Kind_Lemon
Kind_Lemon
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@Peanits @MandyTalk is there a way (without recreating the post) to change this post into a non-anonymous poll just so the number of individuals who've chosen each category are shown?
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@MusicNerd_TC said:
https://forum.deadbydaylight.com/en/discussion/comment/1488493#Comment_1488493
Watch new gameplay of him. It is genuinely HARD to get the chainsaw to overheat. Also, I love the roar thank you very much.
I can tap the power button repeatedly and get it to overheat in a little over 11 seconds. That's not fast, and that's a huge penalty for something as little as what is effectively a taunt.
While you may love the roar (for comedy?), I think it's far too silly. I stop and laugh at it as survivor, and that gets me dead. As a killer, it can be annoying and repetitive, given that I love going for chainsaws even if I know I can't hit them. It's the same deal with Nurse. The changes make players who just enjoy using his power for fun and not effectiveness are punished far beyond just missing an attack. I don't play Hillbilly to be as effective as I can be; I play just to enjoy the experience of going for bonkers chainsaws that work out 1/100 of the time, and then the survivors say, "oh, I wasn't expecting that." I am the kind of killer that is perfectly happy seeing the exit gates get powered as long as I've had ample opportunity to use my power for my pleasure, whether that results in downs or not.
So, to me at the very least, what the devs did to Hillbilly was the worst thing they could have done. Instead of addressing backrevs, strange hitbox connections, and the speed of his chainsaw cooldown or even his movement speed during that, the devs went and just said, "NOPE! Our game is not for people who just want to have fun. Be competitive (we don't mind you having a little fun if you're competitive) like this is an E-sports tournament, or get lost!" And that's just disappointing...
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@MusicNerd_TC said:
https://forum.deadbydaylight.com/en/discussion/comment/1486958#Comment_1486958
Billy's fine now. The devs have heard us and he barely overheats now.
Did...did you just say Billy's "fine now"? As in, he wasn't mostly fine before?
Are we just ignoring the addition of the roar and the changing of the chainsaw sounds? And are we saying that the new terror radius and chase music are better than the older ones and not because of the novelty?
I feel like we live in parallel universes where the Billy you know is not the Billy I know because the Billy I know doesn't allow me to tap the power button repeatedly for fun, beginning a rev, without overheating in an obscenely short time. The small changes add up...
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@Kees_T said:
I would prefer the Roar to be only to the survivors client-side, and for the Killer side no roar sounds. It's enough to hear chainsaw all day but with his Roar, huuh.
even with that, @RoMainPuppy brings up how the sound on the survivor side affects the potency of some of his add-on combos.
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lol
But in regards to the OP, my entire attitude about the sounds and this update has been shaped into "ugh".
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The sounds (second to the add-ons) are the worst part about the changes. The roar and the tinny sound of the chainsaw are a significant downgrade in whatever scary factor there was left, and they had no reason to be there other than someone's desire to make Billy less realistic and more cartoon-y.
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And it's still here. He's now a killer that I can straight out laugh at when I face. Terrific design.
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beauty is subjective, but that most recent Hag cosmetic is ugly, and not in the "oh, that's so ugly I want to wear it!" sense of ugly.
Edit: it's the kind of "ew, let me squish that" kind of feeling. It's not the "ooh, scary and creepy" feeling I think they were going for.
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@siren_sorceress said:
https://forum.deadbydaylight.com/en/discussion/comment/1480297#Comment_1480297
Sorry, Dbds soundtrack is incredibly boring, unimaginative and definately not scary. Music is everything when you want to create a spooky mood and dbd miserably fails in this area.
I have to completely disagree. I would like to know why you think so, however.
https://youtu.be/Q_Vx89p1HAc?t=62From 1:02 to the end is the section I'm choosing to talk about as one example of good sound design. The brass lick that gets added just prior to the 1:02 timestamp adds a significant level of tension rise, but the way the entire pattern gets elevated into the chase music at the end of the video is wonderfully designed. The music conveys a sense of uneasiness and urgency tied to a need to escape to end the music and return to a less energetic level.
