Kebek
Kebek
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- Kebek
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2067552#Comment_2067552
I think it would be fair to make it activate on both hook stages and lower it to 30 seconds each time.
So imagine I have DS, get unhooked, get tunneled, downed, I hit DS, get downed again, get hooked, someone unhooks me and I get tunneled again. No DS anymore. How did it prevent tunneling there exactly? It just didn't.
IMO it's just a not well thought about perk.
Hey I'm not againt buffing it later on but right now it's too soon and far too many people are salty about a healthy change. We need time to adjust with the changes and see how it actually preforms. The perk is here to promote healthy gameplay, not force it. Just like BBQ does.
In the future that might be something DS will get or some other change that will make it better anti-tunnelnig perk in a healthy way.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2067535#Comment_2067535
DS didnt stop tunneling, it still doesn't.
Nothing can unless you make survivors invulnerable. Tunneling is still much lower thanks to DS's existence. Nerfing it didn't affect the anti tunneling aspect of it at all.
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@valvarez4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2067511#Comment_2067511
Well, DS would be fair if during the minute the killer couldn't hit anyone
In your mind maybe.
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So you want perk so strong that even when you literally fail at everything, you still get away for free.
Maybe your issue isn't a perk but the skill you lack and the teammates who allow you to be tunnled with not enough gens done to get away.
If you don't like new "super weak DS" try running perks like Visionary and than tell us how DS does nothing and isn't worth running.
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That would be fair if active duration of PGTW somehow made all gens blocked so that survivors can't progress their objective.
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@DragonMasterDarren said:
https://forum.deadbydaylight.com/en/discussion/comment/2067457#Comment_2067457
You're entitled to your heretical and entirely wrong opinion
I prefer the good dog who doesn't wear clothes, at most chains. That's a good boy we all love.
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What a nasty dog.
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@NoOneKnowsNova said:
https://forum.deadbydaylight.com/en/discussion/comment/2067391#Comment_2067391
I 3k or 4k most games with Clown, he's not A tier at all, but the point you made "when really good killers are behind them" is irrelevant due to someone being able to be good at a killer despite them being weak.
All killers even trickster that doesn't use his power at all can beat red rank survivors more often than not if he's played by great killer due to most survivors beiing terrible. That doesn't change the fact that objectively some powers are stronger than others even if they all can get the job done.
What I meant by the good player part was using the power to it's full potencial. Mediocre deathslinger won't do half as well vs strong SWF team as godly deathslinger, same for twins, PH etc. Legion's power as cool and sometimes usefull as it is, isn't near those powers of slinger or PH.
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Afterpiece antidote - Sonic tonic
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@NoOneKnowsNova said:
https://forum.deadbydaylight.com/en/discussion/comment/2067371#Comment_2067371
You could literally say that for any killer...
But I wouldn't. I don't see how Clown or Legion can be A tier.
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@NoOneKnowsNova said:
https://forum.deadbydaylight.com/en/discussion/comment/2067327#Comment_2067327
It's not like Slinger, PH and Blight are all A tier while Twins is considered A-B tier by most.
And we are in the most balanced state this game has been in a long time.
Honestly all the killers you named have potencial to be A tier when really good players is behing them.
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"I don't care about bugs. I find them hilarious."
Hilarious
Not hilarious at all
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I don't think they know what No mither is.
There are so many people who hardly know how killer powers actually work at red ranks that existnce of No mither must be a complete mystery to them.
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@Aven_Fallen said:
Permanently, whenever you are more than 16 meters away (at Tier 3).
For why this is the case - this is a relict from old Mettle of Man. It is basically a Cashgrab, was released way too strong in a Only-Survivor-Paragraph (there needs to be an incentive for people to buy it). In its original state it was only useable once and it only required 3 Basic Attacks to activate. They nerfed it a little bit later, but the Aura Read stayed (this was the biggest Drawback back then).
Aura Read could be removed nowadays, the Perk is not strong at all.
Tbh with possibly new OoO changes coming, the aura reading part might become a really fun combo aspect of it.
I'd rather if it stayed and MoM got possibly buffed in some other way. Like 2 protection hits and 1 safe unhook to procc the endurance effect maybe.
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I'm always so amused when people call new DS weak and not worth runnnig when there are perks like Visionary or Wake up which are actually weak.
It just shows how busted survivor perks need to be to be considered "good" by survivor mains. The perk is still one of the best perks in whole damm perk roster, it's just not abuseable anymore and far too many survivors can't get over losing it.
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People don't run it due to salt, it go nerfed and all the people who used it to cheese objectives got salty and refuse to run it because "It's bad now". Since they suck at chases, they get tunneled easily and then go complain about how DBD is ruined with tunneling.
