Lochnload_exe
Lochnload_exe
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@MasterGrit said:
Guide link pls ?
The Ultimate Pinhead Guide By Lochnload The number 1 pinhead player ;) Intro Ever since his release, I have been a strong enjoyer and main of pinhead. He is my favorite killer to have been released so far, and he makes me feel the same love like I had for my first love, pre rework freddy. His p...here you go friend
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@Jago said:
https://forum.deadbydaylight.com/en/discussion/comment/2554799#Comment_2554799
In their latest killrates stats, devs have shown Pinhead was first. So... You know what it means ;D
He was first because he is a new killer, that happens with like every new killer. It is why the devs don't do changes usually until the next chapter, then the rates normalize.
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@Gwinty said:
https://forum.deadbydaylight.com/en/discussion/286188/i-am-a-high-level-pinhead-main-ama
I also play Pinhead since his release. I have tons of fun with him and like the whole set.
I usualy play his 3 personal perks and Thrill of the Hunt, dropping some effectivness for a better feeling. What is you not "best" but most comfortable build for him?
Now what do you think? Is Pinhead too strong or just at the right level?
For me he is pretty good but not too strong. Good survivors can coordinate themself quit well when it comes to the box and chainhunt value goes down once they know what they are doing. His own chains are need and allow some fun plays around loops, but can be countered quit well and depend on the players skill with their narrow hitbox.
My favorite build on him is Plaything, Retribution, BBQ, and Surge. Nothing super meta, just some fun info perks lol that is what I love about Pinhead, he doesn't need to use a bunch of meta perks to be good, you can use fun stuff on him and it is still good because his base kit is so nice.
I really think pinhead is at just the right level, but there is only one buff I'd give him. I'd make his M2 possessed chains respawn much faster without delay. If they get broken by the environment, the chains that respawn should be instant without delay. Right now they spawn a second later, and then shoot out a second later, it is so weird and slow, super inconsistent. If they just respawned without delay and then shot out without delay, it would feel lots better. Other than that, I think pinhead is a wonderful killer. He has clear and defined counterplay, but can still be strong even against good teams, I love him.
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@Jago said:
Which killer are you gonna play once he'll be gutted?
Is he gonna be gutted? From what I've seen, people want him buffed. I personally think he only needs a small QOL buff for his chains, but other than that he isn't OP or oppressive, he is even pretty interactive compared to other slowdown looping killers. Why would he be gutted?
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@Gladonos said:
So are we gonna talk about that number 1 Demogorgon player or not...
Nah demogorgon is extremely straight forward and i thought to myself hey, pinhead is constantly getting questions asked about him or people want opinions about him, and since I have put so much time into a character that is actually deep, I made a post
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except for pinhead DOES have control over the box and chain hunt, it is a huge part of his skill curve
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@Clowning said:
https://forum.deadbydaylight.com/en/discussion/comment/2551313#Comment_2551313
I'm tempted to give you the answer because it's you, but that would make the next 30 times I post this question in future AMA threads even less funny than it already is.
Lmao I actually enjoy math I just haven't done SIN COSINE TANGENT in a while
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@Mistakesweremade said:
Do you consider him to be add-on reliant? I simply can't play him without at least one purple without getting my ass beaten.
I really do not see him as addon reliant. With just his base power he still operates nearly the same, the only addon that directly improves him a lot is engineer's fang but he is really not dependent on it. IMO all his addons are extremely good or have a good use, I agree the purples change or help him the most, but I went on a very large streak without using addons and you don't NEED them. They feel more like QOL or just straight upgrades which is good, addons should feel like that.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2551277#Comment_2551277
https://forum.deadbydaylight.com/en/discussion/comment/2551279#Comment_2551279
gonna be real i thought it was 2.5 (2.498069154...) but im also awful at maths.
Well seeing as SIN is Hypotenuse / opposite if I remember correctly, and the triangle he presented had the hypotenuse being 20, I assumed the opposite was the 16, but without a physical or visual representation it was hard to figure out lmao.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2551277#Comment_2551277
https://forum.deadbydaylight.com/en/discussion/comment/2551279#Comment_2551279
gonna be real i thought it was 2.5 (2.498069154...) but im also awful at maths.
Well seeing as SIN is Hypotenuse / opposite if I remember correctly, and the triangle he presented had the hypotenuse being 20, I assumed the opposite was the 16, but without a physical or visual representation it was hard to figure out lmao.
