Malkhrim
Malkhrim
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- Malkhrim
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@Brokenbones said:
You know I have a weird theory why this happens sometimes and not others
I think if the chains spawn near/behind the entity blockers, when the killer gets close the entity blocker counts as 'the environment' and then removes the chains, the survivor is instantly freed from those chains and likely the first one after holding M1 which means they would no longer be incapacitated.
IDK It's just a guess but it's possible right?
It could be, I saw something that looked like this in one of Otzdarva's recent videos:
https://youtu.be/hc80gyYm278It happens at 1:08:50
But I'm not sure if that's what happened in my match, it seemed to me he was still chained... unless I missed it, since it happened fast.
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@Crowman said:
It does make them incapacitated, it just doesn't have a buffer period when you down the survivor like Victor does.
Are you sure? Because in the following video you can see it last for 5 seconds:
https://www.youtube.com/watch?v=Y2QrBWH3NmMWhen I downed the survivor at the exit gates, however, that didn't happen and he escaped instantly.
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Honestly, I think this could make high-skilled play a little less unbalanced.
The killer shack isn't a problem against the average survivors, because they often fall for the mindgames, even for the most basic ones. But that doesn't work against the most skilled survivors. They won't fall for the mindgames and will always wait at the safest spots if they lose the killer from sight, reacting fast enough to reach the window or pallet when they see it again. This can waste a lot of the killer's time, which is a big problem against survivors who do gens efficiently.
The only problem this implies is... the shack is already not that good for the average and low skilled survivor, so a breakable wall would make it a really dangerous tile for them.
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So... we won't get to see a Blighted Oni skin? Or Blighted Trickster? That's sad.
I hope the next tome brings some really scary skin for Trickster... but usually the Tome cosmetics are related to lore, so I don't know what to expect...
Come on, Blighted Skins improve the visuals of every killer so much. They made The LEGION (who has one of the most uninspired visuals) into a scary monstrosity, imagine what could become of Trickster, who is lacking an actually scary skin.
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1#. Map/Loop Design
2#. The need for at least one gen defense perk on high MMR (I mean, you can still win without any, but it gets much harder to counter survivors doing gens efficiently).
3#. Add-on balance. Seriously, some add-ons are still broken while others are worthless.
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I don't even know if that's only on high MMR.
Since I'm a killer main, my survivor MMR must not be too high (because even though I play survivor too, it's not a lot). But I've noticed my solo survivor games got easier since SBMM was implemented. Probably because the teammates I've been paired with are more skilled.
I mean, this could also mean I'm only facing low-skill killers since my own MMR is not that high yet, but shouldn't the other survivors be less skilled too? And since the kill rates were higher at lower ranks, shouldn't we expect the same for low MMR?
As a killer my MMR is obviously higher, and I can confirm games got harder. But some rare times I still end up against survivors who aren't very good and get 4K'd much more easily, go check their playtime and... some have over 2000 hours while others played for less than 300 (now THAT explains why they got caught so easily). It's really weird. SWFs of different MMRs, I guess. Or maybe I must play more games with some killers to raise their MMR further, but since having a single high MMR killer pulls the others up, I shouldn't be facing 300 hours survivors ever. How can I in one match be facing 2,5K hours survivors and a while later be paired against some guys with 300 or less?
I wish I could actually see my MMR numbers on each killer and on survivor so I could get a better idea on why this is happening.
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If they're going to do that, they could at least return the Hex Totem aura reading to Undying. The whole reason Undying's aura reading was nerfed was because of the notification provided by Thrill of the Hunt.
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I really don't see what's the point of nerfing something that can counter a new mechanic. New mechanics are healthier for the game if they have counters.
Specially when the perk that could be used for it is one of the most underused hex perks.
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If map offerings are disabled, Jumpscare Myers (with Scratched Mirror) will immediatly cease to be viable, and that must never happen.
