Mister_xD
Mister_xD
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- Mister_xD
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Comments
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these buffs fail to address any of his actual issues.
they literally just turned him more into a Deathslinger 2.0 with that ._.
his power doesnt need any straight up buffs! (okay no, it does - but only as a secondary aspect)
what his power needs is something to make it stand out! just give him the freaking trick blades (the ricochet add on) basekit already ;-;
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i really dont get people who feel the need to sweat and tryhard during this event.
i mean, im not saying you should lose on purpose, but maybe, just maybe, rethink whether you want to slug for the 4k, hardtunnel someone early on, camp the hooks or slug everyone to then onehook them.
same goes for Survivors too though. its an event, everyone brought cakes. stop. genrushing. and. do. literally. anything. else. whats the point of bringing in 4 cakes as survivor when the best player in your team got around 12k points because all they did all game was humping generators? go for chases, loot chests (there are event items in there!), cleanse some totems, search for the crown and heal each other up - you'd be making so many more points AND everyone (including your Killer) is having a much better time.
the most fun games ive had this whole event were when both sides went easy on each other.
everyone made a ton of points (yes, even those that got sacrificed) and no one really got upset at anyone. i dare say, we had fun.
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Overrated: Doctor (many act like he was way too strong, yet he struggles quite a lot against actually decent Survivor teams)
Underrated: Hillbilly (many act like the overheat made him unplayable, some even put him in D-Tier on their Tierlists. That is very far off of reality however, as he is still a very powerful Killer, its just that he got less fun to play)
Rated Perfectly: Trickster (at least we can all come together and agree on how much of a joke this Killer is)
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making the game easier to understand for less experienced players?
how dare you suggest that!
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they pretty much did exactly that.
in the PTB, Zombies were attracted to the hook scream of Survivors, meaning they would go towards the hook and stand there until another loud noise lured them away / they randomly wandered off.
uppon release, that was changed. Zombies can no longer hear Survivors on hooks and therefore no longer have any reason to go towards them.
If there was a Zombie around the hook while you got rescued, that was most likely due to the rescuer attracting it.
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i wouldnt mind them introducing new Perks / buffing old ones to deal with it.
something i've always been in favor of was a repair speed bonus for every Survivor added to Kindred, if the Killer stays too long within the aura reveal range (16m i believe) to a hooked survivor that has the perk, without being in a chase and without another survivor being within those 16m.
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eventually yes.
maybe not right now, but it will need to go in the future.
its an unhealthy mechanic for the game.
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so not only am i fun at parties, i am also to be avoided at all costs... i wonder how that works...
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@van9684 said:
https://forum.deadbydaylight.com/en/discussion/262581/why-should-i-use-cake-offerings
Killers are once again ruining the event with the sweaty, entitled play style. Never fails. They only care about getting that 4K with zero effort or skill. It’s boring at this point.
the more of these comments i see from you, the more i am convinced you aee just another troll account trying to bait people.
this comment is so far off of reality that, should you really believe that, i feel very sorry for you.
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@Ruma said:
https://forum.deadbydaylight.com/en/discussion/comment/2325375#Comment_2325375
Then how would you use spirits power?
by using your map awareness and knowledge of survivors to your advantage to predict their actions and cut them off.
You see scratch marks, you hear footsteps, you see grass move, etc. there certainly are enough tooks to work with.
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Survivors with Iron Will against a Spirit without Stridor should be how it always is.
anything else just creates a lose - lose scenario for Survivors and thats absolutely no fun.
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i mean, i really cant deny the visual / audio design of the new map is amazing.
but gameplay wise i really, really dislike it.
its a lot like Midwich in that regard. look amazing, but after a short while everyone hates seeing it.
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prestige isnt worth it.
only prestige when you feel like adding some extra to your already incredible grind - like me :D
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the only time i dislike polls is when the OP has made it so people can only vote yes on their opinion or something ridiculous, making it look like everyone agrees with them.
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Trickster
two options:
1) make him a 4.6 m/s Killer, then tweak his power a bit (smaller buffs or nerfs, whatever he needs).
2) keep him a 4.4 m/s Killer, then rework his power into something unique and strong. An idea would be to make ricochet blades basekit to make it unique, then remove some of the unnecessary downsides to it such as the Lullaby or slow down while throwing knifes (at least put him at 4 m/s so that Survivors dont gain distance on him).
one thing for both options though:
make Main Event actually usable. make it so its not on a timer once you filled the power bar up and let it be used whenever the Killer wants / needs it. maybe make it so while active, Trickster moves at his normal movementspeed aswell.
