Mister_xD
Mister_xD
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@GrootDude said:
I found out on the forums shortly after it was discovered.
fair enough xD
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@RakimSockem said:
https://forum.deadbydaylight.com/en/discussion/comment/825155#Comment_825155
lol if by "already addressed", you're referring to your two false claims that I refuted (That Moris have requirements and somehow keys don't AND you can prep for a Mori but not for a key), then sure. You addressed them. Well done
sigh
here, i'll copy paste it again for you, this time in one post:
"for the prep time: how am i, as a killer, supposed to prepare for a key again? the only thing i can do is camp / tunnel the key guy and then patrol the item underneath the hook in order to deny the other survivors the ability to pick it up. this comes at the expense of losing map pressure, which still guts your gameplay. all of that because of a single key, mind you. i also literally said that, unless you specifically look for them in the lobby you wont see them, as survivors love to hide them behind their body if they hold one and the item is very tiny - i also mentioned last second switches (= no prep time at all)"
"moris on the other hand appear in the offering screen, have a loud soundeffect and are clearly visible to everyone in the trial - and even IF someone happens to miss them, heck they can always press ESC in the trial to show the offerings again. they wont be able to take preparations before they enter the trial, though they have lots of time to do that during the loadingscreen and the trial itself. there are 3, not too hard ways how moris can be avoided: 1) be good at looping (this takes no special preparation), 2) genrush (very common when a mori pops up) and 3) stealth."
saying that "last second switches dont count, since they are rather rare" is also not a valid argument, just so you know.
also, this one is important:
"you can play around moris, yet a killer, as i have explained in my previous comment, can not play around the key. the hatch is something that will pop up sooner or later, all the survivor with the key needs to do would be hiding until that happens."
"keys on the other hand can be taken in by one out of the four survivors and still change the entire flow of the game. it doesnt really matter what you do as a killer, if you kill survivors the hatch will spawn and someone with the key will just jump in (even if you kill the key dude, they usually just swarm the hook then to get the key) and allow themselves and possibly even more survivors to leave early. if you however dont kill them, gens will be getting done and they have the exits available. its literally a lose - lose situation."
this pretty much sums up my point very well: the killer has to work in oder to get the mori to work. a survivor can literally hide in lockers all game until their team died, do nothing themselves and still get a free escape for nothing. or they can focus on gens and then escape with other survivors for free aswell.
and now, the important part i talked about before, the part i feel like you completely missed, the part why i told you to read the comment again:
"keys are only really broken on SWF tho. especially if one brings a rainbowmap, they are coordinated on gens and can coordinate their hatch escape, so they get the maximum amount of escapees from it."
THIS is important, and so is this part of my fix suggestion:
"only allow the key user to escape"
these two sum up my main problems with keys perfectly!
i dont freakin care if one has a key and escapes with it, i can deal with that. what i cant deal with is when ONE brings a key and then allows MORE THAN ONE to escape with it.
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@Atrushan88 said:
https://forum.deadbydaylight.com/en/discussion/comment/687961#Comment_687961
I just saw this for some reason, but I don't 100% remember the argument. Read back and anyways, survivors gen rushing is not the same as a camping killer. A camping killer is preventing a person from playing the game at all. Survivors focusing on gens will still get a killer a chase, the killer can still move, he isn't locked into a corner and still has control of his actions. This is the big difference.
As for optimal gameplay for survivors, I was talking about them being spread out and each on a gen and pushing while a killer is camping instead of saving them. Then again honestly there's not enough time to do even that imo without him getting someone else.
They're also very common on PS4, at least the camping part is. Gen rushing is much more rare, but camping is definitely a common experience to see.
welp, kinda weird you only got the notification now, but thats how it is...
however, speaking from a technical standpoint does render hookcamping and genrushing the exact same: only focussing on the objective and ingoring the other aspects of the game.
the big difference being, that gens are not actually players, they are just assets of the maps. a survivor only focussing on gens will not piss the gens off. they dont care if someone sits on them for 80 seconds straight, for 40 seconds or just no one at all. however, the killers objective are the survivors. these are players and they do not appreciate it if a killer secures their progress towards their objective, as that objective includes them not being able to play anymore.
if campers / genrushers are a common sight on PS4 is something i cant comment on tbh. since i am playingg the PC version, i can only tell you that genrushers are a very common sight here.
