECAUSE IT'S THE EXACT SAME THING.
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I usually just let the killer kill me if I see they have an ebony.
No point in playing a game that isn't worth the effort.
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Sabo
Boil over
No Mither
Unbreakable
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You're doing what you need to do to survive. That's not toxic and any killer who says it is is trash.
It's a different story if you're exploiting or cheating of course.
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It's a hack/mod that increases your speed.
There are hacks out there for both survivors and killers.
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That's not a QOL improvement that's a straight buff
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I think he'll be good with discordance and tinkerer.
The warning for the survivors is good. A lot of people don't seem to like it but it shouldn't just be a free hit. With this power Freddy can easily close gaps and put pressure on people who are doing Gens. At the same time the survivors have time to counterplay and get a head start; less time for them to work on gens.
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Don't think of it as a free hit and think of it as a means of closing the gap so you can stop gen-rushing.
Unless they make freddy a 110% speed (which they probably won't) you'll be fine. Don't think like a rank 20.
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It's a game like Apex which you'll enjoy at first but get bored of quickly
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We got a solo survivor just a while ago.
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I think they should scrap the snare idea and let him create fake pallets/teleport.
He doesn't need all 3 but I believe 2 of those suggested powers would be fine.
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@Orti said:
Tge game was never intended to not get survivors on a hook. The only purpose of the wiggle bar is to pretend the killer from hooking everyone in the basement. Stop asking for ways to give survivors the ability to stop the core function of the game. It only forces killer to slug more and try to avoid hooking, nothing anyone will actually enjoy if it happens
I'm only proposing to make the perk usable by making it harder for thr killer to get the hook. Nothing i suggest makes the wiggle bar progress faster.
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Get to the hatch first
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Not at the moment. Nor for PC. Play in a match to get the experience.
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Spotted the rank 10
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@drunky26 said:
Would be like old decisive. No.
If the killer already downs you, why should you get a free escape?
Except my suggestion doesn't give you a free, uncounterable escape and just make things a bit harder for the killer
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@Mochan said:
The Wiggle Meter should go up faster. Like by 4/8/12% or something. It should be a counter to Iron Grasp. Since you also mess their movement and Survivor Perks are supposed to be weaker, it should be lower. Maybe 2/4/6%.
When I first got the perk I thought wiggle meter would go up 75%. Oh how wrong I was.
While that's possible since decisive is different; I don't think that's the solution
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@FireHazard said:
You should make a more thorough analysis on this idea.
(By that I mean elaborate some more, or build upon this idea.)
Let throw in some numbers
"While the killer is carrying you their movement speed is decreased by 8/9/10% "
Wouldn't be too big of an issue because more of often than not you're going to be relatively close to a hook. This could help Sabo builds and niche perks like Flip Flop as you'd have more time to try and escape without making you struggle faster. Plus: Agitation is a counter.
As for the other idea "As you struggle your effects on the killer slowly increase from 75%-115/120/125%"
Adds that idea to boil over that you're putting up a fight
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What the #########
Okay WWE-Boy, hate to break it to you but that is ridiculous
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That's a latency issue my friend
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@Blueberry said:
There's such a polarizing different between higher and lower ranks. This makes me start to wonder if they should do like they did with the pipping system, where it gets increasingly harder the higher rank you get.
Example being like the higher rank you go, the longer gens take or the more gens you have to do. It doesn't have to literally be that, but you get the idea. The requirement for survivors to escape getting harder the more you go up.
This also makes sense when you look at how the difficulty scales. As a killer the higher rank you go, the harder your games get. As a survivor the higher rank you go, the easier the game gets. This is because the biggest hurdle hurting survivors is getting bad teammates. As the survivors rank goes up, the likelihood of them getting really good teammates gets much higher.
There's no point in that until they give us a reward for being able to maintain a high rank....or give us a reward for anything in general. This game is the only one I know that more often punishes you for doing well instead of rewarding you.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/480260#Comment_480260
It's 5 seconds now, unless I missed something, and it used to be 3. It was increased to 5 with the excuse that it was too short with Enduring. Now, once Enduring is changed so it doesn't affect DS's stun, DS must go back to 3 seconds. No ifs, ands, or buts about it.
It says 5 seconds but in actuality that's only how long the killer is stunned for. The survivor has a 1 second animation of getting off before they can run. This makes it 4 seconds.
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Moris as base game
No thanks. Remove the other moris then
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@Boss said:
https://forum.deadbydaylight.com/en/discussion/comment/480164#Comment_480164
Would seem fair to me.
Yeah I don't mind the change at all. I rarely use the perk anyway.
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I hope they get rid of the downside for using it considering it's a lot more situational
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They won't. The exit gates just need a minimum/maximum spawn distance
