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LazyPayday

LazyPayday

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  • @Dabihwow said:

    https://forum.deadbydaylight.com/en/discussion/comment/2209214#Comment_2209214

    Yeah I've realized that and tbh, it shouldn't be used when trying to argument why you want this killer or that survivor. There actions and terror they bring should be used for why they should come in. I want to see someone show that without saying the word iconic

    Yeah it's the main counterargument I receive whenever I say Jack Baker should be the killer. I bring up points like how the other characters are too large for the game or their backstories aren't interesting (the tyrants are just bad guys made by bad guys to do bad things with no motives of their own), while Jack is the perfect opportunity for the devs to fully embrace a speaking killer (as what he was saying truly added to his intimidation), and he's large while not too large for the game. His mold leads to a lot of freedom for the devs to choose his power (this can be argued for the Tyrants too, but I disagree as most of the time they're just punch guys). Half the time they respond with Nemesis or Mr. X being iconic.

    Sometimes I receive good counters like how Nemesis is only unreasonably tall in the remakes, most of the time it's just iconic over and over. Then there's the horny fellows who want Lady D or the witches to be the killer despite the game being unreleased for the majority of the creation of the killer.

  • @Huge_Bush said:

    I have low expectations, but with the backlash that they received for the Halloween non-event, they announced that from then on, they will only be doing two events, Halloween and the Anniversary. This way, they can focus more resources on them and make them more enjoyable. If this event is a bust, it will be really sad, especially since they're getting Resident Evil.

    All the more reason to give us full exclusive cosmetic sets, instead of a crown that fits for every character or a set that's only available by logging in for certain times.

  • @EvanRaven said:

    https://forum.deadbydaylight.com/en/discussion/comment/2098898#Comment_2098898

    if you read the manga and actually watched the full series, you would know that the plot of the show is not focused on romance.

    I went and caught up to the manga as well, the story never goes towards horror. The romance is no longer the main focus as it's leaning towards its fantasy side more. I never claimed it was only romance either, with it being a fantasy/romance with some dark tones at times. Elias wouldn't fit as a killer since he isn't really evil and Chise is the only character who'd fit as a survivor and there's no way Elias would be harming her in a right state of mind.

  • @IlliterateGenocide said:

    https://forum.deadbydaylight.com/en/discussion/comment/2099814#Comment_2099814

    the problem i have with the translation team is that they straight up are just actual racist, seems to be only for this manga tho there other translations are quite good. mabye they got bored

    Either way it's a shame they're the only ones who have translated it.

  • @UnluckyDucky said:

    https://forum.deadbydaylight.com/en/discussion/comment/2208668#Comment_2208668

    right now my biggest issue is keeping pressure on the survivors it seems. my frenzy seems to have more draw backs than it does perks, wheras some killer abilities let them instant-down a character, for me it makes it literally impossible for me to down someone. so my ability lets me chase--without the help of scratch marks--and if i manage to dodge all pallets i get 1 hit on a survivor, but then i get 4 seconds of blindness and nerfed movement, then i gotta chase them down again anyway. legion may be beyond my skill set :( i was getting a lot fo really good tips but idk if im good enough to enact them

    To answer your questions, first off about the pallet. You have some options, if you don't want to get stunned, bait it. Walk towards the pallet and then step back just as you get close, bad survivors will throw it down anyways (since you're playing legion, if it's a healthy survivor you can use your power to slide over the downed pallet and get the injure). Another one is pretend to walk around the pallet, take a view steps while looking around the pallet, then quickly come back while swinging in the hopes of hitting the survivor before they can throw down the pallet they're camping.

    As for Legion, based on what you're saying, you're playing him wrong. Legion's power isn't about downing survivors, it's about applying pressure. With some exceptions, you don't want to hit the same survivor twice while within your frenzy, as it will often times just lead you stunning yourself with no gain. When you see a healthy survivor, go into frenzy and hit them, if other survivors are within your terror radius, you'll hear it and start seeing this spider-wed like symbol. That means a survivors over there and you'll want to hit them, everytime you hit a new survivor your frenzy bar resets, allowing you the time to hit more survivors. Ideally, you do this until all four healthy survivors are injured in one frenzy, after which you end your power and then start chasing (though this will rarely happen as survivors want to spread out to counter it). Legion is very hit and run in his gameplay, forcing survivors to heal themselves instead of doing gens.

