LazyPayday
LazyPayday
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2097348#Comment_2097348
I think it's been like a year.
Why would it only be those two?
Goes to show how long it's been since i was playing survivor. That's because they were one time use items, they disappear from your add-ons the second you used them from what I remember. That's just plain stupid.
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@Pulsar said:
...I'm pretty sure Survivors don't keep their add-ons tho?
Wait survivors lose their add-ons now completely? I thought that only applied to the syringe and brand new part? Since when did they change that?
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@onemind said:
Wait new idea you said he can easily throw 4 knives no problem in his mori
So what if we combined our ideas I reduce the numbers of mine and introduced your idea of spread he gets x amount of knives and he can tap the active ability button to swap between theese modes one for shorter burst damage at close range and the other mid range it probably would be complex but it's an idea.
I was about to say you don't need to find a middle ground because I'm not judging you for simply having a different idea than mine but simply thinking critically but I actually like the idea of that. Having extreme versatility during main event would be nice.
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@onemind said:
https://forum.deadbydaylight.com/en/discussion/comment/2097319#Comment_2097319
Yeah it is just better knives but still this power cuts the amount of knives to down someone in half ontop of giveing an option to snowball if they stay close and you do excellent
I do like your idea but I feel like it would depend too much on luck past like 10m
The idea was that it'd be a switch since the buffs will likely his range attacks actually be ranged so that when you activate final event it'd be better to be close range, you could also hit multiple survivors at the same time which is situational. When I thought about it in more detail, I thought it be much quicker, there'd be an audio queue for both trickster and the survivors that he activated it and then he switched immediately, no animation of flipping the knife and then he'd recover out of it much quicker too.
Another thing you'd need to consider is that one of his red add-ons is already similar in nature as it severely reduces the amount of knives needed to be hit so long as you don't miss. I think it's 4 or 3. So there'd be no point in using main event with it, of course that also applies to mine too.
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@Brub said:
https://forum.deadbydaylight.com/en/discussion/241602/re-balancing-almost-every-survivor-perk
alert is literally the exact same. You would see what kick animation it was to determine what they kicked. and how would this even be useful anyway.
Well it'd tell you if they're just preparing if it's a wall, in a chase if it's pallet, or pressuring gens if well it's a generator. Pallet and Generator have the same kick animation so you won't know which one they kicked unless you're nearby and can see for yourself, also the knowledge of which walls have been broken can assist you in your chases later. It's only a small buff but it'd a nice QoL change.
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@onemind said:
Not a bad idea
Personally I'm not a fan of the luck required at range tho
My idea is he gets 8 knives each knife dose 250%bonus laceration and the final 300%
If he misses 3 knives main event ends
Upon landing all 8 you get an option called encore actvateing this gives you 8 more knives
When the surivor goes down to main event they scream like infectious.
Actvateing encore gives you a 10% speed buff for 5s
Your ideas?
Oh yeah, I remember your post. Personally I'm not a fan of the whole idea "it's just better version of his normal knives" like I had no interest in Trutalent's idea of making it one knife that deals a damage state all on its own. I do like the idea of restocking and being given another chance to continue it, adds a bit of a skill ceiling to the otherwise basic but cool (at least imo) current version of just throwing them endlessly. Feel like it'd destroy any chance of saving a survivor Trickster is camping though, as he could just keep getting it back if he simply waited for them to rush the hook, they'd have to bait him activating it before running away.
I just saw how he's constantly holding up multiple knives and how his backstory says that he did tricks and that's how I came up with my version, didn't really consider the details too much as I just thought it'd be cooler than what we have, too bad it didn't catch on.
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@thefallenloser said:
https://forum.deadbydaylight.com/en/discussion/comment/2097238#Comment_2097238
Don't really care too much how many views it gets. Was just bored and wanted to engage in some conversation with peeps who wanna see some perk redesign so that the meta could be really shaken up.
You won't get that either likely, I know because I've made some myself and they never catch on. Personally I'm a killer main so I can't bring much to the conversation but I just wanted to let you know that these don't get popular since I've experienced it myself.
