OniWantsYourMacaroni
OniWantsYourMacaroni
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@AngeloMerte said:
https://forum.deadbydaylight.com/en/discussion/comment/1473852#Comment_1473852
What about the insane turning after landing a hit? This bug is annoying as hell, it takes away my orientation. It feels no matter how strong or slightly I swipe my mouse, it's always doing a nearly 180 degree turn. I hate it.
You mean that one where your camera turns 90 degrees after landing a normal hit in blood fury,right?
Such a strange bug.
I think this one has been a problem since his release
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@VSchmitt said:
They said they'll fix it next patch. I'm a main Oni, so I'm suffering from it too. You can get out of the bug by injuring a healthy survivor, but it's really annoying if you don't find one right away.
Unfortunately there's another one that completely removes your power for the rest of the game
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@AVoiceOfReason said:
https://forum.deadbydaylight.com/en/discussion/comment/1470792#Comment_1470792
@OniWantsYourMacaroni It's a bit of both but mainly server feedback trying to play catch up on the killer's side. When you down some survivors, they port backwards a step or two on the ground because of server feedback being different from the killer. Its what causes the jerking and Huntress hitting you around a corner. Optimization makes it just a bit worse.
I'm pretty sure i had those problems even before dedicated servers
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@AVoiceOfReason said:
https://forum.deadbydaylight.com/en/discussion/comment/1457810#Comment_1457810
@ItsJoshFFS I was just about to say the same thing. The increase in server ticks and feedback should fix this issue.
I'd rather say that that's an optimization problem.
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@DrDegenerateMDttv said:
https://forum.deadbydaylight.com/en/discussion/comment/1463843#Comment_1463843
You cannot argue with data. After ruin nerf, data available showed the following:
At RED RANKS:
- 92% of all games get 5 gen'd (holy [BAD WORD])
- Killers average 1.7 kills.
- Not even the best killers, spirit/nurse, average 2 kills.
- Weaker killers (wraith, gunslinger) average 1.2-1.3 kills per game
That is not even filtering out red rank SWF's.
Where did you get these stats?I can't remember seeing those.
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The only buffs i would like to see for plague is:
1.Using vile purge on an already infected object refreshes the timer
2.Pools of Devotion should spawn a bit more closer to the middle of the map
Other than that plague is a pretty solid mid tier killer.
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@Mr_Gr00vy said:
Every time I'm in a game, I duck behind something. She can still throw it at me and I get injured. When the hatchets didn't even fking touch me.
Now I see why people play huntress 🙃
Here's an explanation from Peanits about huntress hatchet hitboxes:
Regarding hatchet hitboxes: They were changed to not be spherical a while back, but the change needed to be reverted (as others have mentioned in the thread). I'll have to bust out my amazing drawing skills. This is what the hitboxes look like:
The survivor has a "capsule" shaped box around them. This determines where they can run and whether or not the killer can hit them. This hitbox does not change, the only exception is that it's a little shorter when you crouch. If it did change, it would cause all sorts of issues in a chase. You would be bumping into stuff constantly.
The hatchets, on the right, have a spherical hitbox.
Why?
When a survivor is injured, they're slouched over as they run. In the example above, you can see what that's important. The hitbox of the hatchet overlaps with the hitbox of the survivor, so the hatchet hits.
Now if you were to make it more closely match the size of the hatchet, you'd end up with this:
In spite of the hatchet going right through the survivor (visually), it does not touch the survivor's hitbox, and so the hatchet would miss. We have tried this change and the past, but it was reverted because it caused a lot of issues like this.
To go back to the first hit, this is the scenario that played out:
This is what the killer sees. It looks a little weird because of the survivor's animation, but the hitboxes overlapped. But then you need to factor in latency:
This is what the survivor sees (with what the killer sees faded out). Latency sucks, you can't really get rid of it. It's a fact of life with online games. There's always going to be a slight discrepancy in online games. Since the hit is currently handled on the killer's end, even 100 ping can make a difference. (Survivor running at 4m/s x 0.1 = 40cm difference between what the killer sees and what the survivor sees.)
The ultra short version: Hatchet hitboxes can't change unless the survivor hitboxes are completely reworked, but latency is also in play.
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@thesuicidefox said:
Devs said they have been testing the new MMR on Xbox for a few weeks. Well as someone that plays the game on Xbox, I'd like to say it sucks. Sorry. It just does.
As survivor I pretty much have only been put with low rank survivors. If I play in a SWF, we get low rank killers despite all of us being red ranks. If we 3 man, we get a red rank killer and a rank 20 random. If I solo everyone including killer is below rank 13.
