OniWantsYourMacaroni
OniWantsYourMacaroni
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- OniWantsYourMacaroni
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@[Deleted User] said:
I just had a match as killer, where I knew the ranks were unfair and I wasn't going to kill anyone....and I accidentally just killed 2 of them. Like....by literal accident.
Oh my,if only we had some sort of visual indicator for that 🤔
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@danielmaster87 said:
Whispers.
Whispers is definetely not a weak perk >.>
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@TWiXT said:
https://forum.deadbydaylight.com/en/discussion/comment/1875115#Comment_1875115
You're Partly Right, It is a QoL change, but also a menu UI change. We really need this, as I'm sure you agree, and it honestly just won't resonate with them until enough people petition for it, or show support requesting it. That's why I went for it again... I want to see this happen, but tbh, don't think enough people will support it. If however they did... Then maybe we'd get this change by the next dlc update/mid chapter patch.
Sigh...Sadly, People don't care enough to be bothered to comment for the most part.
The thing is,i'm pretty certain that the devs know that this a highly requested feature,but they choose to ignore it like all the other highly requested changes ¯\_(ツ)_/¯
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@TWiXT said:
There's one UI change I, and I believe many others have been wanting that was only emphasized when they updated the game so that killers can no longer switch character in the lobby: Perk Loadout Slots.
I'm not the kind of killer player who dodges lobbies, as I try to take up everything the survivors bring in as a challenge worth meeting, but before the MMR test, killers could see what the survivors were bringing in an simply switch to a killer better suited for the situation with the right build prepared. That all changed
when the fire nati- when the update came and prevented killers from changing character in the lobby. This has left the killer role at a bit of a loss strategy and preparation wise, as whatever killer/build you choose, you have to deal with whatever the survivors bring in no matter how unprepared you are, either that or dodge the lobby. Some will argue that you can simply change out your perks before the timer ticks down, but lets be real, there's currently 78 killer perks, and with no "Search" option, sorting through 6 pages of purple perks looking for the ones you need in less than 60 seconds is... to put it delicately, frustrating as hell for just one perk, much less 4.Most Killer players tend to make 3 builds that they use for most situations: The Meta build, the Utility build, and the Power build. The Meta is obvious because it does decently well regardless of what the survivors bring in, the Utility build is meant for dealing with items the survivors bring in, and the Power build is centered around assisting the killers power. Anything else is either experimental or "Meme" builds.
So, while this has been proposed before... on MANY occasions... I thought I'd bring it up again in hopes to raise the Urgency of this most wanted update to the UI.
Devs... Please Give us at least 5 Slots that we can save our builds to that we can flip between with a click of a button. That way we have 3 for the primary builds most players use, and 2 for experimentation/"Meme'ing". This can apply to survivors as well, but isn't as needed since they can simply switch to a different survivor with the build/items in the lobby that they want, but overall this will benefit killers most because while they can no longer switch character, at least they can switch builds on a simple click to better prepare for the upcoming match once they see what the survivors are bringing in. Add-on's need not apply to the pre-saved build slots as finding 2 add-on's to compliment them is much easier than sorting through 6(+) pages of perks looking for what we need.
As a Bonus, With this change I whole heartedly believe killer players will be less inclined to Dodge lobbies when they can simply select a build to adapt to what the survivors are bringing in. This should be a priority with the devs, not a back ordered suggestion, so Please, if you agree with this idea, let your voices be heard:
Give a simple +1 comment, or agree with a longer explanation as to why. If you are against this then also feel free to explain why with creative criticisms.
Either way, we won't be heard unless this gets their attention, and their priorities regarding this change won't elevate unless it becomes the No. 1 most requested QoL change regarding the UI.
TL;DR:
Give us at least 5 save-able perk loadout slots. This should be a top priority to the UI for QoL reasons. Doing so will help players adapt on the fly in the lobby, and work to prevent killers from choosing to dodge lobbies as often.