Legion
simple: give them a secondary power that allows them to do what they did in their trailer. let them take off the mask and lose their TR with that.
however, they'd have to put it back on in order to attack again.
now we got a Killer with a power that quickly injures others and who can then enter a stealth mode to get ambushes on said injured targets. they would be a lot better than now.
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i just play normal with the exception of trying to unlock crowns.
also, if you're the last person alive and you got a crown on you i let you live.
i know how much it sucks when you cant unlock it, so while i still dont want to lose / farm every game i can at least let one have it.
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if you dont wanna farm, just hook and kill them.
and if you're a survivor, just do the gens and leave.
no one can force you into farming. and if they try, you can report them for it.
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@Tizzle said:
https://forum.deadbydaylight.com/en/discussion/comment/2323248#Comment_2323248
Do whatever you want, stop trying to justify it and simply move on.
It isn't that hard.
im not trying to "justify" anything.
mainly because i dont believe there to be anything that i would have to "justify" in those scenarios in the first place.
The games concept is a simple one: survivors do gens, killer stops survivors from doing gens. if i see you contesting the gens, i will see you as a threat to my objective and therefore target you.
that doesnt mean i was supportive of boring playstyles such as tunneling, i am merely pointing out that a Survivors behavior can have a big influence on how the Killer plays.
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i would not want to have to play against that.
that'd just be an instant elimination to whoever is unlucky enough to be caught when he has his Tier 3 99%ed. and having an insta Kill early on singlehandedly wins you the game.
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i think that depends a lot on who i am playing as.
Trapper? butcher / mineshaft themed cosmetics.
Wraith? cosmetics that make him look more mysterious / assasin like.
Hillbilly? Filthy / blood soaked cosmetics.
and the list goes on.
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luckily not.
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i use Pop Goes The Weasel, Barbecue & Chili, Enduring and A Nurses Calling.
PGTW: a great game slowdown tool and my usual choice on any Killer.
BBQ: Wraith has the map pressure to make use out of the aura reveal. also, double BP! YAY!
Enduring: just a generally good chase Perk.
Nurses: Wraiths stealth allows him to easily sneak up on healing targets, great Perk on him.
im not a Wraith main at all though, so it might not be the best build on him. I like it however.
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in addition to that:
if you get unhooked and i immediately see you jump back on a gen without even healing up first, you're going back on that hook.
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apparently i also cant cancel it and switch to Survivor, as it wont let me enter the main menu.
guess we just discovered a new bug :D
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probaply the Resident Evil license holders.
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@SMitchell8 said:
Id like Oni to have a different colour flame/effect when entering fury.
maybe one day, if they decide to add power reskins to the shop...
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i had it on public for two days once.
immediately had two or three guys sending salty hate messages to me in my profiles comments.
never again.
its set to "friends only" right now - dunno how much you can see with that option active (e.g. ingame hours), but you sure as hell cant comment on it.
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@EwokVDub said:
https://forum.deadbydaylight.com/en/discussion/comment/2320099#Comment_2320099
A very interesting rework to NOED. In fact, It's one of the few that I could get behind and I would love to see it be tested. I think that NOED is already balanced. It's a very strong perk with very reasonable counter-play. A perk that only activates after the doors are powered and can be prevented beforehand seems reasonable to me. However, this rework would bring an interesting dynamic to the end game. The only change to your rework is I think Killers should be given a shortened alternative to their Mori if this perk is active. Some killers have 12-15 sec animations and I feel that it wouldn't instill enough fear or the perk wouldn't have enough power being an end game perk. Most survivors would be able to escape and I think the perk should have the ability to kill at least two survivors before a gate is opened. If the killers could have a 5 - 7 second mori (like Pyramid Head's built in mori), I think the perk would have better balance overall and still be a force to be reckoned with.
many of the mori animations would need to be looked at in general for this idea (which is why i think its very unlikely to ever make it, sadly), as a vast majority of them require the Survivor to be in the dying state.
Killers like Trapper would need to have something included that downs the Survivor to get them into the original mori position (e.g. a kick, slash or, especially in Onis case, a punch).
regarding the length, i dont really think of it as much of an issue tbh.
The way i designed the Perk its gonna be rather rare to get many people with it in the first place, due to it consuming totems for each activation (meaing its quite easy for Survivors to limit the damage the Perk can do beforehand).
and dont forget, Survivors arent shown the Shape is killing someone with a tombstone until the mori animation is over and their profile changes into the "dead" skull. It would be the same with NOED in this case - they would know NOED is active (due to the Hex notification popping up the second the gates are powered (like Rancor)), but unless they are on comms with each other they wouldnt be able to tell that the Killer is currently murdering someone with it until the Killer is already back in the game.
also, this new NOED would be a GREAT selling point for custom mori animations in the shop (which would further address your issue, due to some probaply taking longer than others)!
