N8dog
N8dog
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- N8dog
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this is why i chainsaw ballerina on every 4k with bubba should I save "that guy" for last
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@SteveKlepton said:
hillbilly & bubba gang
rednecks know it well; it tastes good so don't ask what it is.
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@MikaelaWantsYourBoon said:
Question is on title.
For me Sadako and Rin right now. They both are cute and vengeance ghosts.
https://us.v-cdn.net/6030815/uploads/KGUCM8E7NC2Z/1.jpg
I can imagine Kazan and Rin have very loving relationship with Rin now opening up to her bloodthirst and rage. Nothing probably prides Kazan more than to see his descendant carry out his wrath, bloodlust and vengeance and i'd bet Rin (likely hearing so much on feudal Japan as a child) enjoys hearing her greatx grandfather's tales of living through it. (yes, your relative can a friendly relationship with you, do not be insensitive)
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The headless Horseman and a giant spider killer.
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I think there should be a perk that allows you to earn very rare and ultra rare add ons if you kill one or more survivors without using add ons
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@Adaez said:
https://forum.deadbydaylight.com/en/discussion/comment/2868525#Comment_2868525
Or they should at least replace the dcing survivor with a bot,that will pretty much fix it.
Yeah, a bot going for bad saves or giving stacks to devour or refusing to mend or get their reverse bear trap off is better than 3 competent players is way better. Survivors can be the true killers and bots would be a shining example of that.
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"in a single trial" challenges in general just plain SUCK. I had to game throw to get 3 pallet stuns in one trial due to killers being able to respect pallets, mind game, prevent it with their power and other things. I am NEVER torturing myself or my teammates again with THAT one! (which has more instances AND a four times variant!)
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i think for each DC character in a match you should get a +50% stack bonus all blood points earned after the match ends. Say you make 20k but a survivor DCs and you used an escape cake or survivor pudding you get your 40k then the 50% bonus kicks and you get 20K extra.
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115% tier 1... That's all I want...
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well i have a lot of map offering for places I don't like. Never gonna use them.
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my build is and almost always is spine chill, Lithe, self care, botany knowledge. I think it's a strong build that assist with many mechanics. Nothing in the game satisfies me more than turning an unsafe, dropped pallet into a powerful tool of destruction and forcing a killer to destroy it because they don't want to keep losing me.
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I had feng pull that yesterday while i was a survivor against Nemesis. The rest of us were really on top of our game but when she got downed once she just dead weighted. I kept picking her up because i was running wglf and botany so since a gen was there (which unfortunately got an extremely lucky zombie spawn i figured spend about 6 seconds to convince the killer to waste 15 seconds is a great trade off. (which he kept doing) Unfortunately despite this Nemesis being god awful at chasing the rest of us down eventually my teammates' medkits ran out and I couldn't always patch them up. Nemesis eventually hooked my last surviving teammate as I completed the last gen. My teammate killed themselves so I could get hatch and despite getting chased around 3/4 of the map I couldn't find it. The fact that it took the luck of an AFK, a godlike zombie spawn, the rotten luck of injured players not finding their teammates and full meta perks this killer was STILL unable to stop 5 gens from popping. Had this Feng played normally this would have been a game where he probably got no more than 1 kill.
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power idea: The headless horseman throws a jack-o-lantern head at the survivor (is has shorter range than say the huntress's hatchets) if they hit a survivor they can't see anything (other than a remove head prompt and progress bar) until they remove the head or get hit. During this time the horseman moves, vaults and destroys pallets much faster. The survivor is revealed to you with killer instinct. It will not take a very long time to remove the head. A survivor removing their head or getting stunned removes these benefits. Hitting a survivor destroys the head immediately.
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i think the perk is fair as is. A key selling point here but say you hook a survivor and find one survivor on a mostly repaired gen (let's say 60%) and you have to decide "do i kick it and risk the survivor hiding or making tons of distance or do I chase them and hope that when I down them and come back noone else works on it by then?" Well brutal strength can let you have your cake and eating to. It also synergizes well with pop goes the weasel which as we all know is a VERY strong perk.
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I was discussing this recently and I'm shocked to see others express interest. As far as the mount goes I think the horse could work as your weapon, vault and even mori. What do you think of these?
Pallet break: Your horse crashes its front hooves into the pallet
Basic attack: Your horse quickly flicks its head
Lunge: The horse hops forward a bit headbutting.
Vault: The horse leaps through the window or over the ledge with your view going up high before dropping low
Pick up/carry: The horseman holds the reigns with his dominant hand while his other hand glows with a blue, fiery energy hoisting the survivor in the air. While picking them up he laughs maniacally.
Hit recovery: The horse bows its head and trots slowly while The horseman pets its mane and laughs maniacally
Stun: The horse snorts while the horseman pulls the reigns to maintain control
Mori: The horse brutally tramples the survivor to death before whinnying and standing on its hind legs while the horseman laughs maniacally.