DbD's soundtrack (and I'm addressing terror radius/chase music here) is crafted so that the survivors are assisted through sounds in determining the amount of tension involved in a particular activity in relation to the killer. DbD's chase music was not designed for a leisurely 5 minute chase where both parties chill to some music before getting annoyed by hitboxes and animations that don't line up at all, and it shouldn't seek to disregard the desire for survivors to escape chase (as some do) rather than revel in it and elongate it.
Deathslinger's and Doctor's chase musics and terror radii are two of the worst in the game due to how slow their motif repetitions are compared to everyone else's. In addition, neither of them have the immediate unease factor for newer players, people who don't play DbD, or people who pay very close attention to this game's music. The comment I received from one person that I'd asked was "It's a slow motion movie" in regards to Doctor's chase music, and that I think encapsulates a major issue I have with those two killers' musics; they simply aren't fast enough to accommodate for character movement speeds and the pace of the game when chase or stealth occurs.
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@JustAnotherAnon said:
https://forum.deadbydaylight.com/en/discussion/comment/1480781#Comment_1480781
Wait, what? I think Doc is way better now, Removing the stances gave him so much more power at loops. Static Blast gives you tracking on demand rather than "Walking near survivors while in treatment makes them scream". He became a much more powerful killer overall.
Sure, but I give 0 ****s about what he's like at a loop. If that's all they touched, I would have been fine with it all. I care about everything else beside that, and that includes mega long range shocks to protect totems, passively building up madness, sneaking up on survivors with stealth builds while still being able to have all of the other benefits. Now, he's just a chase killer with an ability to induce a slowdown on survivors not in chase. The devs just removed any interesting aspect from the Madness effect and decided it would just be another band-aid to the time efficiency problems DbD faced. Now, that being said, even if the devs didn't do the best thing and just add onto the killer instead of removing aspects that some players liked, the real deal-sealer for me never touching Doc was the chase music change. I'm big on sound design, and this change along with Deathslinger's terror radius and chase music was horrendous. One person that I've talked to about it said that it's like the music was created for some atmospheric movie where the shots are in slow motion and there's some lethargy about the whole thing: the exact opposite of DbD chases, so the music doesn't fit with the game, and it bothers me that none of the sound design team thought about the pacing, beat pattern, and repetition enough to realize that it was a significant downgrade from the chase music the Doctor used before.
As a survivor, micromanaging my Madness was something I found fun. I'd gone whole games keeping myself out of chase and out of Madness I, and while it didn't make me the best, most efficient survivor, it was fun for me, and those small goals gave me a broader sense of fulfillment and victory even when I died in the end. I somewhat miss going against the old Doctors (seeing as they are a rare breed in my neighborhood), but I will enter the third hook state ASAP in any game that has a Doctor now, in large part to end the badly designed music.
Doctor is now just a boring killer with the ability to forcibly and un-interactively cut off survivor loops and stall for time outside of chase. I hate those kinds of killers, and to make him fully one of those when players used to be able to do more with him than just that is a sign that the developers don't really care about all killers having fun. I think I started realizing this from Matthew Cote's comment about Civ VI, but the Nurse changes, the Billy changes, and finally writing this post has made me realize how true that is.
@Zeus said:
https://forum.deadbydaylight.com/en/discussion/comment/1480781#Comment_1480781
I think the current version of doctor is much better than how he was when he first came out
when he first came out is completely different story. I'm talking about how he was until recently.
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hmm seems like a bug to me (coming from someone who used to play Doctor before the devs tore out his organs and dissolved them, leaving only a husk and an atrocious version of the killer I'd originally paid for).
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Claudette bc hiding and self care and Laurie bc OoO and Sole Survivor.
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Pretty consistently. I have below 20 fps and I have sky-high sensitivity. Additionally, the game particularly likes aim dressing me into making hits not hit or into cutting hits short. It's especially noticeable with Nurse (if I still played Nurse after the nerf to how fun she was to play LOL) where I'll blink, lunge attack, and then get spun into a 270 that I couldn't have done with just my mouse, have my lunge cut short, and then not land the hit.
