Liruliniel
Liruliniel
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@Lufanati said:
https://forum.deadbydaylight.com/en/discussion/comment/827095#Comment_827095
That's what I thought it was balano around. I've never heard them say 1k was the balancing point, always exactly two.
Sad part is when u realize they want to balance killers around 2k, but the pipping system demands 4k and better.
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@humanbeing1704 said:
https://forum.deadbydaylight.com/en/discussion/comment/827596#Comment_827596
still necessary to use imo
It's more like it comes down to EGC use.
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@humanbeing1704 said:
borrowed time is pretty much a necessary perk to use
I dont use BT, but then again I dont farm people.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/827038#Comment_827038
2k is the target, not 1k. 1k on average would mean they're very weak and desperately need a buff.
Quick question how does a survivor compare to a killer? Because survivors objective shouldn't be 1/5 to 1/2 complete prior to a killer having 1/12 complete. Neither should a survivor count as 1/4 of a Killer, but the Survivor should he nearly equal to a Killer.
Survivors Objective is Generators.
Killers Objective is Hooks.
This all based on you 2k average
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@twistedmonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/827095#Comment_827095
It's can also be unfun for survivors to expect to die more than the average and with a 2-3 that means the average is 2.5k per match or a 62.5% kill rate.
Ideally depending on skill level it should be between 1k and 3k as it then averages out to 2.
A 4k should be rare and so should all escaping but the reality is people get matched with those who are lacking the equivalent level of skill which tends to make both sides think the balance is worse than it is.
Agreed, but since they balance it towards the lower end it creatures underperforming killers with unrealistic expectations. I would rather it be something between 2 to 3 or like you said 2.5 simply because I think on average they should have a 2k every game with potential for 3. With the skill level of survivors and killer should be able to obtain the 4k if they are good and the survivors are bad. Or all 4 escape if the killer is bad.
Balanced at 1 to 2 is illogical. Then again the system itself is flawed because 1 person should not be equal to 4, but 1/4 of the survivors should not be equal to the killer.
Fundamentally it wont matter tho because skill lvl and the map RNG is there.
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@Thatbrownmonster said:
@KillermainBTWm8 overperforming means she is getting 3-4k average per match where devs want every killer to be at 1-2k
Which is unfun for killers to get a 1k. Least 2k is a 50/50. They need to rebalance it to put it at 2-3k honestly.
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@dinocat2 said:
https://forum.deadbydaylight.com/en/discussion/comment/822781#Comment_822781
No, do not run interlocking razor. I’m not gonna comment on the rest of what you said, but interlocking razor is nothing compared to stacking crate, sketch, rule set, or tampered timer
I like it in green ranks during reset. It actually gets some use. Sadly they dnt have one that prevents skill checks.
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/788333#Comment_788333
In my experience Fengs are considered selfish which is why they're mostly seen as toxic.
In-general though, I wish people didn't lump others into such categorys off of these stereotypes alone. That, and they tend to be very mean towards these mains.
Feng Main here can say I'm a bit selfish when it comes to Totems and Chest. I'm always on them to the point my killer main friend now sees any Feng in a chest and let's then get it out before chasing them. He knows Ill die for the item. It's his own way of respect for me I guess XD
Actually have you noticed my chest Obsession yet?
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@FriendlyGuy said:
https://forum.deadbydaylight.com/en/discussion/comment/824569#Comment_824569
Got no console so i have to deal with the dedicated mess sadly.
I'm sorry D:
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@Lmronby said:
https://forum.deadbydaylight.com/en/discussion/comment/822804#Comment_822804
"It would incite people to do the first gen.."
At what point, in this game, is there not an incentive to do a gen?? Even if everyone has bear Traps on their heads, gens will pop
At least quote it right.
All I'm saying is with RSN2 people are more likely to do the gen first then if it was without RSN2 because it's easier to find the boxes. Which is the complete opposite of what you want with Pig. Without RSN2 you have a better stall potential then if you had it base.
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@sk1913 said:
Really? Where is the fun?
Why do you allow face-camping / camping? What is the sense?
Let the camped survivors gain advantage when camped.
Let the chasing killers be stronger and let the camping killers be weaker
Is it impossibile?