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@GodDamn_Angela said:
The number of times I just die on Hook due to the game not registering my inputs/my finger slipping/me being too delayed in my clicks/for no reason at all is getting old. I'm on Console so I can't set it to Rolling the middle mouse button or anything.
I feel like it makes PH worst though as they're just giving normal hooks his power. Plus newer survivors will struggle with skill checks that literally kill them if they miss.
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I know this is rough to tell you, but this isn't gonna catch on. You'll get maybe a 100 views if you're lucky, not a lot of people like to read this type of stuff, which is a real shame.
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@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/2097184#Comment_2097184
Nope, Billy wouldn't stand a chance. Nurse, depending on the survivors.
Vacuum pallets, any angle fast window vaults. Double pallet jungle gyms. Old jungle gyms. Actual infinites.
Nurse only has a chance if the survivors don't hold M1. Remember, no gen regression.
Nah man, billy was stronger back then, he had so many techs to fly through the skies and get places he shouldn't be. Nurse had more blinks back then but they were much shorter distance, they'd be easier to counter. Plus old billy had speed and insta saw builds so he could work around those loops.
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The survivor-sided changes are a lot stronger than the killers so I don't agree. A lot of the killer-sided changes are situational, reward the killer for making mistakes (getting blinded repeatedly), punish bad survivors, or punish toxic survivors. Not to mention all killer-sided are counter-able, you can still loop and pallet and camping it is just worst, you're bad for looping a killer around a hooked survivor and half the time they'll be injured already, any survivor that isn't brand new simply won't miss skill checks not to mention they'll also likely be using the endurance to avoid healing so the exposed is useless, survivors can simply wait outside the doors and just be extra wary if it's a stealth killer.
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@Blue_Archer33 said:
https://forum.deadbydaylight.com/en/discussion/241589/how-i-would-change-main-event
I think that this post needs attention. I think that this is a great suggestion for a substitution
Probably too many discussions of a similar nature and people are tired of it, thank you though.
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OP You're new right? You said Trickster was OP after all, trust me man, you just need to get better at the game and it play more, you'll understand how absurd what you're saying is by then. Also Huntress's hatchets have huge hitboxes, this works in your benefit and detriment, as it makes it hit objects it shouldn't of but also do the same to you.
Play the game a bit more, try killer's side of things, and take a look at your opinion again. That or you're just baiting in which case makes me sad.
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@Phasmamain said:
Interesting idea and could work pretty well. Probably the best main event suggestion I’ve seen
@Shenshen said:
Damn sounds actually awesome. Didn't know people could come up with good stuff. Nice one OP!
@Zozzy said:
Better then what we have now. current main event makes him weaker!
Surprised at the agreement. Usually my discussions are controversial for some reason. Thanks.
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@Mr_K said:
Take a good survivors from today and place them in a version 5 years ago. The killer wouldn't stand a chance.
That's just because we're all used to the game now, a billy main going back 5 years could destroy even the best group of survivors. Hell even Nurse who wasn't all that great back then in my opinion would be able to destroy.
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Survivors can do the same thing, just hide and not do objectives if both want hatch or are working together to waste the killer's time. This isn't "whataboutism" but similar problems need to be fixed at the same time on both sides. Frankly it's just an act of toxicity like tea-bagging and refusing to until the last second or killer hits them. There's not much you can do about it, plus with this Killers would be encouraged to run slugging builds in more competitive games to encourage survivors killing themselves so that they would have an advantage.
It'd also make it so that slugged survivors could kill themselves to allow the other to get hatch, which I feel is unfair considering how advantageous the hatch setup is for the survivors and sluggging one of the two last guys is really one of the only counters to it.
Personally I feel like they have to use a system that looks out for this, to see if one sides trying to waste the other's time and only that and punish them for it.
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Nah man, play the characters you like to play, no matter if they're op or underpowered. Just please don't take on the thought process of "it's just a game" though, people come to dbd to have fun, whether that be killer or survivor. No need to tunnel and camp for no reason. Sure if it's getting towards the end and you need to do it to win, then that's fine and all but if it's just the beginning of the match, don't ruin someone else's experience like that.