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@siren_sorceress said:
I've said this many times. But the dev's dont want to fix it. For some reason they are dead set on making solo surv communicationless so we can be immersed in bad graphics and lackluster soundtracks.
wow....hating on the original (not including everything post-Doctor rework) soundtracks. I could understand if we're talking about the atrocious Deathslinger music or Doctor's ill-fitted chase music, but I can't agree with you on anything else.
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Because the developers can't figure out any better way of doing things.
@DetailedDetriment said:
STBFL 8 or Unrelenting that works on Huntress hatchets would be broken.
Clarification: the perks' cooldowns wouldn't inherently work on special powers; only the gain and loss of stacks would be affected by the special powers (as they once were until they were changed for no good reason imo).
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None of that was "toxic", but you probably should have known that Laurie was a scheming meal worm and just dropped her at the exit gate. Showing any kindness or weakness to most SWF or cocky survivors will always result in bm toward you.
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use insidious and wait until the survivor comes back into an area in which you can easily get a hit (be careful of LOS, and completely disregard this plan if the survivors are comms SWF and using outside programs to gain an unfair, unintended advantage).
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@APoipleTurtle said:
If it helps, here's a top-down view of the map I found in an older forum post:
(https://forum.deadbydaylight.com/en/discussion/155753/about-the-new-map-midwich-school)
https://us.v-cdn.net/6030815/uploads/45J0CX1SP1G7/dbd-midwich-map.png
It's really just a bunch of long hallways and square rooms. Stairs between floors are available in the top left and bottom right corners. There is also a ramp in the top right that allows access between the 1F Study Hall and 2F Library, and another in the bottom left from 1F Bathrooms to 2F Bathrooms (only available if killer kicks down the walls hiding it). Most rooms along the top and bottom sides of the 2nd Floor also have vaults and/or holes that allow you to drop back down to the 1st. Basically, you can almost always get up to the 2nd Floor from the corners of the map. Just be careful, the stairs lead further up to dead ends as there is no 3rd Floor.
Almost all gens either spawn very obviously in the hallways, or tucked within classrooms (with a single potential spawn in the central courtyard). I am a bit surprised they didn't accentuate these locations with flickering lights as frequently seen on other indoor maps.
All that said, I do think Midwich is the least-enjoyable map to play on as either role because of its extremely basic geometry and pallet placement set-ups that mostly reflect those seen on The Game and Underground Lab. Chases are not fun on this map, and many killers are limited in how they can effectively use their perks and powers. Plus Object of Obsession completely breaks the map and can allow survivors to easily drag on the match for eons. They might not be able to rework it due to licensing, though if that is the case I hope they might consider dropping Midwich from the public map rotation (making it Custom Games only).
I think ScottJund mentioned it, but I too believe that the licence had a great deal of impact on the shape of the map, since the pictures in your post are of the Silent Hill games, and this map was replicated for DbD. I'm pretty sure the developers are aware of how terrible the map is but are unable to do much about it.
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why would I want to be locked into that animation as killer? Currently, if I see a hiding survivor while I'm kicking, I can immediately cancel to start a chase or get a down. In your world, that would not be possible, increasing the overall frustration present in the game.
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@V1V3 said:
https://forum.deadbydaylight.com/en/discussion/comment/1478236#Comment_1478236
No one likes a hater buddy. Especially if you contribute nothing to a discussion.
No button for it, so shrug
I really quite enjoy The Wraith's mori. More brutality and more gore do not appeal to me; it contributes to the desensitization nature of our culture, and if the only way you can find the moris at all interesting is if they have excessive violence, then you're missing out on whatever tension still exists in this game. After all, it's human nature ingrained into our psychology that we become more accustomed to violence and fear the more we are exposed to it; that's why changing each killer's memento mori is only a temporary measure and a fair amount of work for an uptick in aversion to brutality that's transient.