As killer it's a mixed bag. Some games I get red ranks, but they are AWFUL red ranks. Like they should not be playing at red ranks. Most games I get baby survivors. Last night as a rank 2 Huntress I got back to back games of rank 15/20 survivors. I had to go so far out of my way to extend the game for pips it was a bit ridiculous. I got maybe 2 games in the past 5 days that were legit difficult games with good SWF survivors. I haven't lost much so IDK why I'm still getting low MMR survivors.
Oh and people quit. A LOT. Multiple DC's on both sides. I don't understand why you would test such an important feature and turn off DC penalties.
Sorry but I really don't have a lot of faith in this new MMR. It honestly just makes the problem worse. Giving me random survivors would probably be better than this.
How are the queue times as killer,survivor + SWF?
Did they improve or did they get worse?
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@RakimSockem said:
https://forum.deadbydaylight.com/en/discussion/comment/1467774#Comment_1467774
The survivors in this case definitely didn't play it right for sure. You could argue that they didn't know she had Nurses Calling and thought they were safe on the second hit. The ace was definitely a noob or very confused. That last hit....i don't even know how she got. I'm still trying to figure out because there was no line of sight to make that shot.
But those things aside, my point still stands that no other killer could have made that play happen at all. A nurse with Infectious Fright might have been able to pull it off, but that's about it
I mean almost every killer can do plays that others can't
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@DrDeepwound said:
https://forum.deadbydaylight.com/en/discussion/comment/1464256#Comment_1464256
Totally not true, it is in fact, easier to get stacks on WGLF. You can literally get 2-3 stacks during one unhook. Buffing WGLF to have auras would not have any impact on the generation of points.
BBQ you need to find, chase, down then hook a survivor, WGLF you just get hit and bam you doubling your points. It doesnt even require you to do anything, you get hit regardless in every match so it literally requires, ZERO SKILL.
Your argument is totally invalid. Using your logic, we should require WGLF users to win the chase before getting a proc if we were to make WGLF like BBQ, you will have requirements.
You only get stacks by safely unhooking your teammates and taking protection hits.That's the completely opposite of doing nothing.
He/She just meant that both Perks are similiar because they increase your bloodpoint gain.So i don't see any reason as to not give WGLF an additional side effect like BBQ.
Remember,buffing WGLF could mean 1 less meta perk per survivor.
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@Pryzm said:
So, I made the mistake of playing survivor tonight for the first time in weeks. Four matches and I was done. Three were hardcore tunnel matches that were absolute snorefests. In one, I did 3.5 gens and 2 totems with an escape and did not even score 13k. What the flying pigs is that?! Because the killer sucks and has to tunnel down two other players, the surviving players get crap bp and at best a black pip? Come on! Give these guys some BP already!
My match making is way faster in the evening as killer. I can toy around and not even try and make 25k in a match. I can get my arse handed to me and make nearly 25k in a match. I was watching people get tunneled out of the matches with less than 8k, even though I know they did a couple gens and got chased 3 times (really fast on the 2 later chases due to not being barely off the hook when downed again).
This is one of the primary reasons I left survivor three years ago. Absolute crap for BP and putting up with constant tunnel/camp. If you get tunneled/camped out, there should be a BP bonus for the hassle. If you are gen-jockying, you get crap for BP. That should not be the case. Gen jockies should get lots of BP as well.
Sorry, I just think this thing is insane. It's why the survivor role is so toxic. The best way to get BP is to bully the killer as much as possible. Gens don't give crap and totems are not much better. I've done 2 gens and 5 totems before getting faced camped out of a game (basement bubba and a lovely lag spike that stuck me in a corner) and left that match with less than 10k. Wow!
Getting tunneled and camped would be a lot less frustrating for people if they were getting more BP for it. I know it helps me as a killer knowing that I can get owned and still get good BP.
The only thing survivors would need is a small buff to WGLF to make it kind of similiar to BBQ and some more ways to get survival points.
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It's absolutely amazing how many hits aim dressing has stolen from me.They really need to take a look on this awful mechanic.
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@Todgeweiht said:
https://forum.deadbydaylight.com/en/discussion/comment/1460652#Comment_1460652
But it happens for like a microsecond. Nothing too gamebreaking but I get why some people find it annoying.
Believe me that this is still more than enough to make you miss an important hit as killer or to get hit as survivor.