I hate being sent to Haddonfield as well. Gideon is also terrible, but what really must be done is fixing those maps, not removing the offerings.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2551945#Comment_2551945
One of the bottom paragraphs suggests that owning the NFT will unlock exclusive content, and they mention Doug Bradley so it's probably got something to do with voice lines. Also they say "A chance" meaning you're not even guaranteed to get what you want.
But at other point it says buying the NFT will unlock the Hellraiser DLC for you. It doesn't necessarily mean the voicelines will be NFT exclusive.
At least let's hope. I don't think anyone in the whole community would like content to be locked behind NFTs, SPECIALLY Pinhead's voicelines.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2537055#Comment_2537055
The difference here is that RPD is a specific building set within another video game's world (for this reason we'll almost undoubtedly never see Midwhich changed either - also based on another video game). Springwood and The Game aren't like that - they are based on films where you just get shots of various places. It's up to your imagination mostly as to what the whole place could look like. Hope that makes sense.
That's true, but I'm not sure if that affects license rules or if there is any demand for the map to be as faithful to the original as possible. Even though we cannot see Gideon Meat Packing Plant's whole layout on the Saw films, we know one thing: the bathroom from the first movie wasn't in it, since its first appearance was in Saw III. That didn't stop the devs from changing the bathroom to look even more like the one from the movie, which includes even one of the characters' corpse.
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What I don't get in RPD is: they implemented a few visual changes caused by the entity, so it's not an exact replica in that regard. What was stopping them from making layout changes for gameplay too? Seriously, Midwich got criticized a lot on release, but then people started to learn how to navigate through its shortcuts. Why doesn't RPD has any shortcuts? A hole in the second floor, a breakable wall connecting corridors, anything to make it less painful to play at?
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@slendermansmoom said:
it has to stay the same due to the licensing of the map/ it's a exact replica of the real racoon city police station from RE2 so there is nothing they could do to change it without making a dbd version of the real thing and break the licensing rules. it's the same with the other licensed maps which are. haddonfield, badham, the game, RPD, hawkins and midwich. (hawkins can be changed now however because of the loss of licensing)
I'm not sure if they are really not allowed to change maps. Both Badham and The Game got reworked already, afterall. They could have met an agreement with the license holders, or that might be included in the contract.
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So "Only one obsession per match" was removed. Nice.
But why Judith's Journal still has "You become obsessed with one survivor"? Now there is one obsession every match anyway, even if no one equips an obsession perk/add-on.
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The build I'm using lately isn't the best Freddy build, but is fun and I've been enjoying it a lot. It is... Impossible Skillchecks. On Freddy, yeah. Or maybe you could call it the skillcheck regression build.
Add-ons: Blue Dress and Green Dress. This will increase the penalty when a survivor fails a skillcheck in the dream world.
Since survivors are oblivious while in the dream world, there's no point in using Unnerving Presence+Distressing, this perks don't sinergize with this build at all.
So, the perks are the following: Hex: Huntress Lullaby, Overcharge, Oppression and Pop Goes the Weasel.
It's simple: Huntress Lullaby increases the penalties even further and makes the skillchecks harder to hit. Overcharge generates a hard skillcheck with additional 5%. regression. Oppression forces a skillcheck on survivors working on gens. Pop takes a lot of progress from gens you kick, having some nice sinergy with Oppression and Overcharge (also, the perk is so good it helps making this build viable).
I've played with this build against streamers and then watched the match later through their perspectives. A single failed Overcharge skillcheck in the dreamworld with 5 stacks of Huntress Lullaby takes a huge ammount of gen progress. It awakes the survivors, but that's not so much of a problem. If anything, you will soon just put them to sleep again by hitting them.
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@Jago said:
https://forum.deadbydaylight.com/en/discussion/comment/2525349#Comment_2525349
Sorry to disappoint but you can bless a Hex totem. It deletes the Hex effects and transforms it into a boon totem. If you snuff out the blessing, the totems becomes dull.
Enjoy
I know I'm late to answer this, but yeah, I stand corrected, as I saw it on the PTB yesterday.
