Mister_xD
Mister_xD
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@BulletsNonstop said:
https://forum.deadbydaylight.com/en/discussion/comment/1130793#Comment_1130793
matches are bs how? People still get mad at survivors surviving and gen rushing ? Killers can wipe people super quick. If you guys have a problem with gen rushes then I feel killers need a good nerf to go with it. 4 people don’t come into your game to be your 4K every game. How is that fun for everyone else? I still think this game is super killer sided for sure.
yeah just pressure all 4 off the gens at the exact time with a killer that has no map pressure / oneshot ability! why didnt i ever think of that...
oh and since you asked: BS matches would be the ones that are over in ~5 minutes cause they genrushed the fck out of you. ya know - multiple toolboxes, coordinated gameplay, maybe not a top tier killer... all that leads to nothing but frustrating games - games you are quite literally unable to win.
genrush is definitely a thing that needs to be looked at - for the overall game's health. its hardly fun as a survivor when you genrush the poor killer and they get one, maybe two hooks all game. and its certainly no fun for the killer, i can assure you that.
killers may seem strong in low ranks, though the higher you go the more you will realise how weak the vast majority of killers actually is.
without a good map pressure tool or an amazingly strong chase tool, the killer is basically useless - well, against good survivors that is.
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take both for the super heals!
personally i prefer We'll Make It, due to the fact that i dont usually bring healing items in my games (i dont bring items in general), so botany would be wastet, unless i randomly find a medkit in a chest. and its not too often that you find a injured teammate running around the map, when you have someone injured in front of you, its usually after an unhook.
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Trapper / Mr. Puddles main.
i play cause killer is fun. yeah some matches are BS but majority are fine. just sucks when you get a genrush group...
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i already knew about it when it worked with a lunge attack.
and i used / still use it.
heck yeah they gave a god window counterplay! i love it!
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personally i did it in 2 games with plunderers equipped.
try not to get into chases while you're doing it, you need to outlive your team after all - or get to the endgame.
and honestly, dont enter the trial with a key. you will be focussed down by the killer in that case, just so you wont open hatch.
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i give hatch to whoever i want - and more often than not i will go for the 4k, believe me.
though if a survivor has really good stealth play or when i dominated the whole team and they 4%ed / multiple DCed early on, i will definitely consider being a nice player and giving them hatch.
cause i totally understand the frustration the survivors are feeling when their teammates ragequit or when they are so bad that i get 3 of them downed by the time the one decent dude got the first gen done.
and yeah i am someone who actually respects the stealth play - and i mean really good stealth play. like, the dude i spot with BBQ and then just never see cause he somehow snuck past me every time.
stealth players dont have to be bad players. i usually play quite stealthy as a survivor - cause if the killer cant spot me they cant kill me or stop me from progressing the objective. yet that doesnt mean i wouldnt know how to run a killer around or that i would just sit in one corner 24/7 doing nothing. i am usually the one progressing the objective and going for hooksaves when my team constantly gets found.
i feel like many underestimate stealth play...
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@Vetrathene said:
https://forum.deadbydaylight.com/en/discussion/comment/1129074#Comment_1129074
Or sometimes they don't care about feedback and go through with it anyways.
more often than not they listen to the feedback though.
"Spirit is too weak" - spirit buffs uppon release
"Demogorgon should be able to break pallets with shred by default" - implemented uppon release
and sometimes the community's feedback is flawed, due to the extremely short testing time the PTB provides and the players there not being able to fully grasp a killers power / play them to their fullest potential.
Freddy was deemed "too strong" by many survivors uppon release - they demanded a way to spot him outside of the dreamworld, as complete invisibility would be too strong.
and many didnt understand how the Demogorgons portals actually worked with active and inactive portals and when you could use the killerinstinct on them / when they could be destroyed.
and sometimes the feedback just consists of complaints from the side that has been nerfed, since they dont like to get nerfed.
many survivor mains loved to claim that the old insta heals were perfectly fine and balanced - when they were definitely not.
many killer mains love to claim that it wouldnt be too strong for piggys traps to activate during EGC - which would basically mean tons of free kills for a NOED piggy.
the devs can't possibly follow every feedback they get on things. there is a lot of it and there are many people saying many different things.
lets just wait and see whether they took notice of the communitys feedback this time or not before jumping to conclusions, okay?