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@DrDeepwound said:
https://forum.deadbydaylight.com/en/discussion/comment/1463851#Comment_1463851
I am not a dev and do not have an answer there, but you can easily tell your team before the game if you running perks, I do it all the time, and I have never seen another survivor do it aside from me.
Threads like this make it obvious, hardly anyone ever talks before a match. At most you get a "glhf" or "I need exit gate for daily" but RARELY ever see "k guys Im running deliverance"
in fact, I have NEVER seen it.
You forgot console :]
Just make a little icon for everyone when deliverance is useable just like leader or prove thyself
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1463314#Comment_1463314
Trapper can’t spam 8 traps within half a minute, and there’s still the option to attempt running.
You could say the same about hag though.Even though there might be 10 traps in the basement you CAN attempt the save.Whether thats a good or bad idea is up to you.
And a basement trapper is impossible to escape from as well without really good teamwork
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@Retromind said:
The title.
The Hag is probably one of the, if not the most unfun killer to go against. A combination of her certain addons is a deadly force not to be reckoned with, especially the one which turns off the phantasm's appearance. If she hooked a survivor in the basement, you can be absolutely certain she will down at least 2 more survivors who will try to go for the save which results in no gens being done. Even her small height givers her an edge at loops which usually are considered safe against any other killer. Also a fun fact, she is one of the two killers (Wraith as well) which have their inbuilt killer mechanics directly countered by an item (flashlight). If you do not have a flashlight you will be forced to crouch like 40% of the game which furthermore stalls the game. The people who will not respect the Hag (don't worry, there will always be a few in your game) will jeopardize everyone's safety and accelerate the snowball effect even faster.
Am I the only one here who thinks this ? Surely some people who have gone against a GOOD Hag rolled over their eyes and wished this game would be over asap. Just because she's not popular doesn't mean devs should leave her at the state she's in.
Sure,it's really hard to escape a good hag but that's the case with any good player.
And bad teammate can always end the game,doesn't matter which killer you are going against.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1463231#Comment_1463231
I think this is why she’s flown under the radar so long.
Except that isn’t the case in my region on PS4. They’re not exactly uncommon. And without exception they’re scumbags that use basement builds. It’s doesn’t matter if it takes them half the game to get their first down. It’s game over for whoever that survivor was. That Hag will make it 100% impossible for that survivor to get away once unhooked, and it’s basically suicide for anyone attempting a rescue.
IMO she’s worse than basement bubba. Why? Because she doesn’t have to give up going back to patrols and pressure while she’s actively waiting for that unhook notification.
I mean,a basement trapper can do the same as a basement hag.Should we nerf trapper because of that?
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@shalo said:
That's my first question too. Amazing that BVHR has made zero mention of it so far.
They'll make a Q&A about those new changes so i'm sure we'll get a lot more information about this MMR system at that point.
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I just hope that this games gets proper Optimization someday
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@AhoyWolf said:
The Ghost Face
I think that Ghost Face is in a ok spot right now, but there are still few things that are bothering me a lot when playing as or against him, like the buggy reveal mechanic and the awfully long cooldown.
So here are some changes I would give him.
Night Shroud
- Decreased the Cooldown to 20 seconds. (From 30 seconds)
- Polished the reveal mechanic. (So it isn't so buggy and unfair for both sides)
- For example Survivor model itself no longer blocks the reveal.
- Buffer before the game acknowledges that you are being revealed is reduced to 0.2 seconds (From 0.3 seconds, with this buffer reduced Survivors should have harder time revealing Ghost Face behind walls)
Addons
With decreased cooldown the Night Shroud recovery addons needed to be toned down.
Walleyes Matchbook
- Reduces the Night Shroud power recovery by 2 seconds. (From 4 seconds)
- Does not stack.
Olsen's Address Book
- Reduces the Night Shroud power recovery by 3 seconds. (From 6 seconds)
- Does not stack.
Chewed Pen
- Reduces the Night Shroud power recovery by 4 seconds. (From 8 seconds)
- Does not stack.
Tell me what do you think!
Seems like a great buff for him
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@RayrafLPP said:
So I watch a lot of streams, but myself play on ps4.
And I think that 360s are more easy to perform on ps4 but also more viable then on PC.
Heres the point:
most times 360s dont actually dodge a swing, they just cause auto aim (aim dressing) to mess up the swing.
And since consoles are more laggy then PC by deafault it makes 360s much stronger.
I personally dont have a big issure with 360s anymore because i learned that survivors like to abuse them on console, but whenever I play survivor it has like a 1/3 chance to make the killer miss (if i try it first time, killers adapt to it too)
I want your opinion anyway.
