Mister_xD
Mister_xD
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- Mister_xD
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Comments
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since the freddy rework is going to be a buff, i am not.
legion has not been reworked wit hthe intention of buffing or nerfing them, but with making it less frustrating to face them during a trial.
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great idea!
kobe and get rehooked immediately!
just means bonus BP and Emblem points for the killer ^^
EDIT: oh, and 1 minute less of waiting next to the hook, which allows the killer to just go and hunt down another person before the gens are done. just sayin...
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so in your opinion legion was a strong killer and top tier?
otherwise i dont get your complaint. legion was not only the 2nd worst killer (which wont change btw), he was also incredibly frustrating to play against. he was also considered to be the easiest killer in the game, for obvious reasons.
i honestly think this change wont be felt by anyone but the ~20 legion mains that exist out there.
now, the deep wound effect rework on the other hand... i dont think we need another BT buff... the perk is strong enough ffs...
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i generally dont understand their logic how deep wounds work...
"when you run at full speed, your wounds (deep enough to make you drop deadly injured after a very short time btw) will neigther open, nor hinder you in any way!" or "when you are somewhere around the killer, the wounds will stay closed, no matter what you do." i dont think thats how real deep wounds are working...
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explain how its fun for anyone when you cant do anything but wait until Legion catched up to you and frenzies you to death.
since there was literally no counterplay to a legion, it made the killer extremely unfun to play against and resulted in many people simply ragequitting against them.
they HAD to change something. eigther take away his killer instinct or his really unfun chase mechanics.
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doctors with calm will love that xD
i do like it though ^^
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Hex: Useless
"The Hex effects persist as long as the related Hex Totem is standing."
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i dont think so.
its just bad game design, like many things (e.g. gen tapping during the chase so the gen wont regress any further while you are looping around it)
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@Giddawid said:
@drunky26 Good question! I'd like to point out that when they were first given to us as rewards, people didn't want to wear them as they were too bright, and would give you away. Not everybody wanted to run them like "a trophy" but be able to put them on as and when they wanted to, so I don't believe @Mc_Harty is dumb for not wanting to wear them. A lot of people run just once piece of legacy. They can be pretty rare vs the number of concurrent daily users now. And yes, you were right that they came before the bloodweb change. Bloodwebs were much larger, which required a lot more points to level up. A lot of people, including myself, decided not to prestige characters for that reason, so that we could prioritise solid perk builds. Finding out we had only a week to get our characters prestiged was a rush. I managed to get my Meg up to Legacy 3 (I call her Megacy) and my Claudette to P1. I'd started putting points into my Trapper but didn't manage to get there in time. Anyway, it was a lot of stress and I'm really glad that the bloodwebs changed, but I do sometimes wear the Megacy head to remember the grind that existed back in 2016.
Stay safe out there! :)
well, i WOULD wear mine, if your bug wouldnt have deleted all my progress -.-
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great idea. lets have a full two minutes where neigther the killer nor the survivor can do anything but wait until the survivor dies.
yeah, thats great game design.
lets be realistic:
you will not get off that hook, no matter what. the very second you jump off, the killer hits you and rehooks you. its just a big waste of time for both parts.
also, you fcked up, I DO NOT SEE THE NEED FOR ANOTHER 2ND CHANCE!
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@Poweas said:
https://forum.deadbydaylight.com/en/discussion/comment/418811#Comment_418811
@Mister_xD Wow #########, that's incredibly racist. That is just bs, I hope you reported them.
@Poweas sure did ^^
tbh, some of these insults were so absurd i couldnt even take them serious xD
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the guy telling me i was worse than Hitler for camping him.
they used quite a few racist slurs once they found out i was german, but that was the most absurd one xD
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i think it would be enough to rework the daily challenges, so that you have more than 3 and also get more points for them...
i honestly dont want the grind to be reduced that much, as its currently one of the only things that keep me playing...
i also want it to be a achievement to have all killers / survivors maxed out...
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Groovy, brother.
Groovy.
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if there were anything the survivors would have to do in order for it to activate, i dont think ppl would complain that much about it...
the way it is now, survivors just get benefits for scrwwing up 3 times and facing the right killer (pretty much anything but billy), which makes it feel like a bad designed perk.
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people would not complain this much about one DC, if there wouldnt be hundrets of people out there abusing this mechanic and annoying everyone with it.
no one says they want someone to get punished for DCing once or twice, but the people who DC any time something isnt going as they want it to should get punished.
DbD =/= Disconnect before Downed.
ppl should start realizing that.
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without a grind, i wont rly have any more reason to play tbh...
i want it to be an achievement to have all characters of one side maxed out, reducing the gring that wouldnt really be the case anymore...
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@tt_ivi_99 said:
https://forum.deadbydaylight.com/en/discussion/comment/417659#Comment_417659
Ok, ok, just give me 1 second...
you can have as many seconds as you wish after saying "Groovy" ;)
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seethrough walls on coldwind farm maps
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i think if you DC, you should not be allowed to enter a new lobby, until the round has finished.
also, you lose all your BP, 2 pips and your items. that way there is only downsides to DCing and ppl would probaply stop it, as they wouldnt be able to just move on into the next game.
