Leonardo1ita
Leonardo1ita
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- Leonardo1ita
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Comments
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@Power_Guy said:
My god. I don't want Springtrap, simply because the people pushing for him feel the need to make 10 separate threads a day about 'OMG SPRINGTRAP!' instead of all using one thread. 🙄
So, you're not wanting a killer just for the people (not even of the FNAF community) making human mistakes, which are not even mistakes because not too many posts are made and nobody's forcing me/us to post these in another thread?
I think you should reconsider your logic
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@Orion said:
Where did the R and T come from?
New Twitter post, usually you don't comment a retweet with "RT"
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@OnryosTapeRentals said:
I don't think survivor perks being overpowered is the issue. I think it's just poorly designed killer powers that lack utility in a chase.
The biggest problem is the fact that, tunneling ds survivors, with gen regression perks, is just better than hooking multiple survivors.
This because, supposing that with ds you gotta win 4 survivor chases at max, it's still better than chasing only 2 survivors during the entire match. This because:
1 The survivor dead on hook can just hide for the rest of the match unless it's really necessary.
2 You still need 5 full chases instead of just waiting 12 seconds of borrowed time and have the survivor always injured
3 If you do 5 full chases to then kill a survivor, you have 10 health states to get.
If only tunneling, you have 2 first chase + 1 second chase off the hook + 1 third chase after getting ds'ed + 1 last chase after waiting for borrowed time.
4 health states instead of 10. No reason not to tunnel to get a kill unless they purposely ######### up/yoU're in a specific situation
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are you sure? if so, why?
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@brokedownpalace said:
That's a good question. Feels like the first one
Maybe it's the second, because the "On hit Sprint" maybe sets a new value
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Same with sprint burst: if you use it, but get hindered, how fast do you go?
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LUL
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@Almo said:
https://forum.deadbydaylight.com/en/discussion/comment/2401305#Comment_2401305
I did a full analysis of distances gained with the yellows compared to without, including reload times etc. The result was that we felt it was best to stick with 4 bottles (not to overbuff straight purple play), but increase the speed boost (that we had at the time) and reduce reload time.
Oh I'm sorry, I meant purple bottles, not yellow bottles, so there's a better reason to throw more of them in the open
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@Almo said:
https://forum.deadbydaylight.com/en/discussion/comment/2399444#Comment_2399444
The UI becomes more complicated. What if you try to throw and don't have a purple, but you have a yellow? Where in the HUD does it show the other ammo count? If there are two ammo counts, how is it obvious which is which?
When I say we considered two ammo counts, I'm not kidding. It was going to overcomplicate things. I mean, if DbD were a hardcore RTS, yeah no problem. But it's not meant to be that kind of game. :)
What if Clown had 1/2 bottles more by default?
I ask you this specifically because I find the power very fun and instresting, but many times I'd like throwing bottles in the open to shorter the distance they can make, I almost always regret that choice because they almost always still reach a nearer loop, even in the open, and I won't have 4 full bottles to have a guaranteed hit at a loop and will have to reload later, maybe in a place where if I reload they can leave the loop again.
Imo 1/2 more bottles would relief a lot of stress for not having to conserve every single bottle like gold
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@Canas said:
I've yet to get off a single hit after getting buffed by his yellow piss-bottles, and they expect you to do it FOUR times in the course of a trial. All this tome did so far was remind me of the Clown's questionable rework.
These yellow bottles are completely worthless and need to be reworked to give their effect right away, the delay makes them far too unreliable.
I'm sorry, but you clearly don't know some clown tricks and how to use Clown properly. When a pallet is pulled down, you gotta throw a yellow bottle on one side, where the survivor can't reach it, better on the shortest side, and the purple on the other side of the loop.
Done this, you will 100% do a hit, and the longer is the biggest side, and the shorter the shortest side, the easier it will be doing a hit with this strategy while still invigorated.
If they don't pull down the pallet then usually just one purple bottle is enough, but if you use both of them you should always do a hit even if they have dead hard, there's no way you won't do a hit unless they leave the loop.