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Lets use your video that you tried to use an example as why killers are too strong... to show why it's a horrible example. Firstly I'm gonna ignore your "statistics" because they can easily be faked to better prove your point as you are the one who used your own matches as a source.
Let's talk about the video, where you mock people saying trickster in bad, in which you prove them wrong... by never using his power? Like bro what? You injured one survivor with his power and it was a bad survivor in the open who couldn't even drop the pallet, like obviously you're gonna get a injure with his power in that scenario. Let's mention some other things too
- 3 gens were completed by the time you got your first down.
- The survivor who ran you for that long wasn't even good, she just dropped pallet extremely safely and didn't try to loop on the game (known for its pallets).
- Another gen was completed by the time you got your next down.
- The survivors 3-gen themselves, giving you an easy win.
- The survivors on multiple occasions ran a full circle where you were at and gave you easy downs.
- The meg seemed brand new as she played horrendously.
- None of the survivors tried to lead you away from the gens and allowed you hook near them.
- You never left the hooks general area and the survivors still rescued anyways.
- The two remaining survivors didn't try to go for hatch and died together because of it.
- Since I don't know how to stop making a list, the conclusion is here. To sum it, it was your first match as trickster and you rarely used his power, meaning your mockery of people saying he's bad is baseless considering you didn't use it to win, the survivors you went against played horrendously meaning your "proof" is biased because your test subjects where inexperienced as where you. Your other "statistics" can be faked to help prove the point you're trying to make and your recommendations sound outrageous.
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I take long breaks and don't come back unless it's an event or new killer so I don't get burned out or rage at the game as much.
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@Alice_pbg said:
https://forum.deadbydaylight.com/en/discussion/comment/2096983#Comment_2096983
you are literaly listing reasons why the game was harder back then, and then agree that the game was unbalanced.
yet you are trying to downplay how hard it was by saying you personally was fine with it?
There were things that benefited killers too. That's besides the point though because yes, that's exactly what I'm saying. The game was incredibly broken and it's a miracle/curse that it managed to survive its early stages and I'm saying that it was genuinely fun and enjoyable despite how badly killers had it back then. With everyone saying it was harder back then out of nowhere because of killers are apparently getting too much love I wondering how many agreed with me that the game was still enjoyable despite everything. Not sorry if that offends you.
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@The_Krapper said:
https://forum.deadbydaylight.com/en/discussion/comment/2096912#Comment_2096912
I totally agree this game had to be out on console for a year at least before exhaustion was nerfed
They only started balancing properly in 2018 in my opinion. Even then it's just sometimes good choices and sometimes ones that make no sense.
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@Alice_pbg said:
I KNOW. I know that killer vault speeds used to be slower, I know that hooks used to not re spawn, I know that there used to be a lot more pallets and loops were stronger, I know that there used to be genuine infinities in the game, I know that killers powers were a lot less balanced and either were too strong or weak with little middle ground, I know vaulting for survivor used to be a lot stronger.
title
"WAS KILLER REALLY THAT HARD BACK IN THE DAY?"
seems like you already have your answer... :p
Clearly you misunderstood what I was getting at and only took a portion of what I said and ignored everything. I completely understood that the game was poorly balanced back then, however too many people lately have been complaining about Killer being "too easy" now. I made this discussion because of the fact that back then it never felt "unfair" even with all the unbalanced mechanics, what I was asking for was not "what was broken with the game" but rather "did everyone think it was broken" because I personally didn't. Hence the title, because I didn't find it to be hard and wondered if others felt the same. But go ahead and be a smartass and ignore the point I was trying to get at.
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@The_Krapper said:
https://forum.deadbydaylight.com/en/discussion/comment/2096839#Comment_2096839
It's because you weren't in the game during it , I'm usually not a rager in any game but this game literally made me rage when I played the killer side back then because I was a killer main that's what attracted me to the game was I loved horror but had never seen it in a game in this sort of way of course I've played old school games with the horror vibe but this was different, this is the only game I ever picked my keyboard up and smashed it to pieces and walked away , ive only done it once in my life and it was this game that pissed me off that bad to actually do it.