+1 comment/regular comment if you agree.
Are perk loadouts actually an UI related change or rather a QoL change?
Anyway,we have asking for perk loadouts for years (and other important changes and features),but the devs just don't listen to most of the request and then do unnecessary changes like the new UI :]
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@jrinkwater said:
https://forum.deadbydaylight.com/en/discussion/comment/1875093#Comment_1875093
Yes I agree with all of this, but I also do think they are probably way too wide and too tall. Especially given that you can run down a hallway and get hit by a hatchet with a VERY forgiving margin (same with lunges and same with gunslinger). Lag / bad hit registration is for sure a reason for a lot of this, but I think a good bit of it is just archaic game design
Thing is,they can't touch hitboxes of anything because it could seriously mess with the entire game.
They are ok for the most part,it's just lag/ping related issues that make hitboxes look super awful sometimes.
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@chieften333 said:
Step 1.) Look at wall 30 feet away
Step 2.) To assert dominance sprint to the wall and headbutt it.
Step 3.) Repeat steps 1 - 2, 4 times.
Step 4.) K E T A M I N E
Step 5.) Play on PC
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@Volcz said:
If you're on console playing this game and complaining about low optimization, freezes, etc and how disadvantaged you are vs PC players, I got a solution but you going to find an excuse for it
Go buy a PC. Its 2021. I built my first PC when I was just 18 years old. The fact that people continue to play a game on console at 30 FPS, with spikes, freezing, and everything else is astounding to me. And don't hit me with the 'but I'm a console gamer, I don't need a PC'. Well then sit and stew on your platform. Can't help someone who doesn't want to help themselves.
Dude,not everyone has enough money to buy a PC that can run DbD well + we don't have cross progression yet and i don't see myself just throwing my 6000 hours away :]
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My logical conclusion is that your teammates are actually magpies that are attracted by myers shiny knife
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@Freki said:
https://forum.deadbydaylight.com/en/discussion/comment/1872869#Comment_1872869
it was not intended and is unfair to the killers as they don't have the same thing. so you are in favor of making it easier for just survivors then I disagree it WAS damaging because while you don't have to do crap, I can't do something to automatically WALK/RUN around the map as killer. oh and while you might hold m1 for about 1/4 or 1/3rd of the match, killers are holding W to move around the map even more than survivors are. so i'd say 4/5ths of the match... hope you enjoyed your exploit while you had it.
I can tell you that it was even beneficial for the killer considering the amount of failed skill checks i got while trying to setup that """exploit"""
Also,pretty much every game that has long interaction also have a toggle feature to make it easier for people with disabilities.So i don't understand why you would have anything against it.
It's like saying colorblind mode is unfair because the killer would see survivors more easily
You're making it sound like that this was a huge exploit while instead it's a basic feature.
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@Freki said:
https://forum.deadbydaylight.com/en/discussion/219418/they-removed-the-esc-thing
because it is not intended. just because it hadn't been noticed before (as no one "COMPLAINED") it's possible they didn't know that EXPLOIT was there. it is not something that is easily seen and requires people to actively find the exploit. now you can't exploit your way through the game. use your keybinds if you don't like holding m1...
now you can't exploit your way through the game
This bug wasn't anything gamebreaking but rather an accessibilty feature that we should already have
use your keybinds if you don't like holding m1
People always forget about console players :(
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All you need is Left Behind and a purple/pink key 😉
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@crystalkitti said:
This still works for me, I think.. did it a day or two ago. Is this on PTB? or was there a small hotfix I missed?
PTB
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@GhostMaceNotCrusty said:
https://forum.deadbydaylight.com/en/discussion/comment/1872186#Comment_1872186
There also programs that let you bind specific keystrokes to macros
And console? :(
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Which one would you recommend me for console? D:
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@Sluzzy said:
DBD is not like Path of Exile. They can't go in and change several perks all at one time, several killer powers, several maps, UI, animations, all at one time. There is a lot of balance at stake. There is A LOT of code that has to be changed. Nobody knows how all the code is intertwined except for the devs. Patch notes are not quantitative either. The one sentence of changing survivor locomotions and animations is a huge change whether it looks like it is or not on the surface. That change alone could equal an entire page of Path of Exile's patch notes in terms of effort and time required.
