OMagic_ManO
OMagic_ManO
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- Username
- OMagic_ManO
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Comments
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@Peanits said:
The tell I feel is pretty obvious. Once you see someone go down from healthy once, you know she's using it. Ideally you don't want to get hit by a hatchet even if she's not using it, so it's not really a "too little too late" situation.
Anyway, I'd be totally okay with that personally. The most interesting idea I've heard was to make long range hatchets (>24m or 32m) instantly down people. That way it stays powerful, but requires a lot more skill to use and has way more counterplay. What do y'all have in mind?
In my personal opinion, is all it needs is to be capped at 1 hatchet, there is not a single hatchet adding add on that could work on it, does not stack, taking two health states in one shot should require skill and punishment, not "I'm gonna whiff 2 hatchets and miss and hit you with the third one."
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Feng is alright in my book but I'll stick to Mr. Johansen, thank you very much.
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BT wouldn't need buffs if the Killer wasn't insistent of hitting them off hook.
60 seconds is a little BS, especially with Unbreakable but the stun is not my gripe.
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@GamingZebra88 said:
Yes, it's unique, but being able to tell what killer it is just by being in the terror radius to me seems boring. You should be questioning who it is and finding out for yourself by sneaking around and spying and keeping an eye out.
As I mentioned, once hearing their terror radius as base, you pretty much already know who it is, because you'll be looking around.
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Killer.
Most my games as Survivor are fun (as in I have space to breathe and get a moment to relax), even in solo queue.
As Killer? You kick a gen, leave, and they’re already on it, you spend a minute trying to find survivors at the beginning of the match? You lose one gen, etc.
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@RakimSockem said:
https://forum.deadbydaylight.com/en/discussion/comment/918321#Comment_918321
LOL woah calm down there buddy.
I literally said half the things you listed were just QoL changes. What part of that would lead you to the conclusion that I am on a "I hate killer mains" fury.
Shall I show you one of my recent streams where I play killer at purple ranks and show you that I'm like a 60/40 player and play both sides?
Nah that's crazy talk. Everyone has to be one or the other right? .....
I'm just going off of your post you said here:
"Another bait thread with a massive hint of whining killer mains."
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I did it.
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No sending money is toxic.
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@RakimSockem said:
https://forum.deadbydaylight.com/en/discussion/comment/912431#Comment_912431
Half the things you listed weren't even nerfs. Just QoL changes. You think survivors haven't been nerfed or changed that much?
How about you read the post as I said "change", instead of going on your "I hate killer mains" fury.
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@Darth_Cader said:
https://forum.deadbydaylight.com/en/discussion/comment/918134#Comment_918134
Because it’s (((amazing)))
I don't understand why the devs don't nerf it, tired of getting destroyed by 4 man No Mither squads, toxic.
( :D )
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Why run No Mither though?
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The only thing I'd pay such a talentless hack for is to give that sucker a knuckle sandwich.
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@Science_Guy said:
Well, it's better than anything I could have made.
(But trust me, that's not saying a lot.)
The drawing was solely made for the purpose for people to laugh at me but it's turning into a "good job buddy! you tried!"
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"Donate to my Patreon."
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@T2K said:
https://forum.deadbydaylight.com/en/discussion/comment/917994#Comment_917994
Hey its not ok to be rude.
Its definitly a masterpice in the eye of blind people.
Keep going @ShrekIsHot. dont let anyone tell you, you suck at drawing even though they are right.
You had me laughing for a minute now.
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You suck at drawing, nice mouse touchpad drawing you absolute joke.
You're disgusting and your art is too.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/917708#Comment_917708
I would say at least 75% of my games are 4 DS's with the remaining being 2 or 3.
There is no anti DS build. The only counter to DS is slugging and slugging is an extremely high risk play of which in this case you aren't even getting to pick when you do it or having the option of if you want to take the risk at all, it's being forced on you.
If you played killer at red rank you would understand what I'm talking about, this isn't an issue at low ranks.
I do understand what you're talking about, and slugging is a easy way to counter DS, an anti DS build is a build for slugging.
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"Who's worse? Hitler vs. Stalin?"
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@Peanits said:
We did not say that the flick isn't meant to exist, we have only said that you weren't meant to flick as far as you could. As a result, we have capped the angle that you can flick.
You can find the most up to date info here: https://forum.deadbydaylight.com/en/discussion/112192/
the 90 degrees feel like a good 45%, do you mean all together or 90 degrees to each side?
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/917320#Comment_917320
4 DS stuns, yeah. Anyone who plays killer at red ranks would agree with that. I also am not referring to Spirit specifically at all.