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xD
(you still havent said "Groovy" though)
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@tt_ivi_99 said:
Jesus, is this the ultimate troll post?
you didnt say "Groovy".
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no.
that way it would literally never activate.
NOED is a punishment for survivors who failed at their secondary objective. it can be prevented from activating at all, just by survivors cleansing the totems instead of genrushing like hell.
imo, NOED should light up any remaining totem instead of just one, to punish survivors who didnt give any ######### about totems and allow players who took down 3 or 4 to deal with the perk easier. we could also say it reveals all totem locations to all players.
that way it serves as a punishment to players who failed the objective and the ones that came close to fullfilling it wont have such a hard time taking it down.
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no.
dont be the first one found --> dont be the first one caught --> dont get camped --> do the gens and escape
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and another one...
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Groovy
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currently the game is the furthest away from the "Dark Times" as it has ever been, which is good.
sure, there are problems, but overall it has greatly improved.
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you DC = i get a sacrifice in a very short time without losing a hook
please continue your DCing streak.
i dont really care.
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@will_i_am_14_85 said:
I was wondering the same thing! Another Wednesday passes and no new cosmetics... I want my Miner Trapper :-(
yeah...
he looks sick!
i want it aswell :c
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@aarongai said:
also, killer perks are always supposed to be superior to the survivor perks with similar effefts, as the killer is only able to carry 4 perks at all time, while the survivors have 16 perks in total.
So by superior, in the case of BBQ vs WGLF, you're saying the survivor perk should do absolutely nothing to help win the game, but the killer perk should?
This isn't a superior versus inferior perk. This is a useful versus useless perk.
the perk WGLF is doing a lot to change the game.
in the end, both perks main use if for bonus BPs at the end of the game, but both have different rule sets. while BBQ encourages Killers to go for each person once, WGLF encourages Survivors to go and play overly altruistic.
this is completely changing the playstyle of survivors with the perk, as they would do anything to get their WGLF stack.
also, BBQ's aura reading is not nearly as strong as you portray it here. there are like 3 Killers that can actually gain a good use out of it, those being Nurse and Billy with their ability to quickly travel over the map and Huntress with her ability to snipe from far away.
any other killer will just leave the hook and go in the general direction to where he sees a survivor, therefore doing the SURVIVOR a favor, as he will not be camping the hook and also going for someone else, allowing you to stay in the game longer.
TL;DR: both perks sole focus is on gaining bonus points for achieving a a certain objective. the killer version just has this tiny little bonus of leading the killer to the next, far away, victim.
you have multiple counters to it that can completely negate the bonus effect of BBQ. also, allowing you to see the Killers aura after a unhook is extremely strong and should not be underestimated.
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yes.
there needs to be something the survivor has to do in order to gain his MoM stacks other than just screwing up 3 times.
also, that way the perk would work the same for every killer and no longer be a huge middle finger to each killer that is not billy.
i think this is necessary. not because the perk is "op" or sthg like that, but because i think it is simply bad designed.
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there needs to be a specific action the survivors need to pull off in order to gain their tokens for MoM.
getting a free hit for doing nothing but screwing up is just bad game design imo.
lets say you gotta perform a protection action in order to gain one of your 3 MoM tokens. bodyblock for your mates, take hits for them in general will fill up your MoM now, so you can sponge the next attack that would put you into dying state after blocking 3 times. that way there is a specific action to it other than "uh, well lets just give you another second chance for screwing up". They could also remove the whole revealing the aura after getting healed thing with that condition.
i just think the perk is poorly designed, which could be easily fixed, if you ask me.
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the one and only reason why BBQ reveals Survivor Auras far away is, to make the killer leave the hooked person, due to many complaints about camping from the survivor side of the community.
also, killer perks are always supposed to be superior to the survivor perks with similar effefts, as the killer is only able to carry 4 perks at all time, while the survivors have 16 perks in total.
if 1 killer perk would equal 1 survivor perk, we'd need more perk slots for the killers.
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@Peanits said:
The one major issue here is that it would take 80 seconds to fully repair a generator alone. In this time, a killer can very easily patrol all of the remaining generators and listen for one that's been worked on. This creates a stalemate where the survivor does not have a long enough window to actually finish a generator, so they likely end up hiding until they get an opportunity. You would end up with a very similar scenario to a hatch standoff, only instead of standing around the hatch they would be hiding around a generator waiting for an opportunity that will only come when the killer gets bored and gives up.
just make the animtaion for entering the hatch longer, so that a killer can still grab the survivor out of it even after the survivor got hit and he wiped off his weapon.
you should also eigther disable a dying survivor the ability to jump into the hatch, or give the killer the ability to grab them out of the animation aswell.
that solves it...
like, if the killer is camping the hatch, the survivor can do the gens. if the killer is patroling the gens, the survivor can escape through the hatch. if both reach the hatch at the same time, the killer wins.