  • So how about no? Like just because she's the best killer in the game doesn't mean she should be nerfed? It's really annoying to think about how people have spent an absurd amount of time mastering her so that they could reap the reward of her true potential only for people like you to say she needs to be nerfed. Also your balancing is just plain bad, adding a buff with every nerf does not make a balance killer. Lightburn is so unnoticeable on nurse that I didn't even know it existed until recently, and you're saying it's a fair trade to make it impossible to get stunned with lightborn at the cost that the charge speed of blinks on nurse is reduced? That one more blink makes it fair to completely take away her ability to go through walls?

    Nurse already has an add-on that basically does what you're saying, and it's considered to be an add-on that makes her worse, not better. She would feel horrendous to play if this was basekit and she would no longer give the reward for the struggle it takes to get good with her. You know what would happen if this was how she started being played? NO one would ever go for blinks unless it was outside of chase and she's doing for distance, and while in chase it'd only be for survivors stuck in animation (unless you're saying "walls" includes pallets and windows in which case she'd be even worse). You're taking a cool power that rewards players for struggling to learn them and effectively making them a worse blight with the one pro being that they can go up or down quickly.

  • @TheDisease14 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2208484#Comment_2208484

    Awesome... See thats the type of stories behind his outfit id like to hear from others. I never would have the capacity to imagined that lore. Good one. It gave me like a semi-god type of vibe with the entity imprisoning him for a long time.

    Well you're free to use it or change it to match your thoughts. Time doesn't really exist in the entity's realm so it's possible for him to get imprisoned for thousands of years without technically aging. Another thought I had was making the tattoos on his forearm chains to remind him of his imprisonment.

  • @TheDisease14 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2208383#Comment_2208383

    Thanks for the comment. And not its okay to judge a bit this is what its all about i need to be fed some ideas and when it comes to making a cosmetic design i tend to just imagine what something can look like rather than to come up with a story behind it or it fitting the character. You proved a good point toward the tattoo I never even knew abt and never knew the trickster was korean as you can see i barley saw the new killer which was the trickster. And instantly mained him never looked close enough to his lore.

    Story wise with what I came up with behind the outfit, which was very quick and could be filled with holes. The entity tortures defiant killers, the reason Trickster doesn't look beat up is because he willingly serves the entity. The backstory behind the outfit could be that in response to the Trickster getting cocky and refusing to sacrifice survivors, instead going back to his flashy torture methods, the entity chained him for BLANK period of time.

    Burning the tattoo onto his body so that he may never pretend to be innocent again, clawing at him (there's your wounds) so that he knows who's in charge, and stripping him of his flashy coat and bat to replaced with no shirt so that he may not hide his wounds and a plain do (korean sword resembling katana) so he remembers that he's only there to serve, not show off. The longer hair can show how time has passed since he was chained and it would explain the new tattoos and sword, seems cheesy though.

  • @Judgement said:

    https://forum.deadbydaylight.com/en/discussion/251587/shadowborn-rework

    I might have been in that thread you mentioned, in which I suggested Shadowborn could give a Ghost Face style visual indicator when a Survivor is looking at the Killer directly, of course with a reasonable cooldown. I still stand by that idea of mine - it wouldn’t be meta, it wouldn’t be overpowered, as it only gives the detection screen pulse symbol and not the Survivor’s exact location, and has a cooldown. How much cooldown I’m not sure, maybe ten or fifteen seconds. Having ‘general direction’ when looked at isn’t worth a 60-second cooldown period like every other Killer perk that has one.

    It’d be like a ‘reverse Premonition’.

    The problem I'd have with that is that it'd simply become another perk that disappoints you whenever you see it in the bloodweb. What makes ghostface's visual indicator good is that it moves around while you are, giving a better idea of where they're staring at you from. So unless you're saying it keeps going until they look away, I don't think it'd be great. It'd probably just be annoying in chase to have it go off every time the survivors stares at you.