Survivors have the advantage when a killer camps. Pure unadulterated Generator time free of all interruptions. Just sucks when it happens to you though. Best thing you can do for your team is struggle till the end or not attempt a rescue.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/824600#Comment_824600
I think he just means SWF, but there's really no easy solution for killers.
Figured was just curious.
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I personally dislike Mori's, but they are fair. You have full knowledge of them prior to the game starting. Devour Hope is earned, Rancor is double sided sword, Cypress and Ivory are ok. Ebony is a little overpowered, but you know instantly or should always assume Ebony.
Same with Keys. The only thing I wish was different with keys was outside of Bringing them in or finding them with Plunders I feel they should not just be found randomly without plunders in chest.
@supersonic853 said:
apparently to people moris are hard to get yet i get a mori like every bloodweb or 2 (the red one) .But i personally think them in themselves are fair because once you know the killer has it you can play a lot more cautious. Like if the killer knows a survivor has a key theyll try to either get rid of it or kill the survivor.
Because there's a set amount of ultra rares in the game and that's very small ranging from 1 to 3 without Splinters.
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Um how? Lobby dodge till we get one another? That takes longer then trying it yourself.
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@SirBassington said:
So in light of coming back to DBD after a 3 month stop (college, life threatening medical emergencies, etc., life got in the way basically) I was welcomed to a glorious thing called the Rift and the Archives.
Archives: fantastic! Finally storytelling that goes deeper than the 'casual' stories we had from the start. Loving this idea.
Rift: oh dear, 2am math, grammar and typos here we go... leveling through the rift is done through completing challenges that are completed during a match, I like that. There is also a reward system which I will use with Tomes interchangeably, badically a limited timed event (or so to speak) with special items and such, nice, not complaining on that particular part. A Tome is 70 days long before whatever happens then, per Tome there is 70 tiers in a Tome, for rewards. To level up to the next tier requires a flat rate of 10 Rift Fragments, okay sounds easy. Lets break that down further into how to get 1 Rift Fragment; a single Rift Fragment is a total of 800xp from any means. So for 1 tier level, we take 10 Rift Fragments multiplied by our 800 xp requirement which comes out to 8,000xp total. Alright, now to the grand scheme here: 70 tiers multiplied by 8,000xp comes to be a whopping 560,000xp for an entire Tome (if I have all my terminology correct).
According to a post I saw on here by a moderator, the average xp gained per match is average 500. And of course we are talking about "on average", what we want for technical and statically correct data is the mean value across the board how much xp is gained per match, but we aren't given that so allow me to express me concern further: to get 560,000xp at a rate of exactly 500xp per match comes out to be 1,120 matches. Now take our known time limit 70 days divided by our total matches "on average" of 1,120. We are left with a daily quota of 16 matches a day. 16 matches a day (for the 500xp requirement) takes a LOT of time once you take into account matchmaking which can extend this process dramatically. On average I know a normal/decent match for me last around the range of 7 to 12 minutes on either side. My matchmaking is quite slow a lot of the time, I came back from an extended time away so i am climbing back towards red ranks on both sides quite slowly due to various variables (including the matchmaking process). If I take my person time per match plus an average of 4 minutes per matchmaking (including ready up in a lobby once found), and that's being generous as I often have to wait beyond a 10 minute interval, I sit with Eclipse open and just program away or watch videos waiting on this process. To meet the said daily quota comes out to be 16 matches multiplied by 10 minutes per match one average plus another 4 minutes per matchmaking on low waiting time. That comes in at a 164 minutes, or 2 hours and 44 minutes, per day to must meet the daily quota with expectations to reach tier 70. 2 hours and 44 minutes per day for 70 days comes out to be 11,480 minutes, or 191 hours and 20 minutes.. hours.
As a person in a society, with a college attendance that consumes most of my time and soon to be a part time job to add, I can reasonably say this is a HEAVILY predatory system that favors those who have ample time to play non stop or also (from what I read as I typed all this) a possible monetary option to use auric cells to skip ahead. I shouldn't have to comment on that, and i won't but as someone who has played since before Nurse was released, I can say this entire Tome thing is a stretch from the original game and how it could've gone in ways. The Tome feature just seems like a weird heavy burden on those of us who don't want to, or don't have the literal means to particpiate legitimately whether it be financially or because time constraints.