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Top 10 saddest deaths in anime...my condolences 😢
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It's an old meme
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i still see (and use) them once in awhile. Especially if i'm doing the killer rift challenge. Sure the last survivor knows too but i love the thrill and putting basement at killer shack makes the area high risk for a survivor to run there in a chase.
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I do not want to discourage creativity but this is without a doubt THE WORST idea i have ever heard. Even if you could always heal yourself and perks related to this did it faster this would not be fun at all. The only thing I have a problem with is dead hard. This is the most common perk I see and it fundamentally goes against competitive multiplayer gaming. This perk just takes away the sense of reward and satisfaction killers are supposed to feel from playing well. Rework this perk to not do this and the game gets better. It can be strong...it can be meta... It just shouldn't do this...
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well I've done every purple glyph and wasn't reported enough to get banned. I just hope tomes 11+ do not have a killer exclusive challenge that ask me to generally ignore average gameplay. It was REALLY nerve racking knowing that in every match I did that there were up to 4 people who could get all grouchy about someone not doing what they consider "participating in normal gameplay" and lose what I worked on for 3 years. I just hope the devs rework or eliminate the purple glyph in the future.
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I guess I should clarify that by the swamp thing i mean the classical era monster, stuff like the mummy or Dracula
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leave the percents as is but double the penalty to other survivors while the obession is hooked. I think the perk would be more fun and give the killer a reason to hook the obsession.
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@Mr_K said:
Absolutely!
You can be reported for looking at a survivor wrong.
You can be reported for not pressing ready in lobby.
You can be reported for anything really. Because there are no punishments for frivolous reports.
ok, i'm gonna report every survivor who uses dead hard until it gets reworked to stop taking the satisfaction of making good plays away from killers (this was sarcastic)
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If the timer stopped then "group up survivors" would punish a killer for capitalizing on their mistakes. If the killer sees scratch marks or hears footsteps then they're gonna look for survivors in this area to dramatically increase their pressure. Why should the killer be screwed over just because someone wants to be the Rambo medic? If the killer knows a way to use someone's game plan against them then they should TOTALLY punish them for being this predictable. You're gonna hate hearing this survivor mains but when you go for hook saves before the killer can even leave and they down you and your teammate easily they didn't "tunnel" they didn't "camp" you screwed up and they took advantage of it. (FYI borrowed time is not a get out of jail free card, you get a safe unhook but killers can easily down and hook you both if you're reckless with this perk.)
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This doesn't hurt new players. Hex: Huntress lullaby hurts them (and only them, let's be real) I only cleanse it if I have crappy teammates who miss them. Veterans tend not to care.
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how the heck am I supposed to pressure and hook survivors while i'm wandering all over the place looking for the purple glyph?
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@solidsnake71 said:
More and more people are using DH
From what the dev's have said about balancing overused perks, this one has to be the no.1 survivor perk at the moment.
Tried to think of what the killers no.1 perk might be since Ruin died
Ruin did NOT die. Even with boons causing survivors to avidly search for totems I STILL see killers devoting half their build to ruin + undying.
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I think dead hard is the real problem. COH takes 16 seconds to set up and 24 second self heals and it takes one tap of a button to make survivors spend 16 more seconds setting it up again. Dead hard LITERALLY just takes away the satisfaction a player is supposed to get for playing well. Imagine a killer perk where if a survivor stuns or blinds a killer they would lose one health state. It would be the inverse of dead hard "oh, you did what you're supposed to do to win a chase? No, you don't get the satisfaction and reward for doing what you're supposed to. I have a perk that punishes you for playing well that I can use over and over again in a trial." Perks should not punish someone for playing correctly. How can you realistically expect somebody to want to play and enjoy being the killer when this perk is used all the time across every skill level taking away the sense of satisfaction and accomplishment?
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I think players who stick it out in this scenario should just get a big bloodpoint bonus (maybe 10k...?) awarded after the match
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there are problems with this idea.
- the game can't tell the difference between rage quits, connection errors or freezes
- Why should a player face an even worse penalty than they already do if a map is so unfun that they don't want to play a trial on that map?
- Sometimes glitches cause game crashes. Noone should get punished for another person's actions
- Sometimes a player will take a game hostage to a point of you endure their crap until they decide to stop or you DC and do something else for awhile.
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@Seiko300 said:
Why is ACE NOT on this list!
You know for sure man has put down bets at some point or another to see if he could outdrink somebody for sure. His tome lore literally takes place in a bar, even if it wasn't focused around drinking.
Or JEFF for that matter. Jeff's a pretty big guy, so he could definitely down a few- man's literally got a bottle opener on his belt, ready for any situation that might call for one. The Legion even partly paid him in the form of a Six-Pack for his mural in the Mount Ormond Resort.
I find the lack of consideration in this poll disturbing...