For this reason try always to try to zone them in corners of the map
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@Phasmamain said:
Nope. Pain sounds are different but footsteps are the same
@Chaotic_Riddle said:
All are the same, though I think Dwight with his elf and Christmas present outfits are the only ones with a unique sound for every step he takes, that being the faint jingles you can hear.
are you sure?
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@Apollos said:
I've heard of different methods in the past, but Idk what's going on with those presently. I doubt most people would be using something like that though. Unless they're super sweaty, in which case you never know.
@GoodBoyKaru said:
Yeah, there's a program that does that. It hasn't worked in over half a year though.
@RoboMojo said:
I think there used to be something like this. People would often use it to dodge Spirit lobbies. I'm unsure if that's still a thing though.
@luka2211 said:
Nothing that I have heard of atleast.
But they magically "know" that it's me, so it can't be just magic intuition
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@NoOneKnowsNova said:
She needs an overall rework.
Nerf her one way and she becomes a guessing game for survivors (example making it when you know she phases).
Nerf her another and it becomes a guessing game for her (taking your suggestion as an example).
Guessing games arent too fun, and that's all Spirit is regardless of which way you take her. I'd rather a full rework than a nerf like this.
Idk, I think reworking her as a killer where you have to play hearing sounds and countering with sound as survivor would be really cool, since there is not killer where it's almost 100% sounds and no M1 killer gameplay
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Does any moderator or developer know something about this?
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If I was forced to choose one, Spirit
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@Orion said:
They do, yes. There's a bug where, if you finish as Victor, you don't get the crown. Always make sure you're playing Charlotte before the trial ends.
#########. Dbd, as always
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@ShamelessPigMain said:
https://forum.deadbydaylight.com/en/discussion/comment/2365681#Comment_2365681
Raw strength is hard to measure too. It's entirely observational and relies on you conducting consistent experiments, and with game like DBD where one 2 second break to sneeze can cause you to lose the game, throw your monitor out of the window, and go to live in Japan with monkeys, it's hard to see any clear determination of strength. There's a reason people here explain the power of perks by rationalizing, not by "the proven efficacy of this perk demonstrated by *pedantic and stupid name* demonstrates that..."
This is fair enough, because it reduces the time of the first chase, but is it necessary?
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@DBD78 said:
https://forum.deadbydaylight.com/en/discussion/comment/2365647#Comment_2365647
Lethal Pursuer is underrated on Hag, especially if you run Corrupt also. Survivors are running towards you and you want to set your net up. With Leathal you can better avoid survivors and start trapping area were survivors are not going.
Corrupt could be worst, becaus maybe they go towards you immediately, so lethal pursuer is less damaging I think. I don't use corrupt on hag, I think on her it does the opposite effect
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@ShamelessPigMain said:
You're comparing apples to oranges. Coup and lethal have so few common threads that it's hard to meaningfully compare the two.
I can in terms of strength Kappa
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@Alphasoul05 said:
https://forum.deadbydaylight.com/en/discussion/comment/2365648#Comment_2365648
The goal as a killer is to prevent the loss of generators and pressure them. While you could argue that using a perk like Coup reduces the time it takes to down someone, thus allowing you to pressure gens, it does not change the fact you have to both lose a generator to gain a benefit, and also lose the benefit on a lunge. No one uses Coup because it is objectively a bad perk that is better off being replaced with something useful, like SF/Enduring
As for Lethal, it's a somewhat common perk that's really useful on quite a few killers, especially those that don't need Coup and already benefit from their power, which allows them to end chases quickly in the first place. It's even better if they can't do that, even on just a basic M1 killer. Why? Maps are really big, and if you toss Ruin on with Lethal, you immediately know where everyone is and what gens they will be on. That allows you to stop an insta 1 gen and remove all progression if you see 3 survivors on one gen. It allows you to pressure the perfect gen from 2 survivors, then pressure the gen the first survivor was on, or whatever whatever. Basically, it gives you the ability to apply pressure when it's needed most, at the start of a match, which dictates your entire game. Yet, here you are telling people a perk that gains you temporary buffs when you're losing pressure is somehow better.