Idk though, maybe it's just me who sees the extreme incapability of the casual player to legitimately play this game and it's new features at a normal/casual speed with or without outside, systematic events that prolong the time it takes, and forces monetary extortion if you will. I' can say I'm certainly overwhelmed as this feels like this favors those that can "output a little more" time or money than the casual player whom can only play minimally or so.
I digress for now, what do you all think on all of this? I'd love to hear what anyone has to say on this addition!
You should be able to do it ok provided you try for 20 tiers per tome. You'll just need to make sure you completely finish each challenge and reach 20,40,60,70 mark.
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@Rin_is_my_waifu said:
https://forum.deadbydaylight.com/en/discussion/comment/824497#Comment_824497
Do you know why they care only for survivors fun? Because they won't spend money on cosmetics, if they don't find the game fun and also the playerbase is mostly survivors, so survivor's fun > killer's fun
Killers get cosmetics too. Just less of them because we rarely get good ones that synch with other outfits. Currently the only two I have liked as mixed sets.
@FriendlyGuy said:
https://forum.deadbydaylight.com/en/discussion/comment/824497#Comment_824497
I'm agreeing at your pointy but as a killer, that is in the game since the early days 2016, nothing can stop me from being addicted.
Likewise been playing a long time at this point. I doubt I'll leave unless something honestly irritates me to the point I would rather leave. Having Pig continously Soft Nerf is getting me annoyed, then my first main was Nurse who got changed literally no one asked for it till they mentioned it other then addons, and next is Spirit.
I did drop playing PC for awhile simply because Dedicated servers are a mess. So just been playing on PS4.
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Tweak X Mechanics and Soft Nerf Pig seems to be the trend.
They seem to care about a survivors fun more then a killers fun which is actually worse then babying new survivors. While I understand that 1/5th of the Trial/Game is a minority, but what if the killers finally just say "[BAD WORD] This" and go find another game. This effectively just means that by favoring one side "for fun" your making the other side not have fun. They will eventually leave and go find another game which is legitimately going to put strain on the player base.
TLDR: Dev's slowly killing game by focusing on one sides "fun" more than the others without compromises.
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Doesn't Demogorgan still cause weird lag spikes and fps drop though?
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It runs a 2 check system iirc.
- Checks to see if action is available
- Let's you perform action
- Checks to see if Action is still Valid
- Latency between Survivor and Killer
- Action Results.
This is why you'll be out of the way or in direct contact with someone and clearly shouldn't miss or hit someone. Same with getting hit. It's why perks like Dead Hard don't actually have I Frames, but are not longer in the valid area of attack.
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@mistar_z said:
With the reworked instaheals, it was only natural that everyone and their mother in law move on to the next best thing. And now we're seeing them rise.
Fighting fire with fire in the form of Moris don't seem to be a good idea, as you're just helping them get the hatch faster.
Running Franklin's Demise, hitting a survivor reduces the charge of an item by x% seems to be a mix bag because as a survivor you don't really use the key anyways and you could have 1% and it'll still be able to open the hatch as its a one time use item.
So instead of whining and asking for nerfs lets discuss what we can do about them with the tools we already have in the game?
Imma just leave this is here.
https://youtu.be/mTHchH9VRh0Jokes aside honestly I haven't changed how I play. I dont see the point in dodging lobbies with keys or SwF. My self esteem is related to how many hooks and kills I get per match. If your super afraid of them getting away make sure you slug the one with the key and get the other one. The games the same and it's time to move onto the next best thing and wait for people stockpile of keys to diminish.
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@yukairi said:
I play ghost face spirit Freddy and demogorgon
Just so u know all of those killers you play have had adjustments on them. Freddy had a full fledged rework too.
You might be fine with your killers being in a good state, but a lot of people on both sides of the field would like to see other killers buffed.
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@yukairi said:
since the rework of Freddy people keep asking for other killer rework, i say no, they're fine as they are
Except Legion and Nurse while many others need Quality of Life changes to bring up there game.
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@MissGamer456 said:
https://forum.deadbydaylight.com/en/discussion/comment/823108#Comment_823108
How so? It will only affect a camper. It you play as a fair killer than this would not affect you in anyway.
Not true Killers can commonly chase a survivor they see back towards the hook if they intercepted someone as they were leaving while the survivor came to rescue you. That's just punishment without any justification for the killer to spare someone being upset that a teammate was bad.
