PigMainBigBrain
PigMainBigBrain
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@MudSpit83 said:
After playing a couple of games as killer and survivor, i kinda see what everyones talking about now. In my honest opinion, i still like the new animations and personally think that they should stay; however, they still need some polishing and the movement should be a bit faster cause it feels kinda slow at times, but that thing where they stop to turn the other direction is actually pretty good and helpful. It should stay in the game tbh, I always hated how they had those crazy fast turns when running side to side during a loop.
Hitboxes are a bit weird right now as well, so they need some work too, especially at pallets. But i think i know whats kind of going on with some of those crazy ass hitboxes that people are experiencing, i think it has something to do with both the killers and survivors perspective. Like, maybe on the killers screen, you’re actually a lot closer for him to lunge at you and then on the survivors screen, it just looks like he’s further away from you and shouldnt be able to hit you but he’s actually REALLY close to you. Another thing i’ve noticed is that after you down a survivor, they launch forward like 3 feet away from where you hit them and that makes it seem like hitboxes are incredibly broken.
What do you guys think? Should the game still be reverted back to those crappy animations that we had for over 3 years? Or should we try and improve the current ones we have? Let me know what you think.
The new animations look more realistic for movement, and hopefully theres a reason for the change besides cosmetics......like a new game mode? I dunno. I'm personally not that bothered by the animations since survivors no longer look like they're ice skating.....which is a good thing.
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@Raz_ said:
i dont understand all the killer mains whining and crying about some survivor perks.
the best excuse is "DS is carrying" "bt is carrying" etc
you guys act like Tinkerer, ruin, undying isnt carrying?
Pgtw isnt carrying or any other perk.. these are not carrying matches?
what is wrong with killer mains always attacking survivors and there perks.
"DS needed a rework because it carried survivors" well then every perk who is carrying you needs to be reworked lol
so devs when will ruin, tinkerer get reworked? since something strong shouldnt never a thing in the game right?
gosh stop with the whining its just emberassing nothing else at this point honestly.
there is one perk what carrys me and its RESILENCE well.. i guess soon it will get nerfed since its carrys me every match with faster vaulting.
This feels like a bait/strawman thread.....op is clearly mad about DS or something. Which...if thats the case, you've been abusing DS....its was obvious it was gonna get changed.....you have no reason to be mad.
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@CajunStirfry said:
Exposed should not last longer than 30-60 seconds. It lasts so long that the killer can easily down all four players. Has anyone seen anything about them nerfing that perk?
The most common forms of exposed already only last 30-60 seconds... what do you mean? The only other exceptions are like NoED which doesn't trigger till the end of the match, and Devour hope which is also a hex that the killer needs to stack by hooking people first before it starts, one of which you can dismantle the hex before the stacks even reach that high.
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@SirCracken said:
I do not understand why they can't. You'd think the 2 of them would be the perfect candidates for staring at people from behind foliage.
Prolly some kinda programming flaw, and the corn being treated as a solid object or something, I doubt it was meant to be done on purpose because it blocks you even when you can clearly see the survivor.
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@CajunStirfry said:
Leather face should not be able to chainsaw through multiple people at a time. He also shouldn’t be able to use that ability for so long. Hillbilly has a fixed amount of time that is far more reasonable. Thoughts?
Sorry but you need to learn how to use obstacles. Trees, walls, hell even totems will stop his charge and don't stack up on top of each other when you know you're facing a leather face it doesn't make sense......hate to say it, but you're gonna have to git guud.
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@Chloan said:
" ScorpionZ can play her really well, so why should we make a change?*
ScorpionZ is in the upper echelon of killer players period to be honest. You could use him as a reference point of maximum potential, but sometimes, the things he does makes me question his IQ, like he might be part of MENSA or something. And I wouldn't be surprised if I was right, I'd join, but I don't like societies. For normal players though, that try to play her kit either as intended or thematic, the most annoying parts of her power ChiSox already mentioned. Her huge tell before a lunge is absolutely toxic for a stealth killer, I don't care how accurate they were trying to be to the movie, its obnoxious. Her crouch speed is outshined by ghostface who can literally crouch the entire map as if nothing was happening and this son of a ######### gets an instant down and a damn radar.....They could at leave give pig some crouch movement speed.
