NomiNomad
NomiNomad
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- NomiNomad
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Comments
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Pinhead is not surprising imo. He's arguably the killer that has the biggest advangtage against Solo, other than a good Nurse or Blight I guess.
Sadako is a little surprising. I can count the amount of times I've died to her on one hand.
Wesker isn't too surprising? I don't think he's too strong (but I recognize I also have an insane bias towards him right now.) I wonder if it's just because he's new.
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The Ghost Face trailer is pretty good.
Other than that, Descend Beyond or Cursed Legacy. The Blight imo is pretty damn scary, and Oni just looks ######### badass.
The All-Kill trailer is also really nice imo.
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The killer bodyblocking the only entrance might be seen as an exploit, but I don't know for sure. Probably not. That's more on BHVR for putting a hook in a ######### place, imo.
The Trapper thing is not. It might suck for the person getting camped, but that's perfectly fine and valid within the games 'rules.'
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Absolutely disgraceful.
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@RickSanchez said:
https://forum.deadbydaylight.com/en/discussion/comment/3210273#Comment_3210273
no your wrong. killers need a buff, almost all killers are a joke to loop with the obvious exceptions being nurse, spirit ect
lmao.
If you still get looped all game in the current patches, that's on you. Killer has never been easier than it is right now. It does need to be any easier.
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No Way Out would have to be SUPER nerfed and so would Blood Warden.
EGC is fine, imo. Starting at the last generator would be extremely powerful for the killer.
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Looks like Wraith is a "wee bit OP" again.
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I'm also addicted to Unicorn Medallion.
I can't not use it. He feels wrong otherwise.
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Reassurance is a anti-camping perk. It does it's job.
That's about it. It does what it's designed to.
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Hag. I hate her. I hate her playstyle. She's the ######### worst.
Second would prolly be Plague or Artist.
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@Veinslay said:
I agree this perk is lowkey OP. It turns mediocre survivors into decent loopers and prevents them from ever running to dead zones
WoO does nothing to enhance a Survivor's looping ability. More info doesn't suddenly make a Survivor have better movement or mindgame skill. A bad survivor with WoO is still a bad survivor, they just know where to hold W to a tiny bit faster.
A decent looper with this perk would still be a decent looper without it.
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I'm glad we're back to the "Survivor's aren't allowed to have decent perks." the forum.
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@Crowman said:
Too many abilities?
He can dash, infect you, vault, and maybe instant grab you if you happen to be fully infected.
Do you think Doctor has too many abilities? Because Doctor can Static Blast, Shock Therapy, passively mess with your skill checks, and passively find you with hallucinations of himself.
Not to mention all the different effects his add-ons can give. Like a constant red stain, a constant TR, fake pallets...
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I play pretty much exclusively Solo when I play Survivor, and it really isn't that bad (unless it's on Nurse, but that's more of a Nurse issue rather than a Lethal Pursuer issue.)
If they have it, that's one less regression perk they could have, and if they come to me I'm confident in my looping abilities. Sure, it sucks when a baby Meg get's downed immediately, but that would happen in games before anyways.
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that would be cool but then I would hear his best voice line less
POOR PERFORMANCE INDEED
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I've been playing Wesker basically non-stop since he came out.
I've had a few builds, but my current is Eruption, Brutal Strength, Call of Brine, and the last one varies. I've used Hex: Plaything, Bamboozle, and Enduring before, those are all pretty solid.
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@Dustin said:
https://forum.deadbydaylight.com/en/discussion/comment/3195500#Comment_3195500
Oh I just mean the in-game tutorial. Just seeing small tooltips could be used to push players not full paragraphs.
For example The Entity suggesting you Go Hunt For Survivors after you hook someone.
I remember when I started in 2016 I just went around slugging people because I didn't even really think to hook someone my first few games. I started when The Shape was added so that's basically how I played my first 3-4 games although I picked things up pretty quick since I did research about DBD prior.
Oh no definitely, I agree.
Maybe for survivors it could be something along the lines of notes found from older surivors, or Vigo (who they seem to have completely forgotten.)
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If I had to guess, it might be? I've only seen killer incentives once and they lasted like five minutes.
It might take your general mmr. With a few differences, knowledge across the killers is the same. At least in mind-gameing, gen patrol, maps. Power knowledge is different across the killers (mostly), but I don't think it's different enough to the point where it affects mmr too harshly.
Besides, it's not like the MMR really works in the first place.
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@Dustin said:
https://forum.deadbydaylight.com/en/discussion/comment/3195472#Comment_3195472
The first iterations of the tutorial were absolutely garbage - I remember them. I know you can't touch up on every single thing with DBD - there's too many variables in the game. However my issue with the current tutorial is it barely talks about rushed actions nor does it cover Totems. Totems are an optional objective that can vary in presence each game but I still feel that when they are present they are incredibly important to know.