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/2551291#Comment_2551291
Yeah I haven't used them a single time, I prefer my own build but I've seen a lot of discourse surrounding those two perks and some people think Pinhead is only good if you use them with ruin/undying. (Which I also haven't been using on him)
However learning the box spawn logic thanks to Otz and the wiki is really nice, knowing that it's more likely to spawn furthest away from both killer and survivor (but closer to survs) is nice to have in the back of my mind.
Yeah it was nice seeing youtubers make posts and videos about the box spawns because people didn't really believe me until then, and yeah that is a really amazing thing about pinhead, you dont need to run insane meta builds for him to be good, his power gives you the freedom of having fun and also allowing for fun synergies.
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@A_Skinny_Legend said:
https://forum.deadbydaylight.com/en/discussion/comment/2551277#Comment_2551277
lol
https://forum.deadbydaylight.com/en/discussion/286188/i-am-a-high-level-pinhead-main-ama
Ok my turn. Will my chem professor reset my lab so that I can correct the initial volume of NaOH or will she leave me in the dust.
Also, why don't the survivors just smack one of those pins on Pinhead and be done with the match.
He would probably like the feeling of that nail going deeper into his head. Also, chemistry is a lot of work and math, it might be a bother to do that lmao
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@Mr_K said:
What's your stance on hammers?
I love them, BONK hehe
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@Brokenbones said:
are franklins and hoarder really necessary to play him well
I've been trying to main him and it feels like everyone pigeonholes themselves into using these two perks on him and it's boring
Ok honestly, I don't use hoarders on him. I understand the appeal but it is really a training wheels perk more than anything. Just having good map awareness on survivors really helps, especially since downing the box holder gives you the box and reveals all survivors, use that information to help determine the next box spawn. As for franklins, franklins is actually super helpful, he can get the box from a survivor in 1 hit instead of 2, but other than that, I still almost like it more as 2 hits, because that means I use the box on a survivor becoming downed, so I hook them and return to pressuring, it is a lot of pressure to the team. Don't feel pressured to use them though, if anything I would just recommend hoarders until you are comfortable with box spawns.
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@chargernick85 said:
https://forum.deadbydaylight.com/en/discussion/comment/2551276#Comment_2551276
Think straight....Your post gave me massive Deja Vu.
about what?
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He is fine imo, if I had my way I would ask for a rework but gameplay wise he is just..ok
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@Clowning said:
In triangle ABC, the measure of ∠B is 90°, BC=16, and AC=20. Triangle DEF is similar to triangle ABC, where vertices D, E, and F correspond to vertices A, B, and C, respectively, and each side of triangle DEF is one third the length of the corresponding side of triangle ABC. What is the value of sinF?
If I remember my math correctly wouldn't it be 1.25? I could be wrong lmaoo
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@chargernick85 said:
I can't. I just can't.
you cant what lmao
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@WexlerWendigo said:
https://forum.deadbydaylight.com/en/discussion/comment/2551060#Comment_2551060
They’re not, they’re absolute garbage. I’d rather just use medkit + we’ll make it or lucky break. They should’ve removed the stacking and tested it from there, not make multiple nerfs without even seeing the impact of one.
The difference between those is if the killer doesn't deal with the boon, you have permanent we'll make it on all teammates, as well as not needing to have a medkit, I can run a different item and I still get a 16 second heal. Sure the first totem is 14 seconds (24 on hexes) but after that you don't need to keep resetting them. The nerfs are fine and reasonable, they didn't even change the strengths of the boons, just removed the clearly unfair stuff. Why use we'll make it or lucky break when I can bring circle of healing and shadow step, which gives me access to an infinite medkit, 100% healing speed on teammates and for teammates on me, distortion, and lucky break lmao
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@WexlerWendigo said:
It’s just a new self care now and a crap version of lucky break that takes time to set up.
Meanwhile, killers get NOED with zero conditions unless all totems are cleansed, which is impossible to do in solo queue without throwing the game. Circle of healing didn’t ‘baby’ survivors like NOED does, which literally keeps killers from improving. Why bother when NOED does all the work for you? Why bother if you can camp someone to death with no counter?
Survivors have to deal with killers camping them almost every game, whilst all killers have to suffer is teabagging, and they still think that’s the most toxic part of the game lol. Not the actual bullshit side of killers, that could be fixed if BHVR actually spent a minute thinking about how to rebalance the game so that it’s not blatantly toxic towards solo survivors.