DBD is successful and they must be conservative with their changes or they can blow it up. From what I can tell, they are changing a lot in this update.
Your assumptions could be totally right,but that leads us to another big issue with this game.
The lack of communication
There are a lot of problems in this game and the devs absolutely fail to properly adress them.It's important questions like
-Why is optimization still so horrible?
-Why aren't there any changes to the grind
-What about bugs that have been around for years?
-Where are accessibilty option and simple QoL changes (e.g perk and cosmetic loadout etc.)
Etc.
That the devs skirt around all the damn time,to the point that it's straight up insulting to the playerbase.
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@TheStabbiNAngeL said:
Also this decline you mention is only due to the Mori's being changed ,without notice and keys not being changed in the process,which is why all killer's are angry right now.you are just boasting on the words of other's, you generally don't have complaint only you're on what you think is wrong,also producing sometype of hysteria.I know you going to sit their and list a bunch of complaints that other have probably stated,but the game it self is in the best condition it has been in year's a few bugs go fallout or skyrim then tell me something.
Yes the game is in the best state it has ever been (balance wise).
But there are still a TON of issues in this game that needs to be adressed:
-Awful optimization
-An insanely horrible grind that is very frustrating for newer players
-Lack of simple QoL changes and accessibility options
-An absurd amount of bugs in the game that haven't been fixed even though theose have been around for years
-Rediculously slow and way to careful balance changes (e.g trapper still can't have 2 traps basekit after 4,5 years or they took like 1,5 years to figure out that Fixated should work in the injured state)
-Battle pass grind
Etc.
This game has still a loooooooooong way to go.It's current state is absolutely not acceptable
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@VSchmitt said:
Nurse is in an all-time low. New maps like midwich doesn't let her blink correctly in most of it. Reworked maps are a cluster f. for her blinks too as you can't blink through some objects or need to hold way more than you sould the power button (screw your muscle memory) hitboxes are also f. up and sometimes her weapon will wiff through survivors. Auto aim on her is ridiculous and you'll be smashing every object that the survivor is near (so good luck with that) and we still have the bug where the game simply won't let you atack after a blink forcing you into fatigue.
So, for you sake, don't try learning her RN, it's frustrating and doen't pay as much as it did in the past (if you want a reallyu strong killer, just go for spirit, she's way easier and less buggy).
And no. I'm not a baby nurse, I can 4k with ease using her but I'm tired of getting cucked by all the bugs that she's riddled (She's the only killer that I really have to "sweat" every match since I need to bring my "A" game to counter her countless bugs).
One of the most annoying bugs ever on her is not being able to attack immediately after blinking (and getting your lunge range cut in half)
Other than that she can still be pretty fun imo
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@chieften333 said:
It'll take them too long to do anything before the game becomes incredibly stale.
It'll take them too long to do anything before the game becomes incredibly stale.
Already too late for that,lol
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@Moxie said:
Another post the Devs will ignore :) Least they comment on Fixated and "Legion is fine" related posts.
I would say it's not about the devs.A lot of them are really trying their best and love this game.
I would say it's more about the company BHVR itself and their higher ups that are responsible for the state dbd currently is in.
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@chieften333 said:
https://forum.deadbydaylight.com/en/discussion/comment/1871488#Comment_1871488
Not to mention how with crossplay on you can go against hackers.
After encountering a couple I permanently disabled crossplay. Not dealing with that crap, and it baffles me how the devs are seemingly unable to detect cheats.
Honestly,hackers are extremely rare.