    My biggest problem is that whispers seems like just a better version, sure you may get a bit closer of a position, but that's only when they're looking at you with a cooldown. Whispers tells you whenever a survivors nearby which is useful for a number of scenarios while having no cooldown.

  • @TheDisease14 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2208157#Comment_2208157

    Yeah i see what you are saying dont know if they are strict about the tattoo thing just thought it would be cool something like that not specially my idea. But thanks for the feedback. Someone like you would be worth having as a clothing designer

    Hey man, based on your other comments you're being too hard on yourself. I'm not saying your idea is bad. My concern is that it's heavily leaning towards Japanese culture, which could offend people who assume you think it's all the same. I wanted to come off more as more constructive criticism rather than just saying it's dumb and moving on like an unhelpful bastard. You got a good idea here, and it's well within your right to just tell us to ######### off and do what you want.

    If you truly like your idea, refine it until the next cosmetic contest comes. Based on what's going through my head, it could easily win the cosmetic contest (the only problem is Trickster might not be the most popular character, you got women on your side though that's for sure), when the next one comes at least. Remember that the game is placed in a god-like creature's stomach, it doesn't have to be realistic. So while the tattoos wouldn't fit Trickster back on earth, you could easily explain it away in the entity's realm. It's also the perfect opportunity to fully embrace the beauty of Eastern tattoos, because man can those look amazing.

    You could keep the Oni on the back but look into other parts of his character for the rest of his tattoos, having knives and music surrounding his body. The only reason I mentioned the knife holders is because I'd always assumed he kept the knives under his trench coat and it would look cool without a shirt, but if you disagree you could completely ignore it.

    Long story short, if you like what you have here, ignore us and make it however you please.

  • @Uistreel said:

    https://forum.deadbydaylight.com/en/discussion/comment/2208275#Comment_2208275

    Why would you need to learn nurse again? They're saying if they added a FOV slider and changed Shadowborn from a FOV perk, what would the perk be changed to? You'd just slide FOV up to old Shadowborn level and it'd be the same, save a perk slot.

    Thank you man, it was bothering me to read that my first paragraph was almost completely ignored.

  • @ALostPuppy said:

    Broken, wouldn't be a good change.

    Were you around for old Legion with old deep wounds? Or at least, do you know that you can moonwalk to not initiate a chase? ...yeah. Having chases as the condition to be met for perks and abilities is a really bad idea because of what this game defines as a chase.

    Edit: just realised it was for undetectable only, I didn't realise what you meant with insidious. I think trail of torment could still be a problem though with the whole moonwalking thing, because it can stay up for a long time if they don't touch the gen

    No it was meant for undetectable, insidious was just an error (in fact the perk wouldn't able to be used if it worked only for insidious). Also yes I was, and there's a bit of a difference here, by staying nearby without starting chase the killer would get a free down, that's how it worked with old legion. With this, you'd really be moonwalking the whole chase just for a 5% speed boost? Doesn't seem worth it to me, doubt many people would abuse it that way. It's not like legion was actually chasing survivors during that time, he was remaining close so that they couldn't heal, the same strat just wouldn't work. Even then it'd take quite some time to lose the survivor if you just once accidentally saw them while still keeping chase.

  • @NightmareKiller said:

    https://forum.deadbydaylight.com/en/discussion/251587/shadowborn-rework

    It would be really good paired up with Tinkerer on slow killers too. It sucks when Tinkerer tells you the gen is about to pop but by the time you get there it already was completed.

    Exactly as I'd hoped, complimenting other stealth perks would be exactly what it should do.

  • @TWiXT said:

    I think you meant the Undetectable Status (not insidious) in your original intention. It's a decent Idea honestly, and would give stealth killers a major advantage towards map pressure. Any killer who triggers the Undetectable status via perk or add-on, or any killer that gains it via their base kit would have a great advantage, but... ShadowBorn was originally intended to affect the killers sight, not their ability in the dark. Originally Shadowborn both affected their FoV and the brightness of the environment, the former was buffed heavily and the latter phased out when the devs decided to get rid of the map brightness affecting offerings. As it is, it's decent, but yeah, still leaves something to be desired.