Honestly dude compared to what other people wanted for the boon nerfs, these nerfs are fine, take it lmao they are still good fun perks
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@PNgamer said:
Please do not get me wrong. I am a big fan of balance changes and I think many tools that have been reworked are good for the Trickster. However, I also think it's still not where BHVR wants it to be. I still think it is very weak. Yes he has improved that is true, but he is still not good enough. Can any official confirm this with stats or something ? What is your current opinion about the Trickster?
regards
No matter what current trickster is set in a spot where he is either going to be weak and "ok" to go against, or objectively better huntress and horrendous to face. Trickster is the only killer I would really say needs a rework. His kit right now has no depth or uniqueness that makes him better than other killers in a specific thing.
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Those are ships? What is happening
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@landromat said:
https://forum.deadbydaylight.com/en/discussion/comment/2548085#Comment_2548085
So you could know how inconsistent his power and how box reliant he is. His chains do nothing without chain hunt and he can be really weak most of the time.
Even without the box he can still be good. I'll admit the m2 is the most rng part of his kit but can still be good with correct and intelligent usage. Also yeah I never understand the point of saying he is box reliant. "He requires the strongest part if his kit to be at his best" well yeah lmaoo what kind of mindset is that. Pinhead is a unique killer with a unique playstyle and power which requires battling and keeping track of the box to keep maximum pressure to get the most use of his pressure.
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@latinfla4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2548516#Comment_2548516
Aren't most broken things in dbd OP?
No, op means it is very strong, broken means it isn't working as intended
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Jesse they brought a mori, oh god oh #########
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@pizzaduffyhp90 said:
What is more fair in you're guys eyes
Boon Totems or old Undying
I can't really say much cause I've not played the PTB but, I've seen the footage of the Boon Totems and I'm just curios on what the player base thinks is stronger?
Boons are more fair. Old Undying was just passive totem protection without you needing to do anything as well as aura reading, and while yes not every time was 5 cleanses, it could still be multiple totems needing to be done before being gone, while boons require survivors to leave their objective to go do bones, while the killer can easily just play normally and destroy them when they come across them since it makes boons so easy to find. In the end, hexes will always be stronger than boons because hexes don't require any killer input, just the buff they provide. Boons require survivors to go find totems and do them and waste time away from objective.
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@latinfla4 said:
...With the upcoming patch obviously😇
I dont think it will be boon totems. Those wont be nerfed for a while (if ever).
Possibly a killer or a map.
My bet will be either a plague add on or trapper sack (I can see casuals complaining about it being op).
Any predictions?
killswitch isnt for op things, it is for bugged or broken things.
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@MckFinn said:
What survivor and/or killers lore did you find most intriguing? Personally, I enjoyed the sad story of Wraith and Claud.
I like Ace's and Jeff's the most for survivor, and for killer Oni or Huntress have my favorite lore
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2548091#Comment_2548091
Yeah, but winding up the gateway already slows you down, and coming out of the possession also slows you down. And that's assuming any of the chains even hit, because I just had a match where I hit a target and zero chains connected, including the one I possessed. I also had one person normal vault a pallet while chained, so I don't think you're correct in it always forcing slow vaults.
Positioning of the chain is important but people act like he plays like clown, when he does not. Also holding the gateway does not slow you as much as some powers, you still can keep up with survivors, and leaving the gateway doesn't have a slowdown either, there is just a slight delay before breaking actions can be done. If you hit your first chain, it always stays connected in the direction your gateway is, don't place it in compromising locations to get full value almost every shot from my testing.
Also if you hit someone as they are fast vaulting they will still fast vault, if chains are attached they always slow vault, even if it is one chain attached.
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@Firellius said:
Because if it's just a minor slowdown, it seems like it's really not worth using outside of a complete dead zone, since you slow yourself down more than the target in most cases.
You really don't slow yourself down that much unless you are taking a super long time to go for chain shots. By just setting the gateway on the survivor and shooting the chain instantly there is almost no slowdown to you, it also always forces slow vaults, it makes him really oppressive on some loops.