Damn, this is going to be OP. Blessing hexes is not what bothers me, but the ability to bless again and again, with unlimited uses and no cooldown, carrying the effects of multiple perks on a single totem and having one blessed totem for each survivor, THAT is really too much. The problem with blessing hexes is that you can't even prevent that with your own totems.
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@Jago said:
Dont worry mate, next killer will have a perk that will make dull totems un'blessable as a typical band aid fix 🕵🤡
That already exists... kinda. They are called Hex perks. Survivors won't be able to bless hex totems.
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Yeah, that's why I hope each survivor can only bless a totem once. They should work in a similar way to Hex perks: if the killer finds it, it's gone.
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The Legion is the only killer in the game whose whole design seems uninteresting to me.
Visuals - A teenager with a knife who doesn't look more special than any ordinary mugger.
Power - Enter a frenzy that allows you to... run faster and stab survivors. Meh.
The only unique thing about the Legion is that they can fast vault windows and pallets, but those are just survivor moves on a killer.
Their Halloween outfit, however, is one of the coolest and scariest. Is the only outfit that actually makes the Legion look scary.
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@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2515636#Comment_2515636
This is why i don't touch trapper beyond a daily. Trap hitboxes need to be increased to at least include the springs. Make the hitbox an 0 shape so a survivor can't fit past where the killer cannot.
The problem is, even with a bigger hitbox they can still Dead Hard through it, and pretty much trap the killer.
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@Heartbound said:
*survivor walks around the trap because their hitbox is smaller*
*Corridor is too narrow to walk around*
*cry*
Oh, I and there's that too. I hadn't thought about this, which makes the add-on even worse!
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I haven't tried this challenge yet, but I must say that, by the descriptions, it looks a lot like an old bug when you would spend many seconds on cooperative actions and the daily ritual that required it would count only something like 5 seconds. Maybe it's a similar thing affecting the Tome challenges, even though they ask for gen completion, not for time repairing it.
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Nice job!
But tell me... how did you do From the void she kills? I really can't see a way of doing that one besides farming and waiting for a survivor to let me do so... and I really hate farming and would therefore hate to resort to that.
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@BadMrFrosty said:
When they removed his voice lines, they tore his soul apart.
Now there's only a husk.
/ripcamers
His mori is really not the same anymore after the removal of his voice lines. The animation is still awesome, it is still the first mori in the game that leaves no corpse behind, but still feel sad that it isn't in its best version anymore.
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Honestly, I don't see why people complain so much about Judith's Tombstone. Tombstone Piece is completely broken, but Judith's Tombstone isn't. If Myers has both iridescent add-ons and survivors actually avoid his stalking, he might take really long to get to Tier III. If he gets to it, then it's a reward for getting so much stalking in first place, and he still has his speed reduced. Against efficient survivors, they might finish all the gens before Michael can reach Tier III. You have better chances using a green add-on instead.
Even if he pairs Judith's Tombstone with J. Myers Memorial, he will only be able to kill one person after a long time of stalking and then become an m1 killer with reduced speed for the rest of the game. If you want to prevent even the possibility of he getting a kill from that, could just merge both his Iris in a single add-on, but that would make a balance problem on possible pairing with others, like J. Myers Memorial.
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@AssassinZodiac said:
I would rather they make all killers undetectable for Halloween. That way we would have jump scares galore. Sounds like a good time to me. Not very balanced, but fun.
That would make stealth killers (including Michael, who should always be around on Halloween) pointless, so I would ratter prefer a new add-on similar to 2020's Blight Serum that could temporarily give any killer the ability to become undetectable, and killer who already have that power (like Pig and Ghostface) would get something else from it (like Blight gained 1 aditional rush token from Blight Serum). It could be an add-on that only worked once in game for the sake of balance, I would be fine with it as long as I could jumpscare people with unusual killers.
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@EllieFigure8 said:
Me too man! For me at least this only happens when the survivors do at least one gen. Can you confirm that?
I'm not sure. Actually, I only played Twins twice since the Hellraiser patch, because I couldn't stand hearing that noise over and over.
But I only started to notice the sound when there was one gen done in the first game, so it's possible.