Eventually they'll come around and use it again or git gud at looping the hard way, possibly even quite if they're unable.
The other things like no obsession claws each match is part of QoL updates that solo survivors desperately need so that's a seperate issue among many others.
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Dead by daylight: Prepare to get looped Edition
F
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I just finished my session of adept games in which I wasn't using his knifes at all ever. You can try that if you want torture yourself and improve your decision making and M1 mindgames.
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I know it's a bait but if you're hardtunneling someone, you probably aren't giving them enough time to disable their own DS so you should be eating it as much as before the change.
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@Pulsar said:
Thank you Sluzzy, very cool.
For some reason, that made me laugh so much. Thank you.
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You're late to the party Sluzzy. I've already seen quite a few others make posts about how unbearbale tunneling is now.
Also would you mind doing an april fools post on how extremely OP survivors are and rant about them as you do about killers ? Pretty please.
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@foxsansbox said:
https://forum.deadbydaylight.com/en/discussion/comment/2064932#Comment_2064932
The forum killed my response so I'll be brief. There's too much to unpack when you glazed over my points. In a few weeks the Trickster mains will come out to party with the Deathslinger, Huntress, and Plague mains who understand that these killers require nuanced pilots to be effective.
Full stop.
It's better to be brief anyway, we don't know what devs will do with him so this is just arguing for fun.
Also, I'm one of the top leaderboards deathslinger players, that's why I critique trickster so much. Whenever I see how he struggles to even land a few knifes over a medium height loop, I always see in my head how slinger would get a hit 10x faster. And it's not even like trickster has good snowball like huntress or good damaging projectiles.
It's just such a sad killer from my pov.
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@foxsansbox said:
https://forum.deadbydaylight.com/en/discussion/comment/2064815#Comment_2064815
You know what exists purely to annoy players? Power cooldowns. I'm not mixing realism with bad design decisions. I literally said it wasn't realistic and Deathslinger benefits from an aesthetic decision, because single-shot doesn't require additional balance.
For Trickster, however, it absolutely is based on balancing the killer. You may not agree with their decision, but you're looney if you think the devs went out of their way to include recoil just for shits and giggles. They were clearly concerned about the small hitboxes and the precision aficionados downing survivors at ludicrous speeds while traversing half-height loops and open territory. To what degree they overkilled it is up for debate.
As for 'realism' - feel free to consult experienced knife throwers so they can tell you that landing that second bullseye is a different kind of beast from landing the first one. While moving. While navigating obstacles. While the target is moving.
Afterthought Edit: You're absolutely right that a 'Trickster Main' will not be inconvenienced. That is good design. The killer has drawbacks and the people who put in the time will be able to compensate appropriately. Sounds very much like Nurse Fatigue, Deathslinger missed shot cooldown/reload, and other trade off mechanics within the game.
No power CDs limit usability and snowball of very strong powers. They actually have a reason to exist.
I don't why they added half of the delays, conditions, shor usage timers, recoils whatever besides shits and giggles. Trickster has NOTHING he does better than other killers besides beiing new player friendly ranged killer, he has no personallity whatsoever besides that as he's terrible at everything.
I don't want reaslism in DBD, I want well designed powers, perks, maps etc. Recoil on very weak unrewarding to land projectiles isn't one of them that exists mainly to make it more annoying to land shots.
They won't be inconvenienced because his power is so weak that they won't even get a chance to land needed amount of knifes for a hit as any good survivor obliterates trickster on almost any decent tile.
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@foxsansbox said:
https://forum.deadbydaylight.com/en/discussion/comment/2064760#Comment_2064760
This a joke?
Deathslinger uses a single-shot rifle. If he was firing consecutively then he would absolutely have recoil to balance the gun.
Choosing not to give a single-shot recoil is an aesthetic choice that has no impact on game balance.
It's partially a joke.
Don't mix realism with bad design decisions. The recoil has 0 reason to exist as a trickster main will be able to land all the blades anyway or about 90% of them.
It exists purely to annoy players, it has 0 balancing reasoning behind it, especially with how weak each hit is.
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Why don't I have recoil as Deathslinger then ? Are my arms just too strong ?
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I said I really liked it. It's very inspiring.
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Watch how devs will eventually post on their twitter that it exists once thousands of players use it since grind is so big that you value even 1 BP.
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"JAHJKHh ahi ugsd gag sagfgfhfgh April fools btw kgiopg gj aiopghi hghf" was my favourite part.
Good post, I give it 8/10 Sluzzy points.