Everyone's been farmed in this game. Most just move on and don't care enough to try and implement broken tactics that a perk can do. If you on the other hand suggested a self BT style perk for anti farming I would 100% be on board though.
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@Pizzaman said:
Winter is coming. Brace yourself.
We got years to go if that's your comment.
@Rin_is_my_waifu said:
I'll just tell you this which sums it up:
Spirit will be legioned soon.
As I did with nurse, I'll also open a thread for Rin to pay your respects to her
So, enjoy her while you can
I already figured it was gonna happen after I saw Nurse's "base kit touches" and they mentioned some changes to Spirit.
I moved onto weaker killers. Least if I get good with them by the time Spirit is wiped out and survivors complain the games too easy after the initial Billy nerf. I'll be doing ok with Pig, Wraith, Huntress, and Hag.
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@Volfawott said:
https://forum.deadbydaylight.com/en/discussion/comment/823037#Comment_823037
I don't know if it's just my experience but when I play Amanda a lot of survivors don't give a crap whether someone has a bear trap on or not.
Unless you're a really widespread map with the boxes all spread out it's usually more than enough time for you to get your trap off before you die.
survivors would just complete generators regardless once your bed trap is active it doesn't really matter if a generator is completed.
If you're going to improve on the store potential of a bear trap they would have to implement a penalty for actually completing a generator whilst reverse bear traps are in play for example an add-on that takes away 15 seconds from the reverse bear trap every time a generator is completed
It depends on the start you have in my experience. Still there's a few more downsides to having RSN2 then without is all.
@DarKStaR350z said:
I haven’t seen anyone else mention this in the thread, but Skorpionz who is a Pig main Twitch streamer, has visited/is visiting Montreal to be ‘an advisor for Behaviour, and can’t say more than that’...
Might be that we find out more in the future ;P
Ya I'm generally curious as a Pig main myself.
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@Volfawott said:
https://forum.deadbydaylight.com/en/discussion/comment/822804#Comment_822804
Then at stage why is the add-on an ultra rare it's potentially actively detrimental to her playstyle.
I've heard the comment that making it base kidtwould do more harm than good but everytime I hear it all I think is then why the hell am I wasting an ultra-rare slot on something that does more harm than good
No idea on why honestly.
Personally I view it as a hindrance, but it's still good. It really depends on how you want to use Pig truthfully. Overall it would be more harmful in the long run.
Right now as is RBT usually stall gens so people can get RBT off safely within SwF groups and randoms who are decent. This provides time which is a good thing. If RSN2 was base it would encourage doing Gens ASAP to avoid traps being active and to get it off.
Without RSN2 RBT currently stalls and suggest not to gen rush until a survivor is safe. Which let's you deploy more RBT in general. Which further stalls the game and saves emblem.
With RSN2 RBT encourages doing the objective so to prevent the RBT from being used more often. Which means less RBT will be used and active. While this has its upsides it hurts your emblems score and your less likely to use all of your RBT.
Long story short
Without RSN2 is better at all ranks.
With RSN2 is better at lower ranks where survivors will search before gens to do because that's a logical thing for newer players.
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@PoisonN said:
https://forum.deadbydaylight.com/en/discussion/comment/822975#Comment_822975
I don't care, my FUN is more important than your baby killer logic. #nerfWraith ?
#BalancedKillerWithCounterplay
Btw well played I see what you did there.
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@Hoodied said:
My FPS is dropping so much in both the lobby and game now, literally it drops so much that when I try to swing I literally lose who I was swinging at cause my FPS dropped
Its not fun at all to play killer after this hotpatch at all
I didn't notice anything on ps4.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/822956#Comment_822956
I...er...you see, but the Map...um...dammit.
This was fun actually. Never thought a dull key would be useful for anything.
@PoisonN said:
I agree my fellow survivor main. If anyone knows any counterplay against this boring and unfun killer, please, join my stream and teach how to counter it (you can't btw)
@PoisonnJund
Because counterplay is not something you can do without practice it requires time to understand what your doing. So even if people tell you how to counter this OP Wraith people will never know the power of dropping a pallet in his face or baiting the fake vault.
Also no disrespect to the dude he is actually a good player man.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/822933#Comment_822933
Flashlights can be sabotaged with toolboxes, though, so moot point. :P
This is why we use the keys to lock the toolboxes sadly they are starting to become dull keys as of late.