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all those that require me to play a specific survivor.
since they are all just reskins, i only ever leveled one survivor, so they are all level 1 xD
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/1129198#Comment_1129198
I might need more context for that one.
if you dont use your power as wraith, you are going to be invisible the entire match, since you start invisible.
it was a joke about all the complaint posts here regarding AFK wraiths depipping.
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@Fibijean said:
Using your power? How dare you! The nerve of some killers...
i mean... not using it and being an invisible wraith apparently is also wrong...
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do they camp or do they defend the hook?
cause why should i be leaving when i know someone is around?
also, i'm usually leaving the hook area after doing what i gotta do in it (e.g. kicking stuff), though when you get saved before i can go and find someone new, i will return
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@Dreamnomad said:
https://forum.deadbydaylight.com/en/discussion/comment/1129080#Comment_1129080
That is very similar to Haunted Grounds. But my question remains. Have you ever spoken to anyone from BVHR who stated that they used that idea for inspiration or are you just assuming that they used the idea? Because there are literally 1,000's of suggested perk ideas. There are bound to be some that are just coincidentally similar.
the devs themselves stated that they took the Save The Best For Last idea from a reddit post in a stream a while back.
also, my Discussion has an answer from Peanits stating his thoughts on the ideas - and that he finds certain ones (like the first) quite interesting - and others just utterly OP xD
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i stopped playing survivor cause the lobby times are god awful and my team mates (i play solo) sometimes are so bad at the game they literally force me to depip because of their stupidity.
like, i did 3.5 gens on my own, cleansed the killers Hex and 3 dull totems while my team mates basically just run circles around the killer all game and hookfarm each other. we got to endgame (due to me being the guy sitting in the back doing gens my evader and benevolent were both basically non existant) and guess what? the killer got NOED. the fun part? i did 4 totems by myself - so no one ever bothered to just do a single little totem all game. the game ended with 2 injured survivors dashing straight at me with a killer behind them, so i end up getting killed (wasnt even at a gate, i was looking for the totem. they just literally ran straight at me and then snuck away ;-;)
another game i got hooked and went from being hooked once all the way to being halfway through of the second hook state before anyone even bothered saving me (i had a friend playing with me this time, though he was in chase). the best part? they were doing gens together AND I HAVE KINDRED EQUIPPED.
or that one game where two just ragequit within the first couple of seconds and the killer decided to just end it - we died with 5 gens left.
(these 3 games were back to back - and there were more. i went from almost being rank 2 back to almost rank 5 in a single day)
so yeah, if i play survivor now, its eigther with some friends (usually without comms tho) or i accidentally miss the button and end up playing killer instead.
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@Dreamnomad said:
https://forum.deadbydaylight.com/en/discussion/comment/1129066#Comment_1129066
Are you certain that BVHR did in fact take inspiration from forum posts or are you just assuming? Did you see anyone official commenting as such?
i basically created Hex: Haunted Ground.
@Mister_xD said:
IF you ever think that one of these ideas should make it into the actual game, feel free to change the names/descriptions!
Hex: Eye For Eye
You cant stand it when someone touches your stuff. When a Survivor breaks a Hex totem, they will be highlighted to you for 5/7/10 seconds and they will suffer from the "exposed" status effect for 20/40/60 seconds. This perk will spawn 1/1/2 Hex totems on the map.(has no name yet. make suggestions!)
Your territory is your territory. And you want your prey to know that. When a Survivor enters the basement, they will suffer from the "exposed" status effect, for as long as they are down there. This perk will affect the last 1/1/2 Survivors who are in your basement.