The game wasn't exactly in a healthy state when I started playing too. Just that the infinites were no longer technically infinites and could only just run you for a long period of time. I was still around before EGC, with vault speeds being incredibly slow, vacuum pallets, insta blinds, etc.
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You're definitely not the bad guy, but I wouldn't have left. I would've played super toxic and tried my best to kill all of them.
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@BreadLord said:
Pallet vacuum, 2 windows at shack, 2 pallets everywhere within 10 meters of eachother, pre nerf DS. Vault vaccum. Instea gen, insta heal, pre nerf BT, pre nerf exhaustion, pre nert MoM, vault vacuum, no entity block, infinites, fast vault no matter the angle
Clearly you can't read.
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@The_Krapper said:
https://forum.deadbydaylight.com/en/discussion/241557/was-killer-really-that-hard-back-in-the-day
Mettle of man wasn't a thing yet , imagine two windows at shack, double pallet jungle gyms, recovering exhaustion while running, no entity blocked on windows, when you Sabo a hook it was gone, when you Sabo trappers traps they were gone for the game making him powerless and if they Sabo all hooks the basement was all you had, vacuum pallets were a thing , Ds could be used immediately when going down and the stun was 8 seconds, insta blind flashlights, brand new parts were basically insta generators and if everyone brought one 4 gens popped in 8 seconds lol etc.... I could go on
I'm aware of all of this. Like I said, I followed the game since beta. Some of what you mentioned was still around when it got released to console. It's not ignorance that makes me post this, but rather the fact that it never seemed that bad at the time and looking back I can acknowledge how poorly designed it all was but I have no lingering emotions.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2096697#Comment_2096697
Isn’t his lunge bugged though?
It is? I heard he was bugged but didn't know what it was. All I knew is the nerf to his movement speed while uncloaking made the increased lunge while coming out trash.
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@Phasmamain said:
I’m not sure if wraith needs any buffs tbh. He’s actually quite strong atm
I mean not really, his speed boost after uncloaking really sucks now, they made him basically move at a snail's space while uncloaking so you really use that speed boost to catch up since they gain pretty decent distance from you whenever you try to uncloak.
The only really other use is to use it at a short loop that the survivor is camping, and even then if they notice you're cloaking they can just risk running to another loop.
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Favorite Killer: Whispers (really tells me if I'm wasting my time or not and I literally can't play without it)
Least Favorite Killer: Beast of Prey (one of the most waste of bloodpoints you can get that I still regret unlocking)
Favorite Survivor: Urban Evasion (Not the strongest or most necessary but it always feels great whenever I stealth the killer out purely because I was quick enough while crouched)
Least Favorite Survivor: Mettle of Man (this perk single-handedly made all killers leave when it first came out, it's a wonder how it even got past the premise phase of development)
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You should be thankful whenever a Freddy runs this add-on, his snares are much stronger in comparison. Really it's your own fault for not realizing that he's running this add-on and keeping an eye for which pallets are there when you're awake to not come across this problem. You can also use how Freddy's reacting to guess at whether it's fake or not.
Sure Freddy may be strong but you're complaining about the wrong things here. Also giving any visual queues as to whether or not a pallet is a fake would completely ruin the add-on as any survivor more expereicned than you would be able to immediately realize which are fake and then he'd just be a m1 killer with the ability to teleport to gens.
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The add-on was already nerfed, at this point it's your own fault. The whole add-on used to do double the laceration on a landed ricochet (with it only ricocheting once), causing the new meta for him to be immediately run this add-on and throw at their feet. Trick knife is one of the few beneficial add-ons he has, there's no need to take more from an already joke of a killer.
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Their name wasn't hilarious but I love the story. Their username was ChokeMeDadiMyers and by pure coincidence alone I was running Myers with a mori (didn't check their usernames in the lobby) so I got super confused when this David would just not leave me alone.
