MightyDwight
MightyDwight
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/856337#Comment_856337
What was with that 32 years or whatever thing on stream last year then?
32 years?
From what I understand, the creator of Jeeper Creepers is a convicted child toucher (to put it as inoffensively as possible). That makes his IP poison to others. Imagine the headlines if BHVR paid for the Jeepers IP.
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@supersonic853 said:
*patiently waiting for jeepers creepers or another killer that could stealth as survivor* (legion if they rework him). Dont mind me
Jeepers Creepers will never be in the game, from what I read a few months back.
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/854320#Comment_854320
Well there is still a bunch of weak perks that could all need some serious buffs. This would help shake up the meta. Some more other viable perks that help counter gen rush would definitely help with less people using Ruin.
The problem is that Ruin helps slow down the game at the beginning, when killers struggle the most with map pressure because there are so many gens. And the only other perk that does a similar thing is Corrup Intervention. It doesn't slow gen speed but allows the killer to apply much more map pressure. Problem with that perk is that survivors can just wait those 120 seconds until the perk deactivates.
Never use Corrupt Intervention & any Hex perks; if the Survivors spawn near blocked gens, they have nothing to do but look for totems.
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I like to hold Survivor's hands....after I chop them off..
But no; I don't think the Killers and Survivors see eachother outside of trials. Keep in mind: this is torture for the Survivors; the Entity gives them the ILLUSION of hope to drain some of their life away each time they die.
This is not a game to the Survivors, and they don't pal around with the Killers. They are terrified and get maimed, tortured, killed, and wake up at the Bonfire to do it all over again.
And the Killers (most of them, not all) are almost mindless. All they have is killing. All the heard is the Entity whispering in their mind to kill and murder and maim. They are not normal people. They are disturbed or outright insane (Trapper, Nurse) or just cruel (Legion & Doctor)
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@johnmwarner said:
https://forum.deadbydaylight.com/en/discussion/comment/853347#Comment_853347
A lot of people are NOT OK with billy actually, watching streamers you will hear real arguments from people in chat about Billy being stronger than spirit
Those are the people who believe a Killer getting 3 kills should happen once a day across everyone playing Killer.
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Survivor logic:
Survivors: I don't like these Killer perks; they are too meta, so they should be nerfed!
Killers: What about the Survivor perks we don't like? They are too meta and should be nerfed!
Survivors: Hahaha no! We keep our meta.
We silly Killer mains; thinking we have any say in how we play our role. ๐ถ
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@LetsPlayTogether said:
https://forum.deadbydaylight.com/en/discussion/comment/855756#Comment_855756
Thats entirely false. Dont spread lies pls.
Lol. You're either a troll or completely biased.
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@ChiTenshi said:
As mentioned above, it's a game term for an aspect being OP or going out of control from a simple mistake or easy achievement.
This doesn't really appear in DBD so most examples are soft-cases where the situation went sour for multiple reasons and not solely caused by 1 action.
It does not have to mean something is OP or due to a mistake.
You can claim Killers 'snowball' because they start weak or equal to 4 Survivors, but as Survivors die, they get stronger and stronger. The game momentum snowballs in the Killer's favor.
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@LetsPlayTogether said:
Everytime I read posts where killers are using the words "working", "fun", "balanced", "do their job", everything just means that "they have fun playing a killer which stomps every survivor group". Thats not neutral in any way, and then theyre add complains about getting nerfed, even though thats just what balancing means. Im sick of those posts.
Ad every time I read a survivor post about 'Broken', 'Unfun', 'OP', and 'Stomps', it all just means the survivor is unhappy the Killer killed THEM. So they come onto the forums and claim they DC, or claim the Killer does their job 'too well', or they afk in games to pad a Killer's kill stats so the Killer will be nerfed.
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@carters_spark said:
i cunfuzed
It means to gather momentum. To be hard to change or turn around.
IE: When you start rolling a snowball down a hill, it picks up more snow, so it becomes bigger, so it rolls faster, so it picks up more snow, becomes bigger, rolls faster, gets more snow..
If if someone, or a team, 'snowballs', I means they gained too much momentum to be easily stopped.
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The OP sounds like a Survivor main pretending to be 50/50.
Every Killer nerf is needed! I NEVER see salty Survivors because we're..I mean, them..they (I'm 50/50. Totally) THEY are all little angels who only ask for reasonable things! ..Did I mention I'm totally 50/50 and I think Killer nerfs are needed? You can trust me, a 50/50 player, to be not biased, because I'm a 50/50 player.