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@RakimSockem said:
https://forum.deadbydaylight.com/en/discussion/comment/825126#Comment_825126
I read the entire comment but that part is irrelevant because you shouldn't have to switch your play style if you don't suck. If you're a decent killer, you just kill them all anyway before the gens are done and if one gets out because of a key, then oh well.
The key isn't a factor until late in the game and if you feel like you had to tunnel or camp someone with a key from the start, that says a lot about the killer's ability and confidence in themselves, nothing to do with the item itself. I read the whole comment. I only responded to the relevant parts.
Also they keys are very easy to see pre-game because the characters stance is different. Plus last second switches are rare and hence, irrelevant because they don't happen often enough to matter.
I see you didn't address my two points though which must mean you have no argument to refute that Moris are stronger than keys by any criteria.
yeah if you say so fam xD
besides, i did address your arguments. some in the post i just wrote and some were already addressed in the post you were commenting on, so i didnt really see the need to repeat myself there. thats why i said you should finish reading before commenting.
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/825096#Comment_825096
You claim she has to go out of her way to collect the hatchet, but isn't that EXACTLY what you are doing when you reload normally? I don't see the difference. In one case you have to go far out of the way to reload. In the other you just have to slightly adjust your position to reload. It's not even comparable honestly.
the difference being, that one is her base kit and the other an UR add on.
besides, the basekit has 2 more shots to fire before being forced to go to a locker, the UR has less shots and you would have to find the hatchet first. like i said, there are way too many requirements to be met to be able to recollect your hatchet in order to eigther justify the -2 hatchets part or its rarity as an UR add on.
also, those "slight readjustments" you are talking about would be rather uncommon. most of the time the hatchet will eigther hit the ground or fly away to a location that woud completely cripple your movement and allow the survivor to keep looping the same spot some more times.
your add on only really helps if you try to throw over something on Autohaven Wreckers, but screwed it up and hit the obstacle instead. other than that i really dont see a use for it ingame. you might aswell take 5 hatchets and therefore go to a locker instead.
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@RakimSockem said:
https://forum.deadbydaylight.com/en/discussion/comment/824864#Comment_824864
Pause. Rewind. What?
So you get a warning of a Mori AS you are loading into a match. You generally know if there's a key before the match starts and can prep for it (outside of a key gained from a chest). So in terms of prep time: Mori>Key
Then you talked about requirements for use so let's examine this.
Requirement for Mori: Hook someone ONCE. Next time you find them, they're eliminated from the game. This can potentially happen 30 seconds into a game with an instadown killer.
Requirement for key: If 4 survivors still alive, ALL gens must be completed, then the hatch has to be located and for all 4 to escape, they have to either have SWF comms or has god tier coordination to get everyone to the hatch all without being found by the killer who can close the hatch.
If 3 survivors alive, all but 1 gen must be completed, then hatch has to be located, and same as the rest from above.
If 2 survivors, 3 gens must be completed, then same as above.
And 1 survivor, they have to find the hatch after the killer closes it and use the key. That scenario has the least conditions attached.
There's no situation in which a key can be used in the early phase of a match. So if you want to argue about requirements, then again Mori>Key
So would you like to rethink your argument?
you kinda ignored the rest of my comment tho...
for the prep time: how am i, as a killer, supposed to prepare for a key again? the only thing i can do is camp / tunnel the key guy and then patrol the item underneath the hook in order to deny the other survivors the ability to pick it up. this comes at the expense of losing map pressure, which still guts your gameplay. all of that because of a single key, mind you. i also literally said that, unless you specifically look for them in the lobby you wont see them, as survivors love to hide them behind their body if they hold one and the item is very tiny - i also mentioned last second switches (= no prep time at all)
moris on the other hand appear in the offering screen, have a loud soundeffect and are clearly visible to everyone in the trial - and even IF someone happens to miss them, heck they can always press ESC in the trial to show the offerings again. they wont be able to take preparations before they enter the trial, though they have lots of time to do that during the loadingscreen and the trial itself. there are 3, not too hard ways how moris can be avoided: 1) be good at looping (this takes no special preparation), 2) genrush (very common when a mori pops up) and 3) stealth.