It's not a "hater" moment. It's an "I think your idea is bad, and I don't really want to write a long post explaining why, so I'm hoping your idea will eventually fade away into darkness. That way, I don't have to do something unnecessary."
Good day.
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downvote
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I think there is an option for that, or at least a config setting (which are now un-editable?).
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@Pawcelot said:
https://forum.deadbydaylight.com/en/discussion/comment/1473892#Comment_1473892
Are you sure its too much work? You can re-use a lot of the icons that each offering have and then its just the matter of fiddling a tiny bit with the values that shouldn't be more than copy-pasting the code from one offering to another, a changing its value. I don't see why it'd be a big thing.
You'd clutter the Bloodpoint web something bad if you brought back those map offerings, not to mention how weak-sauce they were. Barely did an impact.
yes, but what are the devs going to do with the extra add-ons that aren't repurposed? They tend to not like to retire offerings except for very impactful reasons.
And anyway, how would returning the map offerings as mystery-box exclusives but not letting them spawn otherwise on the bloodweb cause bloodweb-related clutter? [insert confused meme]
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revert nurse and then properly address her issues.
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you should always use PWYF. I use Insidious with the build to get "easy" kills when survivors approach me (or just to stalk from an unnoticed position).
It's a fun build; I use it whenever I'm feeling like I want to change up how I play the game. And yes, SWF, rank, and the map make a HUGE difference in how much you would enjoy a match with those add-ons, so blaming the add-ons isn't all that fair.
Edit: quotation marks
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yes, omg. Finally. I've missed seeing anyone post something like this other than me, though I'd like to assume it's happened (I've just gone and found some). We always need another post about this naming convention that's both confusing to newer players and linguistically deceptive (incorrect meaning, incorrect player perspective due to it being a passive participle, etc.).
I'm still a fan of Vulnerable. I don't think it inherently implies that survivors are not Vulnerable otherwise; it just highlights that a survivor is especially Vulnerable when the effect is applied. If a new player sees "Vulnerable" pop up on his/her screen, that player is going to inherently be more careful and will probably say, "Ah, makes sense," when he/she finds out what it does. As for myself, I went, "Why is the effect called that?" which is not what a developer should want players to experience.
I'm also pretty sure the dev team chose the term because they were piggybacking on other games (whose names I've forgotten) who have used "Exposed" to mean what "Vulnerable" means.
https://forum.deadbydaylight.com/en/discussion/comment/625630#Comment_625630 In this one, Boss's previous self comments a nay to the general idea. I'm curious what made @Boss change his/her(/your) mind?
Here's another one just for good measure: https://forum.deadbydaylight.com/en/discussion/comment/658994#Comment_658994
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update and reminder: this locker also is more annoying in terms of hatchet collision when attempting to hit a survivor near there. It's also a sign of a lack of understanding that thinner walls are better for places like these because survivors already have enough mobility in their camera to keep themselves safe. Adding a locker in front of the wall only makes it safer for survivors to stand behind the two and peer around.
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Your idea isn't controversial. DbD just doesn't have a 3D directional soundmap (as I understand), so all the devs can do are workarounds (eg. objects like floors muffle sounds when players are at certain angles). Heartbeats not differentiating between floors is not a design decision per se; it's a fault in the core code (maybe engine? idk).
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@OP the proposition you put forth is infeasible due to the inherent nature of perks in this game.
However, the same result you desire can be achieved by other means. I disagree with the Stridor-Spirit comment, but that aside, simply put in a condition to perks like Pop that disable the perk once a power is used.
eg. Pop (and **** Pop btw; shouldn't be a perk): after hooking a survivor, the next gen you kick gains an immediate 25% regression penalty. Normal Regression commences afterward. Pop lasts for 40/50/60 seconds or until the killer uses his/her power.
eg. Infectious Fright: Upon downing a survivor, all other survivors within your terror radius scream. Their positions are revealed for 2/3/4 seconds if the killer has not used his/her power in the last 2 seconds.
eg. Spirit Fury: Hitting a pallet at least once before destroying it will make the break action 40/45/50% faster.
eg. Decisive Strike: After being unhooked, DS activates. DS deactivates when you heal yourself one health state, interact with survivors, hooks, or generators, and/or when the killer downs another survivor. While DS is active and you are being picked up by the killer, succeed a skill check to automatically escape the killer's grasp and stun the killer for 5 seconds.
eg. Soul Guard: doesn't exist/ doesn't have that hex modifier and only works when picked up by another survivor. Instead of Endurance, hit detection just can't detect you for 1 second and will instead detect the other survivor.
