LordGlint
LordGlint
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- Username
- LordGlint
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Comments
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Hopefully you didnt report this person for using headon against you...
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@EvilJoshy said:
The only thing I have against body blocking is when the gates are open, everyone else is at full health and I am trying to secure my only kill. Granted at that point I already lost but I hate how the survivors complain about me tunneling when it is impossible to down someone else before they get out.
I've yet to see someone body block a chainsaw.
I have, lol. Im just like... you didnt think this one through did ya...
CHAINSAW GO VROOOOOM
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@TheClownIsKing said:
If Satan ever got an STI, it would be called Disturbed Ward.
Just imagining Satan having to be tested for a STI, just for a doctor to let him know what that burning is. "Well...its NOT hellfire, so make sure you get intouch with anyone your active with".
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@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/1922226#Comment_1922226
That's on you. If you are foolish enough to charge at a giant welding a chainsaw, with no better weapon than harsh language, you're gonna have a bad time. You can either play smarter, or help him rack up downs and hooks. Your choice.
You know what hurts worse than a chainsaw? Words...
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@Kebek said:
https://forum.deadbydaylight.com/en/discussion/comment/1922833#Comment_1922833
I get what you mean, still my point really wasn't in that comparison, it just came fist to my head from the recent changes to perks but rather asking people to stop with the demands on changing the changes before they even come out.
I hope we get to test the new DS before adding any further updates to it.
Well my PC is probably gonna be out of commission for another month or so, so I mostly drop by the forums to try to stay up to date. Was surprised when I saw this DS change considering I've been suggesting this exact thing forever, lol. We'll see if its still here when I finally get to log on.
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Biggest pieces of advice I can give are...
- Don't let yourself get pulled into an endgame chat where someone is trying to bash you. I've had plenty of pleasant chats with people, but if someone is just trying to get under your skin and insult you...just leave after saying GGWP.
- Learn how to spot when your getting heated. Often times getting pissed off is only going to lead to more mistakes that is gonna piss you off even more. Take a moment to take a deep breath if you need it. I've had times where I've done this mid-game even and just took my hands off the keyboard for afew seconds to find my zen. You'd be surprised how quickly a game where I was losing can quickly turn around into a win. If your heated AFTER a game, maybe take a few minutes to watch some youtube or something before coming back.
- Accept that there is things that you CAN do to improve. Too many people for some reason have a tendency of assuming they play perfect and the game is therefore unfair when they lose. I had plenty of games early on when I too perfectly held W and chased after the survivor perfectly utilizing the exact pathing they went through... until I found out that this ISNT the best move, lol. You're going to learn tricks on how to play better and accepting that what your currently doing ISNT perfect and theres room to grow is actually a pretty good thing.
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@Kebek said:
https://forum.deadbydaylight.com/en/discussion/comment/1922789#Comment_1922789
Well I'm arguing based of changes devs actually made (thus had to have some reasoning for it, I think they even commented on the pop changes but I don't remember the specifics) and comparing them to another change they seem to want to do.
The "stacking" is just a word, I could say that the window of 60s was too forgiving allowing killers more actions then desired and it would mean basically the same thing. Stacking was simply the faster way to express something along those lines.
I get what your trying to say, just pointing out that comparing it to DS is really iffy. If you wanted to compare Pop to a survivor perk, Id say We'll make it would be the closest. Both allow you a time limited boost after successfully doing something (hooking for killers and unhooking for survivors). WMI actually WAS stackable back in the day allowing you to build up a massive boost if you did rapid unhooks. I'd hardly call it "stackable" now though, even if you do something weird like try to wait until it wore off before going for another unhook...although now I'm kinda beating a dead horse with the "stackable" thing so ill stop, lol.
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@Kebek said:
https://forum.deadbydaylight.com/en/discussion/comment/1922742#Comment_1922742
Considering that pop nerf happened due to people "stacking" it to get too much objective regression too fast and DS nerf is also getting nerfed due to getting objective progress too easily. I'd say it's good enough comparison as no ther nerfs feels like it had same reasoning as these 2.