I didn't want an outlandish number of options and the characters listed are specifically ones you'd associate with heavy beer consumption. Ace (to me at least) looks like more of a liquor man.
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Rancor maybe? They want to make moris a part of normal gameplay anyway...
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My suggestion is that people stop playing her so much. The "New Killer" charm wore off like a WEEK ago so it's just annoying to see this killer every other match. I don't like seeing spirits, blights, nurses and onis left and right but at least i get 5 to 10 matches where I won't see one again.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2862407#Comment_2862407
Yeah I forgot to mention the other big problem, which someone else did.
A weird meta seems to have sprung up around her where survivors just...don't cleanse. At all. It generally doesn't work as you're essentially Tuft Myers (and if you bring info perks it's GG) but it does mean that you just don't get to use your kit at all and becomes frustrating as hell.
Often, I'll log on for the day and go 'ooh, let's play some Plague'. Two games later and I realize why I hadn't played her in a while.
you see MYERS that often! This HAS to be a joke...
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pig is debatably the worst licensed killer in the game.
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@Zoisaunt said:
https://forum.deadbydaylight.com/en/discussion/comment/2861835#Comment_2861835
What wym man you want to stay in the dark ages.
Yeah, let's make exhaustion a regular timer again. Sprint burst into BL into lithe into DH. That will bring back the killer base for sure...
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The headless horseman and Ichabod Crane. Seeing as we just got a different book that also had theater adaptation... Maybe their power is they throw their pumpkin head and by hitting the survivor they go blind (literally until they remove the head) and during this time your horse runs faster and they are revealed with killer instinct. Maybe a fence jumping like vault animation, the horse stomping on pallets and a mori where the horse tramples the survivor to death. Wouldn't that be cool?
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@Breadn said:
https://forum.deadbydaylight.com/en/discussion/comment/2861535#Comment_2861535
Perks shouldn't be countered by other perks, and there shouldn't be perks you feel like you have to run.
You don't HAVE to run perks to get eliminate NOED before it activates. It takes time, knowledge and game sense but if you suspect "a bad killer" to run NOED and you don't run around cleansing totems (or booning the last one) and one or more of you get knocked down it's their fault. DBD is jammed packed with minor decisions with major consequences. Killers have to play around the possibility of ds and weigh that risk and survivors have to do that with NOED. You can risk NOED or risk it not being there. It's a fun choice that I love as a survivor.
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The breakout drop... This GOD AWFUL CHALLENGE...!
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I've given up on "stun killer x times with a pallet in a single match." Either everyone else is chased or killer respects it.
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It's a team format and once a survivor dies it's easier for the rest to die. You can't control your teammates. When it hits late game and you're in a position to weigh that decision you gotta decide "Do i go for a save, do I distract, do I get go for gate...?" You gotta weigh your decisions throughout the match (playing killer or survivor) and that's just something you do constantly in this game.
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you can sort charms by rarity or alphabetically. Why not the same for your perks. It sucks to go through 3 tiers of "Do I even have (perk's name here) or not?"
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@sizzlingmario4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2860638#Comment_2860638
They’re fine the way they are now.
They wouldn't work properly if moris were made into the base kit, they would need changed too.
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@sizzlingmario4 said:
Imo, just make it so if 3 survivors have already been killed the last one can always be mori'd (and only if they have been killed, not if any of them escaped, so still weaker than cypress mori technically). I'm not sure I really want basekit moris in any capacity beyond that and the mori offerings are in a decent spot.
With your idea, an ebony mori just becomes a free 5-stack devour after 5 hooks without the exposed that can't be cleansed and that's way too strong.
Well then how do you want those offerings to work? they HAVE to do SOMETHING
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Dead hard is fine because if it wasn't so extremely broken and unfair then there would be no nerfs in patches to look forward to...
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Ace has good stealth cosmetics, average sized character model and the most quiet grunts of pain in the game. Any survivor can equip any perk. When you do the math Ace is the best to play in the game.
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this is a competitive game. You play competitive games to feel rewarded for playing better than your opponent. Dead hard not only fails to reward skill on a survivor's part (it rewards them for being in scenarios they should avoid if you ask me) but it takes the feeling of accomplishment AWAY from the killer. The worst of this is how dead hard completely negates certain killer powers entirely. (sorry Trapper, dead hard exists so you get no joy in hearding a survivor into your trap) even if dead hard gave you distance OR invulnerability it would be hellishly overused and it does BOTH. If you played killer before this perk existed what was it like? I'll never know such joy.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2857047#Comment_2857047
Weird. I tend to be pretty good on Myers and unless it's an absolute horror-show of a map like Badham, Eyrie or Swamp, I can usually do better than if I played Pig, Clown etc. And that's before you factor in his nuttier addons - Tuft and Piece in particular.
slow start and a power that not only does nothing about strong loops but is the only one that can run out... I just don't want to be bullied from having a god awful power