MusicNerd_TC
MusicNerd_TC
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@Veen said:
Bruh this perk already is super situational don't make it have a downside too.
It isn't situational anymore. Ever since ruin was nerfed, slugging is almost essential to winning games.
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Too bad the pitiful excuse for a perk called object exists.
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@CertArn said:
https://forum.deadbydaylight.com/en/discussion/173833/killer-tier-list-based-on-skill-caps
So, you have like 25h playtime, huh? Because even i know this is bullshit. xD
So you must have a huge ego, because this list is my opinion and you are calling it objective BS. Go away troll.
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@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/comment/1468254#Comment_1468254
having a no skill section and actually putting people in it, no one in this game takes no skill to play you are just the ocean
That's my opinion, and saying my opinion is objectively wrong is stupid.
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@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/comment/1467732#Comment_1467732
well I used logic and reasoning instead of salt
How is mine affected by salt?
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Scream is very entertaining. Insidious is genuinely scary. Doctor sleep was an amazing Stephen King adaptation. The thing is my all time favourite for its setting and tone.
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@Kellie said:
https://forum.deadbydaylight.com/en/discussion/comment/1468045#Comment_1468045
Ok, it is sexism my bad. But I did have a little chuckle when I read it.
It's fine, we all slip up at times :).
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@Kellie said:
https://forum.deadbydaylight.com/en/discussion/comment/1466896#Comment_1466896
Not really sexism, just a generic stereotype.
Also known as sexism.
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They're just not very smart in the head. Simple as that.
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Short answer: legion's a bad killer.
Long answer: legion's a bad killer.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1467347#Comment_1467347
But you agree going after the same person all game until they die is not necessary at all, correct?
There is a difference between tunneling when it's effective and when it isn't effective. If you're literally going to tunnel one person until death hook and not even go for anyone else, then that's just playing bad. So yeah, 100% agree on that.
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@GoodBoyKaru said:
TUNNELING ISN'T NECESSARY AS I'VE PROVEN BY KILLING AT RED RANKS WITHOUT DOING SO.
FEEL FREE TO ASK @2ndBusiestmusicnerd OR @Respectfulnancymain BECAUSE THEY'VE BOTH SEEN ME PLAY.
WHY ARE WE YELLING??!
Edit: I stg I've tried to fix the same typo three times now.
Tunneling is necessary SOMETIMES when you want to 4K, as proven by Fungoose. However it is pretty situational for me. The only time I tunnel, I don't even pick the survivor up, I slug and snowball map pressure.
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@catbeans said:
https://forum.deadbydaylight.com/en/discussion/comment/1466911#Comment_1466911
Ok and it counters a perk that you MIGHT see once in every 100+ matches.
At rank 1 spirit, oni, huntress, doc and Billy use infectious all the time.
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@catbeans said:
https://forum.deadbydaylight.com/en/discussion/comment/1466888#Comment_1466888
Ah yes mixed them up. A single perk slot for a single killer. I doubt that will catch on when there are much better perks that are universal that people could take.
Why do people think calm spirit only counters doctor? It counters infectious, which is one of the best killer perks in the game, and allows you to pull off some good jukes when you're hit.
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@Kellie said:
https://forum.deadbydaylight.com/en/discussion/comment/1446151#Comment_1446151
I mean thats kinda funny.
If you find sexism funny, then that's a pretty overtly dark sense of humour.
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@catbeans said:
https://forum.deadbydaylight.com/en/discussion/comment/1466876#Comment_1466876
You mean the single counter iron will.
Calm spirit. Problem solved.
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Also, haemorrage is too OP, please nerf.
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@ALostPuppy said:
Depends on what you mean by "looping". So many people boil down survivor gameplay to "running in circles" when, while it's true in some areas on a lot of maps, the majority of "looping" is a series of mindgames and 50/50s, and optimizing your resources. The half-loops everywhere on autohaven maps like the small junk loops in the middle of blood lodge should be kept to a minimum because that is just running in a circle and then hitting space to throw a pallet. No thought required. But a lot of people think that whole process is for EVERY loop and tile in the game which is just not true.