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Your suggestion is too much work without any other, potential, future benefit. Bloodpoint offerings should only appear in Mystery boxes, and one Mystery Box should be given to the player each time after completing a bloodweb.
P.S. it would be fun to bring back the "moderately" and "slightly" map offerings in the same fashion.
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Nurse just shouldn't be the way she is now.
Also, I disagree with not having more than one potential chain blink. There's nothing wrong with just having that series of add-ons considerably reduce the chain blink window so that all chain blinks are inherently shorter with an increased chance of not releasing the chain blink in time.
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I use it to accommodate for frame drops on maps like Ormond and Red Forest (and corn). Like, bruh. Killers shouldn't have to have pinpoint accuracies for M1 attacks, and missing an attack shouldn't mean that all of the killer's momentum is then lost (which is sometimes true), but you seem to think otherwise?
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@RoMainPuppy said:
I think it's hilarious, makes me laugh everytime.
yes; precisely.In the PTB, I've had to stop running away in chase just to smile and enjoy how stupid it is.
Which means it needs changing. I'm not okay with Hillbilly being a laughing fest(, and I'm more not okay with the prospect that I'll probably just start standing still to let the chainsaw hit me. Other survivors are going to hate me).
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@Zeus said:
https://forum.deadbydaylight.com/en/discussion/comment/1462441#Comment_1462441
But then it's a waste of time for the survivor who come for the save. You deny them points which they would have gotten by doing gens instead of saving you.
If a survivor attempts that, I swear to god I'll let them go to second stage before I save them.
Being healed by another survivor just after getting off the hook I would argue is not a waste of time except in certain scenarios.
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I want to sabo Trapper traps. Never worked out, but it was fun. That possible interaction was the only reason I enjoyed going against Trapper.
#bringitback
#bringitbackbutbetter
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I'm pretty sure MMR doesn't reset. They've said it's not like rank, so each killer gets his/her own MMR, and once you've shown proficiency (probs get a starting value from your rank rn or from your first MMR match), that stays.
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As many have mentioned above, it's without a doubt Left Behind for survivor (although some of the generator achievements took me quite a while).
However, since I found Evil Incarnate to be relatively easy to come by as killer and since The Nurse had the enjoyment-nerf, I would say From the Void She Kills is now the hardest achievement.
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@Flarefire_Xx said:
https://forum.deadbydaylight.com/en/discussion/comment/1459842#Comment_1459842
Not today came out with Deliverance, so that’s how I got it ez 🤣
I think deliverance is stupid, so even when I had the perk, I wouldn't use it until I got the achievement done.
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if you can get the unhook points for yourself with no penalty, then why not try? The incoming survivor will be there to unhook if not and will be there to heal regardless.
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@NekoGamerX said:
that perk needs a rework badly
The game's mechanics need addressing before the perk is changed. Comms, blood ambers, Spine Chill, etc. can all result in the same OoO situation but without the killer's knowledge. OoO just scrapes off the coating hiding the issue present when survivors don't bother with stealth and only use OoO to gain distance and decide where chases take place.
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OoO is an issue when the survivor running it doesn't try to hide. If that survivor just starts getting distance before the killer gets there, it can elongate chases tremendously. The reason hate falls on OoO instead of on game mechanics is because the developers don't seem to be changing those any time soon, and it's just so much easier to point to a perk and say, "This is bad!" than spend time thinking about the entire issue.