Do you think when a 360 makes the killer miss his attack its was:
- Autoaim making the killer miss even if it should have been a hit
or
2.the killers actually missing
Just wanted to clarify that this game doesn't have auto aim but a mechanic which is called aim dressing.
Aim dressing basically makes sure that the animation matches up when hiting a target.
The main difference between aim dressing and auto aim is that auto aim can give you hits you shouldn't get and aim dressing can take hits from you that should have hit.
To answer your question.It's most of the time the second option and sometimes the first one.
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I'm gonna guess that you'll see either a lot of farming nurses or DCs once the nurse will be in the archives
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@Ihatelife said:
So I came up with this idea when I literally was carrying the pallet in RL.
What if Any Means Necessary could allow you to pick up the pallet and move it to the loop you want. If you drop it in some random place, shortly (30 seconds) the entity will take this pallet and teleport to the orginal place. Also the killer can interact with that dropped pallet and break it before the entity takes it. Of course with the cooldown and reduced movement speed like 1.13 m/s (Crouching move speed)
So the new AMN could be changed to:
You stand up for yourself, using whatever's on hand to gain an advantage.
Press and hold the Active Ability button for 4 seconds while standing beside a dropped Pallet to reset it to its upright position.
If the pallet is not dropped, you can interact with it by pressing and holding the active ability button for 4 seconds and move it to other structure.
During that action your movement speed is decreased and you can not do any other interactions until you stop.
If the pallet was dropped during the carrying: The perk will trigger a cool-down and will be sent by the entity to the orginal position in 30 seconds.
The killer can destroy the dropped pallet on the ground.
Any Means Necessary has a cool-down of 100/90/80 seconds.
EDIT: Fixed typos, some grammar and make it more clear to understand.
That would be to strong honestly.You could just waste all really unsafe pallets and put them at super safe loops like the killer shack over and over again.
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@Zaitsev said:
Hes just a few tweaks away from being truly formidable.
Now, Im sure some of you dont agree with my opinions on Slinger buffs, so this time, I thought Id ask the community in general. How would you buff our only gunslinger?
To address people saying "he has no counterplay". Look behind you during a chase. Break LoS. Take advantage of his terrible footspeed. Old Legion was the worst killer in the game, but had "no counterplay"
Deathslinger doesn't really need any buffs.He already is in a solid spot.
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@Vult2 said:
Is he a strong killer? Is a fun killer to play with him?
I saw some handicaps in him: he is slow, bad perks, his shoots can be dodged without much problems, his power is not so good as seems in loops, and the shoots have small hitbox so u need have good aim.
But well, I have too many shards and the alternatives are legion and clown, but ppl say those 2 are the worst killer, and anyway PGTW are is shrine now.
He's really strong in chases if you know how to use the power correctly.But it does take quite a while until you can use his power well.
Legion and Clown are currently considered as bottom tier killers by many people,but they are much easier to play than deathslinger.
And you can definetely be succesful with bad killer.It's pretty much all about how skilled you are.
In my opinion you should look for gameplay of all those killers and then decide which playstyle seems the most fun for you.
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@tippy2k2 said:
I just got the Demogorgon and barring a few ######### messaging me about how I'm a high ranked killer but I suck so therefore I must boost or some #########, it's been an interesting few games.
What I want to talk about though is his power, The Surge. For those that don't know...
"Putting a survivor in a dying state with a basic attack causes all generators within a 32 meter radius to instantly explode and regress 8%"
This perk seems super awesome but no one ever seems to use it or even really talk about it and I'm curious why. I've only played the handful of games with Demo so maybe it's one of those perks that seem good until you've used it a few times or maybe there are similar but better perks (I've only been playing a few month so a lot of perks I just don't have unlocked) or maybe just no one likes poor Demo because he's not a Top Tier Killer so everyone has ignored his perks.
What are your thoughts on Surge?
This perk would be much much better if it didn't had that basic attack requirement.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/1447811#Comment_1447811
Nope. It's a very high chance, but definitely not 100%.
Then how high is the chance to get the specific map?
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@DrDeepwound said:
https://forum.deadbydaylight.com/en/discussion/comment/1440683#Comment_1440683
I honestly think the game would be better off if they mixed ranks more. While not a popular opinion, I think everyone should drop back to rank 20 and start over.
New players get stuck in bad ways because they are in low ranks, playing with better players is the only way you get better.