"I don't feel save here. I went deep into the beasts territory, and it doesn't seem to like it..." - Vigo's Diary
(basically the perk will affect the first 2 ppl who go down there, but it'll switch to a different person in the basement, as soon as one of the affected people leaves the basement stairs)Keep Up The Pressure
A deep bond to the Entity allows you to put enourmous pressure on your opponents. For each individual injured Survivor, you gain 1 token. Each token will disable 1 of all the Survivors Perks. This can stack up to 2/3/4 tokens.
(It'll start with the 1st Perk they equipped and run all the way to the 4th. when a survivor is sacrificed or died, the Perk will loose 1 token.)Cripple Them All
Your brutal nature allows you to find the most painfull spot for your victims and you will make use of that. Each time a Survivor got hooked, they get a 5/7/10% penalty on healing, sabotaging and repairing speed.
"It seems like the Monster finds joy in torturing us." - Benedict Baker's JournalGame Keeper
A deep bont to the Entity allows you to manipulate room and time itself. 3 times a game, press "E" to be able to reduce an already completed Survivor objective's progress by 50/75/100%, you are aiming at. You will not be able to reset a generator, after the exit gates got powered.No Escape
The pure thought of your prey escaping from you unpleases you, so you try even harder to catch them. For every completed generator, gain a token. Each token gives you additional 2/3/5% movement speed. Movement speed boni do not stack.
(So you wont be able to combine STBFL and NOED together with this Perk to move like a f*cking racecar around the map.)Waste No Time
A deep bond to the Entity allows you to ignore obstacles thrown in your way. Pallets on the ground will destroy themselves 60/40/20 seconds after they got dropped.Observator
Thanks to your great observation skills, gain a notification when someone enters a locker or opens a chest within a 60/45/32 meter radius to you. You will also be able to see lockers or chests Auras in a 10/21/32 meter radius.
"Observator" has a cooldown of 40/25/10 seconds.
"I don't know how, but the Beast seemed to know all my Tricks. It was always one step ahead of me." - Vigo's Diary
(you will not see the chests/lockers open when a survivor uses them, but the perk will give you a little notification that someone entered a locker/opens a chest by the perk glowing up)
This were 8 ideas for some DbD Killer Perks. As I said earlier, pls feel free to continue the List and give me Feedback on the Perks I created ^^
Thank you for reading! -
please keep in mind everything we've seen so far was PTB material and is subject to change.
they do the PTB to collect data and feedback afterall - and if everyone says new sabo is too damn fast, they will most likely change something about that.
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you can always create your own perk ideas - and if its good it gets added.
there are community designed perks in the game after all - Spirit Fury, Save The Best For Last or Hex: Haunted Ground would be some good examples for that.
of course they dont always implement them 1:1 (like they did with Save The Best For Last) - Haunted Ground would be a good example here. The original suggestion included the Survivor who cleansed the totem to be revealed and to be the only one exposed. they ditched the reveal part and instead made everyone exposed - but other than that the perk is very similar to the suggestion made.
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@terumisan said:
https://forum.deadbydaylight.com/en/discussion/comment/1126722#Comment_1126722
Sanctum of wraith has 1 safe pallet I can think of the rest are jungle gyms and shack
well, to be fair the Sanctum of Wrath wasnt created after the "new" rule, since the Yamaoka Estate has been created before that and it mostly reuses already existing tiles.
now, i'm not saying all jungle gyms would be 100% safe, but most of the time you're gonna waste a LOT more time trying to mindgame them instead of just breaking the pallet. they are quite safe, if a survivor knows how to run them.
Sanctum of Wrath is build like the old maps where it has less pallets but therefore they are a lot more safe. (though it kinda follows the Yamaoka rule of "hide or die", since it really doesnt have many looping areas - considering how many loops e.g. the Coldwind Farm has in a close proximity to each other)
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hmm...
i think infectious isnt that big of a problem (unless its used on Billy, thats a little too strong imo), but it does have counters (e.g. calm spirit)
i fully agree on OoO though, its by far the most annoying survivor perk to exist and imo it should get reworked.
