Labrac
Labrac
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- Labrac
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@Chilli_man2400 said:
https://forum.deadbydaylight.com/en/discussion/comment/2622849#Comment_2622849
autohaven and cold win farm were never disabled when they came out reworked from my knowledge. Idk what’s taking so long though they said by the end of the year Realm beyond would be done where 1 month away and we still don’t have red forest, backwater swamp and haddonfield reworked
Blood Lodge, Thompson House and Rancid Abbatoir got disabled for quite a good time, like almost a month.
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I hope to see something today.
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@Aven_Fallen said:
Been saying this for years. Main point back then was the Oni weapon with the face attached to it. It looks great, but not everyone wants to look into nostrils the whole game.
Killers should 100% get a first person view in the shop, since that is what they will see when playing the game.
Don't forget the Mordeo skin for Huntress. I bought it not knowing the weapon covers half of the screen, now I barely use it.
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@Beaburd said:
https://forum.deadbydaylight.com/en/discussion/comment/2623633#Comment_2623633
This is my experience in NA too.
Survivor queues are instant in the day with killer taking a few minutes to get a queue for, whereas it's instant for killer at night and takes forever as a survivor at night as well.
Same here on SA.
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My guess is that Netflix wanted everything related to the ST DLC removed, so renaming and redrawing the icons was a way to circumvent the problem without outright deleting the perks.
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@The_BiggCheeze said:
https://forum.deadbydaylight.com/en/discussion/comment/2622801#Comment_2622801
Camping from the start will net you at least 2 kills without anyone being altruistic (3 if he he gets a lucky down a a gate) That's still a win for him and a loss for survivors.
That's the point. They don't care about getting kills, they just want the endgame salt.
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Posts like this are why these guys are never going to stop. Just stop feeding him altruism, wait the 2 min like a champ, say nothing at the endgame chat (or just gg) and move on. These guys live on salt, so don't feed them.
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@[Deleted User] said:
Pinhead's issue is a fairly high skill cap for not a whole lot of reward relative to similar options
Basically this. He has the same problem of post-nerf Billy of being high skill/low reward. He's only kind of decent when you make builds focusing on the box but these are boring as hell, while also being a pain to go against.
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Hope a balance to the mechanic itself comes before a new Boon.
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2k is a draw. Was before MMR and still is. 0-1k is still a loss and 3-4k is still a win.
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Tomorrow we might see something.
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Spirit would be the best killer because Blight would have Adrenaline Vial and Placebo Tablet and Nurse would have her 4 crippling addons.
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Another ranged killer
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On a solo team I think it's fine, but on a SWF they should limit survivors to only 2 of the same perk. Playing on a SWF is already a huge advantage, and then some of them still feel the need to equip 4 Dead Hards, 4 Iron Wills, 4 DS and 4 BT.
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Ha, jokes on you, I use 75%.
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Exploit. You can only do it with a mouse. He used to have 180 degrees flicks on PTB and it was nerfed for a reason.
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Survivor gameplay is boring, you basically only have one game mode. Meanwhile killer has like 25, so it's hard to get bored of it.
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I don't like playing him to be honest. He's very high skill/low reward. For the difficulty to use his chains I'd rather play Nurse or Blight.
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Same here, 70-80% escape rate since SBMM playing on a 2 man SWF. If my teammates don't give up (it happens a lot for some reason) only killers we seem to struggle against are Nurse, Blight and Spirit.
Good to see my dear Sally is still holding up though.
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No way. I moved from PS4 to PC to get higher FPS. If you think it's a disadvantage to play with people using higher frames (it really isn't, the impact of FPS on DBD is not that big), turn off crossplay.
Also people on PC will just uncap the FPS anyway, you would just be screwing people on PS5 and Series.
EDIT: although I think they should add console-only crossplay. With the amount of problems on last gen consoles and how playing killer on a controller SUCKS due to the lack of settings, I think it would be fair to at least let people on Switch, PS and Xbox play together. PC queues were better before crossplay anyway.
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I like Trickster. He's the closest we'll ever have of a killer with a machine gun. Unlike people say, I think he's a good design, he's a ranged killer for people who are bad at aiming and don't want to play Huntress or Slinger. The aesthetic thing is dumb, one could say a clown and a bunch of edgy teenagers also don't fit the game. Imo Nemesis doesn't fit DBD, he's too ruthless to be hooking people around, but that's only my opinion.
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I hate Haddonfield more, but Badham just because it has 5 variants, so it is more common.
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It's pointless on both sides. If you take those offerings that give you 25% extra points it's more valuable than the seeds.
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I think the effects of the perks are okay. Maybe make CoH not stack with medkits and it's fine. But the Boon mechanic itself is extremely unbalanced.