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@TAG said:
Silly Survivor main. Wraith is weak to Bear Traps.
Sadly Bear Traps fail in the presence of Flashlight stuns.
Just for future reference Blinding a Trapper into his own trap is literally the best feeling I ever had in this game.
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@Blueberry said:
Well there are a few different perks you could replace that with. However, since you said without using a perk, it's just a matter of learning survivors spawns, reading tracks, hearing, predicting their movements. Kinda hard to label in a concrete way as it's more just intuition from lots and lots of practice. That said, Discordance is a really good perk in general and it's not bad to use.
Preventing yourself from losing a gen or two instantly at the start is gonna come from either Ruin or combining Corrupt Intervention with Discordance. With neither of those combos you are gonna lose gens quite fast unless they are really messing up.
Corrupt Intervention and Discordance is an amazing combo together.
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@doitagain_ said:
https://forum.deadbydaylight.com/en/discussion/comment/822843#Comment_822843
Never said it was meant to kill. Who the hell cares about the gatekeeper score? Stay on topic kiddo
Literally everyone who plays this game at any rank above brown and yellow ranks. Lmao you result to a insult because your unable to actually make a conversation man. Keep it civil please.
This was made by @Peanits in another Pig thread based on RBT times for RSN2 base.
150 seconds, 4 boxes. 150 / 4 = 37.5 seconds per box.
A box takes 12 seconds to search. 37.5 - 12 = 25.5 seconds to get to the next box.
You move at 4.0m/s. 4 x 25.5 = 102m.
As long as each box is within 102m of the last one (and that's wicked far), you'll be able to do it in time. This is assuming the absolute worst case scenario and your key is in the last box you check.
And the same for tampered timer:
120, 4 boxes. 120 / 4 = 30 seconds per box.
30 - 12 = 18 seconds to get to the next box.
4 x 18 = 72m
As long as the boxes are within 72m, you're fine. Little tighter, but still very doable. (Tampered Timer or + Jigsaw's Sketch works out to the same time per box.)
So ultimately, it's still probably not going to kill them anyway unless they're really unlucky. For fun, let's just do TT + JS.
120 / 5 = 24
24 - 12 = 12
12 * 4 = 48m
Each box needs to be within 48m (3 tiles). That's pretty tight timing. If you get unlucky (maybe another survivor does a generator while you're still on the hook), you're going to die. Yes it'd be a buff, but that would be absolutely awful for gameplay. You wouldn't have gotten outplayed, you just got unlucky because of someone else's mistake.
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@doitagain_ said:
https://forum.deadbydaylight.com/en/discussion/comment/822804#Comment_822804
You know how traps work right? It works both ways. If they work on gens then their traps trigger, if they go search for jigsaw boxes then they waste time. It’s a win-win. The point is with jigsaw auras being visible, they can remove their traps so quickly before they even activate and therefore make the traps useless.
I know how they work considering I main her among Spirit and Huntress. I think RSN2 at base is a just horrible idea. Talk all you want, but at the end of the day the RBT usually helps save your gatekeeper score. Not meant to actually kill.
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@doitagain_ said:
https://forum.deadbydaylight.com/en/discussion/comment/822772#Comment_822772
Making the first box wrong automatically feels cheap to me and doesn’t fit with the saw theme.
Yeah I think we all agree rule set no 2 should be base kit. Getting traps off before it even triggers makes her powerless.
Rule set number 2 at base wouldn't help at all. If would incite people to do the gen first and then search for a box. That's the opposite of what you want. If anything the trap should he active after leaving your Terror Radius.
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@Adriang14 said:
Now I know there’s been countless threads on pigs RNG but c’mon now, you’re really gonna have 2 survivors get their RBT off on their first box at the same box?? I know pigs traps aren’t meant to be lethal, but they are meant to stall the game, how is she supposed to do that when her power doesn’t even work for her? If you guys were gonna make her RBTs useless you can at least let her reuse them.
XD they have done the job by then. 12 seconds of search time plus travel time usually amounts to 30 to 40 seconds on first Box. Even with great skill checks your looking at someone not playing for roughly 1/4 to 1/2 gen at average.