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2320099#Comment_2320099
The DH concept could easily be exploited by things like moonwalking (remember OG Legion?) and some killers like Wraith and Victor completely disregard what a chase according to the game mechanics.
i can see the issue with Victor, definitely.
though i am also someone who strongly believes Victor shouldnt be the main chase power of the Twins anyway, so in my perfect world, Victor too would be changed into being a much more supportive role during chases (step 1: he cant down people. step 2: give him some good buffs that make chasing them down as charlotte much easier)
regarding Wraith, yes a hit and run type of playstyle would certainly counter the Perk. But thats like equipping Balanced Landing and getting send to Shelter Woods or Lerys, it'd be a risk people would have to take into account when equipping the Perk.
as for the moonwalk, i really dont see that as an issue. the difference here is, that people were on a death timer with OG Legion, so the Killer never had to hit someone for them to go down. DH doesnt apply anything like that (plus the killer doesnt know when someone has it until they got to use it at least once), so the Killer would have to moonwalk the entire chase and somehow still manage to land two succesfull hits on the Survivor. Thats a pretty unrealistic thing to happen, i think.
in general the chase aspect of this game could take some changes. Sometimes, while looping the Killer, the game doesnt even count you as being inside a chase, which should definitely be looked at.
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horrible Perk.
super hard to earn tokens that are incredibly easy to accidentally waste. The effect used to be good, but them essentially cutting the distance in half took the only good thing away the Perk had.
and due to the stacks being so easily lost, the perk encourages you to play much less optimal and go for normal attacks (not lunge attacks) a lot, meaning that, in the worst case, the Perk singlehandedly cost you a chase that you could have won had you just lunged normally. and if you did, you wasted one of your precious tokens, making the Perk useless again.
basically, its downsides heavily overshadow its upside to the point where the Perk almost works against you.
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@PsychoTron said:
https://forum.deadbydaylight.com/en/discussion/comment/2320099#Comment_2320099
BTW NOED gets activated when all the gens are done, not when the hatch is closed.
I do like the idea of turning all remaining Dull totems to hex NOED. This gives the survivors a risk/reward; should they cleanse the dull totem, or just work on the gen.
I could get behind the mori idea, but I don't think a whole revamp is necessary. NOED should show an exposed status for all survivors if its active (i'm not sure if it does currently), and I also don't think NOED needs a speed buff.
in its current state NOED activates once the Exit Gates are powered.
closing hatch powers the Exit Gates, so NOED activates.
regarding the NOED points, i just felt like the Exposed effect is not only pretty boring, it also allows the Killer to do a lot of things that can easily cost everyone the game (e.g. baiting others back in with a possible rescue / slugging everyone). In addition to that, the Killer gets a lot of points while doing so. He gets chases, downs and hooks, all of which positively count towards his Blood Points / Emblems.
I dont want NOED to just carry bad people through the ranks, so i made it into a tombstone. that way it can keep its purpose of being a harsh punishment to survivors who didnt do bones, while also not giving the Killer any undeserved bonus points.
regarding the speed boost, the current Perk needs something to be different in each tier, hence the speed boost that changes.
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yeah i can get behind that.
what would you say about these ideas:
1) Dead Hard
when active, press the active ability button to make a dash forward, avoiding any incomming damage (stays the same as right now)
uppon activation, Dead Hard causes the Exhausted Status Effect for 60/50/40 seconds and deactivates itself again (also stays the same)
Dead Hard activates after being in a chase with the Killer for X/Y/Z seconds without taking damage.
essentially, i keep DHs effect the same, but with an actual activation requirement.
This ensures that those who like the Perk dont feel like it was robbed from them, but it also means it no longer is a free second chance perk, but actually requires some work on the survivors side to get active.
It essentially shifted from being a get out of jail for free card to a reward for Survivors doing well against the Killer.
also, you no longer need to be injured for it to work, so thats something. still, Killers would have a lot more control over when someone DHs and when not. taking chases they shouldnt leads to you being punished / the survivor being rewarded.