    All I'm saying is that While this is a good idea, It should be reserved for another original perk, and not slapped onto one that already does it's job... even if said job is lackluster. Honestly, if Shadowborn also increased map brightness as it did in the past, it still wouldn't be OP considering how bright maps have become recently.

    This is under the condition that an FOV slider would be added the game, I made sure the context was there for a reason behind the suggestion of the perk change. As for the use, I made it that way since Wraith himself is a killer who's often undetectable and I like the idea of perks complimenting the killer they came from.

  • Not gonna vote because you didn't add it as an option but this is how it works. Once you've played enough, almost none of the killers are scary, the few exceptions are Michael and Ghostface (with sometimes Pig and Spirit) when they hit you and you weren't expecting it. That's it, basically a cheap jumpscare is the only time the game's scary after maybe 10 hours of play at most on survivor.

  • @NightmareKiller said:

    • An escape for just yourself isn't a win.

    I'd say 100% of survivor players disagree. I'm getting tired of them doing ANYTHING they can for the hatch. Winning the game fair and square? Nah, but letting teammates die, or camp the hatch, or use a key, or having your SWF DC so it immediatly opens? Hell yeah.

    "Nooo nooo Spirit can't stand still! it gives her a kill with no skill required!" but everyone seems to be ok with an insta win magic door that spawns on the floor with no skill requirement.

    Not a single killer is okay with it and survivors who can actually respect the other side are aware it's broken too.

  • Cool concept, thinking about some problems though. Just like with Japan, tattoos are seen as something related to criminals and other people who don't fit into society, wouldn't be too great for a celebrity in South Korea to be rocking one of those. The tattoo is also very simple (no offense, could just be a wip) which doesn't really do the tattoos in that area justice, with some covering the entire body or back with arms and some torso. Another thing is Kanabo's seem to have been strictly a Japanese thing, while related to Oni's it doesn't fit.

    Korea also seems to depict demons as more monster-like or if it's humanoid, more old-manish than ogre-like with the Japanese. So few things I'd recommend, scrap the kanabo part and just use the Korean sword (based on what I've looked up, going for a katana look would be fine as the process and minor differences are what separate the two). Look up some pictures of korean demons and go with one of those, look at korean gangster tattoos and use them as a reference. My own personal touch would add some knife holders around his body as an added touch for his power, like these.

    4f40225a3045f51ec112e4430981d718.jpg 71oIm7er8jL._AC_SL1200_.jpg


  • @Eninya said:

    Small nerf and everybody quits playing him (thank god). Still has all of his strengths that put him over a lot of other killers considered A-tier.

    You really don't know what you're talking about.

  • @DoritoHead said:

    Don't worry, old Billy is up there in a better place where he has infinite instasaw addons and doesn't have to worry about overheat.

    May he forever run his lost broken add-ons in heaven. :(

  • 1: I usually run bbq, ruin, whispers, and I'm all ears.

    2: Don't just randomly send survivors to the cage, only do it to prevent ds or if there's something you have to quickly stop (like a gen completed or an exit gate being opened), or you know someone's trying to get a save (pallet or flashlight). If a survivor is stubbornly looping you, place a trail at the loop so you can at least get them tormented. Only really go for punishments of the damned if they're locked in animation (vaulting or pallet throwing), otherwise you can use it to zone the survivor. You can also use it to damage both survivors after a rescue, the timing is tight (like a couple seconds after the rescue notification), you'll know you got it wrong if only 1 or sadly on survivors were damaged. Other than I'm all ears is good for getting hits on survivors not stuck in animations and it's best to save torment for final judgement because it just saves a lot of time and looks badass, plus cages can lead to survivors getting rescued immediately.

  • Sounds like lag switching to me, pretty sure that's one of the common cases of it happening. Straight up hacks also allow down survivors to crawl faster than killers so he could've just crawled away while you were doing the hit animation, but those are the extreme cases.