If you keep things vague enough to say "It needs nerf because its too effective" you could claim that about EVERY perk in the entire game. The wording leaves alot of room for opinion. How much is too much? How much is too fast? I'm saying this simply to point out that super generic wording like this can allow you to argue ANY perk needs a buff/nerf and that EVERY perk is comparable.
Pop didnt allow for "stacking" due to not being token based causing the perk to overwrite and the kicking mechanic in general causing you to not be able to use it multiple times on the same gen (on your own). Thats not stacking.
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@Kebek said:
https://forum.deadbydaylight.com/en/discussion/comment/1922714#Comment_1922714
My point was mainly to show the comparion how killers could use pop to gain multiple uses out of it too fast due to the long timer giving them enough space to catch survivors before it runs out same way survivors can force out objectives with old DS risk-free due to no condition to prevent that from happenig..
Honestly...I dont know if those 2 perks are the best choices for comparison since the only things they have in common is they have timers.
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You're tactic for any killer should never be to 360 them. Thats a last ditch effort if you got caught out in the open, not something to base everything around. Bubbas biggest weakness is windows. No matter how fast he is with that saw, if you get to a window he has to either put the saw away or utilize a super nearby doorway.
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@Kebek said:
https://forum.deadbydaylight.com/en/discussion/comment/1922672#Comment_1922672
It didn't in mechanical way. But any good killer who was able to down a person in those 60s could get a gen kicked, hook the person they managed to catch in the 60s window for another pop and repeat that process very easily as long as they kept consistent chases, especially in a 3 gen with gens close to each other.
Same with DS, peple got unhooked, made a save and now both people have a DS and what's killer supposed to do. I guess I just leave them both and go find someone else as I know they both have DS active, just let me find a different survivros across the map, knowing there are 2 righ infront of me but I can't chase/hook them due to their perk.
@LordGlint Same topic.
While its true you can keep a pop in your back pocket so to speak, thats still not stacking it. Your unable to unload 2 pops on a gen without someone tapping it inbetween kicks. Thats 2 separate kicks on 2 separate gens with a kick inbetween each hook. If your in a situation like THIS team that let Umbra pop a gen 3 times rapidly... thats not a case of the perk being too good.
https://www.youtube.com/watch?v=r_CECuqg6lI -
@Kebek said:
https://forum.deadbydaylight.com/en/discussion/comment/1922663#Comment_1922663
I can, people didn't use pop as it was intended, to kick a gen after hooknig and were chasing and dowing survivors to stack pop uses. With less duration, that's far far less likely to happen as you don't have time and you'll lose your pop if you commit to a chase.
Same with DS, people kept using it to cheese objective insted of using it to get away from beiing tunneled so it's getting conditions that prevent that from happening.
Pop doesnt stack though... Theres no token system on it for 1 and you cant kick a gen more than once. In order for you to "stack" pop kicks on a gen, a survivor would have to start working on it after you kick it for you to kick it again after getting another pop charge.
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With the change to DS, I would consider it a completely fair perk now. Comboing it with unbreakable was kinda BS before since it was a lose lose situation if a killer chased you off a gen before weather they picked you up or slugged ya... but thats not the case anymore so the combo I would say is also fair.
Take this with a grain of salt since I havent gotten to play since b4 blight was released due to computer issues that wont get fixed for probably another month...
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Its very much possible to abuse a mechanic without it being specified as against the rules. Typically this is something that leads to changes in the game itself to avoid said abuse. When the game was first released, we saw abusable mechanics all over the place from having 2 windows directly next to each other before entity blockers were a thing that caused survivors to be able to hop back and forth forever without any worry of getting hit to even survivors being able to self-heal themselves so fast due to perk stacking that they could get hit and heal up while the killer was in the attack cooldown.
Heres a situation thats CURRENTLY in the game in which the killer player is forced to eat 21 flashlight blinds per survivor if they want a chance to start a chase...
https://www.youtube.com/watch?v=hiR1xV9Gy74Is it against the rules? no...
