Mister_xD
Mister_xD
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- Mister_xD
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@DoubleTap i believe this meme comes from the early days of DbD. a time where not everyone had all teachables (and they were harder to get) and every survivor had a certain role to play. claudette was the healer, meg the one that runs the killer around, jake was the sabotage guy, and dwight was.. dwight. useless sitting in a locker to avoid danger and buffing his team if they were around the locker.
also, when you open a locker and find a survivor in it, there is usually a 50% chance of that survivor being dwight...
fun fact: Dwights hate Huntress players, because they always get found when the Huntress tries to reload. this is a fact and applies to every single dwight player out there! anyone who tells you otherwise is not a real dwight! (jk)
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@Vancold said:
@Tsulan KillArs get a potentially infinite 100% increased deadliness for failing at the game (NOED). Yep. You kinda should have realized it at this point. Many perks can be considered rewards for failing.
Oh you just lost a chase? Np, -insert random perks which enhances your finding skill- makes up for that fail.
@Vancold let me tell you this: if you fail a chase in high ranks, that can immediately cost yo uthe entire game. one single lost chase as the killer, thats all you need to lose.
and about noed: im with @Acromio here. in order to even activate, there needs to be a totem left. in that case, the survivors screwed up at their secondary objective, which results in them getting punished for it by being exposed. just cleanse the totems. its not that hard, ive done it many times myself already. it also boost your point gain greatly (for 5 dull totems you get 3000 Boldness points)
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@Traslogan said:
It's clearly not about tunnelling. If you see someone blatantly running for an unsafe rescue, bear in mind the game literally recognizes when a rescue is unsafe (it hurts survivor rank if they did it unsafely, e.g. the person got downed soon after), then you go for the punishment. They aren't waiting, they aren't helping their friend, they're getting points just for points.
But then DS players rescue DS players unsafely on purpose, so that whoever you go for, whoever you punish, you are punished as the killer for not just pretending you saw nothing and refusing to touch half the enemy team.
slug them for 60 sec.
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@TreemanXD aww :3 thanks!
<3
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dont tunnel, dont get D-striked.
the only nerf i could get behind would be to deactivate it when someone else gets hooked and your not downed. to balance that out we could say the perk does not deactivate while a survivor is downed.
that way it would be a pure anti tunnel perk.
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@Dathro said:
https://forum.deadbydaylight.com/en/discussion/comment/513035#Comment_513035
Are you denying that his Power has no net effect in a chase?
If Clown throws a Bottle and a Surv runs into it, Clown doesn't gain ground unless Surv makes some mistake or vaults within 2 seconds. This is the point of why he's bad.
his power is literally one of the best anti chase abilities in the game...
his problems lies in another aspect of his design: map pressure. he has literally no map pressure, therefore he gets genrushed super easily, losing a lot of games.
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apparently you havent met me yet...
Discordance club unite!
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just because its better does not necessarily mean its balanced. survivors, especially a coordinated team, can easily dominate any killer other than godlike nurses.
gen rush is still a very serious problem that needs to be adressed and leads to huge imbalances.
no one compares the current state of the game with the "dark times". the only people that actually do that are eigther trolls or players who didnt experiece them in the first place.
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17.
18th birthday soon though :3
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yes
yes
and yes.
just increasing gentimes (like many suggest) is not the way to go here, we NEED secondary objectives that are also fun for the survivors.
i feel like the main problem a lot of "weak" killers have is the time limit. give a wraith enough time to play the way he was designed to play and he can be a LOT better than now. the current meta is to kill survivors as fast and as efficiently as possible (= tunneling and soft camping / only meta killers), cuz if you dont do that, you will have the exits activated without having a single sacrifice (therefore 2 or 3 ppl on their deathhook). i really want the meta to shift over to "play with your prey" instead of "kill everything as fast as possible and race against the clock". maybe a mechanic like Deathgarden has where you get rewarded for leaving grounded survivors and allowing them to get rescued could be introduced?
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sounds interesting.
i feel like the numbers could be a liiitle higher, but i like the idea ^^
(10% = 8 charges = 8 seconds. also id say it should work with every hook a killer gets or be token based)
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Junior "Bubba" Sawjer.