now, my personal picks would be:
Dead Hard
because i think this perk gives way too much of a recovery when a survivor messes up at basically no cost - i can outplay them around pallets all i want, they just deadhard to safety and then loop me for 2 more gens. its weird with this one... sometimes its utterly useless and sometimes its just waaay too strong - especially the good old "Dead Hard for distance"
Decisive Strike
this one, while i get and support the idea of it, really just makes it miserable to play against most of the time. like, freshly unhooked survivors with Borrowed Time and Decisive Strike will act like they were invulnerable, just because they can literally not be punished for anything for a full minute - and you cant even wait it out and slug them when they find a locker. honestly, i think i wouldnt mind this perk so much if it wouldnt work on grabs, cause i HATE when i hook someone, some other weirdo starts insta unhooking them, i grab them away and suddenly im looking at the ground for 6 seconds while both of the survivors just leave. its really not fair when i dont even have the intention to tunnel, but they literally jump in my face and force me to - and then punish ME for it THEIR misplay.
some honorable mentions:
Borrowed Time
this one really just encourages hookfarming which i HATE as both survivor and killer. as survivor its obvious, since when the killer is tunneling i am gonna die and as a killer i feel like its a huge disrespect towards me when they just unhook in my face (or DS me and then the BT guy bodyblocks for them and they all get a free escape and its really stupid). imo the perk would be a lot better if it would simply apply the penalities to the rescuer when the unhooked survivor gets hit - regardless of weather he got BT or not.
Hex: No One Escapes Death
and no, this is not your usual NOED rant. my main problem with the perk right now is, that it is supposed to punish those who didnt cleanse totems and reward those who did - yet it doesnt. NOED will always hit at the exact same strength when at least one totem is standing. so when NOED activates it does not matter at all weather you did 4 totems or none, you get punished all the same. i think NOED would be better if it would punish those who didnt cleanse totems at all harsher than those who did - my idea would be to simply have all remaining dull totems light up with NOED once the exit gates are powered. that way, if i did 4 totems there will only be one, but when i did none there will be 5, so its a lot harder to get rid of it. ive also had an idea regarding a full on rework for the perk, but that'd be too long now. hit me up if you are interested xD
Zanshin Tactics & Windows Of Opportunity
both of these i have one simple problem with: they are supposed to help new players find a loop in their surroundings when they dont know the maps yet, but unless you buy the DLC you wont have any access to them! if you are F2P by the time you unlock these you already know how the game works, you dont need them anymore! i think both of these should be fully reworked and the current version of them should be made an overall available perk. we havent seen any new non teachables in ages after all.
thats my thoughts on it, feel free to tell me what you think ^^
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@Huntar said:
https://forum.deadbydaylight.com/en/discussion/comment/1127146#Comment_1127146
Watching something that long wouldn't be funny.
just send a series of screenshots LUL
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@Huntar said:
https://forum.deadbydaylight.com/en/discussion/comment/1126980#Comment_1126980
I love this idea. Just record footage of an empty tile, send it to support, and say that it proves that the wraith was AFKing.
or you could record a match where the killer isnt seen once the entire round and the end chart reveals its a wraith...
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cause not all games are as bad as many here love to pretent they were.
yeah some games are really stupid (e.g. with a dedicated genrush group), but most are fine.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1126980#Comment_1126980
How is that bannable? Can’t prove it was intentional. Maybe they had to use the bathroom. You’ll just never know.
Mwahahahaha!!!
when someone records an entire game with a killer being an AFK wraith in a corner and there are multiple reports for said player for doing that, it will get them banned.
of course a single game wont instantly get you banned, as you correctly pointed out: they might have been on the toilet / forgot they were even in queue and doing something else.
its about repetitive behavior.
(:
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report them?
AFKing is bannable after all.
all you need is some video evidence and you're good.
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@Peanits said:
You would have had to sit still for at least a minute to get that crow. You can avoid them completely by moving a little bit.
honestly imo it'd be better if the AFK timer would be stopped while inside the killers TR...
if you are AFK, you get AFK crows anyway when the killers left. yet if you are actually just trying to stealth and the killer just keeps running around you, you wont be screwed by them suddenly appearing above you...
