Phasmamain
Phasmamain
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Comments
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@ilovedbd123 said:
https://forum.deadbydaylight.com/en/discussion/comment/1944625#Comment_1944625
I disagree, unless you are willing to make it possible 2 people can be the obsession. If obsessions are not perk related , and the fact that there isn't a massive sign saying this person has a second chance perk incoming, then there needs to be a buff to other killer perks that are obsession based rather than just a inbuilt mindgame for the survivor. If you want to say that survivors deserve an obsession every game to avoid tunneling/other optimal playstyles , then I say that killers deserve multiple obsessions to make rancour and other obsession perks that bit better. You can't just give that away, and I constantly run for the people so that there is an obsession without D's, whilst in almost all lobbies there is an obsession.
I’m all for buffing perks like dead mans switch but you can use nemesis or furtive chase to get more obsession value.
No obsession lobbies are just really unfun to play on because the killer can unmelted with no consequences. The only people who like these lobbies are the ones who abuse them
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Do this to midwich and Hawkins too and we got a deal
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1944613#Comment_1944613
They will. You will see breakable Walls next to Windows, weakening those Loops once the Wall is broken. You will see shorter fences. You will see less Windows open.
I dont think that they will change the Pallets tho, since those are not that strong. Windows are the problem, but not the Pallets.
Maybe but I’m not too confident about it. I mean the game got significantly worse gameplay wise
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I mean if they left it at the twins patch the game would be unplayable. These updates are necessary for the games survival
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Deathslinger is like nurse if she was balanced
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They should always have an obsession in the lobby regardless of perks imo. Just makes the game less annoying
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I mean I just kinda makes sense for it to be there doesn’t it? I mean jeff’s hair moves around is that a problem towards long haired men?
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@Trashmaster said:
https://forum.deadbydaylight.com/en/discussion/comment/1944598#Comment_1944598
Haddonfield is a strong map for killers. One of the best maps in the whole game for trapper, full of fences that can be hit over and used by both huntress and deathslinger, easy 3 gens, accessible and dangerous basement with a guaranteed generator in the same house, tight and straight paths that work great for clown hillbilly and leatherface, deathtrap pallets for doctor and nurse...
What about the safe pallets and safe balcony’s? House of pain?
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@Aven_Fallen said:
4 Realms left to rework (Swamp, Haddonfield, Coldwind, Red Forest), so I guess it will be reworked in either Chapter 19 or Midchapter 19.5, if they keep their current speed of reworking Maps.
Tbf in their QnA that said they don’t want to change the map much in the gameplay department
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@yobuddd said:
https://forum.deadbydaylight.com/en/discussion/comment/1939883#Comment_1939883
Running in pain - in my mind’s eye I see as an unsteady, uneven gait. Mostly quick steps with some longer steps mixed in at uneven intervals. The longer steps should look unstable, like you’re falling forward or tripped, but just barely managed to catch yourself.
Anyway, just my opinion.
That’s fair but your survivor already takes small steps and almost trips during the animation
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1943915#Comment_1943915
I wish i could run over some teammates with a car like you were able to in Friday the 13th 😔
That was pretty funny tbf. Or you could just shoot em
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I like the game being simple. Makes it easier to balance when there’s not like 4 different escape options like in Friday 13th for example
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Most of the gem related problems come down to map size. Killers are all different even old bubba and billy who used the same addons were really different.
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Camping and tunnelling is annoying but I can’t think of a solution
desync has actually made me play killer
i like the animations quite a lot actually. While they need polishing the look more realistic overall
yeah the game doesn’t have many setting for some reason
toxicity can’t be solved but it is annoying
Man I miss evolve
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I quite like them honestly. The standing animation could use some work but running and injured running both look better. Slug animations are much better too
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@CornMoss said:
https://forum.deadbydaylight.com/en/discussion/comment/1943314#Comment_1943314
The bug I am talking about it when you try to charge her power and it just doesn't work, what happens is the sound that plays gets spammed a million times as long as you hold down her power button, and you have to let go and try again. but this happens a lot when you are blinking a second time so you just go into fatigue.
Also I do, but with nurse you have to be pin point accurate. And sounds are buggy as well lol, so hard to hear footsteps and pain grunts now, also iron will is a commonly used perk at rank 1. And you can say that I should use stridor. Why should I use a perk to fix sound bugs, devs should fix the game
Sorry I barely play nurse so I’m not fan with all her bugs but that sounds trash but never experienced it on the survivor side
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Fixing nurse would be insanely hard. Her power is so unique and having it work on all terrain is pretty much impossible.
As for corn use sounds to locate survivors such as pain grunts or footsteps
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@chargernick85 said:
And not every killer has the same lunch no matter what is said or put in any Wiki or any of that some may be similar but there are multiple killers with different Lunges. Also there are always a killer or two who's lunge seems different to the person using them. I don't like how everybody says Freddy's is so big I also dislike spirits lunnge.
They all have the same lunge just some killers look smaller hence it feels shorter
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She has an addon that reduces it but otherwise no change
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Meh I got used to it but it’s a bit out of the way
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that was a bug fix
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Her lunge is the same as every other killer and her traps face the direction of the survivors
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Without ruining the identity of the perk nothing.
remove I frames nothing changes
removes dash it’s useless
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I think it’s server desynchronisation. I’m getting hit from miles away as surv right now
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Flashlights against any competent killers are a hindrance
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1942715#Comment_1942715
Except the DS nerf will make it even easier to tunnel, and survivor can't do anything to help the team. That's a major change (killer buff).
it is a nerf to ds but if the killer is dead set on you then this change means nothing
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I swear there more pallets than 5 shelter woods on one version of the game now. There’s like 20 pallets all completely safe
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I’d imagine if you had abdominal pain so bad you had to hold it you would walk the way they do. The hud is being changed to a better version
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1941687#Comment_1941687
Dude, trajectory of bottles is way easier to remember than Huntress's, especially since it doesn't really matter much as it's a big AOE circle which can be increased by shooting at higher spots. Bottle conversation I can agree with that, but so does Huntress have that, and although it's 1 more equipment, she also has to go to a locker at 110% speed, so undeniably it is much more important for a Huntress to not miss any hatchets and know when to refill.
