Phasmamain
Phasmamain
About
- Username
- Phasmamain
- Joined
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Comments
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@Mooks said:
So.. killer power speculation included music/sound based, time manipulation based or fire/explosion based.
or something completely different. Lol.
but I really think these chapter teasers are great! Loved it.
and if it turns out to be LGBT no one can say that that was the main selling/advertisement focus after this build up!
Yeah this power is completely up in the air right now
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I pretty much only play solo but it is very frustrating a lot of the time. Improving solo queue should be a priority
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More debates like this would be good for the health of the game
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Best part of chains of hate was the chase music
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More tonics for clown would be funny. Fart bottles when?
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Look I hate camping but kicking the killer for doing it is insane
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Run distortion if you hate it it’s really underrated
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Game is designed for killers to be solo I don’t see the issue
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Clown would make a great drinking partner. See who gets alcohol poisoning first!
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Definitely Demise of the faithful
My all time favourite survivor with fun perks
My second favourite killer with great perks
Both characters have very interesting designs and very good cosmetics
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Quentin was the best character of the remake tbf
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That addon only hides box auras when the rap isn’t active
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Dead dawg is close to balanced but shelter woods is just terrible.
If survivors are gen jockeys try to slug more often
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Played two billy matches for an archive challenge
Get Hawkins and lerys
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@Blindninja said:
https://forum.deadbydaylight.com/en/discussion/comment/1982665#Comment_1982665
OK but you cannot just throw them in front of you a little bit because it takes time to activate. Making it so the surv runs the loops and actually gets the speed boost first. I dont understand your reasoning here.
You throw it ahead of you so the survivor doesn’t get it and you do
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1982735#Comment_1982735
I disagree. We need more killers with Exhaustion addons, not less. Exhaustion perks in their current state are essentially a free 3rd health state every 40 seconds...that is insane. Stack that with zero negative, zero cost, zero requirement, very little skill needed for them. There is literally no reason you wouldn't run an Exhaustion perk right now unless you simply did not care about winning and wanted to meme...that is bad design.
Most loops you would get the same if not more benefit just using a second slow down bottle. Not to mention extra risk for that gamble since the survivor could also get it.
Good clown’s will never let the survivors get the speed boost and using one tonic is enough slow for the hit assuming your bottle placement is good
Exhaustion addons are not the fix to exhaustion we need. There are other ways to counter it too with blood echo and mindbreaker
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1982667#Comment_1982667
I’m pretty sure Vigil does reduce Clown and Freddy’s Hindered. It’s just that 20% of such a small time frame is never going to be noticeable.
I used vigil and tbh never noticed but you could be right
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SWF have the advantage
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@Dizzy1096 said:
https://forum.deadbydaylight.com/en/discussion/comment/1982712#Comment_1982712
lol? all the worst spots still hurt clown and take him a while to catch up. Drop pallets early and rush gens and clown is still easy beat. please dont make him out to be OP
His counterplay is the same but many times you can get survivors before they can reach the pallet in question
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1982706#Comment_1982706
Gained a highly situational speed up and faster reload. Lost removing all Exhaustion perks from the game. Debatable.
Exhaustion bottles needed to be removed.
When he can use his speed bottles on most loops calling them situational is a lie
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@Dabihwow said:
https://forum.deadbydaylight.com/en/discussion/comment/1982706#Comment_1982706
imo hes always been decent
Solid c tier before rework definitely better than Myers and pig anyway
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@Todessense said:
https://forum.deadbydaylight.com/en/discussion/comment/1982682#Comment_1982682
Its a Lv 1 Nurse with only one tier one perk.. Probaly doing the rift challanges.
Even then, the Nurse is extremly difficult to play and still have counters to her.
Her difficulty doesn’t make her insane power any more fair Imo
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@DoomedMind said:
https://forum.deadbydaylight.com/en/discussion/comment/1982703#Comment_1982703
Trust me there's a lot of things you can do facing her. "Just" don't go in the open, and make distance, and, as everyone is saying, break line of sight. You have to know how much she's charging distance, and that require to know ho to player her. Knowing the distance she's charging, without seeing her, you can know where she wants to go (oh and trees are fabulous things against her).
And concerning pallets, you can use them if you're a crazy player, but there more than said above, you have to know exactly the location she's aiming : in front of the pallet, behind, in the middle ? I definitely love these mindgames and tricks, and this is why I'm a Nurse main (also I main her and second main PH because I hate to be looped, I admit).
I hate being looped too which is why I play a lot of clown.
I know there is things you can do against nurse but I’m honestly just not good at fighting against her and hate it
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@Dizzy1096 said:
https://forum.deadbydaylight.com/en/discussion/comment/1982707#Comment_1982707
and what does it do? it makes him catch up faster.
Yes much faster to a point where survivors can’t really do much
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@Dizzy1096 said:
https://forum.deadbydaylight.com/en/discussion/comment/1982698#Comment_1982698
Before you slow the survivor down so you catch up faster. Now you speed yourself up so you catch up faster. It's the same power. None of his weaknesses have been addressed. It's like a clone character in Smash Bros, slightly different but basically the same ya know?
You can use both you know?