I feel the most important thing is that with the things they covered the trimmed down the tutorial time by an insane amount. Both tutorials can be completed in less than 30 minutes and likely 10-15 minutes if you're a fast learner and take your time. Huge difference from the old one which was mainly from the fact that it had you fully repair several generators - it was smart making you start out at like 80% or so in the current tutorial. Gives you the basics without wasting time.
DbD has always been pretty new player unfriendly. There are guides the game provides, sure, but I don't think the casual player is gonna sit there and read a guide on how to play.
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@Dustin said:
Crazy idea but for absolutely new players and accounts why are there not in game tool tips that suggest doing certain actions? We have them for when we all play against a killer for the first time at the loading screen - Why not use them to gently push players in the right direction?
Players don't need their hands held - but at the same time just some logical common sense things that the player could be like "Of course - I knew that!" instead of just throwing them in after the tutorial which yeah is a nice start but could use refinement. Maybe for just their first 10 games and then it goes back to business as usual.
Mostly just because if that's clearly a new player they probably didn't know what to do after hooking you.
The old tutorial was far worse than the current one. If I remember right, it only barely covered the basics.
Even the current one isn't really that great. It's been a second since I played it, but I don't believe it tells you about perks or anything other than "do gens, save from hook, leave" for survivor and "kill" for killer.
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This is a bannable offense, as far as I'm aware.
With the prevelance in cheating, though, I don't think filing a report would do anything.
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all hallow eyes baby trapper pog
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/3195434#Comment_3195434
My guess is that if other survivors are in the repair action on the other gens when the final gen is completed and those gens get auto-completed, it counts those gens as being finished by those survivors.
That actually sounds pretty likely tbh. I wonder if it's been that way forever or this is a recent thing? With BHVR and their spaghetti code either is completely believable.
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Honestly, this seems like a bug. Nobody is really repairing those gens, they just finish whenever the fifth is completed.
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@WesCravenFan said:
Is this a troll post? You didn't even say what map you are talking about. Do you know how many maps have been reworked? This could be anything from Haddonfield to a Corn Map.
The Game.
The map. The SAW one.
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You mean like Dredge?
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It really isn't anywhere as bad. Per game I might get hit by two dead hards early on and then I don't again. It's really not that hard to play against.
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As far as I know, it's been that way since PTB. At least, all my memories of Dredge in Nightfall are like that.
I like it. It's given me some actual proper scares which this game hasn't done in years.
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Imagine being that one survivor.
Jeff see's Nea running up to him. He's been slugged for two minutes while the Nemesis sweats for the 4k.
He's being saved! Finally!
Nea reaches down and snacks his neck, staring coldly into his eyes.
He dies, and Nea get's the hatch.
GG EZ.
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@Esterhause said:
A filter so you have the choice to not play against certain maps or killers would be good
If killers had a filter, it would only be fair if SWF had one too. And then SWF and a few killers would never be able to play.
Like @GentlemanFridge said, that would never work in a game like this. People would just de-select every map or killer they had a hard time with, or killers would just choose to go against only solo's for that easy win.
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I mean
That's why it's there. Sure, you paid for the game, the dlc... But so did everybody else. Just because you don't like playing agaisnt something doesn't mean you can just skip out on everybody else.
Do I wish they could figure something out against hackers and people who hold the game hostage? Yeah. There are easy ways to do that, though. Getting a working report system, and the match automatically ends if it reaches like, twenty minutes or something.
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@Tsela said:
https://forum.deadbydaylight.com/en/discussion/comment/3174409#Comment_3174409
he wasn't, sorry.
Except he quite literally was? Increasing his hitbox is definitely a buff. Everything else is just bugfixing.
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Aight.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/3170843#Comment_3170843
The goal of the patch was to increase kill rates. This can easily be inferred to be targeted at SWFs, as the escape rates in higher MMR SWFs is pretty absurd.
Solo needs some help, but it needs to be done carefully as not to further buff SWFs.
None of the main suggested buffs to Solo would do anything to help SWF. It's just information a SWF would already have.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/344946/can-we-bring-old-dh-back
Lol, no.
https://forum.deadbydaylight.com/en/discussion/comment/3170702#Comment_3170702
It's not. The goal was to increase kill rates and to shake up the meta.
https://forum.deadbydaylight.com/en/discussion/comment/3170691#Comment_3170691
You mean...strengthen solo, naturally? The entire purpose of the patch was to weaken SWF.
The recent changes to the baseline BT were a pretty strong nerf to tunneling.
https://forum.deadbydaylight.com/en/discussion/comment/3170707#Comment_3170707
Even top tier streamers have tough games on killers still.
Oh, yeah. Strengthen solo, not SWF.
And let's be honest here, the patch did absolutely nothing to SWF.
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New DH is fine. Patch 6.1.0 would have been fine if they did more to combat tunelling and camping, or strengthen solo.