Tell me how often is it every single game that someone has DS, and tell me this, if you're so bothered, why don't you run a anti DS build? As in slug after hook.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/917268#Comment_917268
You definitely do not play killer at red ranks with your recommendation to eat the DS's. If you played killer at red ranks you would know how not accurate that statement is.
You play Spirit? correct? And you tell me if you get DS'd you lose? You can't eat the stun and almost instantly get them right after?
Okay, now I know you're joking.
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@Peanits said:
He doesn't like sweaters. There's no way he can fit them over that big noggin of his.
Buuuuut....
Demogorgon gets a sweater that you gotta buy with auric cells =
Cash money bingo bam you're rich.
Also playrate goes up.
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@JokerHarley2 said:
I did post this under general discussions so it doesn't have to be a bug report like you can talk about anything in general discussions
It's under bug report.
This is under bug reports and the guy wants this to be in general discussions.
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@Hellbughunter said:
https://forum.deadbydaylight.com/en/discussion/comment/912431#Comment_912431
Killer able to use the items from other killers, geting blood points from hitting hooked survivors and redusing struggling effects when hiting a wall. How about you take out the bug fixes and make a list of actual nerfs? If you want to make a point you need to compare actual nerfs and buffs or we are not going anywhere.
You're already aware of the nerfs, I said "changes", not "nerfs".
Take Legion, Oni, Spirit (it was needed), Nurse, Trapper (nerf and shadownerf), Hillbilly (increased stun duration on hitting walls, increased cool down), The Shape (removed multi-stalk), Huntress (put slowdown on putting away hatchet), Leatherface (no bloodlust on chainsaw), Pig (you know this).
Don't even get me started on Killer perk nerfs.
My point wasn't to get a bias or anything of that sort, my point was to show that it's not Killer sided, Killers get the nerf treatment too and as of Legion, every Killer was either not fun or lackluster and weak since.
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@StrodeWins said:
https://forum.deadbydaylight.com/en/discussion/comment/912319#Comment_912319
oh please. the history of this game has seen more survivor nerfs than i can even count.
next....
Just a list of some Killer changes:
- removed the ability to be able to prevent the unhook prompt from popping up by standing in front of a hooked survivor (since you listed the fixing of an exploit as a "nerf", that's what I'm doing right here aswell)*
- buffed pallets from the stun happening at the middle of the pallet drop animation to the start of the animation
- the ammount of pallets have been increasing each time shortly after they supposedly made less pallets spawn on the maps
- Nerfed bloodlust (3 times)
- increased the hook timer by 15 seconds per stage
- Removed the ability to be able to bypass borrowed time with insta down mechanics*
- removed the ability to be able to consume decisive strike without it having any effect on the killer when dropped*
- Made it harder to rank up for killers with the victory cube
- nerfed the ivory and ebony memento mori offerings
- Changed the killer's fov to make it harder to see survivors at a very close range*
- Changed the scratch marks to in many instances not accurately represent where the survivor ran off to*
- Changed the sound occlusion multiple times to make it harder for killers to hear where survivors are*
- buffed mist (offerings) making it harder for killers to find survivors
- added indicators for survivors to tell them when certain hex perks are being used
- increased the (default) duration of the stun after wiggling out
- Increased the wiggle penalty for dropping survivors from 25% to 33%.
- reduced the size of the target lock-on hitbox of survivors
- added the ability for survivors to be able to enter the hatch from all angles
- removed the killer's ability to be able to see survivors on hooks
- added that the killer blocks the aura of the hooked survivor when the killer stands or moves in front of the hooked survivor from the point of view of a survivor looking at the hooked survivor*
- removed the ability to be able to use items that belonged to other killers (i.e. myers with a chainsaw etc.)*
- added tiles in which there are areas which are unsurpassable for killers, but passable for survivors (the so called "fat shaming" spots)*
- increased the angle from which you can blind killers
- introduced pallets which can be broken from only 1 side*
- introduced pallets which are standing upright that cannot be passed or broken by the killer until a survivor performs the "drop pallet" animation*
- increased the range from which killers can be stunned with a pallet drop
- added the pallet vacuum for survivors
- changed the combine harvesters on coldwind farms to be more survivor sided (twice)
- removed the killer's ability to be able to fly*
- reduced the ammount of crows that spawn on the map
- changed the way survivors interact with crows by making it so that when a survivor crouches near a crow it will not alert the crow
- removed the ability to be able to earn bloodpoints from hitting a survivor that is on a hook*
- reduced the ammount of information that is available to the killer about the survivors in the pre-game lobby
- reduced the overall skillcheck chances of survivors working on generators which decreases the overall effectiveness of perks which affect skillchecks
- Removed the 3 O'clock skillchecks which decreases the overall effectiveness of perks which affect skillchecks
- Made it so that survivors can blind and force the killer to drop the survivor they were picking up during the pickup animation (twice)
- Removed the ability to have no cooldown when you hit a survivor right next to an object*
- Removed the ability to be able to reduce the effects from wiggling by hitting a wall while carrying a survivor*
- Removed the ability to be able to push survivors away from hooks
- Nerfed the mangled status effect from 25% to 20%
- Removed the ability to be able to grab someone trying to jump into the hatch
- Changed the time it takes to open an exit gate from 20 seconds to 15 seconds
- Removed the ability to be able to block survivors at the basement stairs.