=> you can play around moris, yet a killer, ,as i have explained in my previous comment, can not play around the key. the hatc his something that will pop up sooner or later, all the survivor with the key needs to do would be hiding until that happens.
now, i would really advise you to read the rest of my comment aswell, otherwise you're gonna miss a rather important part of it...
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@thesuicidefox said:
@Marcus @Mister_xD
If you can recover thrown hatchets that means you don't have to reload. Not sure why you guys think that would be weak. It would be incredibly strong to be able to forgo reloading at lockers even if you have less hatchets overall. Like anytime I miss a hatchet it's always hitting a wall or some object. It rarely hits the floor.
Iri Head is still going to be best combo'd with Infantry Belt, so that you have more hatchets and do not need to reload.
Shiny Pin by itself makes you an M1 killer with 3 projectiles. You realize how strong that is? Again use Infantry Belt.
Not sure why you guys are complaining about the UR combo. Most killers UR do not combo well together. Really the only killer where it does is Myers. Every other killer the UR combo better with lesser add-ons.
Also the Mangled/Begrimed add-ons are literally the same as they are now with very minor tweaks. The Mangled hatchets last until you heal rather than being on a 2 minute timer. The Begrimed hatchets give you a status effect that does EXACTLY what they do now, only without the Mangled effect and for an extra 30 seconds. Not sure why you have a problem with these when they are the same as they have always been just with some QOL improvements.
i dislike it for the same reason i dislike the nurses UR add on combo:
it hurts the killer more than it helps.
again: running the UR combo literally makes you a 115% mms killer with one projectile. thats not even worth considering to run.
now, allow me to go into some detail with your seperate UR ideas:
the Iridescent Head idea first: this is WAY too situational! you literally wont be able to get this thing going at all, unless you just unload at them in tight loops where you cant throw the hatchet too far away. if you hit the survivor, the hatchet is gone, if you hit the ground the hatchet is gone and if you happen to throw the hatchet too far it is gone, unless you literally drop the chase to run after your hatchet. and thats another huge problem: even IF none of these 3 factors happen, you will have to completely screw your movement by running after the hatchet, allowing the survivor to loop the spot even more! and if you dont do that, the hatchet will despawn after 20 seconds. so you want to tell me it would be worth it to sacrifice 2 out of 5 shots, to MAYBE in certain scenarios be able to reload one of the 3 remaining shots? no, not at all.
now, the second one: "gain bloodlust level 1 immediately uppon entering a chase"... i have a problem with that on multiple levels, first off, this doesnt sound like an add on at all. this feels like it could be a perk, though an add on? idk man. secondly, it really does not fit the killer or the killers power at all. and lastly it just feels lazy tbh. its like you went out of ideas and were like "idk lets just add this". if it had been a permanent speedboost, it would have been a lot better in that regard tbh. like, you basically make her a 115% mms killer with only two available levels of bloodlust - which btw will be lost uppon using your power, so thats another flaw with that idea - but therefore remove 2 of her 5 shots. and yes, this on it's own would be pretty strong, BUT now we come back to my main critique point:
the UR combo guts the killer more than it helps.
every killer is supposed to have 2 UR add ons that both buff the power, but also synchronise well with each other. granted, this may not be the case for every killer (some dont have 2 URs and Hag's URs dont work together), though they all work together at least decently for the rest:
Trappers URs work together just wonderfully, creating traps that injure survivors who disarm them and reset themselves.
Wraiths URs work together decently, as one tells him exactly where to pressure and the other allows for easy ambushes
Nurses URs work together good, they were designed to be used together, however they do gut her power more than they help, since they - just like your ideas - came with too big downsides to make up for the, very small, benefits.