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there is an upcoming banwave for those players.
also, with dedicated servers they said they would introduce a new DC penality that wont work with the current system, so stay hyped!
just save those add ons / offerings for the date dedicated servers drop and you shoudl get a lot less DCs / they get punished for DCing.
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@zurioon said:
I also think the killer shouldn’t get a notification when someone has boil over.
survivors also get notifications when affected by killer perks, why should it only work in one way?
if there is a perk that is directly influencing your gameplay, you should get notified of it.
also, regarding OP, there should be no increased wiggle speed. this perk could end up being too strong extremely easily. and i'd hate having to use iron grasp in every one of my killer builds again just to counter this...
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@toxicmegg said:
well this is the most ridiculous thing i've read today. XD
@toxicmegg i got you fam :)
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swimming trunks clown incoming!!
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yes it is.
thery have implemented mechanics / fixes that prevent such situations for the most part, but its still possible. doing that is strictly forbidden and should get punished.
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bye o/
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its moments like these where i want the victory cube back...
and yes, the victory cube was really bad xD
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i stopped running ruin a long time ago.
ive had the exact same problem as you currently have, so ive come to the realization that the perk is not nearly as good as many say. its highly overrated.
yes, ruin helps to tremendously slow down the early game, but like you said it gets found and destroyed extremely fast, forcing you to play with no gen slowing perks and only 3 remaining perks in general.
i would suggest starting to use sloppy butcher and discordance. both are great at slowing the game down and can not be destroyed.
however, they do make the early game more difficult. thats the drawback, but when you get used to these, they can be gamechangers.
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would be a great addition to the Trapper, as you would finally have some time to create a setup without having 2 gens repaired in the meantime.
for any other killer i feel like this would be pretty useless...
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agreed.
next time they should not even create a stupid perk like that.
i hope they try their best at creating a fun and unique perk next time that is not completley gamebreaking for killers and just another cheap 2nd chance.
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Trapper:
- Trapper Sack
- Trapper Gloves
Wraith:
- "The Ghost" - Soot
Hillbilly:
- Spark Plug
- Vegetable Oil
Huntress:
- Berus Toxin
- Bandaged Haft
Doctor:
- Moldy Electrode
Nightmare:
- Wool Shirt
- Sheep Block
Spirit:
- Origame Crane
- Gifted Bamboo Comb
these are the ones i use sometimes.
obviously there are better ones, but since i dont want to keep spending BP on already maxed out Killers, i usually eigther run no Add Ons or brown Add Ons.
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500% movement speed.
just kidding.
how about not slowing down while charging your chainsaw?
that way the chainsaw would find more use during chases, which is my biggest critic on him atm...
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i think that should stay unique to ghostface.
otherwise he would have nothing that seperates him from myers, other than the fact that his power is much worse.
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slight addition to chaser:
Beartraps award the same amount of chase points a succesfull chase would. picking someone out of a trap will grant another succesfull chase.
reasoning: trapper is probaply the killer that gets fcked over by the chaser emblem the most, as traps do not count as succesfull chases. that means, that the better you played, the worse that emblem is going to be for you as the killer, making it literally impossible to rank up with him in high ranks. this addition should fix that problem.
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@Dehitay said:
https://forum.deadbydaylight.com/en/discussion/comment/511612#Comment_511612
You actually mentioned the 16 to 4 perk ratio that implies killer perks should be approximately 4 times as powerful as survivor perks. WGLF has 0 in game use which makes BBQ infinite times better mathematically. I agree with the notion that killer perks should be about 4 times as strong and survivor perks. However, that notions that WGLF actually needs have something in order to reach 1/4 the strength of BBQ's effect.
@Dehitay that does not necessarily need to be the case. besides that, you will not alway be able to gain the perfect 1/4th of the killer perks strength. its enough if the killer perk is superior in one aspect, allowing it to function as multiple survivor perks at once, so if survivors want a similar effect then need to sacrifice 2 perk slots (WGLF + Alert for example).
its just that a WGLF with the same aura reading aspect for the survivors could be too strong, especially if we are talking about a 4 man SWF that can put all of their 16 possible perks to good use.
if we were to buff WGLF, there would need to be an upcoming BBQ buff aswell, making it the superior perk once again. i wouldnt mind that too much, if WGLF had another use than soley BP, but in that case they eigther need to give it an inferior effect or buff BBQs effects. thats pretty much all i was saying.