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@Blueberry said:
Still bad. I wouldn't even move him up a tier from where he was at before, that's how small the change was.
I’d bump him up honestly his chase is very strong now
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@DoomedMind said:
https://forum.deadbydaylight.com/en/discussion/comment/1982682#Comment_1982682
Heyy play Nurse :) and when you know how to play her well, you would also know how to versus her, actually my favourite killer to go against, with Blight. Chases are interesting.
https://forum.deadbydaylight.com/en/discussion/231044/about-keys
And yeah, keys are unstoppable. I don't know how they could nerf Ebony Mori but not Keys. These two things have to be nerfed hard, Mori now is good, but hell, SWF key + map + map offering + hatch location offering games are just impossible to win, in the best scenario you get 2K.
Not very fun for me to verse tbh. Her chases don’t really involve pallets or windows so I don’t have much fun. Blight is great though
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Keys are bullshit but nurse kinda is too tbf
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Hindred doesn’t count for those two only huntresses addons
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Firstly Antidotes are not used for mobility
When in chase you can use both bottles to catch survivors in insane speeds leaving them little counterplay.
Throw antidotes slightly ahead of you when catching up to someone. When at a loop throw it at the survivor then loop normally until you get the boost then use your tonic for an easy hit or pallet drop depending on safety.
Best addons are cigar box, bleach and ether
Good luck!
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Ruin wasn’t nerfed it was made more consistent across all skill levels. Old ruin was very strong against less experienced survivors while pretty bad against good survivors
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@StibbityStabbity said:
https://forum.deadbydaylight.com/en/discussion/comment/1981811#Comment_1981811
The theory behind this is that it would do just that. Changes that make bad perks good while not showing any issues of being overpowered could make them eligible for a permanent buff.
The whole system would basically be a way for testing changes that could become mainstays in underpowered or under-utilized perks.
It could work but I’m not sure if they would be willing to do it weekly
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Doctor is in my top 5 characters to go against. Really fun mind games in every chase
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/1981889#Comment_1981889
No why? Are they a fan of ugly fashion?
Yes they are
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I think it should work on proximity rather than terror radius. Make it a more consistent anti camping measure
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Are you zubatlel by any chance?
Also Jane’s cosmetic looks pretty good
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So it would just be a third health state?
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@GamerGirlFeng said:
https://forum.deadbydaylight.com/en/discussion/comment/1981641#Comment_1981641
This has happened to me quite a bit when playing solo as well.
If SWF wasn't part of the game they'd find some other excuse for their losses rather than looking in the mirror.
It’s either SWF or gen rushing. People need to learn to take a loss and that goes for both sides
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None of those are inherently toxic but shouldn’t be encouraged like they are now.
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Whenever I run pop corrupt survivors tend to stick together more which is great. Add on oppression and the gens they left are also regressing
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I’d rather they put the time into making the perks good for a long time
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@Gibberish said:
I really hope not. I greatly prefer the idea of everybody just beign random people with no connections to each other, both Survivors and Killers. It gives a more oppressive feeling to the Entity's realm, robbing the characters of things that were familiar from their lives. I know you cant really help it when it comes to lisenced characters, but I am always disappointed whenever original characters get linked together.
I like what they did with Jane and plague as they were connected by a theme rather than just meeting each other both being famous people who couldn’t keep up with their fame
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@Raja said:
https://forum.deadbydaylight.com/en/discussion/comment/1981537#Comment_1981537
How is it not besides them being better than bloodlust they all serve same purpose gain distance from killer whereas bloodlust is to gain distance to a survivor
Bloodlust is a catch-up mechanic while exhaustion perks are one time use per chase extenders
For the record I don’t mind bloodlust
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@[Deleted User] said:
Kind of useless when many of those games dont show ranks, but the ones that did it's not surprising to see the survivors were low.
Anyway my 2 cents is that the issue isn't so much with solo survivor as it is with matchmaking and ranking. With old rank reset you had trash matches but after a week or two of solid grinding you won so many games easily at red ranks because the survivors there were top tier. When they changed rank reset eventually everyone got stuck at red ranks.
Find 4 good survivors and you'll see that the game is doable it's just that the odds of having 4 genuinely good survivors in a game is incredibly low. At this point all the good players either moved to swf or moved onto other games. I myself don't touch solo survivor anymore because of the matchmaking issues, now it's just killer only or swf on the odd occasion.
Yeah if you get 3 good teammates you’ll usually escape but that’s very rare tbh
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/1981645#Comment_1981645
Imo I don't think any killer should be robbed of their tracking, no idea why Victor nor Legion can't see scratch marks.
Legion is to allow you to juke him better since simply outrunning him or vaulting isn’t an option.
Victor is already very strong so they wanted him to be easier to lose while healthy
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I think it’s fine he can’t see scratch marks as it encourages you to use Charlotte more
I like the throwing idea quite a lot actually
Otherwise pretty good changes
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You know those crows on swamp that you can hear across the map? Put them where the survivors spawn and that would cause a first chase much faster
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You can still be downed while dropping the pallet.
Im not having any problems personally it could just be bad ping or latency
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Especially with certain maps being way darker than others such as swamp or auto haven
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Leprechaun chapter with Ice T as a survivor