Shapes URs again work together just wonderfully, allowing him to go on an infinite instant kill killing spree.
Hag would be the only one whose URs actually dont work together, as one removes the ability to teleport and the other one allows you to teleport to traps that havent been triggered yet from any distance, so they negate each others effects
Freddys URs work together pretty well, since both make it very hard to escape the dream world - one makes it literally impossible for the obsession, buffing his base power a lot.
Pigs URs allow her to use the ambush aspect of her power while also buffing the remaining trap to a level where the survivor will take a lot longer to get rid of it - threy dont work together too well, though at least they dont make her completely unplayable
Clowns URs work together just wonderfully, as they allow him to eigther get a oneshot or at least an aura reveal on the survivor uppon hitting them with a bottle / the gas. basically they cant run, they go down immediately and they cant hide
Spirits URs work together very well, as they allow her to follow injured survivors like it was nothing on huge distances very fast, making it incredibly hard to escape her, once injured
Legions URs work together decently, as they provide you with tons of map pressure on the survivors and as a little bonus let you break palets immensly fast in chases
Plagues URs work together very well, since one shows infected survivors and the other one allows you to gain your corrupt purge again and again, making it really difficult for sick survivors to escape from her
Ghostfaces URs work together decently, as one provides him with very fast stalking from cover and the other one reveals other survivors after downing said stalked survivor.
and last but not least Demogorgons URs work together decently, as they show him injured survivors and allow him to ambush them properly.
you see, the UR combo is something that is supposed to buff the killers power and make them a much bigger threat to go up against. however, your rework ideas make this impossible for Huntress. her URs wouldnt match at all, they dont support each other and they dont give your power a unique and dangerous playstyle. thats why i said Iri Heads should stay the way they are and the second one should be reloading her hatchets passivley over time. that way she could attack once and then, after some time has passed, again and again without dropping the chase / wasting time on lockers. both URs would be strong on their own, but combined they would synchronize very well and help each other out. your ideas are missing this aspect entirely, which is why i pointed that design flaw out.
also i havent complained about the other add on ideas. i actually said i liked those.
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i dont know.
are you?
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moris, while not being perfectly balanced, are a lot more fair than keys imo.
you get a warning the killer runs one, you can play around it, they gut the killers emblems and they are guaranteed to be gone after the game, weather tey got used or not.
keys on the other hand can be taken in by one out of the four survivors and still change the entire flow of the game. it doesnt really matter what you do as a killer, if you kill survivors the hatch will spawn and someone with the key will just jump in (even if you kill the key dude, they usually just swarm the hook then to get the key) and allow themselves and possibly even more survivors to leave early. if you however dont kill them, gens will be getting done and they have the exits available. its literally a lose - lose situation. you cant really play around it eigther, since survivors playermodels tend to hide keys behind their backs in the menu, so you cant even prepare for it properly (especially with a last second switch) and its just annoying to face.
at least moris have an requirement for you to complete before you can use them. keys are just "hey, your team died and you did nothing all game but happened to bring in a certain item? well, you clearly deserved to be handed out this easy escape! :D"
keys are only really broken on SWF tho. especially if one brings a rainbowmap, they are coordinated on gens and can coordinate their hatch escape, so they get the maximum amount of escapees from it.
here is how i would fix keys:
- add an animation to opening the hatch that can be interrupted by the killer
- only allow the key user to escape
- remove / rework the dull key. it is way too strong for an very rare item.
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@Endstille said:
https://forum.deadbydaylight.com/en/discussion/comment/824461#Comment_824461
You know it is kinda like the argument about old freddy being viable. Yeah you can 4k however it has lots of frustration due to the cd mechanic, i doubt you are able to comprehend as all you do is try to flamebait.
is it me trying to bait or is it me not being able to take someone serious who tries to tell me that the strongest killer in the game would be garbage tier?
ive been discussing this exact same topic over and over again. in the end, ppl will not want to give in and rather end up throwing the exact same argument at me over and over, turning in endless circles, so i wont even start a pointless discussion in the first place.
fact is: nurse, with her base power, is still able to ignore any defenses survivors have and end chases ridiculously quickly without really leaving survivors with any real counterplay to it, this has never changed. you just wait 3 seconds longer before you can doubleblink now.