  • @Brokenbones said:

    https://forum.deadbydaylight.com/en/discussion/comment/2202956#Comment_2202956

    I remember at one point when Billy/Wraith were carrying survivors, they would use trapper's carrying animation instead of their default walk cycles like they do now (How Billy limps and Wraith does his little stomp walk)

    It's weird how killers have different first person animations and feels. It's disorienting at times

    I'm pretty sure it was intentional

    You could tell Billy was limping in his animations before, his hammer was always bobbing up and down even before the change. What's he talking about is in the change Hillbilly now stares at the ground after ending his charge (both successful and missed), and he has this annoying ass roar that he makes whenever he begins the charge. It's harder to describe how the chainsaw sprint looks worst, but it just does.

  • Agree that cleansing shouldn't heal a non-broken survivor and that survivor shouldn't be punished by survivors over-cleansing (like she either needs the bar to be replaced with tokens that allow her to use corrupt purge BLANK number of times or that corrupt last a solid 3-4 minutes before expiring instead of being the same duration as normal).

    Everything else I disagree with, if you keep your purge on a survivor, it'll only take around a bar to break them, and the second hit is almost always guaranteed. Letting survivors only get a bit sick is rewarding for the little skill it takes as they'll eventually be broken no matter what.

  • @ShinobuSK said:

    https://forum.deadbydaylight.com/en/discussion/comment/2185236#Comment_2185236

    Why would survivors get to use FOV slider? They have 360 third person view.

    You seriously think killers could get a pov slider and survivors wouldn't complain?

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2185248#Comment_2185248

    Cute list, but these perks all have limitations. You have to be injured and not exhausted to use Dead Hard; Adrenaline works once and only once, and only after five generators are powered; Slippery Meat and Small Game have both been reworked as you said - so not sure why you're even bringing it up?

    And none of them put a hard stop to a killer. Lightborn does put a hard stop on flashlights.

    Yeah you know why they have limitations? Because they're actually effective at countering a key part of gameplay. A blind to a killer won't do much and you'll rarely get a save with a flashlight against a good killer. Dead hard completely counters a well placed killer power, also the injured part isn't a problem expect for like 5 killers and some of the rest included actively get super punished for playing well (Nurse, Huntress, PH, Blight, Twins, Deathslinger, Demogorgon, Spirit, Hag, Wraith). Like you're literally complaining about a perk that'll only be brought if more than 2 survivors bring in a flashlight.

  • I think I'd like Jack the most, his personality was great so I feel he'd be the best pick if they actually got the voice actor to do some lines for the game.

  • Also the perk isn't problematic, it's a complete waste of a perk slot if not most of your team is using it. Also simply just look at the blind? It get stuck right before the blind goes off so that's a good indicator, how about instead of the game holding your hand and telling you what perks the killer's running you use game knowledge to figure it out yourself.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2185232#Comment_2185232

    Name one survivor perk that 100% hard stops a killer's power.

    Dead hard counters a lot of killer powers (Trapper, Wraith, Hillbilly, Nurse, Hag, etc.), adrenaline counters Freddy, slippery meat and small game used to hard counter Trapper and small game for Hag. I could go on.

  • The one problem I'd have with it is I feel it'd make survivors a lot stronger in comparison to the buff it'd give killers. They're already in third person so they have that advantage of being able to look around corners, having a wider fov could actually allow them to do stupid plays like camp pallets and not get punished because they'd see the survivors from a mile away.

  • @brokedownpalace said:

    The bar is in the same place every time. You're currently having internet problems. Why wouldn't you be specifically looking out for it?

    Playing other games first where the internet is rarely a problem, hop over to dbd to do dailies, forget to switch and have to suffer or leave the match because I forgot about it.

  • @Saltjar34 said:

    I think I remember suggesting it to be basekit due to how weak it is with the catch being that it activates upon uncaging instead caging to promote not tunneling

    Also don't be sad about that typo on the title. First time I read about this add-on, I read it as the Seal of Mettaton and thought it was foreshadowing an Undertale chapter

    I just don't care, it only bothers me because people were too busy talking about the misspelling rather than the content of the discussion.