If you have somewhat of a brain, if you spawn near 3 gens at the start, you know where to go once you downed the first survivor.
It could be better if they'd try to sneak around the borders of the map, to perfectly spread out before you can even start chasing one of them, maybe that, but I think coup still would be better
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@Shirokinukatsukami said:
https://forum.deadbydaylight.com/en/discussion/comment/2358207#Comment_2358207
What statistics exactly are you using to compare them?
I'm just trying to guess, if we could do a statistic
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@Shirokinukatsukami said:
Just about any perk is better than Lethal Pursuer, frankly. I would bring Territorial Imperative over Lethal Pursuer.
That said I don't get why you are making this comparison, the two are not the same kind of perk and have different roles.
That's a difficult comparison
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@chargernick85 said:
So just like Bitter Murmer, Noed, etc I don't like coup because in order to get GREAT value you have to lose gens. I don't use perks like this because IMO is planning to lose/lose objectives. Lethal is fantastic for certain killers like Blight, Billy, Huntress, Wraith, etc and getting a down in the first 10 seconds is game changing. The pressure is on them instantly and you can snowball from there. Way better value IMO and also I like to lunge a lot so I would have to change my style for a perk I don't like anyhow. Now as someone else said if they tied it to something else (hooks) then might have an interest.
Good players will do always AT LEAST 2 GENS, if not 3. 2/3 stacks are better than lethal pursuer, imo (on most killers and not with corrupt, as I said)
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/2364541#Comment_2364541
While it's the most optimal way of playing,survivors often times tend to stay together at the beginning at the match.At least in groups of 2.
I played a LOT with Lethal Persuer and it's pretty rare to see survivors spawning completely spread out and even if it happens Corrupt Intervention is there aswell.
We must judge perks while on players that play at the max efficiency possibile, who can be just a SWF with a brain, not even competitive players
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@DBD78 said:
I think Lethal Pursuer is better. I run it on Hag and Twins while Coup..well I never use it.
Maybe hag it could be better, but not sure
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/2359265#Comment_2359265
Without Lethal Pursuer most killers go to the other side of the map to find a single survivor
With Lethal pursuer you only have to travel half a map most of the time towards a cluster of survivors so you are bothering multiple of them and on top of that you know exactly what other gens are being worked by looking at the closest gens which means the chances of interupting it with ruin and pop before it can complete after your first chase are that much higher
Lethal Pursuer is THE perk to stop the whole 3 gens completed in one chase phenomenom
It's really good if you actually use the information it gives you but with how many people think about legion it's clear using information is not something the community is good at
But they spread out on gens, or even spawn all spread already
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/2358207#Comment_2358207
You are quite litterally comparing apples to oranges right now.
Also coup de grace can be unused the entire match if you never come into a situation where the extra lunge distance matter. Lethal pursuer will always ensure you have the best early game you can have.
They are not even close comparable in terms of strength
This is a fair enough point, but on the majority of the killers if survivors are just spread out on gens there isn't much difference from not having it at all, because it's just an aura reading perk in the end, and you gotta chase the first survivor you see.
Unless you have a specific build like lethal pursuer, make your choice, furtive chase and another obsession perk to chase the obsession immediately, there is no point to get a specific survivor. Even then, they can all just use the same character, with the same cosmetic, and the strat is not as efficient, especially if the obsession hides
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2358207#Comment_2358207
So your point of comparison is basically that they are both Killer-Perks?..
Yes, that's exactly what I wrote
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@Soulpaw said:
I'd say the two perks are not comparable. Lethal Pursuer is a info perk while Coup is a antil loop perk. They complete a very different objective and are both useful in their own right.
@NMCKE said:
Not a good comparison.
Lethal Pursuer helps with finding survivors
Coup de Grace helps with catching survivors
Both do compl different things, a better comparison would be Lethal Pursuer and Discordance.