I've seen maybe like 2 or 3 hackers since crossplay even though i'm playing quite a lot.
And even if i see a hacker it's pretty funny and stupid things like this.So i don't really mind.
https://youtu.be/zK-Oi47JRp8 -
Pretty sure most people in the community know that blight is a really good and well designed killer
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I'm pretty excited to test those changes too.
I'm by no means a clown main but it seems like he will now not only dominate all the unsafe and fairer loops but the safer ones aswell.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1870375#Comment_1870375
I’m curious as to where you’ve got this 40% number from.
Hindered survivors move at 3.4m a second.
An Invigorated Clown will move at 5.06m a second.
It’s a speed difference of 1.66m a second.
Where is this 40%?
If we say 4 m/s is 100% movement speed then the speed difference between a hindered survivor (85%) and an invigorated clown (~125%) is about 40%
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@hardtimefun said:
the old grass work, and make sounds, from the killer and the survivor, the new one doesn't make any from both side, and it's been a WHILE you started working on these new maps, so why the grass still don't make any sound?
THANK YOU,I'M NOT THE ONLY ONE
No grass sounds is actually a HUGE issue because it removes an incredibly important source of tracking.
Like,i've already found so many survivors trying to hide just because they were slightly moving in the grass.But that's not possibly anymore
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1867883#Comment_1867883
This is why I start slugging very early in the game. I always want at least one survivor on the ground before focusing on a chase that ends in a hook. It gets rid of unbreakable well before late game.
I always slug when i'm able to but i don't get the opportunity to do so everytime i down someone,because there is no one near me,the other survivor is very good or he starts to lead me to a strong loop which could result in me wasting more time trying to slug instead of just hooking the downed person.
Of course it's easier to do on killers with high chase potential like clown,spirit etc. but that isn't the case with a lot of other killers unfortunately.
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@TicTac said:
I hate the new playstyle. My build (stbfl and infectious) is good for it, but its so boring. I want to lure survivor in traps and not only create deadzones.
The new change is not even that important. On the new maps you personally need to force a survivor into a trap (they see it but have no choice anyway) otherwise survivor with eyes cant get trapped.
Yeah,it's really sad.
Trapping loops and herding the survivors into them was always so much fun but now that kind of playstyles is pretty much dead with those reworked maps :(
Let my play trapper not machete man >:(
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@chieften333 said:
You're supposed to make it in the bug report section even if you think it's known.
And a single totem spot is not cause enough to deactivate a map. On the other hand, a map full of fat shaming spots such as the backwater swamp does deserve to be taken out of rotation.
Pretty sure that the devs disabled Badham in the past because of uncleanseable totem spots.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1867857#Comment_1867857
I run it occasionally. It's for compensation. Nothing else. I will forever call it the small pp build just to piss off the people that think they need it. If someone wants to run it, they should at least acknowledge how stupid it is, and the easiest way to do so is call it by a dumb but kinda accurate (if a little sexist) name.
And Unbreakable can't be used for a free escape or free gen time. It's poorly designed, but... locker DS, unhook with DS, DS on gens, and of course the fact that it is the core of the second chance meta and the other perks kind of don't have much synergy without DS.
Unbreakable can help you resetting your whole team after all of them made super big missplays.
There were also times where i had to force people out of the exit gates to prevent further saves but while doing so the person on the ground got up and escaped through the other exit gate/hatch.
It definetely leads to free gen time because noone has to save you after getting slugged and you recover faster which makes it easier to pick you uo from the ground
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1867855#Comment_1867855
Unpopular opinion: In the so called small pp-Build (still a dumb name, people should run what they like), not DS but Unbreakable is the problematic Perk. Worse design than DS IMO, most of the time not being used but when used, can be a complete game-changer.
Agree 100%
I have almost never seen a DS that made me lose a game,Unbreakable however made me lose quite a lot of wins and kills.