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@Regulus47 said:
Honestly I'm with OhTofu on this. People are just used to demogorgon style hitboxes where they don't have to aim all that well. Cool that he's getting changed I guess
I mean I have seen Wesker straight up just go through me. He doesn't need Demo size hitboxes, but what he has ain't it.
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Maybe Tuesday. That's when the bug-fix patch (if we're getting one this Tuesday) will come out.
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@Brightened said:
https://forum.deadbydaylight.com/en/discussion/comment/3166724#Comment_3166724
Which killer perks are countered? If we want to counter a killer perk, we have to do something in game to do so. Like cleansing all totems, etc.
Distortion counters all aura perks and even aura reading add-ons from the killers.
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@Brightened said:
https://forum.deadbydaylight.com/en/discussion/comment/3166706#Comment_3166706
I've been in three games so far where my adrenaline was countered by Terminus.. rendering it useless... which like it's whatever.. I can swap it out if needed... but I don't like the idea of "have this perk JUST IN CASE it'll help :D"
It's not at all useless tho? You still get the sprint burst. Honestly, NOED is probably a bigger counter. With NOED, you still go down in one hit and the killer is faster.
If your in chase and either Terminus or NOED procks while your in chase, the killer with NOED will probably down you faster. Sure, I guess it's theoretically possible that the NOED could be cleansed before you go down, but unless your in a SWF that's probably not happening.
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That's a good idea. Helps Solo Queue and does practically nothing to help SWF.
For these reasons, it will never see the light of day.
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Yes. Yes you did.
Happy Wesker Day :)
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I am really confused about what you mean about Ghostface. He released in a far better state then his PTB.
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@ThePrizz said:
https://forum.deadbydaylight.com/en/discussion/comment/3151854#Comment_3151854
It's literally not, vegans might consider animal products not to be food.
Carnivores might consider vegetables and other stuff not to be food.
Just because it's not food for them, doesn't mean it's not food for most of the people.
It's the same here, most people don't consider Trickster to be scary, just because some random lady from Japan thought he's the scariest killer doesn't mean that he's scary.
It feels like to you people, everything that can be, actually is.
A bat can be food, but is generally considered as not to be.
A pen can be a weapon, but it is generally considered not to be.
Trickster can be scary for a lady from Japan, but is generally considered not to be.
What is 'generally considered' to be or not to be scary doesn't matter.
It really sounds like you want BHVR to add things that you find scary and to never, ever stray from the things you, the great almighty Prizz, find scary. I'm not even sure what you want them to do. What, you want them to add darker maps? More generic slasher killers?
Also, she was from South Korea. The country was literally in the post, how can you mistake it that quickly?
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/3151776#Comment_3151776
To add onto one of your points, I remember a post around the time of Trickster's release. It was a player saying they found Trickster genuinely teriffying because it's too similar to real life situations that are common among women in South Korea, where they're stalker, r-worded, and killed.
So, yes, even though I don't find Trickster that scary she found him as the scariest killer in the game because of the similarities to real life.
Op's personal thoughts on Trickster being scary or not isn't univedal.
I think I remember that post too. The All-Kill chapter was such a shitshow here, it's kind of hard not to remember it.
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Horror is incredibly subjective. It's literally impossible to find something that is universally scary. The same thing can be said about ambience.
Do I find Trickster scary? No, not really. I guarantee somebody does somewhere. The same thing goes for Wesker.
In fact, I don't think any of the current killers are scary, maybe aside from Dredge.
As for the maps, big disagree. Texas Chainsaw Massacre, one of the most prolific horror movies ever made, takes place during the day. Horror doesn't have to happen at night. Basically every single map you listed I would find a far more interesting horror setting then something like, say, the MacMillan Estate.
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@EvieSimpsForCrowLady said:
https://forum.deadbydaylight.com/en/discussion/comment/3151289#Comment_3151289
exponential can be pretty strong. especially if you run tenacity. agreed though coh outclasses all the boons by a lot. i just wish they'd buff other boons or nerf coh
I don't think CoH really needs any more nerfs. CoH, and in a way Shadow Step, just have the benefit of being useful when the killer isn't there.
Dark Theory is only useful in chase. The killer has to be in it's radius to be useful. It's the same thing with Exponential, imo. Boons that require the killer to be either near or in it's radius to be useful are just inherently weak imo.
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@Steel_Eyed said:
https://forum.deadbydaylight.com/en/discussion/comment/3151289#Comment_3151289
I agree. This is what happened to Hex totems as well. The best ones are still Ruin and Devour Hope. The original Hexes.
There have been a few decent ones. Pentimento and Blood Favour I like. Current Ruin isn't entirely worth the perkslot imo.
Devour is still definitely one of the better hexes.
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I don't know. I think Dark Theory is just kind of bad. You have to set it up, maybe somewhere the killer will never go, and they can get rid of it.
Honestly, the only Boon worth running is CoH. I guess some arguments could be made for Shadow Step too, but the rest of them are... Kinda bad.
Wow, free unbreakable in this tile? Too bad everybody is being slugged on the other side.