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I had a feeling the same thing was happening to me as a cloaked Wraith yesterday. I would stand before a pallet and the survivor would just run to the other side and drop it on me as if I wasn't blocking the narrow path.
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I just found it. Chained a survivor as the Cenobite right before he dropped it and could just stare as he unchained himself and ran away.
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@Zarathos said:
Sbmm is gonna suck regardless of what killer you main. Nemsis is likely to receive changes by next mid chapter. We will have to see what happens but according to dev's who reply to a forum post they think infecting and also taking a health state is too strong? So expect him to wallow in mid tier. I highly advise maining a killer with more potential if you don't want your dbd main to actually scale.
The problem with Nemesis is how less useful his power feels when you go against skilled survivors. Every mid-to-lower killers have problems against skilled survivors, but his is more frustrating because you end up with less reasons to even use his power and end up spending more time like a regular m1 killer (chases might take way too long if you use it when you could just m1). But when you finally see a reason to use the tentacle, it will do nothing the first time. I really hope he gets more significant changes.
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@Lochnload_exe said:
TBF you do get punished pretty hard. You are oblivious to the killer (not the biggest deal), but you also have constant chains harassing you that are loud and do help in chase a lot, as well as interrupting you if you do happen to try to solve the box or do gens, meaning the team is now a 1v3. You can catch the box holder pretty easily, and then take it for yourself. The punishment means you have much more of a problem in chase, cant do gens, and you are risking your team by not solving it. It is your fault for letting them hold it hostage. Take advantage of the situation
The problem is: the same thing applied to Viktor when he was on the PTB, and people still chose to kidnap him instead of crushing him, as Charlotte wasn't able to call him back before. A single survivor not being oblivious and unable to do gens is not that big of a deal in exchange for taking away one of the killer's abilities. Okay, at least the Cenobite doesn't lose ALL his power like the Twins did, but he loses an important part of it.
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@Crowman said:
I don't think killer challenges need to be difficult. It's only 30K BP.
The only real annoying one that currently exists is Pyramid Head's daily, because getting 4 cages requires survivor being tormented and sometimes survivors getting tormented just doesn't happen.
Not to mention there are moments when you don't want to send the survivor to a cage and just hook them instead, depending on things like everyone's location on the map.
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I just found this issue, and I play on PC. It's incredibly annoying.
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@Kazim said:
they are going to rework all the maps, what happens is that the bugs of the resident chapter delayed them but they will remodel them all.
Makes sense. What I don't get is: why wasn't this map a priority over other reworks? Not saying the other maps didn't need a rework, of course they needed, but Haddonfield has more issues than most of them had right before their reworks (can't say all of them, though. Old Ormond was really bad and the rework made it much better).
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@kate_best_girl said:
People still complain about RPD?
Honestly, this wasn't suposed to sound like a rant about RPD, I just mentioned it because I was about to write Haddonfield was the most problematic map, but then I remembered RPD. The last mention was more about the fact that, the newest map being this big, I don't know if the devs are currently concerned about map size (I'm not claiming they are unconcerned about it, just raising the question because I think this needs to be solved.
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@Tekno_Badger said:
https://forum.deadbydaylight.com/en/discussion/comment/2466550#Comment_2466550
I find hag to be more of a witch than a wendigo, but I see the connection
Yeah, the Hag is what her name says - A Hag. People forget that hags are creatures of folklore too. I believe saying the Hag is a witch is not wrong, since the word "Hag" came from an Old English term for "witch". There's also the fact that other languages don't have an specific word for Hag, which is usually translated to the same word as "witch". A Hag, according to folk tales, is an old lady who possesses magical powers and is often said to feed on human flesh (commonly children), and Lisa Sherwood fits the description almost perfectly, with the only difference being she is not old, just disfigured.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2466616#Comment_2466616
Why would anyone 'strive' for an average result?
4k is a win, what else would it be?
0k is a loss
That makes a 2k squarely in the middle, by any non-asymetrical metric, a draw.
A draw is fine, but you don't 'strive' for it.