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here's my opinion on your 3 main points:
1- there is multiple reasons for that. one being, that you gain many BPs if you have a lot of action going on. no action = few BP. as an example: sitting on a gen for 80 seconds, holding M1 = 1250 BPs. pressing space at the right time in a chase = 1000 BP. Since there are 4 Survivors, the amount of points is split up between the 4 of them, while the single killer has the entire BP pool for himself. also, the Killers point cathegories are all about chasing (hooking, chasing, using the power during a chase, breaking defences down). the survivors cathegories are each one a seperate task (healing, repairing, chasing and surviving). its only logical that the kiler will make more points...
2- that needs to be adressed and fixed asap.
3- survivors are still the superior role though. imo a single survivor should not be enough to overpower the killer by looping them and wait for the genrush to happen.
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@Peasant said:
High rank people are trapped in high ranks. They don't want to be there, trust me.
Hopefully this reset will free them all.
yeah, okay that makes sense.
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as long as they have no been sitting in the exit gates waiting for you to hit them and leave afterwrads, thats called "taking the game hostage" and is a bannable offense.
of course they are not taking the game hostage when they decide to loot that chest they saw earlier before they leave ot quickly cleanse a totem, but if the game is still on going after like 5 - 10 minutes after the gates got opened, you should report anyone who is still in the game, unless there is a good reason for them to stay (like when your farming)
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@Peanits said:
Back when the game launched, we all thought wraith was OP. Old, easily visible from a mile away, no windstorm after uncloaking wraith too, not this new actually decent wraith.
i remember that!
(even though i always put Trapper above Wraith... a love so strong, it survived till today! (<-- this guy is still horribly overrating Trapper))
i also remember how Billy was considered to be the worst out of the 3 Killers...
the good old times... xD
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i thought Survivors would run slower after a hit than before it.
it made sense to me back then (and the basic idea still does tbh), but it turned out i was wrong.
i also thought hooks that were used for sacrifices would respawn / only have a certain chance to break once the entity consumed the survivor. (no idea how i thought that)
i thought there would be different kill animations for the basement hooks, the more survivors have been hooked there at once (that was before i played the game and only saw a YouTuber play the Beta)
and finally i thought Freddy was a super cool Killer and i would turn into a Freddy main. i even Prestiged him to P1 before they nerfed him and i realized how much of a BP waste that was... guess the Hype took controll over me at that time xD (now has him P3 with all perks btw)
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currently i really want the old killer victory cube to return...
at least i got a pip for a 4k. right now im lucky when i dont depip with a 3k. a 4k is usually a savepip...
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since they are running on a timer, no.
its just boring for everyone.
if you would bodyblock them in a corner until they DC, thats something else.
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the general complaint about genrushing is not faced towards the survivor players, but the devs, who, after such a long time, still havent really fixed the problem.
if you as a survivor decide to do the gens, thats fine. you are just doing your objective and no one should be able to complain about that, but what people complain about is the amount of time it takes you to do so.
games can end within 5 minutes with a win for the survivor side. thats no where enough time to get anything done as killer, which is ridiculous.
TL;DR: ppl dont complain about the survivors, but about the gamedesign
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wait...
there are people actually going for highranks?
why? just... why?
there is no reward, your lobbies take forever to fill up and its a huge pain in the ace to even get there in the first place, thanks to the new ranking system.
i really dont see any reasons to invest time in my rank no more...
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i'd be happy with a special noise bubble aswell.
like, tinkerer gives us gen bubbles, so thrill of the hunt should give us totem bubbles...
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thats my main problem with it.
its cheap (you get a free hit for doing nothing but screwing up 3 times) and its a huge middlefinger to all the weaker killers.
whats the most logical response to this?
ppl will play Billy more often.
--> we will see an increase of "NeRf HiLlBiLlY" threats.
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did you just call insidious a strong killer perk...?
yeah, im not taking this serious anymore.
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@GT_Legend2 said:
Nothing, I just play the game to have fun, no need to make it frustrating for others
thank you.
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welcome to DbD.
you are better off without looking at your rank and just playing for fun, otherwise you will be pretty upset after some rounds...
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i think it may be a little harsh, considering the 3 hits (=1 or 2 hooks) you need to go through, just to be able to take a hit while bodyblocking.
thats a little too situational in my eyes...
i think it would be better if you received the tokens by taking hits for the team and then avoid getting downed yourself after collecting 3 (= bodyblocking 3 times).
dunno how exactly that would affect the game, but i think it sounds good...
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ill be fair here:
killers received a ton of buffs in the latest patches.
the problem is, that the individual killers need buffs, because there are a few who are growing really strong atm (top tier killers like billy or nurse).
also, a coordinated SWF group will still easily take down any killer that is not a god level nurse, while solo players have a harsher time.
i am all for killer buffs, but i dont want the game to be as broken as it has been in "the dark days of DbD", just the other way around.