Yeah,but it's not fun for people who played for the first time to get destroyed by people with several thousand hours of experience.Absolutely horrible idea
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@Jasonisanicefella said:
I don't know what to do anymore, close to 50% of my games are against ghostface.
It is boring, it is always the same match, I don't know what could be done to change this, but it is really something that makes me want to dc.
Something needs to be done about this
I don't know why but i've seen a sudden spike in ghostface players aswell on ps4 eu
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@UberSolus said:
Now feel free to correct me if I'm wrong about this but I'm 90% sure that the mechanic of survivors losing more blood when vaulting or other actions was intentional. So why in the ptb patch notes is this marked as a bug fix? If it was why has it taken MONTHS to fix?
Survivors are supposed to lose 2 blood orbs when doing certain actions like vaulting a pallet/window but currently there's a bug that doubles that amount of blood orbs which isn't intended.
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I would love to see a toggle option for running and actions like repairing or healing.
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@RockoRango said:
@Peanits Could we get some clarity on what this means? It's very vague. It either means that survivors no longer drop extra orbs while doing actions, or they were dropping extra orbs on top of the extra orbs from doing actions and THAT was fixed.
A survivor is supposed to drop only 2 orbs when perfoming an action.
But i think since the release of Deathslinger or that Mid Chapter Update survivor drop 4 blood orbs when performing an action like vaulting a wimdow for example.
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@LordGlint said:
I've played afew games with him now and it seems like even with full chases and 4ks, his BP gain is kinda lacking compared to other killers. Has anyone else noticed this?
Yes,it's pretty hard to max his deviousness category.
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@C3Tooth said:
https://us.v-cdn.net/6030815/uploads/LKN2L25AGSD3/image.png
Just get Oni, planning to Prestige him so I will use all the best thing before doing it.
But dont worry, I dont mori off 1st hook.
"ultra rare" btw
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@Yamaoka said:
To be fair... Tier 1 Unreleting is just toxic. You deserve drown in salt!
Ez Dead Hard Counter
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@cheetocultleader said:
I'm a tad worried when they implement the early game, they're gonna implement an extra hook count.
They said that they wanted to make the early game more fun for BOTH sides so i don't think this early game mechanic will be some kind of one sided buff that would lead to such a change.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1411505#Comment_1411505
No, sorry, you clearly not trying to see any of this from BOTH survivor side and killer side.
The way hags power works isn’t healthy for this game and needs to be reviewed.
Firstly let’s look at this from the killer side. Hag’s power can be completely neutered by one item that’s pretty abundant. And one perk in the entire game can also render Hag completely powerless. No one item, and no one perk should sway the odds so much that the killer is entirely powerless.
Flip the coin however and survivors that just happen to unfortunately not have flashlights, or Urban Evasion, are quite frankly completely screwed. If a Hag wants to play scummy, the survivors may as well just stand there and die. There’s simply ZERO counter to getting away from any hook, let alone safely out of the basement.
Oh wait... (sniggers hysterically and maniacally), they can crouch walk. What a joke. It’s 100% pointless even trying to do this because the minute she hears that unhook notification she starts heading back to a) make sure she is within teleport range and b) because every Hag knows it’s simply not possible for any survivor to get far enough away from a hook simply by crouching. So either way the survivor doing the “correct” thing is still down and back on the hook anyway.
Neither of these extremes are healthy for survivor or killer.
I hope Hag is next on the devs firing line. The power needs to be adjusted so that it cannot be neutered so completely that she simply has zero power when there are flashlights at play, likewise survivors need a healthier way to deal with her power so that they have SOME semblance of a chance to get away from the hook without any such counter being so strong that Hag has no power.
I really don't understand what your problem with hag is.
Urban evasion is really really rarely used from what i can tell.Sure flashlights are difficult to play against but there is definetely counterplay to it.
Basement builds are always strong.
Demogorgon can do the same,Trapper can do the same Wraith,Freddy and every One Shot Killer can make a basement hook save nearly impossible if they want too.Should we change them because of that?
And if you know that a hag is just proxi camping then treat this situation like every other camping killer: Do the gens.
It's not fun,sure but that is a problem with camping and not with a certain killer.
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@Sylorknag said:
Is it Huntress or Hag?
I'm betting my money on Hag, as she destroys potato solo survivors.
We were right about Billy after Nurse guys, let's see if we can get the next nerf, I mean "add-on pass".
Hag already received an addon pass in the past.
She doesn't need any changes.Huntress is much more likely although i would rather see demogorgon first since his addons are just straight up garbage since the day he was released.