- Killers do not see the Deep Wound status effect progress timer; only the Deep Wound bar to know the status effect has been applied.
- The Deep Wound status effect timer does not decrease when within the Killers terror radius.
- Lockers negate all aura reading abilities from the killer
Perks:
- nerfed shadowborn (twice)
- nerfed spies from the shadows (spies from the shadows did not work at all for a long period of time)*
- nerfed bloodhound
- nerfed No one escapes death (twice)
- nerfed Play with your food
- nerfed Save the best for last
- nerfed unrelenting
- nerfed thrill of the hunt
- nerfed iron grasp (twice)
- nerfed brutal strength
- nerfed deerstalker
- nerfed a nurse's calling
- nerfed franklin's demise
- nerfed sloppy butcher
- nerfed thanataphobia twice (one of which was a bug relating to removing dead survivors affecting the living*)
- nerfed knock out (made open handed affect it)
- nerfed whispers (increased the volume of the whispers to make it harder to hear survivors)*
- nerfed tinkerer
- nerfed remember me
- nerfed enduring
Trapper:
- removed the ability to be able to trap hooks
- increased the minimal distance at which the trapper can place a trap next to another one
- changed honing stone from putting someone into the dying state guarranteed, to having a mere 50% chance of putting a survivor into the dying state after having been caught in a trap
- shadownerfed the size of the hit box of the trapper's traps several times
- changed the setting trap indicator to no longer match where the trapper actually sets his traps (twice)*
- removed the trapper's ability to be able to place traps on the hatch
- decreased the time it takes to disable a trap from 5 seconds to 2 seconds
- removed the ability to be able to set traps through staircases and certain floors*
- changed the trapper's traps to get stuck into walls or other objects when the traps were disabled or the killer would grab someone out of a trap near a wall or object*
Hillbilly:
- increased the duration of the stun when bumping into an object
- removed the ability to flick*
- removed bloodlust from when using his chainsaw*
- reduced the effectiveness of the addons which reduce the volume of the chainsaw
- increased the cooldown on the hillbilly's chainsaw
- removed the ability to be able to instantly break a pallet with the hillbilly's chainsaw within a 3 second window when the hillbilly had revved up his chainsaw and afterwards didn't hit anything at any given point after the last time he broke a pallet*
- removed the hillbilly's ability to be able to put a survivor into the dying state while simultaneously breaking a pallet when a survivor slides over a pallet as the pallet is being chainsawed*
Wraith:
- added an increased cloaking time on the windstorm addons (white and blood)
- increased the rarity of the blink (previously mud, now blood) addon without changing it's qualities
- removed the ability to be able to gain deviousness points by cloaking and decloaking in front of a hooked survivor*
- removed the ability to be able to appear as cloaked for survivors while not being cloaked*
Nurse:
- reduced the ammount of default blinks from 3 to 2
- reduced the nurse's movement speed from being the same as trapper, wraith, hillbilly etc. to being even slower than the movement speed of survivors (while running)
- nerfed every single addon she has
- nerfed the range of her lunge after a blink (three times)
- removed the ability to be able to look up during her fatigue*
- removed the ability to be able to break pallets, interact and grab during the nurse's fatigue*
- added an attack slowdown when swinging while carrying a survivor*
- removed the nurse's ability to be able to blink on top of the shack
- added the ability to be able to lightburn the nurse while she is charging up a blink
- changed the way the nurse's blink works to make it so that the nurse would always blink into the basement when blinking near it*
- added the weapon swipe animation after hitting someone after a blink before going into fatigue*
- added the ability to be able to pallet stun a nurse (although they removed the ability to be able to stun her mid blink and not just after a blink, it has been confirmed that this will be brought back in the future)
- Nurse blink attacks no longer bypass mettle of man*
Shape:
- removed the ability to be able to stalk multiple survivors at once
- reduced the movement speed on the vanity mirror
- reduced the point generation on the vanity mirror and the scratched mirror
- removed bloodlust from evil within 1*
- added the vulnerable indicator for survivors when the shape goes into evil within 3
- reduced the ammount of bloodpoints the shape gets in the deviousness category from stalking
- removed the shape's hitbox while stalking