@ChurchofPig said:
Those perks aren't even comparable. An info perk vs a chasing perk? That's not comparable.
@Sonzaishinai said:
Those don't even do... remotelly the same thing
@Orion said:
Their effects are not comparable at all. It sounds like you just find survivors easily at the start, which is why Lethal Pursuer seems worse to you.
@Warcrafter4 said:
Ones an info perk while the other is an anti loop perk.
Idk how you can compare two by perk type even before you look at their completely unrelated mechanics.
Apples and Oranges buddy!
@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2356149#Comment_2356149
I don’t actually understand the comparison between the 2 perks. They’re not remotely alike.
@MadLordJack said:
Those two perks have completely different uses and do completely different things. There is no comparison to be made. No amount of twisted logic can ever bring them together.
@DemonDaddy said:
Coupe de Grace is garbage. You can spend every token on a single survivor and still not get a kill. So many better options.
Lethal pursuer isn't great but it's functionally better than 5 swings.
@RoboMojo said:
I don't see how either of these perks are even remotely comparable but sure, I guess I would agree that coup is better then lethal pursuer.
They ARE comparable in terms of strength, if not mathematically then statistically.
On nurse maybe lethal is overall better, but on all the other killers 4 coup de grace stacks and 1 at the end are much stronger, because you can win so many more mindgames with it, and even 1 single stack would be better than lethal pursuer.
Once you've seen the not being repaired gens at the start, you already know which are the other ones they're repairing.
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And no first dumb comment, counter argument my opinions with mind, not with stomach
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@some_guy1 said:
https://forum.deadbydaylight.com/en/discussion/comment/2350855#Comment_2350855
visit techinical issues subforum https://forum.deadbydaylight.com/en/categories/technical-issues
Right...
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I just uninstalled and installed the game, and still crashes!
######### am I supposed to do?
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Notes: I enter the game, and it goes until where you have to press space, and then crashes, even in the trailer.
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For serious Behaviour Interactive, slow down your schedule, geez
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/2343378#Comment_2343378
Please don't be scared to respond, promise I won't bite, but how would you feel about making DS usable twice?
Maybe we could shorten the timer, just to be sure that killers would only ever get hit by it if they hard-core tunnel. 🐷
Ehm just no, from someone who plays both roles. If killers almost need to tunnel to win, it's a problem within the foundation of the game
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@EntitySpawn said:
4mins wait? I'm waiting 10+ for a killer lobby, must be lucky to get such bad survivors I often get survivors that know how to loop. Why not just play the game more chill? You can easily pip versing bad players unless you're ending it early for no reason (they could be quitting but that's due to DC not punishing people)
Yeah playing the game chill and have fun chases is good, but when you play for 3 hours and every match is the same as the previous one, apart from archives, daylies and having fun you don't have the intrest to play that killer as hard.
@ThiccBudhha said:
You could always play a garbage killer like Trapper and surely that would make your life harder even with bad survivors.
Yeah, this is 100% true, especially because with him all survivors magically become master bullies
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@papabear2009 said:
If you are as good as you say you are you wouldn't have done a detailed explanation of your rank because ranks don't mean much in DBD.
But I do get the frustration of the shotty matchmaking, I hope it gets fixed soon.
Ranks mean at least SOMETHING: being rank 5 and rank 1 is somewhat different, you feel the gens going faster, so maybe from rank 2 to rank 1 something changes (?)
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@[Deleted User] said:
You play some of the best killers in a asymmetrical 1vs4 game and complain it's not fun because it's too easy. MMR is not gonna fix that, because even if you get "equally skilled survivors" the game is not balanced, because it can't be. It's asymmetrical to begin with but there are too many variables to keep balanced at this point.
Dbd is not a good competitive game.
At max the game is harder for killers, not survivors.
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@Pepsidot said:
If you want more challenging matches, the best way to do that at the moment on PC is turning crossplay off. Personally I'm a survivor main and so 95% of games with crossplay off are Nurse, Blight or Spirit. These players act like they're playing in tournaments.