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@Beardedragon said:
https://forum.deadbydaylight.com/en/discussion/comment/1126758#Comment_1126758
not sure what map Dead Dawg Saloon is but Hawkins Lab is an okay map ill give you that.
the Dead Dawg Saloon is the upcomming map with the Chains of Hate DLC.
its been accessable on the PTB, but its not yet released.
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as you have already said yourself, the game requires the traps to be active in order to kill a survivor with them with the exit gate.
a trap, uppon placed on a survivors head, is by default inactive until a generator gets completed - as shown by the littlle icon on the bottom left of your screen.
when the timer around the players head is blinking in white, this can mean 2 things: 1) the trap has yet to be activated or 2) the trap is active, yet the timer has been paused due to certain circumstances (the survivor being in a chase, slugged or hooked). when the timer however is red and circling around their head, that symbolises an active trap that is able to kill the survivor once the timer hits 0 / they enter a death zone.
now regarding the exit gate scenario: the death zone for the trap is between the two pillars in the exit gate. a survivor getting close to that location will have his trap beep furiously, symbolising to him that they cant go that way. when he does cross that line, the trap immediately triggers - this goes through any "invoulnerability" survivors have, such as Dead Hard. however, carrying a survivor past that point will allow them to leave, due to them not havig to cross the death zone themselves. so if you had carried them over there, even with an active trap, they'd be able to crawl out. now, since traps only activate uppon a generator being repaired, it is impossible for you to activate a trap once all 5 generators have been fully repaired - this wasnt always the case (back in the day a trap applied after the 5th gen popped would automatically activate), though they removed that with the introduction of the End Game Collapse, due to it basically being a free kill once a survivor has a Reverse Bear Trap applied to them. also, the hatch does not count as a gate, it has no dead zone to it. a survivor with an active trap can always leave through it.
TL;DR: a trap applied in the endgame is inactive and therefore wont kill anyone leaving through the gate.
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@Beardedragon said:
https://forum.deadbydaylight.com/en/discussion/comment/1126741#Comment_1126741
yea... they are not unsafe. maybe for rank 1 players, but for the rest of us they are not. you literally just read how people hated the Ormond estate map due to the amount of pallets and pallet loop sizes.
you are the only person ive met that says that pallets are great, so ill take what you ay as a grain of salt.
Maybe the "pros" like pallets, not that ive ever met em, but the rest of us, you know, majority of the killers, probably dont. at least not when the loop becomes too strong and long.
Some loops are almost impossible to mind game. it might "reward" skillful gameplay, but that just means it rewards the best, and makes the mediocre and worse players lose the game entirely.
ormond is NOT a map designed by the new standart.
i am talking about maps like Hawkins Lab or the Dead Dawg Saloon here.
you should be easily able to mindgame the pallets on these maps, even as a medicore gamer.
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as a survivor?
my teammates being utterly useless, killing me (i just went from almost rank 2 to almost rank 5 in a day cause my team were so bad they just got nothing done other than me killed - or they just insta quit)
as a killer?
genrush. like, any time i see a totem still standing after the 5th gen popped as killer i wish i had NOED equipped. or when they ust dont heal or do anything but unhooks and gens. seriously, that kind of gameplay is super boring for both of us, why do so many have to play that way? -.-
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@Beardedragon said:
https://forum.deadbydaylight.com/en/discussion/comment/1126722#Comment_1126722
what? you like to have more pallets? how does more pallets make the game better? it extends the already ridiculous loops this game has and the insane chases you can get
the pallets are unsafe.
you can mindgame them and get hits, which rewards skillful gameplay.
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if i remember correctly the answer to this is "the survivor needs time to escape"
yeah or to just quickly unhook in your face or get that 99%ed gen done real quick or to jump in a locker and get their head on charged, etc before you can move again.
cause that is "fair and balanced"
lol imagine killers having stun perks... like, "a survivor blinding you with a flashlight gets stunned in place for 5 seconds". i bet these would be instantly removed / reworked, cause stuns are unfun / unfair...