Exactly. I think some people misinterpret the devs when they say they are aiming for 2 kills, 2 escapes. That only means they are aiming for a more balanced game where both sides have similar chances to fulfill their objectives, that is, to win. Escape if you're a survivor, kill if you're the killer. That doesn't mean that every killer should strive for making every game a 2K. That doesn't even make sense. Everyone strives for making as much as they can of their objective, and the ballance makes sure the chances are equal.
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Mothman is supposedly a creature who predicts disasters, not a murderous one. Since he is not known for killing, it wouldn't make sense to make him a killer.
An original killer inspired by Mothman, however, like an insect like man-turned-monster with moth wings, that would be interesting.
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@BingBongMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2315535#Comment_2315535
I really like the look of the map, just such a damn shame it sucks to play on for killers
Especially since coldwind isn't conducive to many killer powers.
Yeah, I like the looks of it too. Thompson's House new visual is amazing. It's really a shame it's hard to enjoy a game there as killer.
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I usually like playing against streamers because I can, after the match is over, see it from their pespective. Many of them are chill, I want to believe it's most of them, but I don't keep track of it. However, I've also seen a lot of toxicity from streamers. Specially from the ones who play with 4-man SWF. If a streamer is in the lobby with a flashlight, I usually think "This is going to be a flashlight clicker, right?". And yeah, most of the time I'm right.
By watching matches in their perspective, I've seen some who are really entitled and start boasting and mocking after a single play that works well for them... and then complain about either you or the game when they get caught. Not to mention the ones that trashtalk and insult the killer and/or other survivors (I've faced one of this on my last match. Apparently I had 'tunneled' him, even though I chased and hooked other survivors before hooking him the second and third times), the ones that think you are "stream snipping" for no reason, and the ones who in the end report you for no reason as well.
But again, I have also seen many, many chill ones, and I believe those were the majority so far, I just don't keep track of it. I would say that, if there's a lot of toxicity from streamers, doesn't mean streamers are toxic, it means that many DbD players are toxic and that ends up including streamers as well.
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Yeah, of all the map reworks to this day, Coldwind was the most disappointing for me. Farm maps were known as extremely survivor sided since the day the game first launched. And even though they received changes througout the years (specially the 2020 change that fixed their worst loops) and became less unbalanced than they were before, they were still among the worst maps to play as killer.
Since killers complained about this maps for so long, I thought behavior was going to fix them with the rework. But instead, they didn't change a lot, and some of the stuff they changed just made them worse. To talk about the three worse ones:
Fractured Cowshed is still one of the most safe maps for survivors, and one of the worst in the whole game to play as killer. It's just slightly better than Haddonfield, and only because Lampkin Lane has those safe windows in the houses. To make it worse, now it has breakable walls on the previously fixed loops.
Rotten Fields has the same issues it had before.
Thompson's House got probably the biggest change out of these. While I'm not sure about the rest of the map (I really need to play more on it. Didn't have many chances yet), I can say the house itself got clearly stronger for the survivor's side. On the other hand, the loops around it feel easier to play around. But survivors who know how strong the house is will use to waste more of the killer's time.
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@megburnsred said:
https://forum.deadbydaylight.com/en/discussion/comment/2291034#Comment_2291034
it was just a question I thought i’d ask to get others opinions… I personally never bring keys, so i’m not included in this.
That's fine. Sorry if I sounded harsh or something, I just thought it was the best way of telling this.
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@th3 said:
https://forum.deadbydaylight.com/en/discussion/comment/2290991#Comment_2290991
The survivor doesn't get that option against a killer. That makes it inherently unfair especially when there are players who intentionally go out of their way with a list of names to play matches to ruin it for that player. It's an archaic design choice and needs to change.
Survivors don't get that choice because they would be able to guess what killer they would be going against if that was the case. Survivors also don't have to deal with SWF squads. But they can see their team mates names and choose not to play with someone who is ruining their games, so it goes for both sides. Removing it would just take it away from the killer.