  • @DetailedDetriment said:

    So many people have hacked for legacy that I don't even feel special for legitimately earning at anymore. Might as well just give it away.

    Maybe make it available to anyone who has earned all base game achievements or trophies.

    That'd be an awfully convenient answer for me who's been sitting with a plat for this game for quite some time now.

  • @Hektic3000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2170306#Comment_2170306

    Why would you not be using your cages often, its your power so there's no reason not to. You should be actively trying to get survivors tormented, which they cant remove unless they interact with cages. Pyramid head is already a strong killer because of his power so his addons don't really need to be any stronger.

    Because hook perks are a thing, cages often spawn right next to other survivors, and it's only really useful for countering survivor hook perks or you know there's other survivors nearby waiting to get the save. It's not easy to get survivors afflicted with torment as the only real good method and making a trail around a loop, so it's usually just better to wait until final judgement and quickly kill a survivor. You also pointed it out, if luck is bad, you lose two survivors afflicted with torment every time you cage someone.

    The reason PH is strong is because of punishment of the damned, not because of his cages.

  • @Hektic3000 said:

    https://forum.deadbydaylight.com/en/discussion/248173/two-ways-to-fix-seal-of-megatron

    Im sorry but what's wrong with what it does now? Its like BBQ that works for his cages so what's the problem with that?

    The problem lies with that it only shows the auras of other survivors inflicted with torment. This makes it virtually useless as if you're going against good survivors, at most you'll only have two people afflicted with torment at one time. Basically meaning that you only get one aura shown maybe twice a match. There's no good way to inflict torment making it horrendously bad.

  • Definitely C tier base kit but low B tier when running add-ons. He's still easily spotted if he's coming for you and you have line of sight which prevents him from getting a free hit plus he's still taken advantage of while he's cloaked (can't tell you the amount of times gens got completed just bust it took too long to uncloak to hit anyone). With the buff you no longer have to rely on windstorm add-ons and his lunge getting that buff was so nice and makes him great on small loops.

  • I think she shares the problem of the Trickster in that if they're making people horny, they have failed as something meant to be intimidating. Plus the game hasn't even come out yet, I don't think they should base the killer off of an unreleased game. Like others have mentioned as well, the tallest of killers are sitting at 7', and she's 10'. There'd definitely be some problems with her size.

  • I always had this idea for a Tommy Jarvis perk that allowed survivors to directly attack the killer.

    Rebellion: Your hatred for then entity caused you to directly rebel against its rules. When sprinting in one direction for X seconds, using the active ability button will cause you to jump forward and attack the killer, stunning them for 3 seconds if successful. Causes exhaustion for 60/50/40 seconds. Getting interrupted (either by taking damage or a killer landing a non-damaging power on you) while in the leaping animation will cause exhaustion anyways but cancel the attack.

    This animation would be clunky as you're effectively jumping in the air with your fist swinging down, making it obvious what will happen. The attack is slow with a very small hitbox (much smaller than Head on) but can be used anywhere, and yes it will force a killer to drop a survivor. There's many problems with this perk, it can be stopped by anything during the animation, is easily dodge able, and if you miss you'll stumble and have to correct yourself, effectively making it impossible to not get hit if you miss.

  • @Dabihwow said:

    I agree Jack would be the ideal, something for both fans of the old games and newm however people have gotten crazy over statements like yours ( No offense,I absolutely whole heartedly agree.) Its just people really, really want Nemesis without giving it a second thought

    I very much get that, I understand that the characters are nostalgic and iconic and I having nothing against people who want them in the game. My problem being is that the characters themselves seemed to be designed as walls that chase you, There's not much you can do with character like that. From what I've seen gameplay wise the characters are too large to be added into the game, have no personality of their own (which I can see being used for Terminator but also that movie expressed just why that's terrifying and I don't know if RE took the same approach), and overall don't seem to have anything that could be used ability wise (They both just punch right, and one of them has a rocket launcher).