Is it abusing a mechanic? I'd say so
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You're always gonna have people who complain no matter what you do. I remember awhile back dominating a team as OG Bubba, just for one of em to start giving me crap that I should play a killer that actually needs skill. Fortunately that time (as well as quite afew others) the guys own teammates actually chimed in to tell him to STFU and that he got outplayed fair and square. You can't please everyone, so my best advice is to just remain civil in the endgame chat and maybe just leave things with GGWP.
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@Aztreonam78 said:
https://forum.deadbydaylight.com/en/discussion/comment/1911978#Comment_1911978
It does, but players seem to not know what that bluish icon on the bottom left means.
So what are you suggesting then?
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Saw a post on a facebook DBD page awhile ago that someone posted a video of them hooking the last survivor next to his buddy in the basement. Said survivor then yeets off the hook 3 seconds later, only to be shot midair by the Deathslinger. The comments section was LITTERED by people yelling camper...to the killer who had no one to chase no more, lol.
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@Aztreonam78 said:
ALMOST EVERY TIME THIS HAPPENS WHEN I USE THIS PERK
If the Killer is far away, the Survivors I unhook still run away in panic, wasting both their and mine time. They don't know what is We'll Make It, even some Red Ranks.
IMO, We'll Make it should apply its own Status Effect so people are more likely to know they are gonna be healed very fast, but I am not sure it will solve the problem of less experienced people overwhelming red ranks bcs of the terrible ranking system and matchmaking.
Hopefully MMR will be very soon and good enough to prevent such kind of frustration.
Pretty sure it already does pop up an icon when the person unhooking you has it
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Never understood why someone would feel the need to make a forum account for the sole purpose of quitting. Theres no point in joining the community, just to announce that you hate the community and want to quit it. Thats like getting hired for a job, just because you wanted to deliver a grand "I quit".
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This is the first time Ive ever heard someone claim theres any difference in the words "tie" and "draw". Feel like someone needs to make a meme on this with the "Did you win son?" format.
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@Crawler24 said:
https://forum.deadbydaylight.com/en/discussion/comment/1754876#Comment_1754876
Only problem is when u don't get a quick down you have 3 chilling on the same gens. If you have to give up the chase by the time you are on the opposite side of the map they can pop 2 gens and the one you left is sitting on the third while you try to down one of the others. Maybe it is different for you but i always try to find the 3 just to have them in movement.
For sure try to keep as many ppl occupied at once as you can. I was just saying its a good idea to check the close spots first that go straight across the map. If you can spot more than 1 working on a gen at a time, try to pressure both ppl rather than trying to focus on a down from the first person you come across. This is more a conversation about gen pressure at this point though as opposed to just early game tracking.
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@ZaKzan said:
https://forum.deadbydaylight.com/en/discussion/comment/1754876#Comment_1754876
Correct, like I said, what I would do is beeline to the upper right, but I would be looking as I went in the other spots for any signs of a survivor, If I see a survivor or scratch marks im going to go to that location, if I see nothing then I'm not, as it's far more likely survivors spawned in the upper right rather than right next to me. Those survivors are also more likely to be running freely since they are not within my TR and I can see their scratch marks. The problem with survivors spawning next to the killer is that the survivors can instantly start hiding, not showing any signs they are in that area. If the killer runs whispers, that's a different story.
Whispers is often a go-to for me on killers that might not naturally have built in tracking. If I'm playing Legion, I have the killer instinct...so I dont bother with whispers. If Im playing Huntress though, Ill toss on whispers. Between her huge hum range and slow movement speed, its not uncommon for survivors to hide well in advance.
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@ZaKzan said:
https://forum.deadbydaylight.com/en/discussion/comment/1753838#Comment_1753838
but do you take the time to thoroughly check your immediate vicinity where you spawned? Survivors can spawn quite close to the killer, but the more likely spots are farther away, i usually don't spend any time, just a few quick looks as im beelining to the farthest gens. If the survivor is hiding, there's no way I'll find them and there's no reason to look for them because of the chances they are there in the first place.