I never knew about any killer who makes lists of names of survivors to target and I don't think it's a common or even easy thing to do, considering the number of survivors is much bigger than killers and you usually go against different survivors everytime. Disabling crossplay might reduce the numbers, but that makes the lobby waiting time longer, and I believe most players don't want that, even the toxic ones. If someone does keep a list of names and manages to ruin multiple games for someone on purpose, that is a bannable offense, so report it and this player won't last long.
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@megburnsred said:
Just a thought i’d post to see what others opinions are on the matter. I’m always wondering how much different the games would be if the killers weren’t able to see the items of which survivors bring in. We aren’t able to see anything of what they bring, and soon we may not be able to see the mori’s. (As far as i’m aware, you can correct me if i’m wrong)
It’s disheartening to play the game knowing your going to be tunnelled and camped because one person decided they wanted to bring in a key. I usually hate using this word, but they all cause a “try hard” attitude with most killers, or they play super salty. We can’t see a Mikey’s Tombstone, or anything else that could change the face of the game for us. We don’t even know which killer it is to properly prepare. So I don’t see why killers get the advantage to build against items brought in.
This is just my personal opinion, and I would love to hear your input as well!
With all the due respect, I must say this is a terrible idea. The items may impact on what perks the killer wants to bring to the game, and wether they want to dodge it. Some of them might turn out to be useless if the survivors bring or don't bring certain items. Examples: Lightborn is useless in a game with no flashlights, and you might want to pick it against a 4 Flashlights squad. Hoarder might never come to effect if all survivors bring items and you don't have Franklin's Demise. Hex Perks might go off too soon if a survivor has a map. A lot of medkits may affect if you want to bring anti-healing perks, and of course, Franklin's Demise might do little or even nothing if survivors don't bring any items. Many toolboxes also indicate the gems might go faster in the beginning or end of the match. And then there's THIS: You want to know if suvivors have a key to prepare for it, dodge it, or pick Franklin's Demise to at least stop a survivor from opening the hatch mid-chase after being hit (unfortunately, that's all Franklin's Demise can do against a key now. Just a little, but it's something).
I don't want to sound harsh, but if you decide to bring a key to the match, you must be prepared to face tunneling or even camping. Keys have no real counter, even less than before now that Franklin's Demise was changed, so it's fair that the killer knows you have it and might target you to prevent it from being used. Bringing it is your choice, so make it at your own risk.
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@th3 said:
Well if anything I'd like the killers to just not see the names of the players. It really only helps those players who want to preemptively harass other players.
The names actually helps me to identify possible SWFs and prepare for it, since some SWF squads name themselves similarly. It's not on every match, but it happens, so it needs to stay. It can also help you to recognize players you've played against before and adapt to their playstile and perks. The killer might also want to dodge someone he doesn't want to play against again, and honestly I think that's valid.
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@ggezbaby said:
https://forum.deadbydaylight.com/en/discussion/comment/2167303#Comment_2167303
definitely was. two people got body blocked by a Charlotte in the basement. cant say something wasn’t possible just cause you didn’t try it before the shadow nerf lmao
Either they didn't try enough to pass around her or it was a bug/mistake, since the killer's hitbox in the basement stairs where changed a long time ago to not fully block it. This is not a feature.
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@Omans said:
It's always amusing seeing what the people on these forums think of particular killers. I have a feeling most of them don't actually play, and just parrot what they have read in other threads?
Twins is high B, low-mid A tier after this change. Solidly A tier before this nerf.
She is one of the most oppressive killers to go against, at red ranks, when played by a good killer player.
Everyone on the Korean server knows this fact. It's strange that the people on this forum keep insisting that Twins are low tier. Like, honestly makes me wonder if I'm playing the same game as these people.
Twins just need to be reworked. They aren't fun to go against when a skilled red rank player plays them.
I play the Twins very often and I agree they are actually really strong, but I still think this stealth nerf is terrible. To begin with, is a stealth nerf. Second, it literally removed from the game one of the creative ways you could use Charlotte and Viktor together, which is just killing part of the fun. Their opressiveness doesn't really come from that, it comes mostly from Viktor being able to apply a lot of pressure and to catch up to survivors with ease, but even that I don't think is an issue, they also have plenty of counters if survivors know what they are doing (pre-dropping pallets can render Viktor nearly useless at some loops, for example).