I thought they were trying to farm but then I looked at their username and died of laughter, then proceeded to mori them. Turned out she was a Halloween freak and had every version of Michael's masks from the movies. The whole group was really fun to play with.
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Yes, without hesitation would leave this game and never look back.
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@ilovedbd123 said:
https://forum.deadbydaylight.com/en/discussion/241027/im-not-playing-against-ds-sorry
What is the point of this post.
Are you saying that you won't play around it because no one is using it so you'll tunnel and camp (which is not an issue imo, just confused about title)
Or are you saying that your gonna DC if you get a D's?
Not being mean,it's just your not giving me any information or anything to try and guess what your saying.
r/wooosh
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I've used it once and easily saw why it's his best add-on, he felt so many times better to use while running it. I'd say don't make it the only buff and if the devs think that anything other than this would be too strong then simply don't and fix his other issues but yeah, it'd be a nice addition. They could make it so that first bounce was 50% laceration and second bounce would be 25% laceration with the purple add-on removing the de-buff.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2076058#Comment_2076058
This is also a good point. How could an early game slow down be balanced around say an Infectious Fright Nurse slugging at 5 gens?
Sounds like a nightmare.
Your argument is invalid because you clearly didn't watch the video. I like the idea of Scott's, which ends the second a survivor is near a killer (4 meters), gets injured, or a chase starts.
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@Sluzzy said:
Killers already have enough help with perks. I don't think killers need another mechanic to help them win. They already got the endgame that is very killer sided with doors extremely close together and whispers to guarantee a kill. The beginning of the match is literally the only chance to barely get a head start and finish a gen or two.
I feel honored knowing Sluzzy commented on one of my posts. To think the infamous troll would spend his time responding to me!
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@Laurie268 said:
Hey look, the 1000th post about how bad the trickster is. Really original
Do you think the devs would change him if we didn't complain?
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@[Deleted User] said:
Also the one person reveal should be dropped.
I disagree, it forces the survivor to make a choice, reveal the killer and reveal themselves, or not reveal them (endangering their teammates) but staying hidden.
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Saw Vanoss playing the beta and followed the game since.
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@PhantomChimera said:
https://forum.deadbydaylight.com/en/discussion/comment/2055228#Comment_2055228
Maybe. I don't know why that would be reportable.
My thought on it was always that using other people in order to appear as having more skills than you actually do. I never go the definite definition so that's what I always, for example a bad survivor in swf managed to get rank one they'd be "boosted."
What you're probably being accused of is "farming" which is a bannable offense, or in other words working with the killer to get more points. It's all nice and good when all four survivors are farming with the killer but when there's one not being part of the group then yeah, you'll get reported. The killer was just ignoring you so I doubt you'll actually get banned.
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@PhantomChimera said:
https://forum.deadbydaylight.com/en/discussion/235918/to-the-hackers-of-dbd
Is speed hacking actually a issue in this game? I would have thought things like players location, rate of speed, etc. would be handled server side versus client side and the client is only receiving and displaying the data(such as each survivors/killers location, health states, hit or miss, etc..) being sent to it from the game server(s).
As an example if I see the killer move through a that I pallet that I had just pulled down and hit me that doesn't mean that the killer used a hack to go through the pallet. It could very well mean that on my end my game client didn't get the information fast enough to show that I didn't drop the pallet in time before the killer was past it.
Nah speed hacking is a thing in this game. I've gone against two speed hacking survivors (One as Leatherface, One as Demo, which you can watch the video of in one of my other discussions) and then the Michael I mentioned originally. People say you can't hack on PS4 (the platform I play on) but it's happened three times so far. I had the video of Michael just zooming across the map but lost it somehow, I was playing as dwight and it was the boat map, he didn't win but I vividly remember it.
I have the proof as Demogorgon and it was the most frustrating thing in the world. They were losing horrendously and the Nancy turned it on when it was her and her friend left and I lost because of it. Also your example mentioned is completely different from what I'm saying, what you're just mentioning is server problems, getting hits you don't think should've landed and vise versa, what I'm saying is a Nancy running at permanent Sprint Burst 2.0 speed.