2) Hex: No One Escapes Death
when the last generator gets repaired, Hex: No One Escapes Death activates (a change in the activation requirement so it no longer triggers uppon hatch being closed)
uppon activation, turn all remaining Dull Totems on the map into Hex: No One Escapes Death totems. If no Dull Totems are available or when the Perk doesnt have enough Hex Totems left for it to take effect, the Perk deactivates. (only important for Tier 1 and 2)
when active, the Killer gains the ability to kill Healthy, Injured and Dying Survivors. Doing so will result in the immediate destruction of 3/2/1 Hex: No One Escapes Death Totems.
now, NOED received a whole rework from me, so let me quickly explain:
first of all, it no longer triggers the Exposed status effect or a speed bonus effect. This means the Killer doesnt just get an easy anti loop tool and cant just immediately slug all 4 Survivors.
instead, i turned it into a tombstone for every Killer. mechanic wise it would work the same, allowing any Killer who is close enough to a Survivor to instantly mori them. This means the Killer can no longer use NOED to bait others back into the trial to go for that juicy unhook, as it eliminates the Survivor immediately. In addition to that, the Killer has to sit through the entire mori animation, allowing anyone else close by to make a run for it.
and to top it all off, i made NOEDs strength entirely reliant on the amount of remaining Dull Totems. teams who ignored totems all game will get hit by a very strong NOED, while teams who cleansed totems will have an significantly weaker NOED (in the 4v1 aspect), so its strength is 100% in the Survivors hands.
EDIT: had a typo in the NOED section. my bad
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i wouldnt mind some boni for prestiging.
though i absolutely dont expect them to be anything big, i think the best way for this is to keep prestige optional instead of making it mandatory.
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no.
the game is over, just get out.
besides, 90% of people who do this will dead hard the second you are about to hit them anyway, just to rub it in your face.
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no, they just updated last years event Flashlights to show as 5th year anniversary items before the event even started.
i just checked, mine also say they were from the 5th year anniversary event.
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@Lord_Tony said:
https://forum.deadbydaylight.com/en/discussion/comment/2316140#Comment_2316140
apparently.
even during PTB they nerfed him
his trickblades use to deal double damage when they bounce in PTB, they removed that lol
the man just cant catch a break.
even the buffs he got failed to address any of his main issues...
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he isnt the worst!
Trickster exists.
he makes a close second place though ^^
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yeah Trickster was overperforming so he had to be tuned down.
cant wait for the overheat mechanic where his hands get tired when you hold up a knife for too long, causing him to curl up in a ball and cry for two and a half minutes.
/s
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i like having that 3 on my characters.
ya know, bragging rights and stuff
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the ones that are the same charm but upgraded should be one unlocked charm that gets upgraded each time you unlock a new upgrade in either the tome (completion reward) or rift (the ones that go from wooden to red).
there are just too many at this point and they keep getting more and more...
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sideobjectives?
in MY generator rush simulator?
HELL NO!
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Twins.
there are others with terrible teachables (e.g. Huntress or Wraith), but at the very least these Perks arent actively working against you as a Killer.
Hoarder spawns more chests for Survivors to use against you,
Oppression is okay but gets held back drastically by its way too long cooldown,
Coup De Grace is way too hard to get, has a very weak effect AND makes you so paranoid about accidentally losing a stack that you dont lunge when you should a lot of the time.
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i just want them to disable the map until its reworked.
i am so tired of seeing it.
Haddonfield is the only thing in this game that makes me happy the DC penalties are off.
and that says a lot.
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honestly, i think the way to go with this Perk is to let it be one of the only ways of getting Blood Lust once they removed it as a base mechanic.
that would fit in with the Perk and make it somewhat viable aswell ^^
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they dont refuse to, its just that it takes them way too long to do it.
its a reoccuring problem btw. just look at the mori nerf: it took them 3 YEARS to up the hook number by one - that is way too long for something as simple as that!
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why do survivors get so upset about me camping and hardtunneling them?
its just me doing my job after all!
its super boring, thats why everyone hates it.
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BHVR requires a recording of the match to ban someone for such a thing.
that means, if you werent teaming with the Killer, you got nothing to worry about.
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"mastered" is a big word, but i would say that i am pretty good at Deathslinger and Trapper.
I'm fairly good with a majority of the Killers, but those two i used to main / still main to this day, meaning i played them a lot more than others.
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absolutely.
knowing the devs, we can probaply expect a change like this within the next two to three decades.
at this point i really think they just hate Trapper.
they literally went out of their way to make sure trap escape RNG would stay in the game when they "reworked" it and now they went and fixed the bug that gave him tar bottle basekit, which makes his traps risiculously easy to spot again.
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@TripleSteal said:
https://forum.deadbydaylight.com/en/discussion/comment/2313478#Comment_2313478
Players are not to be held responsible for game's poor design and mechanical fallacies.
players can 100% be held responsible for exploiting them though.
whether you like it or not, this game has rules. and one of those rules clearly states that you are not allowed to exploit bugs to give you an advantage over others.