Don't know why perks like Deliverance and Second Wind require you to work for it but Unbreakable doesn't
Absolutely annoying,just like Dead Hard for distance.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1867790#Comment_1867790
To be fair, you can slug on every Killer. Slugging is a very powerful tool to apply pressure.
And well, yesterday I went against a Spirit who ate 3 DS and still got a 4K with 11 Hooks and only 2 Gens done. But DS is too stronk.
To be fair,it was a Spirit.
And we don't know how well your teammates played
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@Speshul_Kitten said:
Don’t worry it’s coming in 2030
Stop being so optimistic,smh
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@Yamaoka said:
Quote: "I'm literally losing distance because of it."
That's true. I saw the tiniest Dead Hard the other day. The survivor literally inched forward after freezing for a brief moment. It looked both hilarious and sad at the same time.
I KNEW IT.
This is so strange sometimes my FPS drops pretty hard when i try to use dead hard and then my distance gets cut in half.
I was never really sure if that was 100% the case or some latency thing
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Indoor Maps,Swamp amd Mothers Dwelling
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@Moxie said:
Known visual bug since last patch. Hopefully will be removed next patch.
It's not a bug.The survivors are just blinded by the beauty of those generator (◡‿◡✿)
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I get that DS can be really annoying and unfair sometimes.
But can we stop spamming these damn DS threads?
It's not like there aren't already threads discussing this perk that people could join instead of opening "DS nerf when?!??!?!??" thread number 36377372273727
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/1865703#Comment_1865703
That would be an option. But they´d have to test it first. What happens with SC? Would you get stacks for healing yourself?
Nope,you would only get stacks for healing other survivors.It would stay in line with the overall altruism/protect your team theme
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/1865587#Comment_1865587
They could do that. So the killer would need to get 8 stacks. Which would reduce camping even more.
But only when WGLF also gets 8 stacks and here is the problem on how survivors could get those stacks realistically.
👏Give👏us👏stacks👏for👏healing👏other👏survivors👏
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@Bard said:
Nope. Undying will be useless after that change, offering little more than a placebo.
With the current Undying, the worst case scenario for the perk is:
- Undying gets cleansed
- Other perk gets cleansed
In this situation, Undying didn't trigger a single time. It acted as a tiny shield, but didn't get any respawns.
With the updated Undying, the old "worst case scenario" is now the only way the perk can play out.
New undying... dies. That's all it does.
It's genuinely worse than Thrill of the Hunt.
Hex:Dead
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@Withered8 said:
https://forum.deadbydaylight.com/en/discussion/comment/1865478#Comment_1865478
If you get a basement there's pretty much nothing they can do.
Farming against a nurse and spirit will only buy you so much time.
Also if you get a hook in the middle of a three gen or near a gen it's very easy to camp that and pressure the survivors, especially considering that high mobility killers are mostly played.
And it's not straightup facecamping every hook. It's doing things such as forcing struggle, forcing death and staying near hooks in strategic ways so that you are able to snowball off of it. So many killers try just facecamping every single hook and then expect to dominate a game off of that.
Yeah i agree.I generalized camping a bit too much in my comment.
Mindless camping is a loss
Strategic camping can lead to a win
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@Yamaoka said:
https://forum.deadbydaylight.com/en/discussion/comment/1865469#Comment_1865469
That wasn't a 4 man SWF team (if that's what you were saying). Check the lobby. She had to wait for a 4th survivor for a while and I think one of the other survivors quit the lobby before another survivor joined so it was probably just a bunch of solos or maybe 2man.
Anyways I was not trying to say she deserved a 4k but shouldn't an experienced killer get at least let's say 1 kill even with a few mistakes (especially with some slowdown and a decent map)?
Or should the game literally be either 4k or No-k ? Under what circumstance should the killer 1k, 2k and 3k?
You know what I mean? The game seems like you're either stomping OR getting stomped - rarely something in between. Or is it just me?