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@nursewannabe said:
https://forum.deadbydaylight.com/en/discussion/comment/2063740#Comment_2063740
With these kinds of arguments you just remind me of Kaitlin Bennett, well done sir
I don't know who that is. My staindpoint is that DS is fine for now, if it proves weak we can buff it later on in healthy way which making 2 uses is not.
The comparison is perfectly fine. Both perks promote healthy gameplay in a way that is annoying to the other side. If you want one to be extremely strong why don't you want the other one extremely strong as well ? My guess would be bias but I don't know you so I can't tell.
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Glad you like it.
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You didn't just say that twins power is uncreative did you. You can't be serious.
It's like the most unique power since plague.
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@nursewannabe said:
https://forum.deadbydaylight.com/en/discussion/comment/2063618#Comment_2063618
But that doesn't sound like overboarding. Tunneling can happen regardless of one day stun, and a survivor is completely useless to the team as long as they have it up: it's all a matter of killers choice whether to keep tunneling him or not
So you would want ruin to be buffed so that it is passive hexless perk ? Gen rushing happens even when ruin stays up and killer who tunnels/camps gets no value out of ruin so it might as well stay up whole match every time.
If you get "fair" killer who goes for 12 hook game, he gets passive ruin to help him againt gen rushing and if you get hard tunneler/camper, he gets nothing.
So I ask again, do you really think ruin would be healthy without beiing a hex ?
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@Munqaxus said:
Why do you need to round-about nerf DH if it's not overpowered. That makes no sense.
Because others do too much.
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@nursewannabe said:
https://forum.deadbydaylight.com/en/discussion/comment/2063576#Comment_2063576
I honestly don't get your point
It means you can go overboard with overbuffing perks that promote "healthy" gameplay.
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@nursewannabe said:
https://forum.deadbydaylight.com/en/discussion/comment/2063462#Comment_2063462
What's wrong with that? It's perfectly reasonable to me, considering how tunneling works
The same thing like what's wrong with making ruin not a hex. You don't get value from it if you don't camp/tunnel so it's a healthy change.
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Don't forget about the nerf haggling.
"DS is too weak now. It should activate twice etc, if it's supposed to be anti-tunneling perk."
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I would rather see a change that increases your chainsaw movement speed for amount of overheat you've gained. That would make it very risky to stay at high overheat for insanely fast curves around loops if you're amazing billy.
A change that promotes skillful gameplay and has drawbacks - if you go too high and rev for a bit longer than you can, you get overheated and no fancy curves for you.
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I still have yet to meet these tunnelers everyone speak of. Basically all red ranks games I've had with this new update were with near no tunneling/camping as they were before the update.
And in the few cases where tunneling happened, it was mostly due to survivors running at killer and getting owned.
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You fix tunneling yourself by looping better or doing gens while your teammates is looping tunneling killer.
If you fail at that, no amount of dev changes will carry you.
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The recently unhooked survivors need to realise what getting tunneled means and play accordingly.
If killers isn't on you instantly after unhooking, you should go and find a safe place to heal, far away from killer. If you play boldly and disable your DS because you want to progress your obj, you're taking a risk that killer will go for you if he notices that.
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Twins were amazing imo. I had so much fun with them unlike blight which was terribly boring to me.
Fun is pretty subjective, wouldn't you say.
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Honestly as it is right now, they're doing you a favor by getting you out of it faster.
@OniWantsYourMacaroni How dare you !!! Surge is amazing perk for killers with M1 based power. FIGHT ME
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Are you by any chance Sluzzy's disciple ?
Other than that, I like the trailer too.
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Right now, he's lacking any reason to exist besides beiing easier to pick up by newer players and kind of fun with all the knife throwing.
Hopefully devs will buff him enough so that he does something better than other ranged killers. Like, making the main event actually not detrimental to use.
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I'd rather use 115% movement speed as last resort buff as nothing is more boring than making more 115% M1 killer which he would need to be to warrant ranged damaging power.
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They were probably thinking about the diffuculty of hitting ONE knife which is easy. Everything else is painlfully hard.
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Well you can only talk about yourself which is just single person. Others might spent money on those chapters if they like them. I spent real money on twins even when I didn't need to because they were the most creative killer in ages = for me a good design.
Besides all that, they must get quite a lot of income from cosmetics, that's where the most money comes from imo.
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He's DBD's take on mad artist. I don't see why he isn't horror related.
Also not like it matters, DBD stops beiing horror game after 10h into it. (unless you face spoooooky myers ofc, that's very horror like experince)
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I wouldn't like to see his wind up made faster, that's slinger's thing. There are many other ways to buff him besides giving him faster wind up.
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I hate it too, wish they would remove it. It's extremely unwarranted as each hit is very weak, no point to have also recoil.