Use Ruin, PGTW, Thrilling Tremors, and BBQ and Chili. Keep 2 traps in play at all times. For addons use Last Will and Interlocking Razor/ Tampered Timer with Crate of Gears or Jigsaws Sketch (purple one). This let's the RBT be as effective as possible.
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Lmao this is worse then it being a insta down. This just means any good Huntress will never need to reload.
Other way just learn to dodge them. At least Instadown Hatchets are not completely OP unless the survivors literally run into the hatchets.
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@Kenshin said:
give them at least two years. most of the work they doing on this game is for cosmetics.
With such a good name how can one not understand how different areas of a game are developed by different departments.
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Yep just die with it in your hands. If they have Franklin's make them pull you out of lockers. Not like survivor items and addons honestly matter.
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/821123#Comment_821123
*hasn’t watched X-files*
Gross
@Spirez said:
I became good after someone told me to git gud.
Congrats.
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/821111#Comment_821111
I see it every game almost XD
Odd were in the same ranking area too. I think I might of seen it 10 times this week. 2 of those were me as Killer o.o *ques x-files theme music*
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/821103#Comment_821103
I like bond, spine chill and balanced landing. My fourth slot is either adrenaline, small game, or plunderers.
Small Game? XD I haven't seen Ruin in days on PS4.
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/821097#Comment_821097
I sometimes use it but my fourth slot is interchangeable.
I always run whatever I have a preference on 3 perks after that it suits my mood.
I will always like my all seeing build.
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/821088#Comment_821088
I’d prefer to bond with slippery meat. Then I plunder for treasure.
I always plunder for booty. ARRRGH CD
I like it because I get good items.
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@xEa said:
Can anybody explain me, why some people say "git gud" instead of "get good"?
It's a dark souls term that popped into other games. It's actually both a insult and a legit meaning saying get good. Normally outside of the souls community it's just a insult.
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Thats cause you got plunders
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@Accullla said:
https://forum.deadbydaylight.com/en/discussion/comment/816465#Comment_816465
It really depends on how you play him. If you only backrev people and otherwise use basic hits at pallets/windows, then yes, Billy is a pretty easy killer. Strong and very consistent in a chase, but pretty boring to play. However, once you start curving your chainsaw around pallets and loops, that's when you open up an insane amount of potential in exchange for a really steep learning curve.
On the plus side, whenever you manage to pull off a good curve, you'll almost always get a hit, because most survivors will never think they can get hit from a particular position position.
The downside is that whilst you're learning you'll get stomped consistently, because you'll spend most of your time bumping into objects due to the amount precision required to pull off consistent curves.
This includes knowing exactly when to start revving your chainsaw in any position on each tile, consistently keeping the charge at 99 without letting it go down too far or popping it by accident, learning the exact amount you need to turn your mouse (analogue stick) to perform a certain degree rotation and knowing exactly when you need to start turning after the initial run begins.
All of that requires a lot of practice, however most people don't even try to learn, because the killer is strong enough even without utilising the power to it's fullest potential. That's why people fail to appreciate billy's high skill cap - because it's not required to reach it in order to perform well.
I know still its just not as complicated like you make it sound. Yes there is a significant difference with a Billy who can and cannot curve. At the end of the day he is still one of the easiest killers to learn and master. Is that and issue? Probably yes due to him being high rank material, but we at least need him since both Spirit and Nurse are being taken down a few notches.
I personally just dont enjoy playing with him on either side. At least curving makes him more fun to play against as a Survivor, but even that has good counterplay. Now that I think about it i wonder why people dont curve more. Thats the funniest I have with Billy.
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@GodDamn_Angela said:
Don't... most people ask for weak perks to be buffed?
I can't even remember the last time I saw complaints about Adrenaline or Dead Hard and asking for them to get nerfed.
Lmao I forgot DH exist haven't seen it in month's.
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@Guiltron said:
Yeah that was funny, but can we nerf Pig?
Ofc she hasn't had enough yet. I mean she's still able to do stuff.
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@SaintDenisSlasher said:
Everytime im hooked as survivor i press my Xbox home button so i don't have the hear the loud ass screaming. As killer there's really nothing you can do and you can't just turn the volume down because of how important sound is.
I would KILL for a way to turn down the just specifically the hook screaming. There are a lot of other loud things in the game (like the demogorgons roar) but this is the only one that really serves no purpose
They just buffed hook screaming too by nerfing calm spirits real purpose.