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the only thing i really hate about it is when the unhooked survivor starts playing like an acehole, because he got DS now. i literally have survivors sitting down on a gen right in my face knowing i cant touch them.
i still do, they Dstrike me and i deathhook them shortly after.
but hey, they could show their dominance over me for a brief second. worth it?
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i will not accept a nurse nerf, before they get those gen times under controll!
its literally impossible to get into red ranks without playing one of the "top 3" (i tried, but no matter who i played i only managed to gain safepips at rank 5, until i started spirit and billy. those were able to gain pips. however, Doc, Trapper, Huntress, Cannibal, Freddy and Michael could not secure one - mostly due to the insane genrush and me playing nice and not tunneling / camping)
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here is the thing:
looking at both sides, we see the Killer with 4 total perk slots and the Survivors with 16 total Perk slots. due to the fact that the killer has quite the disadvantage here, the Killer perks are stronger in their effects than the Survivor perks, therefore the Killer can have a maximum of 4 Perks to support them during the trial.
now, when both sides have a perk very similar in its effects (BBQ and WGLF), the Killers perk needs to be superior. in this case, we have the aura reading effect. taking that away would lead to an inbalance between the 2 sides.
when looking at that strength difference, we cant get around Adrenaline and NOED. Adrenaline gives you a short speed boost and heals you. to compensate, NOED gives the killer a permanent speedboost and allows to oneshot. when comparing both perks, NOED is therefore stronger, which it needs to be to compensate for the lesser amount of possible Killer perk choices. now, a lot of people want NOED to be nerfed to death. alright, do that, BUT with the same patch they NEED to kill Adrenaline aswell, otherwise that would create a huge imbalance gameplay wise.
if a survivor perk trumps the killer perks, its a really strong perk to be used and will easily be considered a "meta perk". old DS had that problem, as it trumped every perk the killer had and activated its effect, giving the killer no way around the perk. same goes for the current MoM. now, i get it that a WGLF that lets you see the killer aura for X seconds will not be as strong as those perks, but it would still be too good.
in my eyes, WGLF is fine the way it is. if you insist on buffing it though, BBQ also needs to be adjusted.
if the survivor perks end up as strong / stronger than their killer side equivalents, killers will feel that in their trials. and it wont be nice.
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hopefully you get rewards for hitting that in the future...
right now its just useless :/
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@Peanits when placing a dream pallet in a spot where a different pallet has already been broken, will the wood pieces of the destroyed pallet still be there?
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@GrootDude said:
https://us.v-cdn.net/6030815/uploads/935/PTA6XC24VCPC.png
@Mister_xD and I counter with this!
@TreemanXD damn, i didnt expect that! you got me there x)
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and one for the clown!
he always sleeps in the nude >:3
#MakeDbDScaryAgain
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@GrootDude said:
@Mister_xD I’ve always ignored winning, that sounds pretty fun. XD
I wouldn’t mind the victory cube coming back. Some people do play to win, I myself don’t care about the balance too much and I mainly made this thread to see what everyone would say.
fair enough xD
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jokes on you!
i just clicked to post this picture >:D
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/509973#Comment_509973
I myself find blinking around with Nurse fun, even if I lose. I’ve never been one to deny the gen rush problem, survivors need a second objective. Believe I play both sides and experienced death squads I understand the swf (death squad)problem.
have a nice day. :)
thats your sight on the matter, i wont deny that it is possble to just have fun. in order to achieve this though, you need to ignore the games winning system and just have fun, weather you win or not. i personally found it a lot of fun to start cosplaying as survivors with leatherface. (my most succesfull build would be the "claudette" build: rusty chain / begrimmed chain (both if you feel like it), Bloodhound, Sloppy Butcher, Thanatophobia, Coulrophobia - basically, you do what claudettes do: healing. just that it is now a LOT harder to do so for the survivors when you are around), yet i do feel it when i 3k or 4k and only safepip. sometimes i literally want the victory cube to return xD
however, there are people out there that play to win and especially these people will feel like the game favors the survivor side.