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/855524#Comment_855524
I personally run pgtw
Which does nothing because Survivors can hit the skillcheck while running away. It's a bug that has yet to be fixed.
@ChiTenshi said:
https://forum.deadbydaylight.com/en/discussion/comment/855524#Comment_855524
Exaggeration of something doesn't help the situation.
I'm not exaggerating by much. I've seen streamers where Survivors run past a gen and it stops regressing for 'no reason'. If you think about it, it took that Survivor 1 frame of animation to stop the gen from regressing. So 1/60th of a second.
I got that number because the game runs at 60 frames per second, which includes frames of animation.
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@gamerscrybecauseofme said:
https://forum.deadbydaylight.com/en/discussion/comment/854743#Comment_854743
Takes longer to do generators this way. No fix needed.
Next!
I'm talking about the quick taps to stop regression. The ones Devs claim 'are a risk in chases' when they take 0.0000000000000000000000000000000000000000000000000000001 of a second to do.
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@ahandfulofrain said:
I mean, it's a cool idea in theory but it's literally useless for a couple reasons:
A.) Why not just stick with the best perk in the game, Whispers?
B.) Why should i gamble with the first totem cleansed being a dull?
C.) Why would it even be a hex? There's no point of it. What happens if it gets destroyed before any other totem?
A) Why not both?
B) Same gamble on Haunted Ground; you're gambling they find HG and cleanse it.
C) That's also part of it's balance. I mean, being able to see half the team for nearly a minute is pretty powerful, so it needs some hefty downsides.
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@MedicSpirit7 said:
https://forum.deadbydaylight.com/en/discussion/comment/854363#Comment_854363
In the reddit Q and A they said that the legion hangs out in between trails and stuff so they are def still a group
Really? Huh..well that ruins a bit of the 'neat' factor of the Legion for me, if so.
I liked the idea of a 4-person hive-mind where each one takes a turn at being physically present as they see fit.
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@MedicSpirit7 said:
Since Pig just got a new menu pose with the RBT I was just thinking how cool would legion look in menu if all four of them were standing together. I feel like it would just bring their cool factor up a bit since they are failing at everything else.
When they were pulled into the Entity's world, I think they were all melded into one person. They don't physically exist as 4 people anymore.
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@PinkMochaV2 said:
These two perks need nerfs. Seriously. They are too meta.
And while there are some problems on the survivor side as well, DS/Adrenaline/Deadhard aren't anywhere near as prolific as Ruin/BBQ.
@sluc16 said:
Seriously, is ridiculous the amount of times you face those two perks, it just gets boring, you don't even have to guess and wonder what perks the killer might use, you just know you will face any of those or both.
Which also makes experimenting with different survivor perks kind of pointless. I mean, you already know the killer will have those perks, might as well just use perks to counter them.
It's funny.
Before BBQ (and even right now):
Survivors: Camping sucks! Killers need to not camp!
Devs introduce BBQ to encourage not camping:
Survivors: BBQ is boring and OP and needs nerfs!
Oh, and it's not fine for 2 Killer perks to be meta, but it's fine for Survivors to have almost 4 meta perks to win games in 60 seconds?
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The SWF Red String:
When players are in an SWF group, they are randomly tied to another one of the SWF members. (IE: SWF 1 is linked to SWF 3. SWF 3 is linked to SWF 2. SWF 2 is linked to SWF 3, because it can overlap). This string is metaphorical, not literal. There is no visible string. The links are 1-way only (see below)
When one person in an SWF is hit, whoever they are linked too is hit as well. (In our example, SWF 1 is hit, so SWF 3 takes a hit, too). or SWF 3 is hit, so SWF 2 gets hurt, too.
This also works for healing health states: If SWF 1 is healed, SWF 3 is healed. Conversely, if SWF 3 is healed, SWF 1 IS NOT HEALED because 3 is linked to 2. The links are 1-way.
It only works for vanilla hits. Not for: Picking someone out of a locker. Insta-downs. Deep Wounds or other such timers. Pallet/Window grabs. Etc.
The link cannot incap the player linked 'downstream'.
It also only works for normal, channeled healing. Not for: Healing yourself inside a locker. Picking yourself off the ground. Being healed off the ground. Etc.
And no, I did not make this to be balanced in any way. I just hate SWF tryhard groups.
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@MPUK said:
As others have said, only useful on some maps so you often end up with a wasted perk slot as you can't actually drop anywhere.