The only time a survivor is "running in a circle holding W" at jungle gyms, L-T walls etc is when the killer is doing the same thing and just playing with their brain switched off. The loop takes much longer than it should to be shut down by the killer, And then they come here or somewhere else to complain that survivors have way too much power and survivor is too easy, or whatever. Survivors are only playing that way because the killer is letting them, when they should be dictating how the chase plays out. Faking your red light, doubling back, running tiles counter clockwise instead of clockwise so the survivor doesn't get a fast vault etc.
Yeah, I love being able to do mindgames with my red light, but it's a shame when we get hold forward loops on autohaven that the survivor can see over.
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@Kellie said:
Perks for both sides have been pretty ######### recently.
Cheryl got amazing perks though. Souldgaurd is infinite unbreakable with borrowed time against hexes, repressed is one of the best survivor perks now since it counters pop as well.
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@slim0b said:
In all the past 4 DLC releases we've been getting easily some of the worst killer perks to date.
And it's easily due to one reason, stupid design, and over complicating them. Like seriously, if you look back at perks we already had. Sloppy, 20% healing speed reduction, Simple and straight forward. PGTW, 25% kick regression after a hook. Simple and straight forward.
Nowadays all we get is shlt like "Upon downing the survivor with a secondary attack while facing 30 degrees east of the moon, survivors that are injured and 30m away suffer from the hemmorage effect for 3 seconds."
Please save yourself the trouble and don't reply with something like "OoooH!! but PWYF nemesiss!!!, OOoH, but I have this SUPER COOL forced penance build (which doesn't even function 80% of the time)"
I'm talking perks that you can put in a perk slot and know that this will help you consistently throughout the match.
Below are the perks we got for the last 4 killers, if you already know how terrible they are don't bother reading the spoiler, it just explains what they do to unfamiliar players.
Demogorgon got
Surge (8% only regression, 32m, basic attack requirement, meh when it works and doesn't work half the time.)
Mindbreaker (A joke perk, that's all i can say. You get exhausted when touching a gen, when you release it, exhaustion lasts for 3 seconds....)
Cruel Limits (Blocks vaults 24 near gens for 30 seconds after they're completed, again another joke perk, save me the oOhOOHoH bUt BuBBA!!)
The oni got
Zanshin tactics (windows of opportunity for killer........ what a joke)
Blood echo (exhaustion 45 seconds onto injured after hooking a survivor, 60s cooldown?. Only works well with legion and plague, good killers wait out dead-hards)
Nemesis (If you're stunned or blinded, the one who did it becomes obsession and doesn't hear you terror radius for 40s. This is only used to combo with obsession perks. 2 Perk slots you're giving up, but regardless it's the best of any of the perks mentioned)
Deathslinger got
Gearhead (Hit with basic attack 2 times =30s of good skill checks revealing gens, it's a hit or miss with the RNG, and got nerfed from the ptb for some reason...)
Dead man's switch (Upon hooking the obsession, for the next 45s, if a survivor repairs a gen and then lets go, the gen gets blocked for as long as the 45s lasted... 1-Obsession requirement, 2- Blocking gens = 0% regression even with ruin or a kick 3- If you push someone off a gen you don't need to block it for them to go straight back to it......)
Hex: Retribution (worst hex perk to ever exist. When a hex perk is cleansed, inlcuding this one, survivors are revealed for 10s. Anyone who cleansed dull totems doesn't hear your terror radius for 45s if this hex is still up)
Hex perks are meant to be high risk high reward, this is just terrible....
Pyramid head got
Forced penance (Protection hit = broken 60s. You rarely get protection hits in matches to begin with. And if you take protection hits you're bound to get chased the broken becomes sort of useless.)