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@Iosefka said:
https://forum.deadbydaylight.com/en/discussion/comment/1921603#Comment_1921603
Thanks for answers btw. I wish Pig's RNG mechanics will be change because i am not fan of spend my 3 minutes just take off my 1 trap
Thats the power of her kit......I'm sorry to say this....but, you just have to deal with it and roll with the punches. Every killer has something about their kit that makes a survivors life miserable, if they didn't....this wouldn't be a game.
I'll offer you some advice yeah. When you see pig in a match, YOU HAVE TO, adjust your playstyle. Being loud and obnoxious is not the play, being fancy and attempting to lose her in a chase, is not the way.
Being stealthy......against a stealth killer....is the most mind altering thing you could do to a killer like pig. Because we look for survivors who make themselves obvious. So if you don't wanna get a head trap....do yourself a favor, and play a bit more cautious.
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@Perfect_Dank said:
https://us.v-cdn.net/6030815/uploads/1V09GNA04KQ1/image.png
If the entity were to let him, which survivor would he pick? What part would he eat first? What dish would he make out of it? Lean meat like David? More marbled like ace or jane? We all know he likes chili, but maybe he occasionally craves a nice healthy liver from someone like nea or Jake. Heck maybe even a boozy liver out of ash or bill, idk how they'd differ. Me personally? I think he'd be slow roasting a nice jane rump, seasoned with rosemary and thyme, glazing it with her own drippings.
I'll take some of that ace but not too much, I'm on a diet.
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@Pig_Is_Pog said:
Okay so hear me out, 99% of the time the only way the killer sees your aura is with bbq.
Im confused on what the point of object would actually be, if the killer hooks someone and sees you with bbq that means you already know where they are anyway, there obviously gonna be at the hook so it kinda just seems like a bootleg version of kindred.
I dunno....people who want to die early?
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@MadLordJack said:
You're not allowed to say that in these forums. Everyone is supposed to pretend that Nurse is balanced because of her high skill floor, please ignore that Slinger is the same.
I still raise the challenge....if these killers are so op....put your money where your mouth is, and pick them up. Then when you get promptly laughed out of your matches by survivors, come back to these forums and tell us how it went....
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@albarty123 said:
Honestly, it was a good idea to nerf nurse and her addons, but she is still extremely powerful.
1.If you check tournaments Nurse is able to kill a 4 swf squad (each survivors 2k hours+) using voice connection
2.An extremely experienced Nurse is really such a toxic thing to experience, not only she completely controls the whole map because of her insane mobility, same insane mobility allows her to catch survivors quickly because guess what, she has no counterplay, she ignores pallets, windows, anything that survivors were initially given to run and escape from killers
3.When i solo q on red ranks nurse is almost an impossible killer to escape from. Those tiny mistakes that can be forgiven if you are playing vs killer with low mobility become disasterous when you are playing against her. And if you get feeding randoms, or ruining survivors then its good game
4.Here is one thing that makes Nurse extremely strong. For example, if spirit uses her ability to go to the other side of the map, it is set on a cooldown allowing survivors to live for a while. But the nurse does not have this drawback.She can consequently use her power to cross large distances and then immediately keep on chasing
I would recommend changing her power so that survivors will have some kind of counterplay
P.S. I would really appreciate people who dont play survivors on purple/red ranks to not comment on this post as i was told Nurse is really not popular in lower ranks
She's the only killer in the game who's skill cap is so high you could write a 300 page book and manual about how to operate her.....
At a certain point its not about the killer anymore, at a certain point, the person playing the killer is just too talented for words and you just need to get good.
Don't take my word for it......if she's so op....pick her up and play her....then come back to this forum after you get laughed away be experienced survivors because you can't control her worth a damn.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/223414/bye-bye
I mean... all because you didn’t get a pip?!?!
You can see right there that you only got 2 silver and 2 gold emblems. If you had hovered over the silver emblems it would have told you what you didn’t do in the match in those emblem categories to have gotten gold or iridescent.
Its only rank 9.....how is 2 golds and 2 silvers not a pip for a rank 9?
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@Jejune said:
https://forum.deadbydaylight.com/en/discussion/comment/1913278#Comment_1913278
There are more killer perks that are not usable. The thing about killer is that most killers have their own meta perk sets, which naturally make more perks viable. One the other hand i can make build out of most survivor perks, the problem is they are mostly useless or they are very good but you will never get a chance to use them because of how situational they are.