    I was just looking for someone to explain why they'd be superior.

  • @Mandy said:

    Whilst I appreciate the feedback, I have to say...I'm sad we're at the stage where we judge the strength of something by whether or not there's a 4k involved. 4k is supposed to be rare and 2/3k's the normal.

    The problems lies with the fact that you guys base off your data like that in the first place. It wouldn't have taken a genius to consider maybe the add-ons where the problem and not the base-kit and not nerfed him so severely like they did. It's always going to be flawed data as it doesn't take into account the skill of the player using it, the add-ons or map involved, the skill of the survivors, etc. Once again, if you base your data on that 100% of the time, when should we be expecting the Nurse buff?

  • I don't have Freddy nor am I gonna get him. I may have Demo to P3 but I rarely play him (Same case as PH where I'm not a huge fan of their power but like how their bloody cosmetics looked). Plus his shred is really fun to use, I just have a problem with how clunky his portals are, however it could just do with me knowing how to play him but not having in-depth knowledge on how to use them to their max potential.

  • @Callisto_ said:

    killer lunge is faster than exhaustion perks, the problem is that the game auto aims you and forces you to whiff.

    Yeah that's what I was thinking too once someone said so. I already mentioned aim dressing forcing to whiff, the problem being is it always felt like they were slightly faster than the killer so I assumed that it was actually the case.

  • @CluelessWanderer said:

    Isn't that just chance though? I can't count how many times I've lunged through a window, have landed on the other side with Lithe, and starting to run and the Killer somehow hits me from the other side of the wall lol. If it's Huntress, her axe can hit me around a corner, through a wall, board a subway, knock on my door and down me.

    That's just bad latency, there was a desync recently that made it extra worse as killers were seeing completely different things from survivors, causing them to swing at what looked like nothing to survivors but ended up getting hit anyways. Other than that it's all about latency, if killer or survivor has bad ping, it tends to happen. What I'm talking about is the game actively cancels an attack when survivors activate one of the exhaustion perks.

  • @NancyWheeler_146 said:

    Its only 3 seconds? Plus it has a 30 second cool down when not running. If there running at you with it, don’t hit them? Again, more crybaby killer mains are joining forums.

    You've gotten banned multiple times it seems as you made this account today and got banned the very same day. I've been on the forums for quite some time now, and not once did I complain about the duration of the speedboost or the cooldown. Only that they can effectively be used as dead hard when timed right and I don't believe that's fair.

    I wasn't whining or saying the perks where op, I didn't insult anyone, only provided my opinion and showed the reasons behind said opinion. Also I said the complete opposite of what you're saying, in that you should only swing at them when they're running towards you as if they aren't running right towards your face, aim dressing seems to automatically cancel your attack before it hits.

  • @Zixology said:

    https://forum.deadbydaylight.com/en/discussion/comment/2162132#Comment_2162132

    If you're telling me that slowing people down at no expense of yourself DOESN'T give you hits, then you're not just a bad Clown. You just suck at killer.

    No expense? Well wraith had no expense for going invisible, trapper doesn't get stunned or have his location revealed for setting traps, hell huntress doesn't lose much for throwing a hatchet. Except they all do and you're biased. A clown has to throw their bottle into an area where the survivor will be going or else they have one less bottle before having to reload, something that takes a long time and severely reduces the speed of the clown while doing so.

    Also no it DOESN'T give you hits, if you throw a bottle at a survivor far away it won't do much, if you're chasing them specifically they can easily dodge the bottle, or if they do get hit you're just gonna get closer. Now in actual chase being close up you're complaining that a killer is using their power? The entire point is to slow you down but he'll only get hits if you actively mess up. Maybe try throwing the pallet a bit early against clown instead of complaining on the forums.

  • @GeneralV said:

    I think they shouldn't remain exclusive, considering that Howling Grounds and Scorching Summer BBQ cosmetics, which required the player to work for them, aren't exclusive anymore.

    And it was stupid when that happened too. I don't think they should ever do that again without good reason (like for the previous code cosmetics that were getting people scammed). I was super pissed when it happened and I'd rather they not repeat the same mistake.