- removed the ability to be able to end a chase instantly by stalking to gain tokens on PWYF rapidly*
- removed the ability to be able to stalk survivors in lockers*
- removed the ability to be able to stalk survivors who have left the level*
Hag:
- added the ability to not trigger any traps when crouching over them
- removed the hag's ability to be able to recover from decisive strike and a wiggle out instantly*
- added an indicator for survivors to tell them when they are affected by the waterlogged shoe addon
- removed the terror radius from the hag phantasms*
- removed bloodlust from using the scarred hand
- changed the scarred hand to no longer bodyblock the moment the trap triggers, and can also no longer trap survivors when a survivor is stuck between a phantasm and an object*
- removed the ability to be able to have traps triggered by dying survivors
- changed the hag's pallet breaking animation in such a way that it makes the hag look downwards when she breaks a pallet, instead of forwards
- removed the outline of the hag phantasm when a trap is triggered*
Doctor:
- added an attack slowdown when swinging while carrying a survivor*
- removed the doctor's ability to be able to shock injured survivors from a massive distance*
- snapping out of it no longer counts as healing (thus perks that affect healing no longer affect snapping out of it)
Huntress:
- changed the iridescent head to remove 4 hatchets from your inventory, instead of removing only 2 hatchets from your inventory
- removed the ability to be able to throw hatchets without losing any tokens on play with your food*
- added that the huntress slows down massively when she puts away her hatchet after she pulled it out*
- Reduced the effectiveness of the addons which reduce the huntress' windup time.
Cannibal:
- removed bloodlust from when using his chainsaw*
- when hitting a survivor and then breaking a pallet with the same chainsaw attack afterwards while using the speed limiter causes the area in which the pallet was broken to be unpassable*
Nightmare:
- added an indicator to tell survivors when someone is asleep
- increased the size of the nightmare's terror radius from 16m to 24m
- added a 3 second slowdown after putting someone to sleep
- added that you wake up when you recover from the dying state
- removed the ability to be able to rapidly put multiple survivors to sleep (this has recently been re-added again)*
- changed adrenaline to make it wake up the survivor who is using it when it activates
- removed the ability to be able to put survivors to sleep who are in lockers*
Pig:
- Removed the ability to be able to kill someone with a reverse bear trap by dropping them behind an exit gate*
- Traps that have not been used up by the time the exit gates are powered become inactive.
Legion:
- Nerfed the majority of the legion's addons
- Bleedout time is no longer removed by Feral Frenzy hits (was 10 seconds per hit).
- Feral Frenzy can only be used when the meter is fully charged.
- Feral Frenzy move speed is now 5.0 m/s.
- Increased the Feral Frenzy recharge time to from 15 seconds to 20 seconds.
- Increased the Legion's terror radius to 32 meters, from 24 meters.
- Increased the fatigue time when Feral Frenzy ends from 3 seconds to 4 seconds.
- Missed attacks will end Feral Frenzy.
- Pallet vault duration 1.35s. Cuts time benefit by 25%. (was 0.9s; default pallet break is 2.7 sec. 0.1 for snap, 2.6 for break)
- The Legion cannot see pools of blood while in Feral Frenzy.
- Window vault duration 1.1s. Cuts time benefit by 25%. (was 0.9s; default window vault is 1.7 sec, fastest Survivor vault is 0.8s).
- Fixed an issue that caused The Legion's Nasty and Filthy Blade add-ons to stack, causing extremely long Mending times*
Plague:
- Fixed an issue that caused The Plague's Corrupt Purge to ignore unhook immunity.*
- Fixed an issue that caused The Plague's Vile and Corrupt Purge to apply on-hit effects from certain perks (Remember Me, Save the Best for Last, Sloppy Butcher, Hex: The Third Seal, and Hex: No One Escapes Death)*
Anything else?
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/912384#Comment_912384
What did they change about Resilience? Why are they even nerfing it?
I don't think they changed it at all, 9% while injured.
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@Usui said:
https://forum.deadbydaylight.com/en/discussion/comment/908632#Comment_908632
Wrong. WRONG. It's entirely dependent on the team you get, that's it. Potatoes or average players decides who wins.
Exactly, which is why I said "most times" cause most of the time, they are well aware of how to do the objective and do it in quick succession, now there are potatoes who got carried to red ranks, but that makes at the most the minority.
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@youarewronglol said:
based
You wanna elaborate?