- Like healing builds are awful because how often do you heal others in a match without taking into account that people want to heal themselves with medkits.
- More charges builds are awful because even if you run it you will never be able to use them up. Unless you use toolboxes on gens.
- Alot of aura reading perks does nothing for you. For instance: Buckle up.
- Alot of perks that have high risk / mediocare reward (only in specific scenario otherwise it does nothing/minimal award) (Second wind is exemple of it)
- There is alot of perks that should implemented into the game as "Blessings" that should proc in very specific circumstances. For example: Left Behind or Wake up.
- There is also too many counter to counter to counter perks that should be dissolved and re-implemented into the game as a game mechanic.
"There are more killer perks that are not usable"
^ Name them....
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/1912984#Comment_1912984
I understand what you mean, this is why I am refining my ideas as much as I can with each post. It is actually proving to be very difficult (big surprise) since I am working pretty much alone on this. I don't HAVE to do this, but I want to because it is fun to see what I can come up with that people would approve of. I also wasn't really intending for the traps in this version to be more lethal, but because of reading all the comments saying that it is too strong and it would actually kill survivors instead of slowing them down, I have thought of another idea that might be better. I feel like this concept I have here could be changed in a few spots and I think I am sticking with making the RBTs at their strongest at the mid or late-game.
I honestly believe that the Rules set No.2 shouldn't be base kit because I feel in the Pig's current state that it actually can hurt you more than it helps you. Think about it, if a survivor doesn't see any jigsaw boxes, they will just work on gens instead of wasting their time.
I also know about the warpath pig and the sneaky piggy playstyle. I don't plan to take them away from the Pig. Once I get done (if) I think of something that everyone agrees with, then I think I will work on changing her addons.
I am doing my best here, but it is pretty tricky to come up with a rework to her power.
"If a survivor doesn't see any jigsaw boxes, they will just work on gens instead of wasting their time"
^ Now....I'm gonna explain something about trap based pigs that sounds counter intuitive but trust me.....it kills survivors every time.
I WANT YOU TO ACTIVATE THAT GEN!
I go through entire matches where I never kick a single generator the entire game up until I run out of traps, My head traps pose no threat while they're on people and not activated UNLESSS <--I use an add on that creates some form of marginal risk to keeping it on, like running sloppy butcher and slow heal perks that make it impossible for you to heal while the thing is on and not activated. Or like in my suggestions there were add ons that made the game less comfortable to play until you remove it.
I want survivors to activate those gens while there are traps on their heads, I WANT that 2 minutes of panic and uncertainty. I WANT that disorganization as they race for boxes where ruining their progression towards taking it off is as simple as 1 slug. Suddenly they forget where they were going, or get caught up in some other BS while a team mate tries to pick them up, meanwhile I'm somewhere else abusing another survivor. ^ if they fail they die (I don't need them to die, its extra credit if they do, and either way it goes they have to get the trap off their heads theres no escaping the game without it)
What I absolutely DO NOT NEED, is them knowing where everything is before the party even starts ruining any plans I have of pushing them away from an area, or keeping track of their movements. 2 people with active traps on their heads in a full panic is enough to end the game with only 2 gens done. Again, I do not care if they do gens, I am not a brute, my focus is not the chase, my focus is wasting time, doesn't matter if I waste your time and theres no potential of death or if theres 2 minutes on the clock and you're injured and trying to avoid being seen by me and hooked somewhere far away from your next jigsaw box. You gotta understand, survivors get trapped on rotations. Its incredibly hard to get all 4 under trap at the same time, so you run into scenarios where 1 survivors head is about to pop, you have a white trap on someone not activated and you're chasing another person without a trap on. And only 1 person has the option to work on gens. Any amount of chaos can happen in that space of time you decide to run around with a red trap on, most survivors will not risk it. <---Thats exactly where I want them to be.
Its a subtle complexity, but giving them less information in a trap build is always better than giving them the security to know where everything is at one time. The more they know, the better prepared they are when that clock strikes and its go time <--I don't want that. I want them to stay stupid until its time for the clock, and when that clock strikes they look up and realize.....oh ######### I got a long way to run, or oh ######### I have an instant to think about and navigate these boxes, or oh #########....theres 6 god damn boxes....