Gonna use this as an example map. Lets say I spawn in the bottom left. I KNOW the likelihood that a survivor spawning directly opposite of me (top right) is basicly 100%, however its abit of a walk and often times good to not go directly there right away. While I dont expect anyone to have spawned ontop of me in the bottom left, its pretty common theyd still spawn on the same side of the map as me and would be in the bottom right. Perks like whispers work wonders for verifying these hunches. Its probably like a 50% chance that someone is there and its pretty quick to check upon spawning in.
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@ZaKzan said:
https://forum.deadbydaylight.com/en/discussion/comment/1753827#Comment_1753827
if spawn rates were less random, you would get found even more often as the killer would be able to predict where you spawned. So instead of 30 seconds a couple times an hour, it will be 45 seconds most games.
Typically spawns are pretty predictable. I usually have a fairly good idea of where a survivor will be based off of my own spawn location. The only time im really scratching my head is when I get spawned in the middle of the map.
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I remember seeing a Tru3 video of that awhile back. He beat a 3 man swf as Nurse and played survivor in his next match. For the video he managed to get both his and the SWF's perspectives since one of them was also on twitch and he managed to snag their vod. Well, they recognized him right away and made sure to ruin his survivor game by spamming the unhook animation for 2 minutes straight after leading the killer to his location. They then went on to tell whatever followers they had that it was because tru3 camped them in the game previous. Tru3 had included footage of THAT game as well to show that he hadnt, although really...even if he DID camp or something to get a win...that shouldnt merit griefing your teammates in later games.
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@Alphaphalt said:
https://forum.deadbydaylight.com/en/discussion/comment/1749095#Comment_1749095
I think I failed to be clearer with my point which a lot of people have pointed out. :(
What I mean is reduce the pallets to only a few and maybe make them slightly weaker, and then promote stealth gameplay by updating the maps to be less flat and empty, allowing for more diverse play. A good survivor doesn't need many pallets anyways!
That might SOUND like fun on paper, but in practice... The games as killer where the entire team of survivors is just stealthing around so all you can do is keep patrolling the gens as you keep seeing them have more and more progress while being unable to find anyone is the worst. This is the reason things like the corn on farm maps, the bushes on dead dog salon and other aspects that make crouching blendettes disappear has so much hate. It also just makes it more likely camping will rise since killers would have a hard time finding more chases to get in to begin with. They wont wanna let go of the few survivors they DO find.
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I'm having a hard time seeing where your coming from. Most killers have a fairly easy to reach skill FLOOR, meaning you can do decent with them right away. What you DONT want is a low skill ceiling. Being able to practice a killer and get better and better with them overtime is the fun of the game. If theres truly nothing you can do to get better at a killer because you hit an incredibly low skill ceiling in 30 minutes... That would just be boring AF. Thats not helping out noobs, but rather applying an easy to reach limit to how good your allowed to get.
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If your chasing after 1 person for 3 minutes, your problem isnt that that person is unfairly too good but that you allowed yourself to get tunnel vision and ignore the other 3 survivors. The fact that you have 2.8k hours in the game only shows that your bad habit had REALLY set in. Dont let 1 person make use of the entire map's resources while you ignore the other 3.
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@Penfighter said:
A LOT of people stream this game, so to name them all would be impossible. My favorite game against a good streamer was against ThreatDesigns. He plays a fun Trapper and he let us all go after we all got hooked twice.
A side note, I finally decided to add TTV to my name, BUT I took it down almost immediately. As a Killer its fine but as a survivor, it basically means an instant mori.
Theres a difference though between someone who streams with a viewer count of like 2 and someone who actually does it regularly enough to have a decently high viewer count of afew hundred at least. The 2nd is what people are asking about.
Its kinda like the difference between being on television because of professional grade acting...versus being on television because you pressed play on a family video to the beach.
