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MimiDBD

MimiDBD

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MimiDBD
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  • @M1_gamer said:

    they can't fit into dbd due the game mechanics.

    mine are Jurassic park 1 velociraptors and Godzilla

    what are yours? im curious lol

    I was actually thinking about this last night. I was watching JW Dominion again and thinking about the amount of funds they could rope in with a raptor (Specifically BLUE). Could have legendary skins of all the different raptors across all the films. I personally don't see why this couldn't work truthfully. Demo is the blueprint and IMO shuts down all this crap of this can or can't work nonsense. If Demo worked so can a raptor or Xenomorph.

    On topic though The Thing is my choice that just wouldn't work. Would be bloody awesome though.

  • @adsads123123123123 said:

    This killer just seems so bad and almost entirely outclassed by Clown. Most of the time I see people play this killer, they barely use his Dream Snares. It's mostly tp and play as m1 killer. The requirement to have to hit a survivor before he can use his power is just absurd and survivors can too easily wake up. He's a m1 killer for most of the match due to this.

    I don't think a rework is necessary. I would be happy with a well done add-on pass along with pallets basekit. No reason he can't have both as neither are very strong. I wouldn't oppose the Dream World being buffed. Right now it's near worthless.

    Just going to leave this here: PH is in desperate need of an add-on pass as well. I'm talking all new add-ons not 1.5 second longer KI 🙄

  • @jamally093 said:

    I have seen countless matches where the killer suddenly becomes nice because a survivor put down their item that they probably have twenty more of on that character? I don't get it I really don't if a survivor drops an item while I'm playing killer I just down and hook them they lose the item either way so what's the point of giving them hatch? If I want to give someone hatch it's under certain requirements mainly if they've been sandbagged by their teammates other then that no. So I don't get it why are you suddenly nice to a survivor who placed their item on the ground when they probably can easily get one back maybe even two from the bloodweb.

    Same reason I don't kill the first survivor that boops, does funny head gestures, crouches towards me to point at my sexy body parts, the cute little Nancy/Steve playing together....because I'm not a sweat lord.

  • @drsoontm said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3413282#Comment_3413282

    They aren't faster than some of the survivors I usually verse. Except the bots can't seem to dodge point-blank, which the survivors can do. (Now the question is do these survivor do it without the help of some tool, but that's beside the point.)

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3413303#Comment_3413303

    I guess it depends what killer you use. I bet they are pretty weak against M1 killers or anything that's mostly melee.

    Maybe. The first time I played Knight was against the bots and they did real good but other than that they been hot garbage. I had their loadouts suited up too (Pre-nerfed DH, DS, OTR, Adrenaline).

  • @Archael said:

    What forum community thinks about it?

    Are hexes worth using over other perks? Are those overpowered/underpowered? Some hex mechanics should be tweaked?

    For me hexes are just bad except few. Those should be high risk-high reward perks that grants killer huge advantage in exchange of risk of removing etire perk oput of the game. And only few hexes really fits this premise:

    • Devour hope which grants enormus advantage building up with fair play, ability to down survivors with one hit AND ability to kill survivors regardless of hook stages.
    • Huntress lullaby that makes skillchecks harder, its not gamebraking but huge advantage untill high MMR. And with some other perks or killers makes skillchecks impossible, or almost impossible, this makes survivors to just foget anout gens for some time and destroy the hex.
    • Third seal has huge effect on survivors, disabling lot of their perks and some items, pair well with some other perks, like plaything.

    There are also perks that are okay, but need some buffs to match those above:

    • Plaything. Is okay with removing killer terror radius, tho it also removes abilities requiring terror radius, so unnerving presence will not work here. Tho it shows where totems are.. this kinda remove its purpouse, making it only a secondary objective rather than gamechanging ability.
    • NOED. Strong engame perk that gives almost no value through the trial, can be broken even before its active, and its not as powerfull as devour hope, tho its suprise effect is quite strong, yet it has another downside that lits totem for survivors so they can clense it before resquing a facecamped teammate.
    • Pendimento can be extremally powerfull... but it require survivors to destroy totems, and can be clensed removing its effect. Using it on every totem for gen speed reduction makes it other effects worthless, waiting whole trial for its whole potential result in never seeing it. If this would allow killer to break hexed and blessed totems it would make it more viable. Breaking hex totems would mean that killer have to bring and intentionally destroy its own perks, with a possibility to remove this one too.

    There are also hexes that does not deserve being hex related, are too weak or just bad.

    • Blood favour. Blocks pallets after hitting a survivor... seems nice, but its pointless. For one - blocking pallets in a loop where survivor was hit is not only weak, but also counterintuitive, survivor is suppouse to use speed burst after hit to get to another loop, so it actually helps survivors by helping them not waste palets. This perk should also destroy already used pallets and block windows, and even with this i dont know if this deserve being hex. Right now its the hex you DONT want to clense for being able to use soulguard.
    • Ruin that was ruined. Its first effect was trully hexlike, now... now it should be just regular perk especially that it disable itself after first death, so survs have no urge to clense it... so why bother? Even as regular perk is quite pointless. Its counter to other killer perks mainly gen kicking perks...
    • Thrill of the hunt... its light up only to make is less valuable... This should be regular not hex perk. Having thrill of the hunt lit makes survivors to think - this may be something - and clense it thus remove all its value where that value is not as good... additional time to clense totem is nothing except blessing hex totems, and at top of that you also loose bloodpoints...

    Of course those are not all of them, only the examples.

    This is not a suggestion subforum, but discussion, so lets discuss, what do you guys think.