Trail of torment (Kick a gen = gen highlighted in yellow, you're undetectable 16s. Also 60s cooldown. 16 seconds to pull a move and they already know where you are at the time of the kick, its a joke)
Deathbound (This perk is so fuc king poorly worded i can't even explain it in text, try to look up a vid about it but you'll sooner or later recognize its another joke perk)
Meanwhile the survivors get inner strength and soul guard. Regardless I must acknowledge most of the perks you also got were NOT meta at all but they're just simpler, so this topic goes both ways really.
Please devs, for the love of god, give us something useful, it's all we're asking for. Cheers
The only good perks we got were deathbound, blood echo and surge tbh.
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@Koukdw said:
https://forum.deadbydaylight.com/en/discussion/comment/1466562#Comment_1466562
Nah it's boring, Deathgarden wouldn't have flopped if it wasn't. I liked the game but god it was repetitive. Looping introduce mindgames which make the game fun and non repetitive.
Most loops are very uninteractive and have barely any mindgame potential, like autohaven trucks or hold forward loops.
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@Unfun_Tunnel said:
First of all I have to say that I agree with what they're trying to do. Even if loops aren't the main problem for killer right now it's one of them. Anyways you mentioned oni, who is an m1 killer until he gets his power, then you said gunslinger, ph and bubba but don't forget that these killers have zero map control and you can genrush them like hell.
You definitely do have a point. As space coconut said, I think they are pushing for fast chases rather than map control.
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Death is an escape. You start the match on stage 2 of a hook.
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@danielmaster87 said:
Calls Deathslinger "gunslinger". Smh.
K.
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@BigBrainMegMain said:
We, the killer community need to let the devs know that locking killers while in the lobby is a bad idea.
I reached Purple Ranks, because low ranked games were getting boring....and this is my second Purple Ranked game.
https://us.v-cdn.net/6030815/uploads/VZNA63TI5KSE/exploit-png.png
I did what everyone on the forums advises killers to do, switch at 5 seconds. I did, I clicked Doctor, and waited until the last 5 seconds then switched to Spirit.
I've never seen it happen to ME, until this individual said something fishy in chat.
"Interesting Doctor Game tbh"
All survivors should have their perks locked, along with items the moment they click "READY."
This will destroy much of the dwindling killer community.
100% agree. Also, delete that app that lets you see what killer you are as well. Survivors shouldn't be able to last second switch to items like keys or flashlights.
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@RightOn said:
Killer mains continue to complain about everything lol
Um, I'm pretty sure OP is a survivor main, that defends DS and OoO, but ok.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1464767#Comment_1464767
It much easier to mori someone as killer than to use a key as survivor, even if you're with a SWF buddy with a map. And, when you mori someone, it makes a much bigger impact on the final result of the game than escaping with a key. I play both sides and it really blows my mind that people get this up in arms about keys. If you really don't like it, just bring Franklin's or a mori and tunnel the person with the key. Individual survivors have much less of a say in when they can use a key. You can play 100% optimally, but if you end up having a potato in your lobby your only option is going to be waiting for the EGC, and in the EGC you already have a decent chance of getting hatch even without a key.
The other thing is, even if two survivors escape with a key, you're probably not going to depip. If you get moried it is extremely likely that you'll depip.
Franklins? So you can pick the item up again? Anyways, both need a hard nerf. I think you can see why they are lumped together though.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1464757#Comment_1464757
Moris allow an easy 4k (or 3k + hatch escape) even in matches the killer has no business winning. Keys usually just turn a 4k into a 3k, and even then they're harder to use than a mori. You're still vulnerable to Franklin's, tunneling, moris, etc. It's a rare game when multiple survivors escape with a key.
Moris are also way more common in the bloodweb than keys. I'll typically get like 8-10 moris en route to level 50 but only 2-4 keys.
No, you can absolutely destroy the survivors, but what do you know? 2 or 1 gens left and they both escape with a key. In fact if there is 1 gen left 3 people can escape. At least you have to hook the survivor, which takes more skill than holding a button down.
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@[Deleted User] said:
This is not a poll. Also moris are way more broken than keys, so it's annoying they get lumped together. Both do need a nerf, though.
They should be lumped together. They both grant a free and lazy win, no matter how much you outplay either side.