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Plague, Mikey, Suzie, Anna, Demo doggo, Oni and Bubba for me. I of course try playing the rest of the roster from time to time, but I'm not nearly as proficient.
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@WhyDecide said:
@LordGlint OP said that the changes should include a paused timer in the TR, and experienced swf squads can simply abuse this
Reread the OP, they said paused timer while in chase, not while in TR. You can be right next to the killer and not be in chase since the chase mechanic requires the killer to maintain LOS on a survivor that is running. The best you could really do to abuse this is remain infront of the killer and thus take a hit...in which case they could just pick you up after youve been slugged for 30 seconds since you wouldnt be in chase while on the ground.
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@FattiePoobum said:
Wow, at the last second they changed.
What a stroke of genius of you to have Franklins equip just in case this sort of shenanigans was to take place.
You really showed them camping them in the basement.
Did you get the yellow first then wait for the red ones to come save.
That truly was a masterclass of red rank killer gameplay.
If he's able to get all 4 survivors on those hooks at the same time...its highly likely the team started swarming and there was no reason to ever leave the area. Id hardly call that camping. There was at most 1 minute and 30 seconds time difference between when he got the 1st guy on hook and when he got the last...
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Id say Hag and Spirit. My very first game against a Spirit resulted in me getting gen grabbed and about pooped myself... After that, I had some serious anxiety for awhile everytime I learned I was going against a Spirit. As for Hag, she can make the entire map feel like a minefield of jumpscares, lol.
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Your gonna have plenty of people disagree with ya, but ultimately...it comes down to the player. Your gonna have certain killers that just click for you. That might be different from what clicks for me and really...thats ok. Id ay hes far from the best killer in the game, however hes not nearly as bad as alot of people like to claim. He's actually one of the killers I tend to rotate amongst while playing killer and I'm usually able to do just fine.
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@Clevite said:
Yeah but God loopers would take on this challenge stay in the TR and be a pain in the ass.
Throw in a flashlight and you could presumably eat a whole lot of killer's time!
Im confused, whats the TR have to do with anything?
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Ive gone against Paulie ester as Legion and unfortunately kinda ended up dominating... I felt bad about that one.
Went against Zubat once when I was still kinda newish, so brought iri heads and a mori. The guy actually included it in one of his videos, lol.
Went against EdgarAllenBro once as Clown and had a pretty close game that resulted in a 4k. The guy was actually pretty cool about it and gave me props for playing without addons. Ended up watching some of his stream afterwards and followed him, lol. Its a pretty entertaining stream.
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@maderr said:
https://forum.deadbydaylight.com/en/discussion/comment/1529299#Comment_1529299
Let's say you need 10 seconds at the start of the round to find the 1st surv.
Chase 30 sec (it's a short one), yo utake the surv, you hook him/her, 10 more seconds.
Then you have BBQ, so you know where they are and you have to cross the map to get to another surv, let's say 15 sec to cross the map then chase 30 sec and again hook, let's say 5 sec.
Total for 2 hooks : 100 seconds.
If they have some tool boxes and let's put in some variables (it takes you a little longer to catch a surv etc...), it's 3 gens done, for 2 hooks.
Not fair at all...
Your initial chase is going to be like this only because while your dealing with that first guy, you have 0 pressure on the others making it so 3 people are pumping out gens. After that however, 1 guy has to leave gens to unhook and another is getting chased. This leaves only 1 person actually doing gens. Point being...yes, gen speeds at the beginning are really fast but its unreasonable to think that speed is consistant for the entire trial.
Beyond that however... Maybe try to get in chases abit closer. You said you cross the entire map to get into another chase. If you can et into another one sooner by picking a closer target... that's gonna cut down on time for you and force the guy far away to waste HIS time crossing the map to get the unhook. This will also help you play somewhat territorial so you can prevent gens from popping evenly and making your last gens being across the map from each other. If you see someone working on a gen across the map all on its loansome... let them have it. Its not worth the time.