I have dropped off things multiple times recently where it hasn't even triggered.
Just another perk killed off by killers moaning about it because on a handful of maps it was "strong"
Heaven forbid Survivors have to change out their meta perks because BL might NOT work on every map now, right?
Better balance would be having 4 perks that work in 100% of cases so Survivors never have to plan ahead or get caught with a useless perk equipped? No, having a RISK is just flat-out not acceptable! All 4 equipped perks MUST be viable in every situation!
I mean, nevermind there's maps that flat out make Killer powers completely useless. Killers are screwed if that one map pops up while they are Trapper or Billy or Huntress. That's fine. But a SURIVOR perk being situational? UNTHINKABLE! All viable perks must be viable every time, with no exceptions!
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@ASAPTurtle said:
https://forum.deadbydaylight.com/en/discussion/comment/854049#Comment_854049
So me shouting out to the devs that I'm being targeted by a specific player is just "Post Game Salt"? If your not gonna say anything helpful don't say it.
Dude, again, it may not be targeting. Just because you can only see it when it happens to you doe snot mean he's NOT doing it in other matches.
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...It could be that the Killer is doing that to everyone. Lord knows I never bother remembering the names of every Survivor I see.
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@InnCognito said:
https://us.v-cdn.net/6030815/uploads/329/KTAX78H8C0KV.jpg
This was a situation where the killer was using BBQ. As soon as I was hung. The players that were in a corner were tracked by the killer, and the killer went right to their location. They left. The match OUT of RAGE and disconnected. Their names, were all censored out of respect.
This was a Solo Que game I was doing today. I figured I would try and give the other guy a chance at the hatch as quickly as possible. Because the bill deserved it. So yanking on the hook was the fastest chance I could give him. But because this game has BBQ. The killer then went on over to that other player's location. And the killer continued to farm the bill until they got enough points and dragged him to the hook.
It just goes to show. That just how much players truly do hate this perk. and quite frankly I certainly hope something gets changed for the better.
Maybe if this game didn't have BBQ and did have a hatch system like it use to. With a few adjustments. Players would feel better about the game.
What do I know....
Rofl. Survivors complain about camping.
bH makes BBQ.
Survivors now DC & whine about BBQ.
Face it; if they did not have BBQ to get their panties in a twist about, they'd come up with another reason to ragequit.
It's not BBQs fault. It's not campings fault. It's not tunneling, either.
They are just crappy players and terrible people who cry and run away when anyone makes them work for a win.
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@toxic_clown said:
https://forum.deadbydaylight.com/en/discussion/comment/853746#Comment_853746
man, hes dead in the water. BHVR doesnt like fun. all the survivors play the exact same, so theres literally nothing to spice it up... and they refuse to let fun killers be good and good killers be fun.
it is what it is. i just wish i could have become obsessed with a game that had devs that liked the players.
All Survivors play the exact same because they scream to nerf or remove anything that forces them to learn a new play style, adopt off-meta perks, or adapt.
And the Devs listen.
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Because anything less would make Legion OP, possibly, maybe, once in a blue moon.
And we can't have even the possibility of an OP Killer.
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Wait..Screaming comes from the vocal cords..the voice box. The tongue and lips shape sounds into WORDS, but someone without a tongue can still moan and yell and scream in terror.
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If you genrush & run second chance perks in a SWF, the Killer should not derank.
I mean, if you want pity because the Killer 'played toxic', the Killer should have the same thing against toxic Survivors.
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@Viracocha72 said:
It's disturbing to see the number of times hags placing traps near a hooked Survivor have been called campers. I have been also. Like do survivors actually think it's bad when you do this? That's ridiculous.
Yeah. many Survivor mains think using your power to win is unfair. Hags & Trappers should never actually place their traps near hooked Survivors. It's a rule!
And yes, I get blasted for it every time I do it. heaven forbid I try to win. ๐
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@Bleediss said:
Very rarely, this community greatly exaggerates how often they face optimal 4 man SWF squads and tend to use it as an excuse for not playing better.
And the other half of the community always attempts to undersell how powerful SWF groups are while getting 4 mans escapes every time they play in one. :P
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Yep, that does tend to be what happens.
Killer Nerf: Man! This is the best ever! That Killer was getting 3 kills! They needed nerfing!
Survivor Nerf: OMG! THIS GAME CATERS TO KILLERS SO HARD! IF YOU NERF <perk> YOUD BETTER NERF KILLERS TO COMPENSATE!