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@Umbrae_pk said:
https://forum.deadbydaylight.com/en/discussion/comment/910181#Comment_910181
To be honest though, it’s basically a must to run a bag add-on!
Essentially, eliminating any type of add on build potential just so you don't lose gens in rapid fire.
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If they nerf gen speeds or anything like that, I can guarantee what you'll see on the forums is 'See what you did, killer mains f you' etc.
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You guys are hilarious.
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@Mikeasaurus said:
Going from what I've seen on Xbox so far, the turn rate was awful and Oni was easily outrun with simple duking. Now, they've improved the sensitivity of the turning so he's quicker and not as slugish during his dash
@TAG said:
I think Renjiro's Glove makes it so they can delete Blood Orbs off the map by collecting them themselves, but at the expense of revealing their auras for 2 seconds per Orb.
@Janick said:
So that those using a controller and those on console have the same turn effect ration has those on PC using a mouse.
Thank you.
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@TheRockstarKnight said:
https://forum.deadbydaylight.com/en/discussion/comment/909784#Comment_909784
Exactly.
It won't make them scarier, but it'd be cool and fun.
I changed the name to thrilling instead cause adding music would not make a Killer terrifying I realized, only the Killer itself can.
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@Boss said:
https://forum.deadbydaylight.com/en/discussion/comment/909931#Comment_909931
I wanna have them hear heavy chimes when i chase them with my Bing Bonger! 😄
I decided to change it from fearful to thrilling to fit, cause having an outside force would not effect the fear level on a presence of a being.
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Oh yay, more Survivors complaining I am exploiting over something I can't control.
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@Widowmaker8197 said:
https://forum.deadbydaylight.com/en/discussion/comment/907286#Comment_907286
Wraith literally gets increased movement speed, no terror radius, and near invisibility with his power. How is this weak?
LF gets to instadown survivors with his chainsaw. Not weak at all.
Legion is a God at buying time by forcing survivors to mend and heal. That's two health states they have to heal.
The Plague could use a buff or two yeah.
The pig gets a 0 terror radius, lunge attack, and takes a survivor out of the game for a bit by giving them a reverse bear trap.
I see many people, even in red ranks, step in trapper traps these days. It could take anywhere from 1 try to 7 tries to get out of a trap AND the trap leaves you injured if you do manage to get out.
The demogorgon is kind of weak I agree.
Myers being weak is a joke. I'm not even going to try to explain this one.
I'll tell you what sir or ma'am, what looks good on paper is not necessarily good in action.
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The thread is going off topic into insults.
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It'd be sick to see Freddy in that black long sleeve with the leather jacket.
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I can tell you this: no.
Game balancing has nothing to do with shortage.
It's not fun playing Killer at red ranks most times anyway because everyone tries to finish gens in 2 minutes and if you don't find someone instantly into the match, say goodbye, even with Ruin.
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@mutabletiger4 said:
https://forum.deadbydaylight.com/en/discussion/comment/908595#Comment_908595
When you go against the doctor, madness causes you to hear the same sound as whispers
Thanks, that must be it, if he got his own chase music, Doctor would definitely be horrifying.
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@Boss said:
Haven't touched it in years, probably won't if it stays like it is.
But that's only because of what it is, not because of how powerful it is, i think it's fine where it is.
Why won't you touch it? Also can't Survivors hear the Whispers perk too? I've sworn I've heard it as Survivor.
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"since a bunch of killer mains have recently..."
Way to make your argument constructive with a bias.
That's when I stop reading. Nice!
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I will start with giving Killers their own chase music, I can tell you the sound of the Oni, Michael Myers and Demogorgon music gives you more panic than the regular Trapper, Wraith, Hillbilly, etc. music.
Like said with other people, it really nulls how terrifying a Killer is when they can run around the same rock and gen for 40 seconds to a minute, I say this cause I did exactly the same thing, no pallet, no nothing, ran it so the Oni would waste his Bloody Fury power and Survivors had time to do what they needed to, I missed many of times just to get down right as his power ended,
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Instead of asking when, tell me how.
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Surprised you waited that long, I would've gave up at the 10 minute mark.
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Lmao look at this guy,
he must be having a bad day.
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Not reading that college paper text, if you wanna camp, no one's stopping you.
Just don't be surprised if Survivors DC or suicide on hook, cause it's not fun.
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Lockers, as a Killer I sometimes still check them, Survivor? I use them, lockers do have lots of benefits in getting away in chases or avoiding chases, just good Survivors neglect them so often Killers don't expect it.
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I wish Legion got 5 or 6 perks cause he already meets the requirements.
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No thanks.