I also find teammates there are much more often than not better, although of course there's still some inexperienced players.
I live in the EU and match times aren't actually bad, at least for survivor. You might wanna give it a go.
Also just FYI to anyone reading this. I am not implying anything about Console Vs PC skill difference. The reason crossplay off players tend to be better is because crossplay off matches have lots of people queuing for exactly what OP is looking for. Challenging matches, challenging opponents.
The combination of time waited and players found is very very frustrating.
I'm currently not playing survivor, because I'm rank 18 just because I didn't have time to play survivor for school problems, and I'd have to press M1 on gens for hours and hours and bully baby killers even with cross play off. I want to play with and against good players, geez
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@Pepsidot said:
If you want more challenging matches, the best way to do that at the moment on PC is turning crossplay off. Personally I'm a survivor main and so 95% of games with crossplay off are Nurse, Blight or Spirit. These players act like they're playing in tournaments.
I also find teammates there are much more often than not better, although of course there's still some inexperienced players.
I live in the EU and match times aren't actually bad, at least for survivor. You might wanna give it a go.
Also just FYI to anyone reading this. I am not implying anything about Console Vs PC skill difference. The reason crossplay off players tend to be better is because crossplay off matches have lots of people queuing for exactly what OP is looking for. Challenging matches, challenging opponents.
I'm doing it, even now, but still I'm not training at all.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2349002#Comment_2349002
I'm not joking. Learn to make your own fun. Try to continue and setup a competitive scene, try and draw people into it, just follow along, or even leave to find something else.
The inherent issue is that there are not enough people that share your idea of fun. Unless BHVR can whip up some wicked AI, that's not something they can really address apart from making their game even more approachable.
To some degree, MMR might help with this, but it's not an instantaneous fix.
When MMR was active there were A LOT, and I mean a LOOOOOOOOT of good players, now it's only noobs. So, players that want to compete ACTUALLY EXIST, but the matchmaking is garbage
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I'll come back, if it's worth it, don't you worry
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2348969#Comment_2348969
Well, can't help a philosophical potato it seems.
I'm being serious with everything just because I've had enought of people having their own objective in game always, even ruining those matches where 3 people are playing well and 1 dces.
The situation in game is so sad that even jokes are so sad because in practice they don't conclude anything
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@[Deleted User] said:
This is a population issue, not something MMR will "solve" apart from giving you longer queue times. An honestly, if they are really that much of a potato, even dynamic objectives wouldn't help either.
You'd need to shift your definition of "winning". Why not try some jumpscare Killer?
What winning is is clearly defined in the game's tutorial
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Ofc this is a mocking joke
Fun fact: it's not guaranteed you'll actually have the chance to win still because of the game's balancement (Win = kill at least 3 survivors)
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@Freddy96 said:
Do you even read or you just feel the need to complain because you are scared you can't camp anymore?
This is not camping, this is punishing bad behaviour by survivors. At least 1 guy has to go to the hook to rescue when I'm far away. If that doesn't happen after 45/50seconds, you'll risk getting grabbed
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Dud in lobbies people quit as if they knew it was me, ######### how do they know?
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@Gay Myers (Luzi) said:
When a survivor/killer blocks me in game, does that mean I won't play against him ever or not? Because I'm getting paranoid that a maybe all high ranks players are just blocking me so it becomes the reason it takes ages to find a lobby as these killers
There is no blocking feature in the game. If you block someone, it only blocks their friend requests, but not the chance to meet the player in question. If someone blocks you, they still can face you in the game.
Thanks
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@ShinobuSK said:
If it means no more patting survivors on the backs and being locked in that animation for several seconds watching them run away and gain distance on you, then by all means @McLean should do this!!!
Did you read what I wrote before commenting?
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@Olokun said:
Working servers , yay lets make it real
Just eliminate the "freeze" in place, I think that's fixable.
Then the mechanic that turns it into a hit can remain for grabs on gens, totems, windows. Not hooks