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@indieeden7 said:
https://forum.deadbydaylight.com/en/discussion/comment/852713#Comment_852713
Killers who camp generally camp just to camp. Either way, you camping is causing your own downfall, not the survivors. :/
This is not a discussion on if camping is viable, dude. It's a discussion on how Killers would camp less if they were not pressured to get 1 kill in a 4 minute match because 2 gens popped in the first minute and a half.
You're completely missing the point or trying to railroad the discussion away from my point. I'm not sure which.
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@indieeden7 said:
You do realise that the more gens get done, the more pressure you have right? I understand this complaint when the gens are as far from each other as possible but how often does that actually happen? Also why are you complaining about gens being done when you are camping someone. The go to counter to camping from killer players is "just do gens" but then there are people like you saying "I wouldn't camp if survivors didn't rush gens".
This community is so backwards sometimes it's ridiculous.
I'm pointing out that Killers would not feel the need to camp if they did not feel a time pressure from the start of the match. You kind of missed the point, dude.
Killers did not camp as much before the genrush meta because they did not feel like they had to secure THIS kill, because, back then, 2-3 gens did not pop in the first chase like they do now.
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@Jejune said:
https://forum.deadbydaylight.com/en/discussion/comment/851158#Comment_851158
Camping punishes every single person in the game. It punishes the person on the hook the most ( if it's very early hook) then killer then the other 3 surivors
You do realize the Killer's objective is to remove people from the game? Again, you saying 'Punish camping!' is like me saying 'Punish genrush'.
You want a BS stacking debuff for camping near a Survivor, which other Survivors can (and have) abused to hell? Fine.
I want this punishment for Gen-rushing: Every 25% mark (25%/50%/75/99), if a Generator was not the target of a failed skillcheck within it's bracket (0-25%, 26-50%, 51-75%, 76-99%); it automatically fails a skillcheck. This would force, at minimum, 4 fails on each generator & give a Killer a chance to find Survivors!
I mean, if we're punishing Killers for playing to win, we may as well punish Survivors for playing to win. Both ideas are terrible, but hey! Who cares, so long as you force people to play only in ways you approve, right?
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@whammigobambam said:
EZ fix, if the camper has been in range for half of struggle state without another survivor in range then apply a debuff to speed to camper that gradually resides as camper leaves hook. Nearly guaranteeing that the killer will get no more then one kill.
Killers camp hook because they know survivors want to play the game and survivors will give themselves up and snowball the match to give the match life again. A debuff to speed will get the camped victim free and get the killer moving back towards playing the game since you know no kills equals no point in playing killer.
No. There should never be some half-baked 'punishment' to camping Killers just because some Survivors are butthurt over it.
Camping is an accepted tactic.
Camping also punishes itself by giving up 3+ generators if the hooked person does not kill themselves on the hook.
So people need to stop whining for camping punishments. Esp since there WAS a punishment; Survivors stood outside the games 'range' and forced the Killer to either get punished or walk away & give up a free unhook.
People need to stop asking for punishments just because they hate a play style. It's no different form me saying 'Survivors in the exit gates should start moving slower the longer they stay there. This would guarantee that Killers can kill one of them for trolling by twerking instead of escaping' or me asking for a punishment for gen-rushing because Survivors are clearly preventing me from playing the game by finishing it in 3 minutes.
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No, you can't.
It's no one's fault for how they act but their own.
It's not the devs fault this Survivor or that Killer are a toxic troll. It's not the internet's fault. It's not the 'Us/Them' setup of the game.
Everyone in the world is responsible for how THEY act. No one else can control you but you. (Except for those with actual disabilities that inhibit one's abilities to control themselves. I don't say this to be mean; I'm autistic, myself.)
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Survivor Rule #569: Tunneling and camping is playing Killer while on the same planet as someone playing Survivor. Survivors reserve the right to assume you're camping in whatever game of DBD you're playing as Killer, and wait until they play against you to call you out on it.
In this way, the Survivors are always correct in calling a Killer camper, even if they did not camp in that one match. But since we also must follow Survivor Rule #46 (A Killer is camping if they look at, think about looking at, or pass by a hooked Survivor. No, Killer's cannot pass by a hooked Survivor even to go to a generator or chase a visible Survivor), a Killer is always camping.
๐
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@Jejune said:
https://forum.deadbydaylight.com/en/discussion/comment/850805#Comment_850805
I dont have problem with any of it. I dont want to play vs campers thats it
Guess what? I don't want to play against 4-man tryhard SWF groups with 4 meta loadouts plus a mix of toolkits & medkits.