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While were at it, we should also buff some of the lesser used perks... like DS.
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Theres typically plenty enough info that the killer never really feels cheap. You can still see him if your paying attention and he has a massive slowdown while hes uncloaking, which often times is enough time to let you get to a nearby window or pallet. Spinechill comes in handy against him and is constantly on my loadout, although its by no means a REQUIRED perk.
What I will say is the killer makes it so you cant just turn your brain off while holding down M1 on a gen like alot of people like to do. Too many people are only alert when they hear a TR, which just ends up going to bite them in the ass when theres either a small TR or no TR at all due to a killer's power or perk. Try to get in the habit of staying alert to your surroundings. The last thing you want is to find out the Bubba your facing has tinkerer after he sneaks up on you because you werent bothering to look out for the big guy wearing a bright yellow apron walking your way.
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I typically just say GG and leave it at that. If someone wants to write a book in the endgame chat...they can talk to themselves, lol.
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I typically dont have any problem with Legion's power. Generally the fact that survivors get a speed boost after the first stab doesnt bother me since USUALLY I'm chasing after their teammates at that point anyway and only really start truly chasing someone once their already injured. Survivors who were caught trying to work on a gen while injured typically dont have too much to work with within the area and are only really gonna give ya issues if you end up getting tunnel vision by chasing after 1 person whos running you through the entire map and thus allowing them to use the entire map's resources rather than limiting them to the few resources around the gen that you initially caught them at.
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@WishIcouldmain said:
https://forum.deadbydaylight.com/en/discussion/comment/1735073#Comment_1735073
Okay then I'm just thinking they might make another power similar to one we already have which I don't want. Also I'm quite sure Hag is a little different because the circumstances which made her a cannibal were different then the Wendigo process. Since from what I read selfish behavior and actions turn you into a Wendigo while Lisa was twisted to being locked up. Also when I first saw the teaser the pale skin made me think a Vampire instead of a Wendigo.
Sure, it might have some minor differences, but...its a whole lot more similar than an alien creature from another dimension. With hag, the real question is if her current form was obtained before or after she murdered and ate all the people who captured her. She still does continue to eat people however as seen with her devouring livers in her mori.
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@WishIcouldmain said:
https://forum.deadbydaylight.com/en/discussion/comment/1735040#Comment_1735040
Well hag is still a human just went through some rough stuff. It sounded like it was on four legs. So I figured a creature killer.
You would say the same about the Wendigo though. Wendigos are said to be humans who have done various taboos such as murder or cannibalism. Lisa Sherwood has way more similarities to a wendigo than Demo does since she also started off as a human that ended up turning to cannibalism.
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I once had a survivor claiming I tunneled him when he was the last survivor alive and I found him opening the exit gate...
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As far as bringing up snarling and all that...I feel like someone forgot Hag exists, lol.
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Sounds like something that people would use 1 time to see what its like, then NEVER again when they realize how much it hinders them.
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@whammigobambam said:
https://forum.deadbydaylight.com/en/discussion/comment/1728486#Comment_1728486
Letting a survivor work towards objective only with intent to kill them is Dbd bm in the highest form. It is nothing like the hits at the end survivors give to killer. To say they are even remotely the same is cementing this misconception that what you're doing is friendly in any way.
How is it any different? One is letting your opponite get points without GIVING a sacrafice while the other is giving points without giving an escape. Those 2 things are very much comparable.
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Would be really nice to have a little timer by a person's player icon to lemme know how long it's been since theyve last been unhooked... Think the reason is kinda obvious.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1723347#Comment_1723347
Tell me your secrets
They came out with a "forum member of the month" program. I was the first one of like 2 people to win it, lol. Not sure if there was ever any others and the one other person I know of didnt feel like using the red PFP.
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I do it sometimes, but really just to let em have some extra BPs before they get hooked. Its kinda like survivors who let the killer get some extra hits in before they leave out the exit gate with the only difference being nobody is having to cross the map to end the game.