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@Halun said:
I'm mostly neutral on the other killer placements, but the stealth killer placements bother me.
As much as I like Pig, calling her one of the highest skill cap killers is hilarious. Pig is probably my most played killer, and she seems drastically easier to play when compared to Ghostface, who is listed as "no skill" rofl.
It just doesn't make any sense. Seems a bit salt-biased imo.
How does ghostface require more skill than pig? Ghostface's power is looking at a survivor or playing hit and run, while pig can learn tricks on maps where you can run over loops.
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@Incarnate said:
Hello everyone.
What maps do you feel are imbalanced in some way and therefore needs to certain aspects/elements tweaked or maybe even have a rework done on them? Map aspects and elements such as, size, floors, stairs, doors, spacing of areas, colors, spacing between placements/objectives and amount of these, etc. Furthermore, it seems that maps are skewed towards being balanced for either survivors or killers, personally I think it should be more neutral.
So which maps do you think needs to be balanced, and what aspects and elements do you think needs changed, should the change be more or less, or perhaps you have a specific number?
Personally, I feel that most maps that in general have several floors with a lot of space on each, is way too big, simply because there is way too much space for the killer to cover. Essentially, the more places for the survivors to be at, the more ground the killer needs to cover. With movement speed for the killer being static, with the exception of those changed by a power, perk or addon, then the speed will be static but different for each killer. This means that for those killers with the slowest movement speed, it will take even longer to cover the same amount of space. Time is the MOST important factor in the game, hence why I think it's bad for maps being too big, especially when they utilize several floors with a lot of space.
I'm curious to hear what you all are thinking with regards to this.
Haddonfield, what a piece of ######### map. Fences are too long, windows on house are way too overpowered and safe. House of pain is still an infinity. Ormond. Too big, too many long walls and god loops that can be chained together as well. Blood lodge. One word, pallet town. Hawkins and Midwich have very similar problems of having barely any ways to get up the stairs or traverse the map. Also, Hawkins has way too many pallets that are close together. Disturbed ward's main building is the most overpowered loop in the game. 2 god windows and 2 god pallets that can be looped forever.
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@chase131119 said:
How the hell is Freddy more skillful than Spirit?
At least when you play Freddy, you have to learn how to use the teleport mid chase, which can be hard.
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1463051#Comment_1463051
So are you saying you can only loop filler pallets damn.
No I'm saying it's easy to loop those pallets :).
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@Dead_by_Gadfly said:
It amazes me you think spirit legion and ghostface require no skill at all. Its just factually incorrect. Spirit youre going to suck with if you dont understand tile routes, and you need to pay attention to a much higher level of detail than with other killers. Legion you have to be really good with splitting pressure and hitting people that are actually good at the game with feral frenzy. Ghostface, whether you approach him hit and run style or try and mark people both require different skills to do effectively.
No killer in this game requires no or even little skill to play effectively. You hand a brand new person Freddy or Myers and their going to get ######### on everytime by veterans
You don't really need to understand tiles as spirit, since pallets are pretty bad against her. Splitting pressure as legion isn't that hard, since you get the killer instinct and you get an easy first hit. No comment on ghostface. I do agree that every killer requires at least some skill to play, but that all comes to basic understanding of the game.
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@Dwight_Fairfield said:
Puking on survivors and zapping them with static blasts is a high skill cap but stalking them is low? Ok.
You're not taking into account with the likes of Myers that he starts in tier 1 with slower movement and a smaller lunge, you need to not over stalk one particular survivor so when you run into them again later you'll have nothing left? Or when to choose the right time to pop your tier 3 so you can get a down? I'd say all that takes more skill than half of the killers on that list.
With Ghostface I can see it being a lower skill cap given he can have unlimited stalk, and his reveal mechanic is broken giving him free downs.
Hmm. Maybe Myers can move up a tier, I used to main him before Oni surpassed him as a killer.
@GoodBoyKaru said:
IMO stick Wraith up to High, Deathslinger down to Meh, and James can be jumped to low as well. Nurse should also be highest.