Downing every survivor and winning many matches earlier through slugging? That's an actual issue (they are not the only killer who can get earlier 4K's via slugging, but yeah, they can do that against average players more easily than any other killer). Still, making them waste time after hitting a healthy survivor has no impact on that whatsoever. The recovery nerf tries to adress that, but doesn't really give a reason to the Twins not to try and slug everyone, considering it still a needed strategy due to her strenghts and weaknesses.
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@Moxie said:
Hey! I am currently still in mourning and am in the "grr im so angrey" stage:
ADDITIONAL STEALTH NERFS TO TWINS NOT MENTIONED IN ANY PATCH NOTES:
-No longer have collision. Remember how you could block door ways with Charlotte? No longer! This was deemed too "creative" by the Devs, so that has been taken away. You can now glide through Charlotte like a specter or something
-Back to Back view. Remember a couple patches ago, when you latched on to a Survivor you switched back to Charlotte right away. That's gone. Now we are back to Victor View after he latches on, adding another 1.5 secs to Charlottes "awaken" time.
Still testing all Add-ons and bugs. I will update this when I discover more.
I had already found the 5 seconds recovery too much (even though the reason for it is understandable), but this is infuriating.
I hope they revert the collision and this aditional time in Viktor's view, I see no reason to limit creativity with a killer and to make them waste more time with their power. Yeah, I know the Twins are a strong killer and people really underrate them. I actually love to play them, but I don't feel as motivated to play as before after knowing one of the ways you could use their power is simply gone all of sudden. On a stealth nerf.
The worst part is this going live without warning after weeks of PTB.
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I can only get disappointed when I see people saying they don't want something because "it doesn't matter for the gameplay". So you guys never read lore at all and think the game should only be about what we see during the matches? That feels sad. The lore is and will always be an important part of games.
The lore has gotten deeper on exploring the character's personalities and making them more human and relatable since the archives were implemented. Not everything in the lore is about the trials on the Entity's realm. Actually, that's just one small part of the lore that explains the scenario where the gameplay takes place. Come on, Claudette's memories in Tome I were about her intelligence and learning as a kid. I personally don't find it very appealing when compared to many other memories we've seen in the Tomes (specially the killers' memories. Of course I still prefer stories with horror), but it did a great job on making Claudette a more human, relatable character.
Sexuality is part of who a character is, so I don't see why LGBT characters and homosexual relationships shouldn't be added, it can only make the lore better and the characters more relatable. Sure, DBD was already much better than many games at representation for having from the start, for a long time, only characters whose sexuality wasn't shown, so was ambiguous, and that's already much better than having only straight characters. But now we see some heterosexual relationships and love interests: the Nurse was married to a man and Julie from the Legion might (not confirmed, but can be interpreted as such) have shown some romantic interest on Frank.
And for people comparing the presence of LGBT characters to "political agendas", come on, that comparison is ridiculous and shows some prejudice from your part.
On the other hand, if you don't want any kind of political themes in the game at all, maybe you're not paying atention to the lore. Because we already have politics in the lore, and a lot. Characters memories in the archives are mostly about their lives and everyday struggles, and the themes are mostly political.
David is unemployed and needs money, to the point he starts working for criminals.
Dwight's memories shows the struggles of workers who have to deal with an abusive, narcisistic boss.
Zarina's backstory is about accepting her cultural identities and working for a cause. She even has a perk called FOR THE PEOPLE, come on.
Nea was an activist.
Jane was a latin american actress upset about only being cast for stereotyped roles.
The Wraith's memories in Tome IV are about genocide.
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Doctor is already a strong killer, but with descent counters, and he is actually very versatile. I don't really see a problem with him.
Some people don't think he is very fun to play against, but he is actually much less annoying than he was prior to his rework, when he had Static Field instead of Static Blast and snapping out of would reset if you stopped or missed a skill check.