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@landromat said:
https://forum.deadbydaylight.com/en/discussion/comment/2548070#Comment_2548070
i played more than 100 games as him. tell me more
Oh man 100 full games clearly you are a master. I wrote a large guide on him and was one of the first people to figure out box spawn logics and interrupting strategies. I could always send you the link, but after 100 games I am sure you understand he is a little more deep than a killer like clown /s
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@landromat said:
https://forum.deadbydaylight.com/en/discussion/comment/2547339#Comment_2547339
no. they should make his slowdown stronger and nerf fang
Pinhead is really not that weak, if you think so you aren't playing him to his best potential :/
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Up the Ante, I always forget it, it is easily one of the most useless perks
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@Rey_512 said:
https://forum.deadbydaylight.com/en/discussion/comment/2546115#Comment_2546115
It happens even if you don’t play like a dick.
If you have a rough game, survivors still have the propensity to send you a “ggez baby killer” despite being unprovoked.
well yeah it is a pvp game lmao people act like dbd is the only game people are rude on, it is the internet, there will always be dick heads, it is just a point of rather it was earned or not.
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@Leovigildo13 said:
As the title says, stop telling people how to play, If I'm playing as survivor, don't tell me that I need to cleanse before doing x thing, I play and do what I want! The same as killer If I tunnel at the start of the game, don't tell me that I have to do it when there are only x generator left. I though this game was to have fun, so if it is the have fun let me play how I want. And if you want to tunnel only at half of the game or cleanse all the totems before repairing, go ahead! If that's how you enjoy playing, good for you! But let me play how I want 🙂
completely fair, but don't complain when it happens to you, simple as that. Play like a dick, have fun getting treated like it.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2544787#Comment_2544787
Madness didn't hinder you and you can "just snap out of it." Every pinhead runs -10s on the chainhunt activation time and/or the iri addon where you can't even see the box until chainhunt activates, then teleports to the person who tries to solve the box. Maybe you just play against bad killers?
I don't play against bad killers. If he teleports to you, it cancels the chain hunt and begins the timer again, just like if you were to solve the box, and with both the addons that make the solving longer, it makes it 12 seconds which is only good if the pinhead actively is playing in an infinite chain hunt build, reach requires a lot of work to pull off, unlike again, old doctor that nothing could be done for and just happened constantly. For pinhead he is extremely counterable, and even if the survivors ignore the key part of his kit, the slowdown from chain hunt is only at its strongest if the pinhead is playing strong along side it. With the iridescent box addon, it doesn't change a single thing about the chain hunt, it just makes it where you can't see the box, it still doesn't change the fact that solving the box is 45 seconds of it gone, and then 90 seconds before it begins, just that you have to search a little longer before it begins, but you can use the same box logic the pinhead uses to find the box to find it yourself.
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@CrackerBadger said:
- Barbecue & Chili's bloodpoint bonus should be on other perks.
- Killers should all have different movement speeds using the values between 110%-115%.
- Killers should all have different pallet-breaking and attack-recovery speeds.
- Trapper should get Hindering barbed wire in addition to bear traps.
- Wraith needs his lore fleshed out. You don't explain his look, his bell, or his ultimate motive.
- Hillbilly charges up too slowly to be threatening in nearly every situation.
- Hillbilly can't use his chainsaw to force pallets around corners like Cannibal, and it feels so bad.
- Add-ons being consumables is greatly off-putting.
- Why would a ghost nurse get tired of blinking? Why does she blink across half the stage when it's so polarizing for game balance?
- Cannibal makes every other M1 killer look like overcomplicated trash.
- Clown's speed bottle is whack. It makes zero aesthetic sense and knowing it exists feels bad.
- Huntress not bad, Hag not bad, Oni not bad, Doctor EEEH, Pig EEEH.
- Nemesis' PoV is too low, and it makes his arms feel too short.
- Nemesis should get a bazooka with limited ammo at the start of every trial.
- The Twins should be able to switch immediately after Victor downs a survivor or Charlotte hooks one. It feels bad.
- Charlotte's hook looks too World of Warcraft. More mundane would look better, like Hillbilly.
- New Deathslinger's 0.4 seconds to aim Vs. the average human reaction time, 0.25 seconds... survivors will juke your shots every single time now, and it will feel so bad.
- Trickster is cringe.
Not only were like none of these true, the ones like wraith and nurse are explained lmaoo are you new to the game or something
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@Adaez said:
For me its betwen Wraith and Hag.
Wraith: Can traverse the whole map in seconds while not knowing where he is,thrives off camping,slugging,tunneling,always uses noed.Also his power takes almost no skill to use.
