Moxie
Moxie
About
- Username
- Moxie
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House has three separate god windows. One in kitchen, two upstairs.
I thought they would have learned from Haddonfield but I guess not.
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@StarLost said:
You can:
- Get into a locker.
- Attempt to interfere with the hook.
- Scout.
The trick though is not to get hit by Eruption.
Yes, but if you are solo, you have no way of knowing the exact moment someone will go down. It's not like Pain Resonance, sadly.
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Idk Killer right now is easier than its ever been.
Literally just use gen-kick perks and the game becomes ez mode.
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Learn when to charge up the hatchet versus letting it go ASAP.
Longer you hold, the further, faster and less curve the hatchet has.
With a non-charged shot, you can lob it over small walls.
It will take time and muscle memory.
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I've tried to like the Knight but every time I use power, survivors hold W and that's that. Never seen a Killer power to easily countered.
Patrolling seems to the the intended way to use them but they do not last long at all and the detection radius is completely visible to survivors.
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@ColonGlock said:
DBD has the least expensive DLC in the business.
A DLC every 3 months consistantly is also much more frequent than any other business.
Take that as you will.
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I feel Knight is similar to Twins. They wanted to be ambitious, allowing the Killer to "be in multiple places at once". I think it was a really cool concept on paper.
Unfortunately, the most efficient way to play the game does not coincide with how to play these Killers.
That is taking the massive bugs out of the equation.
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Look, we can't even get balance for the perks/maps...
Do you think they are going to go back and re-haul an entire Killer power?
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@Solomonkane said:
ngl, i started playing hillbilly recently and i don't really see how the overheat mechanic is that bad. Like it was an unnecessary change sure, but i think people are overly dramatic about it.
It's not so much the overheat anymore as the collision on every map and particularly new maps (Eyrie, RPD, etc.)
RIP Billy
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I wish his ability were able to be set a guard like Pinhead's ability but you are slowed charging/placing
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What bug is this? I cannot find any news on this (I don't use Twitter)
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It's also thematic to the horror-genre. The Killer is the Entity's servant and observing the victims before the trial from the campfire shadows.
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Hag has been greatly nerfed with the meta shake-up. CoH is the main problem as Hag is very hit-and-run.
Corrupt being nerfed didn't help either.
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Only thing that lunges could use is a visual improvement.
Some Killers look like they missed but jusssst hit you with the tip. Trapper is a good example.
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His power is very easy to avoid or manipulate. It can basically only be used in chases and Holding W literally counters every aspect of it.
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Clown is better IMO. Simply because he can end chases faster.
Neither of them have actual map pressure and Clown is the better chaser.
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@HugTheHag said:
https://forum.deadbydaylight.com/en/discussion/comment/3282253#Comment_3282253
I'm pretty sure they're Canadian. =)
Yes... In Montreal which is primarily French speaking.
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@Rizzo said:
https://forum.deadbydaylight.com/en/discussion/comment/3282079#Comment_3282079
Refusing to participate to the normal gameplay is reportable, correct.
Being AFK is reportable? Since when?
Also, how does one determine AFK versus Insidious/Camping in terms of reporting another player? Is there a time frame?
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They are French, so it's bound to happen sometimes. Minor mistakes in translations n stuff.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/3281887#Comment_3281887
How would you nerf the perk to bump it out of being incredibly good while retaining the core aspects and effects of the perk and not creating yet another useless survivor perk, further limiting the already slim meta?
My suggestion is to make it only able to heal 2/2/3 people's health states, then snuffs itself. Leave all other numbers the same.
Can be re-blessed, costing time. I think that is a fair trade off instead of an infinite heal zone.
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@Deathstroke said:
https://forum.deadbydaylight.com/en/discussion/comment/3280830#Comment_3280830
It is not good for game health and unfun for both sides. Nerfing anti-tunneling perks was bad decision.
I agree nerfing anti-tunneling perks, without providing a tenable solution or replacement, was a mistake.
I guess my issue is people telling Killers (or Survivors) how they should play the game.
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Killer is just too stressful most days, even if you are doing well.
One small mistake can cost you the whole game, which doesn't feel good.
There are a lot of persistent bugs that just seem to affect Killer too. Grab bug is a perfect example and it has been in the game for years.
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Yeah loud noise notifications will automatically alert a guard, provided you are in the radius.
But it's super buggy right now.
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I am disappointed with the Knight as I was with the Twins.
Ignoring the massive bugs, their powers are similar in that they are ambitious; trying to divide your attention as the Killer to other survivors or parts of the map. I give BHVR credit for this/
But it all falls apart with the restrictions and practicality of the Power:
Guards seem to be intended to Patrol, but don't last long at all (except Jailer). So you would think they could be used better in chases? No. Holding W counters it. Survivors being able to see when and where you use your power is also problematic. The lack of control over which guard you summon is clearly intentional but hasn't really been explained why except to subtle-nerf his power. Add-ons are generally meme-tier with only a couple exceptions.
And this is all after they BUFFED his Guards. idk. Killer powers used to be simple but subtle. Now they are giant text blocks of restrictions.