    For me, most hexes are not deserve to be hexes those are high risk low reward perks.

    Hexes are killer dependent now IMO. Demo and SM are on another level when it comes to hexes. Teleport/mobility killers can do decent with them as well. Pentimento/Plaything works great against solos just like Third Seal but I don't really need help beating most solo lobbies. Completely disagree on your assessment on Blood favor and Third seal. Third seal is a solo killer and BF I have NEVER not got value unless I lost it at beginning of trial which is a hex issue not BF issue. Noed is completely dog ######### ever since they gave it the kick me sign.

  • @Wilx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3413341#Comment_3413341

    I've always used Lithe or Spring Burst as my main exhaustion perk, as I preferred it over DH. So, it could be but I doubt it. I think it's more likely to be Distortion. But then I could understand that, only I always take agro if someone is struggling, being tunneled, on last hook etc.

    Sounds like it. SB along with Distortion could explain it but if you are taking hits and unhooking I just don't understand why you are not be chased.

  • @Phasmamain said:

    Just give him seperate bottle ammo. 4 tonic which reload normally and 1 antidote which passively recharges instead of reloading

    This would be a great change. Clown is one of my top five killers used and I totally agree. This would make him more enjoyable.

  • @Wilx said:

    I unhook, fly through gens, take agro etc, but I always feel like I'm the last survivor alive when I play solo. I'm not sure if this is a MMR problem or if it's perk related, but it's becoming a little annoying and predictable. I just want a decent game where survivors survive.

    For reference, I've been playing for about 4 years and I'm far from the best player, but I can hold my own.. Maybe it's because I've started using distortion (with spring burst, inner healing and over zealous)

    I'm not so much complaining about being alive, but I'd love some of my teammates to survive too.

    Am I doing something wrong? Is it me?

    When dead hard was nerfed I started using sprint first in a couple of my builds. I started noticing that a lot of killers would ignore me which intern hurt my team. I’m not saying that this is 100% what’s happening in all your games just sharing my experience with Sprint burst.

  • @yato said:

    we need something to understand who we have in team... we meet console players and we don't know how much hours they have. We that have kinda 3k+ hours cannot meet 200/300 hours ppl, it ruins our game... devs may put some stuff to tell us the mmr they have, like the rank, player level/devotion, something...

    Why do hours matter with MMR? Sometimes I think people forget the fact that hours don’t necessarily mean anything. For example, you could have a survivor with 500 hours be better than someone with 4000 hours. What if the survivor in your lobby with 4000 hours have spent 3800 on killer while the person with 500 spent all of it on survivor side.

    I’m coming up on 4000 hours but if you catch me playing hillbilly you’ll think I just started. Point being if you don’t know the whole story don’t try telling the story.

  • @GannTM said:

    I get not liking the killer, but can we stop with the whole “killswitch this unfun killer”? That’s not what the system is for, it’s only for game breaking bugs.

    Preach my good sir. I’m not saying she’s the most fun killer to play as or against but geez sometimes I can’t help but feel things are overly exaggerated sometimes.

    The problem is the way people use her. I have yet to have anybody message me about having a terrible game against my skull merchant. I love running Chase builds with her along with totem builds. My pentimento, devour, undying, blood Favor build be having me feeling bad for the survivors sometimes though.

  • Really? I found them boring. Hopefully one day they will be a difficult setting for them because right now I find them way too easy and they love running to the edge of the map where there’s no resources.

  • Same.


    Although I would take Pennywise in a heartbeat as well.

  • @IWasLeft2Die said:

    Myers has generally been one of my mains for a long time but I never tried Ghostface. I finally tried him and it seems like he does most of what Michael does...but better. Anyone else feel this way?

    I really hope myers gets tweaked up soon though

    I personally like them both but if I want to win the match I'm picking Myers. Ghostface has to stalk individuals, his reveal is unreliable, and loses all stalk progress with a basic attack. Being able to 99 my power and insta down whomever I want when I want is very appealing (sucks to be on receiving end of this). His early game can be rough though but his snowball potential from there on is higher.

  • @MrMooseyMan said:

    Hey everyone, I wanted to share an experience I had in a recent game and get your thoughts on who was at fault here. I was playing against a Pyramid Head, and it came down to me and one other survivor. Neither of us had been hooked yet, but the killer kept knocking us down without hooking us, seemingly intent on getting a 4k. This cycle of getting knocked down, picked up by the other survivor, and then hunted down again repeated a few times.

    Finally, the killer knocked down the other survivor, and I decided not to rescue her, just wanting the game to end. The killer toyed with her a bit before finally hooking her. I didn't attempt a rescue and managed to escape through the Hatch. In the post-game chat, the other survivor blamed me for not ending the game sooner, even though the power to do so was in the killer's hands.

    So, I'm posing this question to you all: In this situation, who was really at fault? Was it my responsibility to end the game sooner, or should the other survivor have been blaming the killer for dragging the game out? I personally think it's the killer's fault for holding the game hostage, but I'd love to hear your thoughts.

    This is just a bad situation overall. The killer dragged out the game for sure but this is an ongoing issue in solo q. The issue I see very often is 1-2 survivors with no hooks just hiding or sitting on gens while the other two are dead or on death hook. What needed to be done BEFORE this situation even occurred is both of you needed to use some hook states. I understand in some cases the killer refuses to chase others but most of the time you can get them to chase you or even let them get an easier down on you to allow the death hook teammates a chance to reset.

    You both had 4 hooks to give. IMO your team would have still been alive had you used them.

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