..But I do. And I don't quit the match like a wuss just because I don't have fun for one match or people used perks I don't like.
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@Jejune said:
https://forum.deadbydaylight.com/en/discussion/comment/850787#Comment_850787
Insidous camping is literally flipping the boardgame...
Struggling should have been automatic since the begining.
How would making it pause inbetween trying to kobe help?
The reason hook suiciders kobe is to force Phase 2 so they can give up & die as fast as possible.
By forcing a cooldown on Kobe attempts, you're forcing them to wait longer to hit Phase 2.
Couple that with the inability to give up if you're the first one on the hook (hence hatch needing to be visible to give up) unless first hook is in end game (hence gates needing to be powered instead to give up) and people who wuss out have to take so long to do it that they may as well NOT wuss out.
And no, Insidious camping is not getting upset and leaving the game. It's literally not.
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@Jejune said:
https://forum.deadbydaylight.com/en/discussion/comment/850739#Comment_850739
In the given scenario you really are going to imply that insdiious camping is ok. Then procede with your propaganda about survivors suiciding on hooks...
Even if you wanted to fix suiciding on hook you cant. Even if you wanted to go as far as to ban people for it... How are you going to detect it? YOu cant program it so that everybody who stops struggling gets a ban, because sometimes you forget to press that button or your fingerslips or you are the last one on hook, etc...
I think Insidious is a bad perk because camping is a bad tactic in 90% of cases.
But I also think that people wussing out because someone is playing a map/killer/perk/perk combo/tactic need to grow TF up or stop playing PvP games. Not every match is going to go your way, and no, you don't deserve to dictate what people can use or how they can play. And no, your fun does not matter more than your 3 partners.
When you're a toddler, you're taught not to flip a boardgame just because you lose. DCing/Hook Suicide is just flipping the board for the internet age. People who do it need to grow up or stop playing multiplayer games.
And I can fix hook suicides:
1) Kobe-ing has a cooldown. You can no longer just spam it 3 times in 3 seconds & get to stage 2. You get hurt and stop moving for a bit when you try to Kobe & fail (injury being the reason why your struggle bar empties a bit, after all)
2) Make Phase 2 Struggling Automatic. No one likes mashing their spacebar/moving a joystick. From now on, struggling is automatic. Once the Hatch has appeared/the Exit Gates are powered, you can press & hold a button to give up. It takes 2 seconds of holding (to prevent accidental presses).
Bam! No more speeding to Phase 2 & dying. Even if you speed to Phase 2, you're character is forced to struggle unless there's a REASON to suicide (hatch being visible, gates being powered)
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@Jejune said:
https://forum.deadbydaylight.com/en/discussion/comment/850674#Comment_850674
I was running DH, QQ, Head on and spine chill, Again its not about me falling for it... Its about there being no game because people suicide on hook which leads to very short and unpleasing game which no one likes
I love that you're not saying hook suicides need to be addressed. No. It's the Killer being mean for making them wuss out.
It's not a SURVIVORS fault for ragequitting. It's the KILLERS fault for making them unhappy.
That's the toxic Survivor-main mindset in a nutshell.
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Or...Or..hear me out...
Just assume Leatherface is nearby and don't blindly run in for a save? I mean..just use your eyes and brain and think ahead. Free food = trap.
Or yell for nerfs/deletes. That works too..
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I had 1 match where Survivors were trying to unhook in front of me. Like, I grabbed one off the unhooking, and his friend (wounded) ran up to unhook the guy so I hit his friend.
I was called a camper, slugger, and tunneler.
Or the time I was as Hag, and I'd place ONE trap near hooked Survivors. Survivors trip it, I teleport back. And I WOULD go kick gens and looks for Survivors until it was tripped. The final guy DC'd the microsecond I downed him..Like, the shout from being hit was still audible when he DC'd..and he said, in endgame chat 'Campers don't get 4Ks'.
Or the time I was playing Ghostface and walked away from a hook. 10 seconds later; unhook. I walk back and go from 0 to 100% stalk on this person healing his SWF buddy under the hook from 5 feet away. They both could see me clearly. Down him, hook him. His buddy proceeds to try unhooking him less than a second later. Hit said buddy, pick him up, carry him to a different hook.
Y'all, they blasted me in endgame chat and legit thought I was supposed to let them heal under the hook or it was camping AND reportable.