Agree with it mostly though.
Yeah, wraith is my second favourite killer right now, but I don't know if he would be high. Deathslinger actually requires a decent amount of skill with his aim. James is just the definition of no skill to me. Nurse is the one I've been having the most trouble with.
@jisp3r said:
On PS4 things change a lot
Huntress on controller.. Ugh ultra high skill cap haha so is Nurse
Clown is my favorite but all you gotta do is look beyond the survivor to throw the bottles... Not a high skill cap
Doctor with his blast requires no skill to find and kill
Also I would change Freddy with Legion... Legion is harder to play than Freddy
I considered all of them perkless and add-onless as I think u did.
Edit: The others are okay to me too
Yeah, I'm a ps4 player, but I'm taking PC into account since it has the most players.
@Yamaoka said:
I get this is a very subjective list but in my opinion Pyramid Head is one of the easiest killers in the game. It really doesn't take a lot of time to learn how to deny windows/pallets and "blind shots" are never consistent / 100% luck based anticipation so you can't really count that towards his skill ceiling.
And before someone says "you never played him". I've played him (red ranks as shown in the last clip) since the Silent Hill chapter release:
Blindshots can take skill, since you can listen for moving grass and missing a ranged attack is very punishing for him. But I get what you're saying.
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I don't think so. The devs included a clip of scorpionz using those tactics in their fourth anniversary stream and he's a fog whisperer as well.
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Dead hard's a lot of fun, DS is boring for me.
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Yes, and when I play peppa, I let survivors boop the snoot at least once :>)
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@HectorBrando said:
Ranks will "dissappear" after the MMR update, theyll exist but wont be used for anything related to matchmaking, like Devotion levels right now.
WAIT, rank is gone? ######### yeah!
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@GoodBoyKaru said:
Ranks aren't used for matchmaking.
Each killer has their own individual MMR rating. This will be hidden but used for matchmaking purposes.
Ranks for survivor and killers will remain the same.
How will they choose our MMR ratings?
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@DrDeepwound said:
Wondering this too. I like the idea of killer ranks, but at same time, I gotta grind every killer to rank 1 every month?
Ummm, I play a lot but not that a lot lol
I really don't want to have to get my Oni, wraith, demo AND hag to rank 1 in a month.
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@Kellie said:
https://forum.deadbydaylight.com/en/discussion/comment/1463179#Comment_1463179
Not everyone runs calm spirit know-it-all.
Now is the place to start :).
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Deleted.
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I think it's fair the way it is. With monitor, you can pull off some nice shots and still get the insta down.
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1457844#Comment_1457844
Go against a good killer who knows how to mindgame and has good pathing. Based off of what you said you havent played much survivor.
I'm a survivor main at rank 1 now and have been playing it for 2 years. I have come across many of those killers, and it isn't that hard, because on most maps there isn't long walls or jungle gyms.
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@SpaceCoconut said:
Let's be honest. This problem exists with all players and not just streamers.
The twitch hunter himself.
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bUt sPiReH iS hArD, u hAvE tO lIsTeN tO sOuNd!!!!
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@ChirpingCat said:
https://forum.deadbydaylight.com/en/discussion/comment/1460991#Comment_1460991
Sure, while we're at it can I please opt out of Mories, Ghost Face, No Ed and everything else I don't personally like? That would be great. Gideons and Lery's as well. Ta. Oh and BBQ, that would be awesome.
2 completely different things.
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@caz_ said:
everyone get random dc's.
Killers and survivors. and these are not ragequits. for survivors i can tell that because usually you have this Disconnect sound but most survivors getting dcs randomly. same with killers sometimes (for killers i cant tell if these are ragequits.
is anything wrong with dbd rn? is that the reason why they removed the DC penalty?
Hackers were forcing disconnects, and would give random players a 6 hour ban, so they had to stop the penalty.
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Just let us opt out. Don't give me that bull of "nobody will opt in". We don't want to deal with your absolute BS that makes the game unfun and unbalanced.