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@[Deleted User] said:
I hope it’s Hag.
she needs healthier counterplay. Ones that don’t leave her powerless, but also ones that aren’t a joke like attempting to crouch away from the hook despite her trucking on back over to down you before getting more than a couple of metres away.
She already has counterplay though.
And pretty much every killer is able to proxy camp.It's not exclusive to hag alone
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@WTBacon said:
Veteran
The match starts and they sprint across the map. They find their first survivor and down them instantly. By the time they have picked up the survivor, walked to a hook, then hooked the survivor, their chainsaw should be fully cooled down by this point.
For the experienced Billy mains out there (like OhTofu) not a single thing has changed, and they will not notice a difference in the way he is played.
rank 20 fresh install
Sprint across the map and find no one because they went to the wrong gen. They continue charging and sprinting to other gens in order to find a survivor. When they finally reach their first survivor, they have trouble downing them with the chainsaw. They are constantly going into cooldown due to running into obstacles and having to cancel their ability early.
And now with the new Overheat mechanic, they will be punished for their lack of skill by taking away their ability to use the chainsaw, because the 3 second penalty on stuns wasn't enough of a drawback.
The new Overheat mechanic exists purely to hurt new players who are still learning the killer.
I think the overheat/tantrum mechanic are both implemented to make facecamping with a chainsaw harder in general
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@ThisGuuy83 said:
So, why is this still acceptable and fine, but killers are too strong and need nerfs?... My friggin power won't even work for Christ sakes man... But pretty good job so far on the survivor side, right? I know I'm not the best player, but this is ridiculous.
There are 2 different Oni bugs currently.
Both seem to happen sometimes whenever your blood furry gauge is almost full.It would then happen 1 out of 2 things:
Either so see that red orb in your left fist or you don't
If it's the first one then you won't be able to use your power at all.
If it's the second case (like here) then hitting a survivor should fix it.
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@KiloOfSalt said:
Can we please make white wards protect your item if its eaten by the entity? As of now it's annoying enough that your item and offering can be rendered useless by a perk, but can we at least make it so that if I bring an event item into the match I wont have to worry about Franklin's eating it?
If you are worried about your item then just pick it up yourself and hide it somewhere/go into a locker to prevent loosing it while you use the white ward.
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I don't thinks so because the new lightborn completely removes the ability to be blinded with flashlights and party starters.
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@SpaceCoconut said:
Is the time on the ground cumulative like a survivor's dying state or does it reset when picked up?
I really like the idea of getting rid of flashlights and keys using this perk, but 90 seconds sounds like a long time if the timer resets if the item is picked up.
Either a shorter timer that resets when it's picked up OR a longer timer that doesn't reset sounds better to me...
Just wait for the PTB.It will probably drop next tuesday anyway.
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@Thatbrownmonster said:
https://us.v-cdn.net/6030815/uploads/I1X04O0TP6DM/image.png
why you do this bhvr
The hair would look awesome with other items, yet you cannot mix anything about
Please don't start making this the norm for every new skin
It's quite annoying because they could just remove the belt with the spray cans on the back and leave the hood on the back instead.This way you could mix and match this outfit without too many clipping issues.
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@Simonete said:
Can we all collectively just calm down and wait until they actually proceed with the rework? In no way, shape or form does this look like a finished version. They're probably still testing stuff out, let's wait a bit and then it they go through with it we'll complain.
Nah,the majority of this forum has to overreact all the time 🙄
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1405345#Comment_1405345
I think the point of the add on is to encourage survivors to cluster together once they know the add on is in play, hopefully then leading to more multi downs with the chainsaw.
The duration is waaaaaay to low for that honestly
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@Name_Unavailable said:
Yes. They said this here
https://www.twitch.tv/videos/654553802?t=00h30m45s
i guess its in the next mid-chapter maybe? i really would love to see new animations for healing/minding/working on gens/wiggling
Next mid chapter update would be way to early imo.
I would say we will see this update towards the end of this year.
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@TwistedJoke65 said:
My two favorite maps are Badham preschool (all of its variants) probably because of all the Freddy I played before and after his rework.
My second favorite map is actually Midwitch (the silent hill map) I play killer all the time and main Freddy, GF, and PH since he came out. I find it good for control with pH and Freddy and it has some nice stalk spots for GF.
Autohaven and Macmillan are the best maps (realms).
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@Mandy said:
This is a bug
But why is it a bug?
Seems like a great change.You wouldn't have to worry about accidentally hitting the hooked survivor when someone tries to unhook.