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43% escape rate means usually 2 escape and 2 die, doesnt it?
now, we are talking about rank 1 here, so a 2k usually means a depip - safepip for the killer, which is why a lot of people consider this a loss. (i blackpip with 4k's, and thats only rank 5)
but what many think about when talking about winning / losing is how much fun they had during the game. and for killers thats usually not too much. rank 1 is extremely stressfull for killers: a single mistake can cost you your game, while survivors have second chances over second chances. they screw up and get to deadhard out of the danger, or they MoM tank your hit or they get BT for being farmed, etc. fail one chase as the killer however and you will see how hard it is to recover. one missed swing can allow them to continue the loop once more, which can be the difference between weather they do repair a gen or not before you can reach it after hooking the guy.
also, extremely long loops where you dont even stand the chance to catch up (thinking of Haddonfield here) feel extremely cheap and just like bad gamedesign, that favors the survivors.
or gen times. without ruin its basically impossible to build any gen pressure (not impossible, but very hard). as an example: ive played Trapper a couple of days ago. in the time i set 3 traps, they have done a gen. 3 freakin traps. thats nothing!
and for the sake of solo survivors (like me) i will not even bring SWF up... a coordinated team is literally unbeatable for anything below a godlike nurse.
thats also what many mean with "just play killer for a bit and you will find out". they are referring to exactly those situations, where you just feel powerless. granted, thats not always the case, but it does happe. and believe me: the pain the killer players need to go through to achieve said 2 kills is a lot more than the survivors for repairing 5 gens and opening a gate.
i hope that clarifies it a little more for you ^^
have a nice day!
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ive had a similar team during the EGC PTB tbh... one with a rainbowmap tracked down the hatch and one with a key opened it. therefore they left their team mates on the hook and only made enough gens to spawn the hatch...
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i agree on that.
the survival cathegory is very hard to get, especially if you do not run selfcare. yeah, wiggeling off a killers shoulder rewards you 500 survival points, but how often does that happen?
in my opinion, the survival cathegory should get more possibilities implemented to gain the 3.000 survival points you need to max this out.
maybe if the game rewards you survival points when one survivor dies? it could give every alive person survival points for each sacrifice that has been made, as a reward for them not being the killed person. if this "action" would provide you with 1.000 survival points, you would be able to gain 8.000 when escaping as the last alive survivor.
that way the longer you stay alive, the more points you will score automatically. also the survival points of the first killed survivor would be the lowest and the ones for the survivors that stayed alive longer would be higher. an escapist would get rewarded their 5.000 escape survival points, like normal.
you would still be able to gain 300 survival points for healing yourself, 100 for cleansing, snapping out of it, etc.
this idea is just ment to boost the general survival point gain.
@Peanits what do you guys think about this? is the survival point gain rate fine the way it is? should there be more ways to earn those points?
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there is a report system ingame. if you find any violations of the rules, use it, unless its one of the above listed things. these are not bannable.
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@Arroz still, the memes will never die! xD
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..
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its implemented.
campers are a very rare sight at high ranks these days, thanks to said mechanic.
still, it didnt discourage low rank killers to camp.
also keep in mind that the killer will not lose chaser emblem points when there is another survivor within the radius.
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you really got to get used to the perk before it actually pays off.
for me its just confusing, as i would not be able to tell how far a survivor is away from me just by the groaning and breathing.
if you got used to it, its super good for tracking though.
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they announced an upcoming nerf, so i guess with the Ghostface Chapter you will get your wish.
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since it is going to give us multiple cosmetic sets and be available for around 3 months (i think), i would say a price between 5$ to 10$ would be a good idea.
i would definitely not pay anything if the price was around 20$. thats the price of the whole freakin game, i aint paying that ON TOP just for a battlepass!
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you dont need to.
i personally grind to get every killer to P3 all perks, but thats a personal achievement.
having all of these maxed out surely would look sexeh...
but yeah, like many others already said: besides the personal achievement you dont really get anything. the cosmetics might be worth it, the increased chance of higher rarity items in your bloodweb is not that big (you do see a difference though) and its one hell of a grind.
so go for it if you want to, but its definitely not a must have ^^