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@Mandy said:
https://us.v-cdn.net/6030815/uploads/293/F7HUEKK0EFP8.png
This part of your post speaks little about balance - 4k's should actually be rare, not the norm. This is possibly why people think the balance of the game is off right now ?
4ks are supposed to be rare, yet they are basically an requirement if you wish to pip as killer.
so if 4ks are actually supposed to be such a rare sight, maybe the emblem system should be looked at then. i do not see how it is justified for me as a killer to depip with a 3k, yet thats definitely the case.
i just recently had a match where 2 would ragequit uppon being downed and the hatch spawned literally right next to the last guy alive (mid chase -.-), so i depiped with a 3k - i was not even close to safetypipping btw.
so even if the devs understanding of balance is "2 deaths 2 escapes", the games understanding of balance seems to be "4k or lose", which is why it doesnt really feel like a succesfull game if you "only" killed 3. heck, it feels like a huge loss if you only kill 2, since the first thing you are going to read uppon entering the trial result screen is "Entity Displeased".
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i knew there was gonna be a Iri Head nerf comming up, but oh boi you gutted that add on.
like, URs are supposed to change the flow of the game, how is this gonna help you?
running a double UR combo literally makes her a M1 killer with 1 throwable hatchet you are not allowed to: 1) hit them with, 2) throw at the ground or 3) throw too far away from you.
like, we are talking about a UR add on combo here! this is supposed to make the killer much much stronger, yet yours literally made her the most basic killer ingame!
Iri heads are perfectly fine the way they are right now. for a second UR i would suggest automatic refilling hatchets every 20 seconds or so, but "make her a 115% mms killer but remove 2 hatchets" is really really unnecessary.
i like most of your ideas, but i really dont like your UR ideas.
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oh no, how dare they implement a 3 second cooldown before you can double blink again :O
yeah the killer is complete trash now. unplayable. waiting a full 3 seconds for my double blink? are these devs insane?!
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they would be a lot fairer if a single key didnt allow multiple escapes!
seriously... just because one guy brought a key does not mean that two or more should escape for free -.-
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/823557#Comment_823557
I remember that a fair bit of people didn't like his vaulting speed...
It wasn't like... the majority saying it, but a decent amount didn't like his vaulting speed.
yeah, but was that before or after the nerf?
i too remember a lot of complaints about their new vaulting speed, though i dont exactly remember any for the old one...
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/823553#Comment_823553
If you have a Gun, give it to Trapper, he needs it.
no i imagine someone getting trapped in a Beartrap and Trapper just puling out a huge Sniper Rifle, sniping the poor dude down xD
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im not smoking anything tbh.
it happened to me before that i had long queue times and therefore tabbed out of the game, just te be brought back by the sound of the trial starting.
imagine the game not starting though, if i didnt notice i joined a lobby - this would be hell for everyone!
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i personally think Trapper is the most fun to play.
he has very strategic gameplay (something i personally love) and can, if played well, be a very devestating killer to face.
i also just love the design of the character tbh. that butcher look he has is just amazing!
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@Hoodied said:
I just yell "COME ERE BOI" when I use shred
its like free hugs :D
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@pichumudkip said:
https://forum.deadbydaylight.com/en/discussion/comment/823563#Comment_823563
Okay you just shined a whole new light to me and made me realize that Spirit isn't that op even with Prayer Beads. I'm glad she could only see Scratch Marks without the add on. Thanks for the info.
you're welcome ^^
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since i havent played her in a very long time now, all my attempts at playing her again ended in total failure and defeat xD
like, i usually end up further away from them after using my power than i was previously xD
so yeah, the 110% mms kinda hurts me a lot xD
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@pichumudkip said:
https://forum.deadbydaylight.com/en/discussion/comment/823546#Comment_823546
Wait really? I thought it was in her base kit... Did she get Nerf or was it never in her base kit?
it was a thing for her during the PTB (though they already said this was a bug).
she is only able to see fresh bloodstains uppon equipping the "Father's Glasses" (Ultra Rare) add on, which does not remove scratch marks though - i messed that one up, sorry.
so yeah, she is able to see both, scratchmarks and bloodtrails, but only after equipping an Ultra Rare add on.