  • @Chilli_man2400 said:

    he Said can someone tell him why they nerfed Billy. I know the reason why, this is not a joke it has nothing to do with devs being bad at the game or stats it was that Billy had everything for free with no downside. Example

    Oni needs to collect his power to have map pressure and insta down- Billy has it from the beginning and is faster.

    Myers needs to stalk people to get his instadown- Billy has it from the beginning along with getting across the map with mobility which Myers doesn’t have.

    Basically the point I’m trying to make is that Billy had all of this from the beginning he didn’t need to build up his power and he had no cooldowns he could just spam his power forever so he was nerfed so other killers can be played so people won’t say why play him when I can play Billy.

    Okay but I think you're missing something here.

    Oni has much more maneuverable dash which further goes into directional lunge that's an instadown, as well as having a separate option to use his instadown much quicker that's easier to land than Billy's chainsaw (no movement loss while charging, charging is less, much more maneuverability during the short period when the lunge begins).

    Myers cannot be looped via vaults while in his tier 3 and plays similar to a stealth killer in tier 1 and 2. Point still stands that his instadown is much better than hillbilly while it's active just like oni except now it's even better, with it instadowning as an extended lunge that's very easy to land (so no charge up this time). With little punishment for missing as well.

    You see the problem here, you're trying to say he was two killers but better, except he wasn't. Both of the killers you mentioned have much less counterplay than Billy does when their powers are active, their powers are effectively many times superior to Hillbilly. To make up for it, they had to charge up their powers and remain in a weaker state than Billy while they don't have it. You're just wrong when you say he needed to be nerfed because he was just like two killers but better.

  • @TamboRhyyn said:

    But... she's already in the shop? They added her last Halloween, I think.

    Ah my bad, only returned shortly before Trickster returned and assumed Wraith was the first skin to be released since I heard nothing about it. Then they started releasing the re-skins so I started thinking about posting this.

  • Does*

    I know we all make mistakes in our spelling sometimes but we're talking about Carl's life here, please don't incorrectly say he died.

    1. I main Billy
    2. I've been following the game since beta (I say following since I didn't have a pc until after the console release, which is where I play) and when the game came out and Wraith and Billy were revealed I decided Billy would be my main among the three. I have a tendency to choose something and stick with it for a stupid reason, so no killer replaced Billy as my main man even as more options became available leading up to the console release.
    3. Yes, undeserved too. Billy had some pretty good add-ons but he never had more than two very-rares and one of them was pretty bad while the other was fun. Obviously some were broken together but I rarely ever used them, saved them for when I thought I was going against a sweaty swf with four flashlights and looked like they wanted to bully me. I got so happy when I heard they'd be going through his add-ons again. It pisses me off that they touched his base-kit when some of his add-on combos where the problem, it pisses me more off that they learned their lesson with huntress but didn't revert the changes.
    4. I've never dropped Billy, sure I've spread out to other killers and I don't play him nearly as often because of how he feels less fun to play now but I'll go always go back to him if I ever want to seriously try in a match.
    5. There was never really a way to adapt to his changes, unless you had to rely on broken add-on combos to play him in which case you actually had to learn. His changes simply made a constant ceiling looming over me that reminded me that it didn't use to be there and I had to constantly micro-manage it, it wasn't due to a lack of skill or misuse of his power, that damn overheat simply existed to piss me off.
    6. In most games I have a "Main main" and then "Mains," dbd is no different, Hillbilly remains at the top but I play Demo, PH, Doctor, Wraith, and I'm decent with the others that I own but I wouldn't call them mains, I'm also beginning to learn Oni.
  • @Jane_Is_Mega_Thicc said:

    https://forum.deadbydaylight.com/en/discussion/comment/2143579#Comment_2143579

    Everything but the third one, the rest would be a nice change for her.

    No, everything. If a survivor doesn't notice the glow from the trap then that's their fault for going near. If you wish to make the traps easily visible, then there should be no other counter to them. You can simply choose to walk around them or purposely activate them while either the hag is in chase or simply because you don't care.

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