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i always like to think back to the time where my games took ~15 to 20 minutes to be completed.
todays trials are just... hardly fun, considering the insane speed at which they progress.
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actually i kinda like what they do with newer maps: have many pallets but therefore have them unsafe.
imo they should rework the older maps to work like that and it'd be a lot better.
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he cant protect the gens AND chase tho. you should always lurk around when he kicks a gen and immediately return to it. when all do that, he cant possible protect all the gens and get his chases done in time.
and just so you know: a killer constantly ignoring chases and instead only focussing on gen protection with such a build, making it basically impossible to progress the game can be reported for holding the game hostage - with video evidence of course. if he however was chasing and downing survivors, he was just playing efficiently, which makes the whole thing unreportable.
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Survivor objective times / the amount of time wasters survivors have in comparison to their objective times.
so yeah this comes eigther down to objective times or to map design (though tbh i doubt map design is gonna completely fix this problem, when you can literally be dominating and they still get the gens done in basically no time)
solution?
secondary objectives.
just make it so they need to collect, lets say 4 parts before being able to work on a gen. this would also somewhat "fix" maps, as it would take a lot longer to search and find the needed parts on big maps, while small maps would grant you access to them a lot sooner, due to them being closer together.
but i think no one can deny the current gen times are way too fast.
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the ruin nerf was justified tho, due to it literally making the trials hell for low skilled players and being basically useless against skilled ones. imo they should just implement secondary objectives already, so we get a different type of slowdown without breaking low ranks.
breakable walls are a great addition to deal with somem of the strongest loops (e.g. shack) and imo are very much needed on some maps (such as Ironworks of Misery or Grim Pantry). the devs balance goal is having many unsafe (mindgameable) pallets, which means having infinites like these would work counteractive to that goal. and as a killer player i cant tell you how many games this stupid Ironworks window already cost me...
i wont disagree that these wont fix map design, but that doesnt mean they wouldnt be a good addition. imo though the breaking animation should be longer, so they cant just go and casually break a wall mid chase and actually waste some time on them (the risk you wanted).
also regarding the "good killers will just mindgame it" point... have you ever tried mindgaming the shack as, lets say clown? or Bubba? or Wraith? yes there are a FEW killers who can trap the shack or who have really really strong chase powers (Nurse & Spirit) who can deal with it, but majority of killers end up getting looped into oblivion here - until the pallet is thrown.
the update post is something i can get behind though - it'd be nice not having to wait 1.5 months for the next changes to the game. stuff like the Trappers ability to reset traps on the ground should be added in such a minor patch. big changes however - such as the sabo change - should stay tied to the 1.5 month rule and be tested on a PTB first.
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wait... 1 to 2 minutes for an efficient oni to get his power back after a hook?
he can do that in less than ten seconds, mate xD
activate Blood Fury -> instantly down a dude -> pick him mup (current progress on Blood Fury gets saved) -> go pick up the blood orbs a survivor dropped because they sat on a gen instead of healing -> Blood Fury fully recovered.
basically if you wanna beat him, HEAL.
if you dont, you are in a bad spot, since - as said above - he can easily access Blood Fury now. and when he is not in Blood Fury, he has an amazing tracking tool due to the Blood Orbs being shown to him, leading him to any injured survivor.
literally the best tactic versus him is healing in a corner of the map, as he wont be able to locate these blood orbs easily and he'd waste some time going back there to collect them. also, the maximum amount of blood orbs in a trial is 100 (i believe - could be more), so any orb that is in a random corner of the map that replaced an orb somewhere easily accessable brings you some value.
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technically speaking any character created by BHVR is an original character...
the only ones that are not original would be the licensed characters, but i get what you mean.
for newer characters this can be explained with them being in the game less long than the others, therefore having less cosmetics, as they've had less time to create them.
anyone up to Kate does not have that though, so i guess it just goes after popularity? the more popular characters will get more skins than those no one plays...
i definitely agree some characters have a real shortage of cosmetics to choose from though - and i cant wait to see new cosmetics for them!
and ffs give Billy a shard skin already D:<
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@CLAUDETTEINABUSH said:
https://forum.deadbydaylight.com/en/discussion/comment/1125128#Comment_1125128
Scripted j believe -_-
whaaaaaat no!