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@FireHazard said:
I almost forgot to answer this before I got off...
I did a test in KYFs with Bamboozle and without...
It takes 2 seconds-(Ish) without bamboozle and the same goes for with Bamboozle... So no, it doesn't increase the vault speed in Feral Frenzy... I'm pretty sure they made it that way so people wouldn't get angry about the vault speed again... (Since that's one of the things people hated about Pre-Nerf Legion.)
Imagine Bamboozle + Pre-nerf Legion vaulting... jeez...
actually, no one really complained about that.
this was a side effect of the devs reducing the overal FF movementspeed and it is confirmed this was unintentional.
i highly doubt they'll revert that though :/
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@pichumudkip said:
Honestly I do feel bad for not voting the Spirit is fine since even I'm willing to admit us survivor mains complain sooo much, but the ability to see blood trails AND scratch marks seen a bit op, and TBH the ability to see scratch marks should be made into an add on
she cant see bloodstains without an add on that removes the scratch marks though...
(yeah, she can see old bloodstains, but new ones will not be displayed to her in her base power)
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the huntress hatches are shaped like a ball, actually.
they need to be this was too, since the survivor hitbox is nothing but an upstanding pill in their middle. however, this pill does not change like the animations do, so when a survivor is injured and running, they heavily lean to the front, though their hitbox actually doesnt fit with their body. the ball formed hatchets allow you to hit them by hitting their playermodel, since the ball hitbox collides with the pill hitbox, leading to a hit.
the devs "fixed" the hatchet hitboxes at one point, so they matched the model of the hatchet, and said hatchets would continuously fly straight through the survivors bodies without damaging them, which was a lot worse than now.
btw, the reason why some hatchet hits looks so bad is, because the survivors playmodel is leaning forwards, while the pill stands tall in their middle and the hatchet hit the pill on their back, so it looks like it missed while the hitboxes did collide properly.
in order to fix this they would need to completely rework survivor hitboxes, which would end up greatly reducing their looping potential, as they wouldnt be able to hug walls and obstacles as well as they can now.
fixing hitboxes is something you cant just do from one day to the other, it would have huge impacts on the game, which is why they probaply wont do it.
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dont they dare to nerf trapper
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hard tunnel them.
thats what i do when i see someone with a key - obviously they intended to leave my game early anyway, so why not let them leave even earlier?
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no.
in the end, this combo only allows you to get 1 health state more damage than normal hatchets.
normal hatchets = 2 downs + 1 injured
iridescent head = 1 down
iridescent head + infantry belt = 3 downs
of course there are more aspects to the add on, like the ability of the iridescent heads to down someone quicker than normal hatchets, however this also comes with downsides, since you cant miss your shots as often as you could with the normal hatchets.
since the add on is highly reliant on another add on to be working out at all, its fine imo. as i've shown above, without the infantry belt, you only get 1 down before you need to reload, which honestly is not worth it.
in that case you migh aswell just use normal hatchets, since you can get a lot more downs and more of an momentum from that than with just iri heads.
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reworks are only really necessary for legion imo.
the others would only need some adjustments / buffs to be viable.
or ofc fixes.
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now imagine there being a Freddy, so Oblivious comes on top of that xD
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Trapper (2 variations):
Wraith:
Hillbilly:
Doctor:
Clown:
Spirit:
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i just got the perks on him i want, so i'm playing him more now than before.
that doesnt mean i didnt play him before that, though i do enjoy him very much atm and usually play at least 1 or 2 GF games a day.