I want their adrenaline pumping, I want them nervous, and I want them making stupid mistakes because again I'm not a brute, I don't wanna waste my energy out smarting your plays, its easier when the survivor is under stress from your traps and kills themselves by slow vaulting because they're thinking about the chase, the thing on their head, and a buncha other overloaded information at once.
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@Jejune said:
https://forum.deadbydaylight.com/en/discussion/comment/1912927#Comment_1912927
How many perks do you use on average from 100+ that you do? I doubt you can go over 20... What would adding 5th perk accomplish? You would pick another meta perk. Which would lead entire game being unbalanced ( more than it is now) That in turn would lead to nerfing majority of the perks. Putting alot of limitations on how perks can interact and what perks you can choose. For example: You cant use more than 2 totem perks.
Dude I play pig....and I'm a killer main....I use every tactic in the book there is no meta for me.....
Oh and for point of reference, out of the 100+ perks or whatever (there's only 78 btw) I use every single one of them except for a few that serve no purpose at all, like
Monsterous Shrine,
Predator,
Unrelenting,
Shadowborn,
and Territorial Imperative
^ Thats 5 useless perks out of 78 not even close to half.... everything else can be turned into a build, trick, trap, tactic.
So if you have any goofy suggestions maybe you wanna look at survivor side where they tend to only play 1 set of "meta" perks for the entirety of the games life span. Meanwhile....on killer side I could make a build out of damn near everything we have in our perk toolset and every single one of those builds be completely viable, and the only thing holding me back is not having enough perk slots to make the build even more complex.
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@Yords said:
I am going to keep doing these until I find a solution that most people are happy with and makes the Pig much better.
Core issues that we need to work around for Pig:
- The RNG aspect to her RBTs
- The ambush
The stuff we already know, read this if you don't know why she is weak.
- The RNG aspect of her main ability is very inconsistent, it can do very well or almost nothing
- The ambush is too easy to predict and too punishing if you miss it
My new idea: The traps have more use throughout more of the game by being more consistent. It should also induce more panic in survivors by being much stronger in the endgame.
How the RBTs will work (without RNG):
- Each time a generator is completed, their trap activates. When their trap activates, the survivor will have to search the furthest two jigsaw boxes from where they are to get the trap off.
- Each time a survivor is hooked with an active trap, they will have to search an extra jigsaw box.
- If a survivor has a trap placed on them after all generators have been finished, they will have to search 3 boxes to get their trap off and they can't leave the trail through the exit gates with an active or inactive trap, if they do they will automatically be sacrificed.
What the ambush needs: Change these things for her; you can no longer hear the roar or shink sound from her blade when she starts to dash, her POV (keep it above normal grass), be more unpredictable, and less punishing if you miss. Also, I plan to make the effect of the combat straps base kit.
I myself can't seem to find a working idea for the crouch atm. I will update it on another post eventually, or if you have an idea for that dash that buffs her in the areas I mentioned above, feel free to comment it.
I applaud your attempt so I upvoted. But theres some key issues you gotta understand about pig.
- There are two different overall methods of playing pig (which is phenomenal btw to have options) You have either Brute force, the pig who plays more in your face, is focused on crouches to end bad loops, is focused on chases, and is generally more hands on, they rarely take bear trap items and prolly have a stack of tape and belt straps that make it look like they duped items or something.
- The second style of pig is the gadgeteer, (Which is my playstyle) I hard focus on traps, secondary objectives, stealth, and will even leave pallets up, hard focused on time so eating stuns and flashlights is not an option.
Now what you wanna do is cater to those 2 sets of players, the ones who've been behind pig for this long for so long. You wanna give the gadgeteers more toys to play with, more devices, more strong effects from add ons that effect those devices. And for brute force players, you wanna give them more tools for them to effectively cave man and dip and dive around. I like the idea of taking away the roar, as it literally ruins my jump scares, and is generally kind of an ######### thing to attach to a stealth killer.