Hag: Camping simulator.
For me it has to be trickster in like every way. He is entirely designed around 1v1 in a game about 1v4, while other 1v1 killers are still much better than him. His entire power is focused around tunneling survivors and never leaving chase to get value, proxy camping areas since he is 110, and not getting punished for missing or misplaying. Like the entire design of trickster could have went in a unique way, but now he is just worse than other 1v1 killers, without any special or unique strength that makes him a better pick than other killers.
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@[Deleted User] said:
Pinhead, I'm tired of passive powers. Killer does nothing and you just die due to AI (i.e. zombies, chains) with no work put in themselves. They said they were moving away from it with doctor's rework (no passive madness) and yet continue to re-introduce these elements into the game. Very frustrating to play against and unrewarding to play as.
Except with old doctor nothing could be done, pinhead is extremely counterable, he thrives off having to earn his power, if he is getting it, it is your fault. Solving the box disables it for 45 seconds, and then it takes 90 seconds to start chain hunt once spawn, you are just bad if you are letting that happen lmao.
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@Faen said:
https://forum.deadbydaylight.com/en/discussion/comment/2544720#Comment_2544720
You will get injured in pursuit anyway. And please tell me how 3/4 can counter it
Of course you will always get injured anyways, the point is the other exhaustion perks prevent that first hit from happening or making it take longer, dead hard prevents the final blow.
Also in terms of how a large majority of the cast can deal with it, here I go lmao
Wraith, Nurse, Myers, Doctor, Huntress, Cannibal, Spirit, Plague, Ghostface, Demo, Deathslinger, Executioner, Blight, Twins, Trickster, Nemesis, and Cenobite can all directly either avoid the dead hard entirely by instant downing, or by being able to counter it being used for distance. That is 17 killers out of the 25 playable, about 68%, fairly close to 75%. But now note, I didn't include Oni, Freddy, Hag, Clown, or Hillbilly who can also all deal with the effects of dead hard by being very chase oriented and abilities already, I simply didn't include them because they don't directly counter it, just can handle the effects by having strengths in other regards. Now if I include those in my number as well, that is 88% of the cast that really doesn't have the worst time with it, and can still manage against it. The only killers I include as really being hurt by it is Trapper, Pig, and Legion, who is also considered the worst killers. They are the only ones who suffer but they also suffer worse from exhaustion like sprint burst.
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@GoshJosh said:
So just a numbers change?
The post does say small tweak change, doesn't it?
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@Faen said:
https://forum.deadbydaylight.com/en/discussion/comment/2544681#Comment_2544681
Fun? At the same time, I cannot resist him properly. What consequences of injury are you talking about?
In order to use Dead Hard, you have to be injured. Perks like lithe or sprint burst can be used whenever, and provide a much larger benefit while also not being injured, and yes in terms of exhaustion perks, dead hard is the most fun to use, but it is also extremely counterable by over 3/4ths of the cast of killers
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@Ravakahr said:
Survivor Option to BAN Killers from your next game (but only 1)
Starcraft 2 you can ban maps, overwatch you can ban heros etc. etc. Not a new feature in games. And more variety is needed in this game.
Option to ban say pin-head because your last 20 games have been against a super unbalanced killer (i.e. not being able to do box while being smashed by chains) until you patch the game properly. I think thats alot more fun for people.
Because the current strategy is release a killer or survivor thats very OP and get everyone to purchase them then nerf them in future. I just think it would be alot more fun to have choice in this game. Maybe a player has had 15 spirits in a row. Give them an option to say no the next game.
Oh hey you dropped these clown shoes at the door, you can take them and leave <3
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@EntitySpawn said:
But they balance around survivors who dont play well? They want survivors who arent efficient, cant loop and not very good in chase to escape...
Sure seems like survivor is the focus, but it is the vast majority of the game so...
If you think that then you really rely on crutches to win lmao
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@Rey_512 said:
https://forum.deadbydaylight.com/en/discussion/comment/2544539#Comment_2544539
Main point is this:
Devs claim that Undying is busted because cleansing 4 totems is “too much” for survivors to handle, then they introduce Boon Totems which can be relit indefinitely. Doesn’t matter if it takes longer to “bless” or if it takes 2 seconds ti “snuff”, it’s hypocritical balancing.