As for Bubba being fair I obviously agree. He just punishes outpositioned people and those that mess up their loops. Mechanically he is what most killers should be like. He can't ignore pallets and windows BUT he is still dangerous if you don't use your resources efficiently.
To be fair,she would have had the 1k if the last survivor didn't outperk her with the deliverance+DS combo
Edit:Quoted the wrong person.I meant to quote @Withered8
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@Withered8 said:
https://forum.deadbydaylight.com/en/discussion/comment/1865301#Comment_1865301
https://forum.deadbydaylight.com/en/discussion/comment/1865301#Comment_1865301
If camping is such a bad strategy and means you'll loose then why is it used in tournament level gameplay consistently and it gives them wins?
Soo,i didn't watch many tournaments so far but from what i can tell is that camping only really works if you get a down very early in the game and follow it up with hard tunneling if they come for the rescue
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@Kees_T said:
https://us.v-cdn.net/6030815/uploads/9R0ID94SMO9D/image.png
"I'll get my new hair with the Entity, you can keep that one Mr. Killer."
I would actually pay for that.
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@[Deleted User] said:
He's okay with addons, hot garbage without them.
Everyone knows this so the means of fixing him literally could not be any more obvious....yet here we are haha.
We are talking about the same people that refuse to give the trapper 2 traps basekit after almost 5 years ¯\_(ツ)_/¯
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/1865293#Comment_1865293
The game or the game?
The game
(The Saw map)
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@lagosta said:
https://forum.deadbydaylight.com/en/discussion/comment/1864883#Comment_1864883
nurse and spirit can have a good time there.
Also, Haddonfield must be constrained by licenses. I believe that makes it a little more troublesome to rework.
@th3 said:
I would imagine licensed maps take more work since they want the creative vision of the licensees as well.
They are reworking The Game in this update (which is licensed content).
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The easiest and best change would be to let the hatch only spawn if either all gens get completed or only 1 survivor is left.
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@CashelP14 said:
I'm shocked so many people don't think this is an extremely good buff. I genuinely believe will be shocked at how much better he can be by this.
There will be a lot of creative ways to use his bottles. The only thing I need to know is how quickly he can swap bottles. If it's instant then I think he will be fairly decent.
The swap between the bottle types is pretty much instant (look at 6:10).
https://youtu.be/c49bZQ3a2UA -
@Rydog said:
...so does anyone know the answer to my question? 😄
Those who main Zarina and/or have played both extensively, how quiet is Zarina compared to Kate?
I would say that Zarina is still louder than kate.
https://youtu.be/OcM_8s94jf4
https://youtu.be/5KdbmBOsyWE -
@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/218397/why-would-clown-ever-lure-with-antidotes
They mean in the sense if Clown creates a damned if they do, damned if they don’t scenario. If Clown has been smart and placed a tonic at one part of a jungle gym, and an antidote in another part with the intention that the survivor doubles back to avoid the tonic and hopefully out run Clown by using Antidote, only for it to be a red herring and still allow Clown an easy hit.
Hmm,i was thinking that you could maybe also use the antidote to bait them to use specific loops that you want to get rid off.
For example,the survivor runs towards a filler pallet but you throw an antidote towards the killer shack that is behind that to make them move towards the shack instead of the filler pallet that they wanted to loop so that you can get rid of the god pallet faster (maybe throw a tonic at the filler pallet to make that bait even better).
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@Unicorn said:
https://forum.deadbydaylight.com/en/discussion/comment/1864694#Comment_1864694
I know right <3
For some reason she seems so wholesome to me.
I have yet to face a toxic Zarina player.
@Xyvielia said:
https://forum.deadbydaylight.com/en/discussion/comment/1864699#Comment_1864699
Zarina’s completely decent and honorable
I’m always confident she’s nearby, fully prepared and willing to save the day🥳
(...toxic Zarina’s don’t exist🤫😌)
I've definetely seen some toxic zarinas 👀
Most of them with their onesie cosmetic