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@shinymon said:
https://forum.deadbydaylight.com/en/discussion/comment/2034258#Comment_2034258
You're not fooling anyone with this. You know that right? Sugar coat it all you want, but this is literally another FNaF spam thread. I'm sure the devs are already aware that there's a vocal minority who wants FNaF in (albeit a pretty loud one). If it happens, it happens.
Just give it a rest already.
If what you're saying is true, then why do I agree with everyone saying other iconic killers take priority. I wanted to make this discussion ever since I saw the spams of people begging for it while others trashing on those who did. I didn't join them in asking for it now did I? You can check my discussions, it simply doesn't exist. I might have commented on one of someone else's discussion but I don't remember doing so.
I knew for a fact that if I tried to make a calm debate about it at the time, it'd either be brushed off with the rest, spammed by people begging for it, or spammed by people like you thinking I was just another nuisance spamming the discussions for it.
It's not a spam thread at all, I've read pretty much every comment here thoroughly, and a lot of people wanting him are saying things along the lines of "I think it'd be cool" or "I think it'd be cool if done right." If anything, the detailed and more numerous comments are from those explaining why they don't think he should be in the game (though I disagree with the common argument that the games are meant for children). In no way is it spam, or you're just using a word without knowing its meaning.
Though I do agree with the arguments that say other killers should be added first or the play styles are too different, I can even see those who don't want the fanbase from fnaf in dbd, which is why I mentioned it beforehand.
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@shinymon said:
Really? This topic again? And people say the FNaF fandom isn’t annoying. >_>
Did you not read what I said? Or are you just trying to look cool because you said a popular opinion? This is a discussion on why people did or did not want him in the game, it was not a post asking for him to be put in the game and I made that pretty clear.
It was simply put, now that the spam of discussions asking for him are long gone and everyone's opinion on it should no longer be affected by it, why would they personally want SpringTrap to be in the game or kept out. I specifically asked for the reasoning not to be that the fandom isn't liked so if you're gonna say exactly what I requested not be done, then you might as well not say anything at all.
I stopped caring about the franchise after fnaf 4 so it's not like I'm a fanboy either, I just enjoy the concept of a robotic killer.
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No, begone foul beast.
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I used to switch to my main. Now that I can't do that, I'll either dodge, use Franklin's, or tunnel them and hope they're not in a swf and tell each other where the key is at.
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They were good in theory. The problem being is that the devs now use them as a free make an infinite but place a breakable wall next to it in every map now. It should break much faster than a pallet and the killer shouldn't be forced to be constantly breaking walls just to stop future loops. It should be more of an option, causing the killer to think whether or not it will benefit him more or the survivors more if he breaks something.
Similar to the walls in the garage on Wraith's map, if you break the walls there before the gen is completed, sure you can get there faster, but it also adds an extra escape route for the survivors, making you think if it's worth it or not.
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Wraith and Clown got buffed. They made Blight taller. I'm guessing you left just as twins were getting released so they completely broke the game for a while. The new killer is called Trickster and everyone's whining because he's not scary or because they hate k-pop, that and his power is just a weaker version of huntress and plague. They're nerfing ds so it can't be abused anymore. We were told what the plan for the object rework is. I'm probably missing more but that's the most important stuff I can think of, I only started recently playing this game again too.
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MMR is being tested right now. It's a kinda new system (got added to the player base's disagreement a few months back) that got added and completely broke the game, so they took it down. It's being tested right now again and people are complaining about it, basically your rank doesn't matter and the games just desperately trying to find killers/survivors who are at your skill level based on something they refuse to tell us. That's why you're going against players many ranks above you, because of the MMR test going on.
Even when MMR isn't going on, like someone else said, the game will put you with anybody if it can't find someone quick enough.
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@NekoGamerX said:
https://forum.deadbydaylight.com/en/discussion/comment/2031414#Comment_2031414
at least you got a point but the new game I think your going to be moving around sneaking around.
watch
Using security breach as an example may not be the best idea. Sure it shows them moving but the game looks horrible graphically and overall kinda just looks bad.