They should have a smaller radius, it's supposed to be a "safe haven" mechanic like the devs said, but two boons can cover half of basically any map. They should really consider something like 16m for them.
You shouldn't be able to rebless the same totem. Make the totem that the killer snuffs out turn black so it signals it can't be used for Boons, but it can still be cleansed for Inner Strength or points.
Now it would be the time to implement the change I've been asking since 2019: make totems never spawn in direct line of sight from generators. You shouldn't be able to heal your teammate in 8 seconds and then immediately slap a gen in 40 with Prove Thyself, just saying this feels dumb as hell.
Finally, PLEASE buff the Hexes mechanic as well. It feels extremely unfair to see how many advantages survivors have with their Boons while killers are stuck with most of the time seeing their perks being disabled for the rest of the match. Just yesterday I was trying to do a build on Huntress with Blood Favor and Crowd Control, I played 3 matches with it and on ALL 3 both of my hexes were gone before I got any use out of my perks. Even using Undying it barely extended their lifespam. Hexes should always spawn on totems next to the killer (and never on LOS from gens), and be hidden until the survivor interacts with the totem.
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The 1st penalty is 5 minutes, the 2nd is 15, 3rd is 1 hour and so on. Also every 24h the penalty resets to the previous one, so if you got 12h you must have DCed a lot. If not, report a bug.
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@LeeONE said:
https://forum.deadbydaylight.com/en/discussion/comment/2619715#Comment_2619715
Awesome skill that takes 20 games to get used to, try to press it around 95%, if your ping high enough you just cant do it
Game mechanics shouldn't be made for high ping players.
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@LeeONE said:
https://forum.deadbydaylight.com/en/discussion/comment/2619686#Comment_2619686
Nope, its not skill, it's absolutley unecessary clunky thing that you can't master because it's server sided, not to mention bubba isn't even ment to be hard, he have some skill based things like knowing how much distance you will make with certain add ons, but that is
Of course it is skill. Using a new charge while you're still at 50% of your dash is way different than using one while you're at 90%. With your change now suddenly everyone can use the max distance of all dashes.
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A DC still ruins the match for the other 4 players, it doesn't matter if you played 50 or 5 matches prior. You deserve the penalty, especially if you're DCing because of game mechanics.
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That's why SWF should be limited to using only two of the same perks. I've played against a squad with these same builds and I had to DC because they were borderline taking the game hostage at that point. They never touched gens and obviously it was impossible to hook anyone with Breakout + Flip Flop, slugging was also useless because of No Mither + Unbreakable. Sure at some point they would just die at the ground, but it would take like two hours to do it.
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The Billy and Myers ones are ok but knowing when to use charges as Bubba is one of the few things that give skill to him, it should stay as it is.
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There should be an option to cancel a match if someone DCs on the first two minutes. This would refund everyone their items, addons and offerings.
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"beeing injured does (almost) nothing for the killer besides beeing that 1 hit away" and is that not enough for you?
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Nah, it's the best designed exhaustion perk in the game. It actually rewards a good play instead of just being "unga bunga press button for distance". Now that hits through pallets are rarely a thing anymore, it's 100% worth running.
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The fact we need to fulfill a report with video evidence to get someone banned is a joke. That's something you would see in a very indie game, which DBD isn't since Halloween chapter. You're spending 10-15 minutes of your time reporting just for them to buy a new account for 2 bucks the next day.
Is the game that buggy that you can't implement an autoban feature for someone who uses hatchets as Ghostface? Or who speed hacks at Blight speed while slugged? Counter Strike had that back in 2002, almost 20 years ago! Meanwhile we're stuck with a system that "might impede you from entering the game", as I saw a mod commenting.
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@BrokenSouI said:
That's good for you, truly. But reality is. It's your job to stop the gens from popping. It is NOT healthy for the game to be "well survivors are going to escape" At that point you're just their play thing/punching bag
Why even have "death hook" hook states at that point. Instead of it being "you can't kill survivors"
Maybe if more people start playing like that the devs will be forced at some point to do something. Right now against even average survivors on a lot of maps you have to play in an unfun way to squeeze out some kills. The problem is that the devs care more about their sTaTiStIcS and 50% kill rate than how balanced and fun the game is, so playing like that is like shooting yourself at the foot because the devs don't care about your fun as long as you keep having those 2-4ks.
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@Junylar said:
https://forum.deadbydaylight.com/en/discussion/comment/2617886#Comment_2617886
What region do you play in? At night I usually play killer, because it's instant killer lobby during night. I play survivor during daytime: from early morning to ~22:00, when the instant survivor lobby switches to instant killer lobby. Didn't notice a difference in quality of my games depending on the period of the day, but I'll try to keep and eye on this.
I play on South America server. If I play during the early morning (which I rarely can due to college) I very often get comp players on my team, it's insane.