It quite literally does matter lmao in the situation where they would have to be cleansing 4 totems the survivors had to go and find took a MINIMUM of 56 seconds, not to account for time searching for the totems. All while ruin was letting killers keep doing their usual thing. Hexes don't require set up or placement, it requires you just to equip them and they have a map wide strong effect. Boons require the survivor to go find a totem, then spend the time setting it, then heading back to gens, while also alerting the killer that they have been placed, and being very loud and alerting as to where they are placed. Once again, the killer really does nothing and can take them out, which requires survivors to use more time again to set them up. It is literally slowdown for the killer, the tradeoff though is that survivors get a buff for doing bones. I'm not saying they don't need touched up on, they definitely shouldn't be able to stack. But if the totems got destroyed when the killer snuffed them, it would mean that is one less thing the survivor will have on their mind and they will do gens, it is the same mindset with the broken status effect, if they can't heal, what are they gonna do?
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@Rey_512 said:
https://forum.deadbydaylight.com/en/discussion/comment/2544471#Comment_2544471
Someone else that missed the point of the post. Please read it again and come back when you’re ready to make a relevant argument.
No i understood it, it isn't a second objective for killers, and old undying was straight busted for survivors. Not taking a side here, i play both sides, but it is pretty obvious. 14 seconds not including travel time away from the objective to keep placing a totem, compared to a killer who can just play normally and destroy them in 1 second when they come across it is pretty good, they added a secondary objective for survivors finally, like what has been needed since the beginning of the game. As a long time player I am happy to see some new unique stuff that shakes things up.
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@Myla said:
Whenever I'm playing killer or survivor in this map my brain is just on auto pilot mode.
I actually really like it. It looks much different than other maps and looks quite pleasant. It also has interesting options and loops compared to other indoor maps.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2544303#Comment_2544303
The only thing that keeps him relevant is his box.
His actual chase is extremely weak.
His chase isnt actually horrible, and during chain hunt it is even stronger. Positioning and quick shots eliminate almost all negatives. There is still some RNG issues but those really only feel horrible on a couple maps, mainly lerys and The Game. The box is the key to his whole kit, but without chain hunt going on he still isn't bad.
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@Vyne456 said:
I would love to see Carlos and Ada coming to dbd as a legendary skin and it would be very cool if we had more legendary skins in the future.
What previous chapters do you want to see having a legendary skin and why?
I want hunk for RE lmao
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@Renjiro said:
Twins are actually one of my favorite killers. Design, lore and power. They're just EXTREMLY clunky and can sometimes be a litle annyoing to play against. Tho onestly some of that frusttration comes from people who don't understand this Killer. I see people who don't kick victor when I downed someone. Dude I have 5 second stun, do something.
Whatever, here is how I would change the Twins (sorry if this is a biiit long):
• Reduce victors stun coldown from 5s to 3s, it just feels #########.
• Make victor see scratchmarks, but in return blood won't be highlited anymore.
• Reduce the time it takes for victor to charge his pounce from 1s down to 87,5. The number sounds random ik. It's just half of toy swords effect. Toy sword is too strong, but his default charge is a bit to long. This would be perfect.
• Increase victors coldown from 6 to 12 seconds.
• Reduce the time it takes to recall victor when he's latched on from 30s to 12s, but he suffers no coldown after that. So it's like a normal coldown.
• Reveal the aura of victor when he's latched on constantly.
• Make victor recalable at any time.
• Reduce the time that it takes for victor to die when he's idle, from 90s down to 60s.
• Also make it so that this timer does not reset when switching, it just goes back up at twice the speed.
• New mechanic: Sleepy mode
- Sleepy mode activates when victor is within 16m of a hooked survivor.
While victor is sleepy, following effects will accur:
- His shreak radius will be reduced down to 4m and he's sleeping.
- You'll be stunned for 3 seconds when switching to him (same animation when downing someone, but you CAN'T be crushed during this time. Stale biscuit does not affect this coldown).
• Sleepy mode will remain active for 4s.
That was ALOT. But I hope that atleast some of these changes would happen one day. The Twins are a very underappriated killer. But also dbd's most clunky one, sadly. Thanks for reading this novel. Cheers <3
• Also make us pat victor on the head when playing as charlotte.
The only thing they really need is to remove the harsh punishment by literally using your power correctly. Also make victor die when someone is hooked within 16 meters. I really thing that is all they need imo