In other words, OoO highlights the glaring issue of distance gain by survivor and how that can impact a match. It serves as a reminder that if given the tools, a survivor can have incredible control over the location of a chase, and since the devs aren't addressing that issue, people are hating on OoO.
I've had two games recently where OoO was used by a somewhat stealthier survivor, and the experience is completely different from facing an OoO user who just wants to be in chase/ lure the killer away from objectives.
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In the first two clips, the survivors could have been hooked. There is no evident problem other than the problematic hook caps.
The last clip: the killer should have chosen somewhere else to hook the sacrificed survivor seeing as it was evident there was only one hook in the area.
Also, we have no idea what offerings were burned.
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In regards to hook caps and offerings: any hooks spawned in due to the minimum hook cap spawn in sabotaged. Any hooks removed because of the max hook cap are not removed, but spawn in sabotaged.
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I've said this in other posts, but this is what I hope for:
Saboteur
- sabotage at 60/70/80% speed without a toolbox. Increase toolbox efficiency while sabotaging by 70/75/80%.
Sabotage Mechanic
18 seconds to sabotage
Hooks stay permanently sabotaged until conditions are met
When a survivor wiggles free from a killer's shoulder, if there are no hooks within 32 meters, all hooks within 64 meters respawn after 7 seconds.
Respawned hooks have a stackable 15% reduction in sabotage speed for every time they are respawned.
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/1461572#Comment_1461572
Tombstone myers backwater swamp and blendette and kate enduring nemesis pwyf (because judiths tombstones makes michael fat) and corrupt.
ah, thx for the info. You were probably in the right, but I always like to know more about things, and in this kind of scenario, where I've been trapped in a match for a long time with a killer solely because of the gen regress mechanic, I'm careful about judgement.
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Just curious; what were your perks and what was your killer?
Also, blendettes? Realm? survivor perks?
I would like to know the full situation before making judgement.
Edit: I've read all of the comments thus far, and I've gleaned that there was a salty SWF and a infinite tombstone Myers involved. I would bring Whispers next time, but other than that, if it's clear that the survivors weren't just scared or continuously plotting to get out, then they are most likely in the wrong.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1459700#Comment_1459700
If you like to strategise around slugging, experiment with Coulrophobia.
You know the ol’ survivor trick of “chase to waste time, then lead the chase to the downed survivor that’s recovered as much as they can, then tap to get them back up”? Yeah doesn’t work with Coulrophobia. That survivor is taking a hit, meaning that slugged survivor stays on the ground.
Back when Billy was more of a presence in my killer roster (and he will not return to being there for the foreseeable future due to poorly done changes imo), I would use Caulrophobia, Huntress Lullaby, BBQ, and Whispers/Enduring if I knew I was facing an SWF group. Worked wonders every time.
Caulrophobia wouldn't do much for me now mainly because my slugs are left on the ground for a long time, and any survivor that runs by has ample opportunity to do a one-tap pickup, and increasing that time to ~3 seconds isn't worth the perk slot.
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@Traslogan said:
https://forum.deadbydaylight.com/en/discussion/comment/1459680#Comment_1459680
I find his save the best for last is a strong perk for most killers, especially because of how insane sabotage is now, a 5-stack save the best can mean you get 2 downs when someone tries to sabo your hook in your face.
That said, I do think he's out-dated overall. I can sit in red-ranks with him, but he is much more of a hassle. I finally got around to playing the nightmare and bubba and it only reminded me of how painfully behind Myers is on his playability.
Huh. I usually don't see sabotaging survivors. That's partly because a lot of survivors are downed before I start hooking one and also because I will drop a survivor very readily if I see another survivor has just revealed him/herself in a place that has no pallets or windows. I like STBFL because survivors often run at hooks in my face and STBFL reduces the stress of having to deal with all the power survivors have around hooks.
I don't think he's out-dated, per se. I think the game's core mechanics need some tlc to deal with how the players have changed.
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I'm annoyed because of all of the reasons above and because the devs are putting in the stupidest sound before he begins a chainsaw dash. Like, why?????
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bc lag.