I even got called a camper as a SURVIVOR once. I hid near my friend while he was hooked, waited for the Terror sound to fade, counted to 5, and unhooked my buddy and we ran for a 99% gate. The Killer claimed I was cheap and camping the hook to save my friend.
Like, what else was I supposed to do? Killer's reply 'Anything but camp, noob'.
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@SensualPotato said:
https://forum.deadbydaylight.com/en/discussion/comment/849098#Comment_849098
I'd be ok with the change if killers also had a minor stagger when landing, or at least couldn't swing mid-air.
No. There is 0 reason for Killers to stagger on a drop other than Survivors wanting yet more easy ways to win chases.
@Zoldyar said:
https://forum.deadbydaylight.com/en/discussion/comment/849790#Comment_849790
Can't lie, but killers have never been Nerfed as badly as suriviors. The number of things suriviors lost and killers gain to what killers lost and suriviors gain, can't be compared.
I would disagree with these type of post, but then you have people who thinks spirit shouldn't get nerf..
Killers have never been nerfed as badly as Survivors?
Legion being made unplayable. Nurse being crippled. Spirit losing half, if not more, of her mindgame ability. Legion seeing more nerfs coming up.
But sure buddy; Killers have never been nerfed as badly as Survivors. /s
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When BHVR (and other companies) push changes, the companies who own the consoles (Microsoft, Sony) have to allow them to go live.
Sometimes, this even costs BHVR (and other companies) money to do. Or it takes a long time for the changes to go live.
So a PTB on consoles would almost never happen, and it's mostly because of the setup Microsoft & Sony have.
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They may as well be final. I mean, Legion is already Z-Tier, so what's a few more nerfs to really nail that coffin shut?
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@Almo said:
https://forum.deadbydaylight.com/en/discussion/comment/848961#Comment_848961
Sometimes, I find I have to restart Steam to get it to find the new beta.
Yeah. I was being somewhat of a dumb. I was not even set to the PTB. Oops.
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@Thasard said:
BL has been trash for awhile. I stopped bringing it between maps with few drop downs, and drop downs that don't work when you need it to work and get downed without the boost.
If I'm using an exhaustion perk, I'm bring Lithe, that's helped me out of trouble multiple times.
Though reading this thread, I absolutely want killers to be stalled when they drop down. I've always thought it was dumb they didn't get penalized for that.
No. Dropdowns would literally be god areas if Killers staggered. Killers are SUPER HUMAN, so they don't stagger.
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Breakout does not stack.
@Stornt said:
My thoughts on this so far:
The Oni:
As a power, the ability seems pretty neat and interesting. Benefitting from the injuries of the survivors and giving him two powers seems rad.
Zanshin Tactics looks to me like it benefits newer killers the most, but might work really well when paired with body block wraith, which is cool to see.
Blood echo seems like it might have some value, though I wouldn't replace a better perk with it. I'll have to see how it plays in game to really know.
Nemesis is a perk I might start running if I'm running something like Dying Light, so I can see some synergy there or with other obsession related perks/add-ons (such as Myers' perks or the stalking add-on).
Yui Kimura:
Not much to say about how she looks, but she does look pretty damn cool.
Lucky Break is probably going to pair well with Iron Will and/or other stealth oriented perks so you can lose track of the killer, but scratch marks are what might make or break the perk.
Since killers should already break safe pallettes, Any Means Necessary seems cool and as a nice alternative to more meta perks (assuming you can get value out of it).
Breakout is most definitely going to find a home in teams that want to body block the killer. Hopefully this thing doesn't stack or else we might have a bit too strong of a perk on our hands. Who knows though, maybe that 20% will be very little, but I have a hunch it won't be. On the bright side, it'll pull survivors off gens to block the killer from a hook, effectively slowing the game down a tad, but might be more in the survivor's favor.
Overall, I'm very excited to play this on the PTB and see what makes its way through to the full release!
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@Alice_pbg said:
https://forum.deadbydaylight.com/en/discussion/comment/849184#Comment_849184
Can we get the rest of the backstory?
Also...his name is kazan...and he's tall...
Until proven otherwise, it's shaq behind the mask. XD
Sorry. My poor laptop is screaming at me at the moment, so I have to give it a rest (and his backstory is long! Whew!). If someone else wants to post it all, it would be helpful!
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Damn, I forgot to screengrab that.
I think he's 116% but I can't remember.
@Rex_Huin said:
In theory bodes well - map mobility and a one hit down.
What's the catch? 110% movement? He doesn't look very spritely.