Now from a gadget spec players perspective, I understand that theres RNG involved with my boxes, and its pretty much a really easy solution for me since most of her add ons that involve crouch I tend to pass up. Survivors shouldn't be able to see their jigsaw boxes until the trap they're wearing is activated <---MAKE IT BASE KIT....problem solved with the RNG. Why? Because I don't need my bear trap to kill them, I just need it to waste their time. And I'd waste a shitload of it, if they weren't walking around the map and able to plot a full course of where to check and go before ######### has even happened because they can see the aura of every single box on the map as soon as they load in.......
And secondly, give me more fun toys to play with to mess with people, aka my add ons. Give me an add on that makes my bear trap have people walking around with drunk screens and sound as if they'd been exposed to a clown bottle. Give me an add on that makes peoples timers tick faster when they're close to another survivor or are getting healed hell take it a step further make the damn thing activate the timer when they get healed. Give me an add on that injures (but never puts into dying) people who fail jigsaw boxes. Merge the damn jigsaw box count add on into 1 add on and just make it 6 boxes when you use that. Give me an add on for bear traps that reduces the survivor FOV to some absurd level as if they've taken a really bad drug. Give me an add on for my bear traps that makes the wearer scream randomly when they have it on activated or not. Give me an add on that makes bear traps give the survivor doctor like skill checks when they try to remove it with a jigsaw box. The bear trap is not a tool for killing my friend.....its a portal that you can use to transport survivors into a totally different game.....the devs should take advantage of that.
Now as for the brute force players, I dunno what you could do to appease those guys, again their playstyle is totally different from someone who focuses on traps and secondary objectives. But catch one of them across the forum and straight up ask them. Matter of fact if you can ask ScorpionZ cause he's exactly one of those types of brutes focused on chases and completely over the top lunge plays.
But thats kinda what makes the character so unique. Its only 1 character, but because of how she's set up theres SOOOOO much more variety to enjoying her than other killers because she's not locked into 1 method of play.
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@Jejune said:
https://forum.deadbydaylight.com/en/discussion/comment/1907078#Comment_1907078
Would it tho? Lets say they halved the amount of perks by merging them.
Would it be less fun?
For instance Tenacity and flip-flop merged. Some of the perks could be retired entirely.
It would actually. You'd end up with less customization if they halfed perks and merged them together, what if I wanna run a build that didn't have those previously merged, and now I have to deal with the garbage associated with another perk? Thats the worst Idea I've ever heard....######### like this is why people hate korean developers who do the same thing, 1 step forward and 18 steps backwards. Hell nah. Be better off with 5 perk slots and continuing what they've been doing by adding 3 for their killer and 3 for a survivor.
Your idea just....would be bad for the game on a dozen different levels.
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@Jacoby2041 said:
- No unique survivors. Killers are all unique with different stats and powers, but survivors are just skins. WHY?????????? It makes no sense whatsoever! I've always ######### HATED this so much. I could go on forever about how sad this makes me but I don't even want to get started because it'll be an endless rant about how a whole roster of 24 people are actually just one singular soulless mannequin with a skin plastered on it. They do some silly stuff sometimes but they really got me with this one
- No new interactables or secondary/alternate objectives. Game's been out how many years and we still just got gens. The only new thing (that isn't tied to a killer power) they've added to interact with since release is totems. Think about that for a minute
- A lot of perks are not very viable unless you're a meme build psycho (like me). It's great and all that they occasionally buff a few underused perks, but most of those perks that they buff have been hot garbage/barely used forever and they're just now becoming okay but not even that great. I wish they'd do more of them and more often. I want to have more viable options to shake up my gameplay without feeling like I'm intentionally hindering my performance
This is facts....I've always felt weird about this one. Killers are all special, they all have their own lore, their own powers, their own move speed even. Every single one of them is unique and offers something different.
But then you go to survivors....and I wonder.....why the hell would anybody wanna play these people when they're all clones?
Its a waste of potential creativity tbh. I can understand they wanted to leave the tactical advantages of survivor inside perks so that people can play whatever "skin" they wanted with the advantages they wanted. I'm just suprised they never gave them any unique drawbacks or anything outside of looks. They should have quirks, little stuff about them that doesn't give them an advantage but instead a drawback. For instance maybe one of the survivors has a problem with flatulence and gets nervous when scared they fart when the killer initially sees them or something weird.
Dwight has glasses, he could have a quirk where the first time he gets a skillcheck the skillcheck appears out of place from the center of the screen.