No I agree just clown takes more skill than what you said is all
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1941667#Comment_1941667
You massively underrated. Even with the hitboxes, the Huntress player needs to know the trajectory of a fully charged hatchet, semi-charged, non-charged, the timings and when to pull out hatchet and for how long at each loop, predicting how each player in the match will play, successfully shooting global hatchets from Barbecue & Chili or far (20-60m shots), etc.
Clown: Shoot antidote (AOE) at survivor, walk into antidote, shoot tonic (AOE) at survivor, hit, repeat. Long loops: shoot antidote at correct spot, shoot tonic at survivor, get a hit / get stunned by pallet, repeat.
Agreed but there is more to clown than that. Bottle conservation and trajectory come to mind
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1941461#Comment_1941461
You're the first person I've seen who has said Clown's difficulty is near Huntress's.
That's extremely reaching to say the least.
I may have underrated huntress due to her hitboxes
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Honestly as someone who plays him he’s not too hard. You throw bottle one side and run the other side. Otherwise you throw bottles ahead of survivors to corral them away from loops.
I’d say his difficulty is comparable to huntress or Myers
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@TheClownIsKing said:
That’s probably because you’re not a Clown main.
He is now an absolute beast in a chase. There are so many circumstances now where a set up with both bottles makes it IMPOSSIBLE for a survivor to avoid being hit.
Predropping is still strong against him but now you can’t loops long loops like you used to against him due to these bottles
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His new bottle can be used to get hits at long loops and make up distance after a hit. Even if you don’t use them the reload buff is great
Very solid killer rn
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I main Jane and Quentin but I’d recommend tapp. He’s got cool cosmetics and is pretty quiet
For killer clown. His new rework is fun and he’s pretty simple
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Nice advice! After his nerf he is much more managble but he is still a nuisance at times.
Got any ideas for a spirit one😂
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@Dabihwow said:
https://forum.deadbydaylight.com/en/discussion/comment/1941166#Comment_1941166
Basically, I think he is one of the most underrated killers, and I rank him in mid B tier at least, the ability to confuse the survivor with the tonic helps you toa great advantage, and the ability to catch up quickly is there also
I’d put him low B next to doc and plague
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@Dabihwow said:
https://forum.deadbydaylight.com/en/discussion/comment/1939802#Comment_1939802
I can agree with this on a stand point, as a Clown main you really need to memorize the map area, and constantly use your head to your advantage, I can score 4ks on him for days
He’s like deathslinger except instead of mechanical skill he is strategic thinking.
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@ClownIsUnderrated said:
I know there's a lot of people who are not so happy with the Clown rework, because a lot of people don't think anything changed. But the antidote bottles on Clown are very good once you learn the timing of how to use them, a lot of people are underestimating how powerful the antidote can be. I don't understand how people think Clown is still the worst killer in the game when his chase game is stronger than killers such as Legion, Wraith, GhostFace, Trapper, Myers, Pig, Plague, and the Twins. A lot of people underestimate Clown like usual, I'd probably go as far to say his chase is better than Doctor's. Doctor gets screwed a bit by latency a lot, and your working more with the Shock Therapy.
That’s a stretch but doctor does have better tracking
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@DBD78 said:
You can't say that he's only improved when they nerfed/removed addons like old solvent jug, green ether bottle, garish make-up kit. He was buffed and nerfed but overall probably a small buff.
What we should talk about is if he was buffed enough or not.
Green ether was garbage when flask of bleach existed
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No need for addons to be so big but otherwise great!
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@indieeden7 said:
I'd prefer that they improve the current ones, I actually think they look more realistic than they did previously, including the injured run.
(Going off on a tangent here because I really hate when people say the new injured running animation looks goofy) In real life, if you had a wound on the side of your abdomen so bad that you had to keep a hold of it to stop it from bleeding, you would not be able to take large steps while trying to move, that would put strain on your abdominal muscles and cause agonising pain. Taking small, quick steps however, would not put as much strain on the abdominal muscles and would cause much less pain, and would therefore be a more achievable way of moving in such a situation. You might think that the animation looks goofy, but in the situation that survivors are in, it is much more realistic.
Thank you for saying this. The new animations are better and make more sense
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Hillbilly just like his old pants so much he wanted another pair
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Yeah they should be I remember one of the devs saying pallets are better than snares don’t remember who though.
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@Yords said:
That isn't a mindgame
Are you telling me putting the controller down isn’t a mind game?
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I would probably make her shards glow like really bright when she phases or have a unique audio queue like a specific moan.
You could also make injured sounds non directional but get louder as you get closer.
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And they’re buffing clown! Why buff such an oppressive killer! He might as well be hillbilly with the extra speed boost
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@Shirokinukatsukami said:
BHVR hates stealth. And make questionable design choices.
With all the map changes they seem to encourage it because looping is getting harder every update
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/1940447#Comment_1940447
Otzdarva in his community made patch said that when she phases she could show a glimpse of herself every second while phasing which sounds pretty good to me.
That doesn’t really fix how good stridor is on her though. I do like that idea though
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/1940060#Comment_1940060
Stridor isn't the problem, spirit is.
Yeah actually I just don’t know how to change spirit to where stridor isn’t really good on her