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i just recently had a game with a streamer i like (SWF, but no comms) and we had 3 traps getting taken off at the exact same box - twice of that was me on my first attempt.
i felt really sorry for that pig xD
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@BBQnDemogorgon said:
We already know the specific release dates for every tome so i doubt they'll change anything.
really?
i havent heard of that yet - would you mind sharing the dates witth me then?
thanks :D
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i would have loved them to all be available from the start, so that we can get through the easy challenges fast and then have more time for the hard ones - like the famous "complete 4 gens by yourself in one trial" or "sacrifice all 4 survivors in the basement in one trial".
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/821451#Comment_821451
I had to edit that lol
https://forum.deadbydaylight.com/en/discussion/comment/821462#Comment_821462
I don’t have a reason, he is just a killer that I don’t like.
fair enough xD
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/821405#Comment_821405
I hated Ghostface before it was cool.?
I don’t have him because he is too strong, because he is fine balance wise.
:o
why dont oyu like him tho? :c (he is one of my favourites right now)
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what is this "H-I-D-E" you are talking about?
is it eatable?
is it some sort of new sandwich variation?
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i usually dont mind, though what i admit i hate with a passion is teams that are working coordinated on gens with the only goal of fixing those damn things asap.
like, they dont heal they dont do totems, they dont do anything but gens.
where is the fun in that?
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they do?
well, tbf the team needs to get 5 gens done with 2 survivors while they camp, so its basically free kills.
though they are still gonna depip with camping - especially since one of em quit.
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fix the damn revealing AND LET ME DODGE IT WHEN I GO BEHIND A CORNER!
sooo tired of being revealed through walls -.-
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true started playing GF.
suddenly they hate on GF.
coincidence? i think not.
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mindgame the window.
thats like the only mindgame you can do.
vault it when they run around - if they didnt see it its a free hit / possible pallet drop. if they expected it (which should be the case), vault it again. they usually dont see it comming when you are suddenly outside of the shack again. idk if its due to their camera angle or sthg, but they usually run straight into me.
if they however will just not fall for the mindgame, drop the chase. taking that loop can cost you the game.
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cause i wouldnt be able to laugh at those miserable attempts to trigger me.
honestly, let them write whatever they want to write. if they get insulting, report them and leave. just dont take their words serious and you should be fine.
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i usually click on "find a match" and after only like 10 - 15 seconds it found me a match.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/818677#Comment_818677
I'd rather they hookfarm me with BT than without, personally.
they wont do it without tho, since they wouldnt get their safe unhook and therefore gut their emblem, gain a lot less points and dont get their WGLF stack.
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/818596#Comment_818596
No you don't understand.
Sometimes there IS NO SAFE RESCUE. It's just not an option. You therefore need BT to make those rescues safe.
that is SOMETIMES right, but usually the perk just encourages some WGLF davids to rush in and hookfarm the poor dude without even giving the killer the chance to leave.
this leads to them being tunneled and killed very early on for something they dont have any control over, which is BS.
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@thesuicidefox said:
The whole point of BT is to guarantee a safe rescue. I'm having a hard time understanding why you think it shouldn't count as a safe hook if they get hit. Sometimes, if the killer is camping, there is literally no way to ensure a safe rescue.
because it only encourages unsafe hoor rescues and usually leads to the unhooked being tunneled and killed early on, which is no fun at all for them.
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nurses in general have always been a rare sight for me.
now that she got nerfed, i imagine many mediocre nurses dont want to play her anymore since "nurse is now dead", even though she just requires some more training now.
i'll be fair here and say that they probaply did kill nurse for nurse players who were new to her / made her a lot less attractive for said new players.
there are still nurse players out there who can destroy full teams with ease. the thing i noticed with those players is though, that they dont really want to play her anymore and rather play other killers, since they are eigther more fun or more challenging.
nurse was never really that "super fun" killer to play, since you got stunned all the time and had to wait over and over, now with that extra 3 seconds of waiting, her gameplay just became even more unfun. that does not mean she is "dead" or she is "too weak", she is still the strongest to play - just a lot less fun.