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They should nerf the main building and buff the rest of the map. That area with the gallows gen is the most stupid unsafe zone I've ever seen, and what's worse is that you usually have 3 or even 4 gens spawning there.
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Remove zombies and give him a running ability. Make him run for 10 seconds at something like Wraith speed on a straight line with a 45 seconds cooldown. It destroys any pallets and walls he runs through (like Lopro Chains Billy) and instadowns any survivor.
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What's worse is that they removed two pallets from it on an update last year (it used to have FOUR god pallets), but then the map rework happened and for some reason they added them back again.
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Nah, it's a dead perk. It was a good choice for a hit and run tactic, but this playstyle is dead with CoH.
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As a Kate main I don't understand people who prefer her old version. Her new version looks way more realistic. The old one looks like a wannabe anime character with those eyes popping out and the open mouth. The rework made her way better imo, although she was always beautiful.
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@Science_Guy said:
https://forum.deadbydaylight.com/en/discussion/comment/2617886#Comment_2617886
This is also my experience. I'm away from my computer where I keep my stats atm so no exact numbers here, but most of my night games have this 40-50% escape rate too, while the games earlier in the day are more like 70%. The funny thing is that the killers usually aren't much different at night, it's mostly the teammates who are so much worse.
For me the killers I get during the day are better than the ones that play at night, but the quality of teammates is so much higher that results are way better.
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The only slowdown perks that from my head stack are Thanatophobia+Gift of Pain and Ruin+Surge. Most slowdowns in fact don't synergize. You can't use Pop while Ruin is active, can't use Pop if a gen was hit by Surge, etc.
Also exhaustion perks are way different category of perks. They are chase perks, they don't do anything to gens. A way better comparison would be with things like BNP, Prove Thyself, Built to Last, Toolboxes in general, etc which CAN be stacked.
Finally, exhaustion perks can be stacked. You usually go against 4 of them in a match. Remember that survivors are a team, so you have 16 perks against 4 of the killer. 4 of those can easily be exhaustion perks.
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@R2k said:
https://forum.deadbydaylight.com/en/discussion/comment/2617937#Comment_2617937
I don't know about way longer. From my experience it is very easy to find one. Just go opposite direction and based on killer TR u know where he checked for hatch
Like my last game it took me like 20-30sec to find it on Azarov. I even drop a pallet and started vaulting to get killer attention to show him hatch. Sad he killed me for this 🤦♂️
Azarov's is a very open map though. What about Mother's Dwelling, Lery's, RCPD, Haddonfield, Badham? These maps have infinite hatch spawns.
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@R2k said:
https://forum.deadbydaylight.com/en/discussion/comment/2617927#Comment_2617927
It's not better. Currently it's very rare u find someone this sneaky cause players usually search for hatch. So it takes u less than 1 min to decide who is going to win.
In your example survivors most likely waste your 2 min while going for cup of tea or something else while u search them.
I don't think it's healthy change.
You're talking about a very specific situation (closing the hatch while knowing where the last survivor is). Even if you find the hatch, most of the time you still haven't found the last survivor, at least from my experience. You're being way too generous on this less than 1 minute timing, unless it's a really small map it usually takes way longer than that to find it, especially now that nobody knows where it will spawn.
With the change I propose it would just waste 2 minutes at max no matter the match, instead of the potential 5+ we have now.
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@R2k said:
https://forum.deadbydaylight.com/en/discussion/comment/2617914#Comment_2617914
Currently u can set up yourself. U can try to find items, look for gates, hide or go for hatch with killer.
Without it, Killer doesn't get distracted and immediately secures gates. Unless I want to end game fast there's no point in coming out so I would waste your time even more.
A lot of maps have insanely good gate spawns (indoor maps, swamp, red forest) and unless the killer has Whispers or No Way Out it's an easy escape. They could even make a change so gates never spawn in direct line of sight to each other.
Even if you hide the entire EGC duration, that's only 2 minutes, way better than the time we waste now.
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@R2k said:
https://forum.deadbydaylight.com/en/discussion/comment/2617905#Comment_2617905
And if I'm unlucky i can keep afk cause result is same.
It doesn't change much from what we have now. The killer has way more advantages in finding the hatch than you (moves faster, can still down you before you find it), it would just take way less time, and everybody could move on faster to the next game.
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@R2k said:
https://forum.deadbydaylight.com/en/discussion/comment/2617900#Comment_2617900
U remove one of them and survivors won't play against u.
Let's make an example. Random map. U killed survivor on 4 gen, killed another one on 3 gen. Two remaining survivors know they can't escape and can't repair 3 gens. Now u remove hatch as a mechanic. Why should I play the game after u 2K my teammates?
I kill your other teammate and the gates are instantly powered. Depending on their spawns you can still easily get a clutch escape.