*whistles nervously*
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"the perfect game doesnt exi-"
yeah we knew each other, ill admit that xD
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Trapper
i love strategic gameplay and he is just the man for that! good trap spots will get you many many kills.
just sucks when you go up against a SWF, Small Game, Object of Obsession or basically anything that hardcounters this killer...
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honestly, its not THAT bad...
but yeah it can really suck when the window is facing the middle of the map and they can always reach it...
imo it'd be a lot better if the grim pantry itself was made to always face the same direction - with the window always being on the back side.
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its gonna be the last chapter for 3 months, then the next one releases.
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everyone gets facecamped.
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ive been in Otz stream when he played a double Bubba game.
and ive been in Otz stream when he played a Spirit + Oni + Billy game. (ive seen a Spirit with a chainsaw for the first time :o)
it was hilarious, ngl xD
(just in case someone asks: no it was not Otz who did the bug. he played killer normally and just randomly got these guys in his lobby.)
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hmm..
thats always a tough question. you honestly just gotta look at the individual gameplay of these characters and decide on your own who looks the most fun...
here's my thoughts on the killers though:
Clown - he is one of the worst killers and you already own all of his good perks, yet some really like playing him so maybe he is a good choice afterall? he does have some really cool cosmetics though, ngl.
Legion - they are a interesting case imo. you get surivivors injured extremely quickly, but then you rely on your base chase skill to down them. a legion can very easily stall the game to great lengths - if done right. many ask for legion buffs around here but honestly, imo they are a really efficient killer already, its just really not easy to play them. they will probaply be the next onens to receive the Freddy treatment though, so maybe they will turn into an amazing killer soon-ish? for the perks, Discordance is really the only good one here. Iron Maiden can find some clutch play on Huntress but thats it. and Mad Grit is only good for meme builds, honestly.
Oni - certainly the strongest out of all these killers. he starts slow like a normal killer, but the further the match progresses the more powerful he gets! he is really fun, if you enjoy Hillbilly like gameplay. if you dont, you wont like him though. his perks are mosly great combination perks, Nemesis is quite popular these days after all. Blood Echo is really - REALLY - strong on killers like Legion or Plague who can keep survivors injured throughout the whole match, but its mostly useless on other killers. Zanshin Tactics is quite useless though - unless you are a new player ofc, in which case you wont have it unlocked anyway, sooo... yeah. he does have some really great animations and cosmetics though, ill definitely admit that!
Deathslinger - well he looks fun, but he aint toooo strong. keep in mind that anything you saw for him on the PTB is subject to change in the future, nothing is final so far. i'd definitely wait with him until you see some release Deathslinger gameplay.
so yeah, thats my take on it.
i do hope i could help you ^^#
have a good day / night and i'll cya in the fog
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it is quite strong, not gonna lie.
if the killer has a good map pressure, that perk is really going to hurt the survivors - especially in a 3 gen situation and combined with surveillance.
so yeah, its definitely worth being a hex, though i totally understand that it doesnt feel like that at the start of the trial / when you cant apply enough map pressure.
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Object of Obsession
i know how utterly annoying that perk is for killers.
in general im trying to not be toxic - and that perk literally screams toxicity.
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funny..
i usually feel like i'm the one carrying the team.
and yes, im a stealth player.
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thats got very little to do with programming and coding itself, what you are describing here is balancing.
maybe instead of coming here and complaining about bad balance you could try to make some suggestions to make the game better?
tell us where exactly you think the problems lie and what you would change - that would probaply end up changing more than just coming here to hate on the devs.
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id love to see custom music on every character!
though its gonna be tough for licensed ones, sadly.
but the original characters could all get one at some point - though i think its gonna be when they make major changes to said killer similar to Doc... so maybe Billy is gonna get one soon? he is confirmed to get an Add On rework at some point so the possibility is certainly there.