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They will give it a bull-######### range requirement of, say, 24 meters and only the last 1/1/2 gens damaged and call it a "rebalancing, not a nerf".
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3280844#Comment_3280844
The precedent has already been set.
Things that are unfun can be changed simply because they suck to play against.
Yes, any aspect can of the game can be changed if they wish. Not sure what you are meaning to say.
Survivors/Killers play-style choice is not the same as Dev's literally removing or editing game mechanics.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3280830#Comment_3280830
Because it's unfun and ultimately less skillful than other styles of play.
Killers shouldn't feel like they need to tunnel to win and Survivors shouldn't feel like they need to stack perks to prevent it.
Disagree. Players can play however they chose provided they are not cheating/exploiting/taking game hostage.
Fun is ultimately up to yourself, no one else. Killers should not have to modify any aspect of their play to make survivors have a chance or, even more ridiculous, because they don't like it.
The reverse is true as well. Survivors shouldn't (and don't) modify their playstyle for Killer's enjoyment. That would be ridiculous.
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@jinx3d said:
https://forum.deadbydaylight.com/en/discussion/comment/3280830#Comment_3280830
survivors do everything they can to win, then complain when killers do the same
Exactly. If you don't follow the Survivor's Handbook for Pleasant Killing and Chance-Giving, you are a baby/Sweaty/camping/Toxic Killer.
It does not go both ways.
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Not sure why tunneling is seen as a bad thing anyways. It's the most efficient way of removing someone from the game.
Yup, sucks for that single player but so do a lot of scenarios in any multiplayer game.
In fact, they have to nerf the anti-tunneling perks because the survivor being tunneled had too much power.
Take that as you will.
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Likely not. They changed most perks (such as Prove Thyself) to no longer stack, regardless of perk level.
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Games not dead but I have no idea how a new player is supposed to learn even half of this game...
There are roughly 150 perks, Killer Powers + mechanics, map layout, items, offerings, etc.
That's not even accounting the experience new players face
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A power that does nothing in chase if you hold W and doesn't last long enough to not use in a chase.
Cool power...
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If the wiggle meter is close to max (75-80%) and the Killer tries to drop you, you will escape them.
Other than that, must have been a bug.
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I can't wait for a new Feng Min skin <3 She has been neglected lately
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@LapisInfernalis said:
https://forum.deadbydaylight.com/en/discussion/comment/3279424#Comment_3279424
I walked was on the 2nd floor of the house on Mother's Dwelling (not the main building, the other one) and the guard still locked on me.
I was quite pissed.
I'm going to go with bug, but with this jank Killer, who knows?
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They don't need LoS unless survivors are crouching/walking.
They work sort of similar to zombies. If a survivor fast vaults, repairs or heals the Guard will automatically trigger if they are in the radius.
If they are walking or crouching, guard needs to directly see them.
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Comparing Knight camp to Bubba.
Lol.
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I don't think a perfect matchmaking system can be implemented with a 4 to 1 ratio, SWF's and the very nature of skill versus unskilled play.
Can it be improved? Probably. But don't bother look for a perfect system.
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Pretty sure they have a contract with Sony/Microsoft to keep releasing content every three months regardless of quality.
I know those two companies in particular are notorious for needing everything outlined and planned months, if not years, in advance.
Remember how Bill wasn't on console for literal years?
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Monitor and Abuse on Killers with a small terror radius.
Hag in particular, but Huntress is an interesting one as well.
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Perk is deceptively niche. While it seems like the next "meta" perk, it has too many restrictions for it to work reliably.
The losing stacks when damaged isn't even the main issue for me. That part makes sense.
The 1.5% conversion to 1% is the main problem IMO. Unless its a 3 gen situation, 90% of the time you are just losing progress storing charges instead of just normal repair.
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Either matches go way too fast or it's a boring 20+min snooze-fest with Slowdowns + 3 gen strat Killers/Perks.
Very little in-between now a days
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You can drop a pallet on the guards?
Whenever I tried, they either ghost through it or hit me anyways.
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@Sava18 said:
https://forum.deadbydaylight.com/en/discussion/comment/3272385#Comment_3272385
You bias is showing lol. If I see you in another thread I will disregard your opinion because you have clearly already made up your mind.
Lol wut? How is anything I said bias?
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From game one, Survivors know how to avoid 90% of your power.
Even at short loops, you are better off just looping and using M1 then standing still, using your power, run around the other side and hope they don't pick up the banner (which gives speed boost AND Endurance).
Boring Killer with ugly hair clipping issues.
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Survivor Logic:
"Please leave the hook so we can freely rescue and all tea-bag at the exit"
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Really boring Killer. Very easy to outplay/bully.
Power is a joke (visible to survivors, you stop moving to use it Banner gives speed boost AND Endurance)
New map is massive with 20+ pallets.
Cool designs but lacking substance.
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Still don't understand why he stands still to use the power.
Even NURSE can move around while charging/holding a BLINK ability.
Ridiculous.
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It is almost as if they need to make the 4 survivor players have more fun as opposed to the single Killer player.
We can argue/discuss the degree but obviously survivors need to be slightly over-tuned as they constitute 70% of the player-base.