Bills a smoker, if he stays in 1 spot for too long not doing anything he should start coughing and be surrounded by a fog of smoke instead of having crows surround his head.
ya know.... there's loads you could do with it.
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@Aztreonam78 said:
Devs' priorities.
I still don't get why developers decided that we need Discordance
nerfQoL change more than NOED rework or Decisive adjustments.I don't understand why changing the Gideon, Autohaven, Macmillan maps is higher priority than improving the state of Haddonfield, Red Forest, Farm maps.
Also, something is wrong with developers' consistency in their decisions. They said that they aim to create perks or change already existing ones in the way that the perk tiers have no significant changes between each other. For instance, BETTER TOGETHER's perk tiers (Nancy's perk) have very minor difference.
At the same time, they are going to release a Patch where BORROWED TIME timers are 10/12/15 seconds on 1/2/3 levels. The lower tiers of the perk are very significantly weaker than the 3rd level.
What disheartens me the most is they keep trying to make this damn game an E-sport....
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@SocialDistomancy said:
I think we should nerf the clear devs bias in favor of killers, which they have been making much progress with lately with these much needed changes to broken mechanics unfairly in the killers' favor. But they have a lot more work to do. Like even the queue times are still in the killers' favor, which also needs to be changed.
You do realize you're playing an A-symmetrical game right?
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@REL1_C said:
This game as you know, revolves around 4 survivors and 1 killer. It's already 4 to 1, the odds are unfair. If enough survivor mains complained about one thing, then it'll get nerfed like hex: undying, lol the irony. So, if enough killer mains switched to survivor, then the devs will have to buff killer perks or there game falls apart.
#BuffKillerMains
(Still a survivor main who knows other survivors complain more than play, that's why things has to change).
So what you're saying is....switch to survivor and break the game?
Sounds so devious it just might work.
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@Kebek said:
I personally don't play spirit almost at all and when I do, it depends on the survivors how well I do. Generally, I miss a lot of phase walks and get juked by good survivors pretty often so I wanted to know how do the poeople who keep saying how them playing spirit, is ez win every match, do with her.
Do you actually almost never miss a phase walk or never get juked. Every chase ends seconds after you land the first hit. Always on point each time as phase walking is supposed to be extremely easy to land.
I can understand some of it while using stridor on an injured survivor but a lot of the time, survivor just heal and then you have to correctly predict them without sounds which I find pretty challenging vs good opponent who excels at mindgames, at least from my POV without experience.
Depends on who you compare her to. If you compare her to the nurse, she's easy as hell in comparison. But Trapper or huntress etc....hell naw. You need to focus your ki the entire time you play her.
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@CountVampyr said:
I just played a game in the last hour where I cleansed at least 3 or 4 bones (wasn’t keeping score, maybe all 5) and managed to escape as the sole survivor through the hatch even though all of the gens were done. Afterwards I discovered that the killer was running NOED, and I got hit once after the gates were powered. So speaking as a guy that ONLY survived because I did bones, I can verify that it isn’t a worthless exercise. Not by a long shot!
What’s amazing though is that I wasn’t even running small game like I usually do and just kept stumbling upon them mostly by accident!
extremely underrated perk.
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@supersonic853 said:
How do you respond when Noed DOESNT ACTUALLY activate? I feel with the constant "nerf noed" id like to see the other side of the spectrum on the people who do run it and actually get outplayed. I never run the perk its a perk i have banned myself from using but in most cases id probably just say "respect,You did more than gens for once" lol. Anyone else? (Also side note with detectives hunch+inner strength ive healed myself 5 times a few games and nullified noed while doing it. Do the dang bones!)
If people get all 5 of my totems, take off all 4 of my jigsaw boxes, and still manage to leave through the gates......I could never be more proud of a survivor in my life......they deserve every ounce of respect I can give. They deserve to live.
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He's not the only one out of touch, a lot of the devs recently have had this attitude where they're overconfident in their decisions. It just comes off as arrogant, especially when you make the wrong call.....Even worse if a buncha people quit over it. If I could put a bear trap over their heads, and teach them the sins of arrogance, that'll teach em! Every dev must serve trial via the meat packing plant.
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@WishIcouldmain said:
But AcCoRdInG tO tHe StAtIsTiCs It IsN'T tErRiBlY eFiCcEnT. That statement made me cry a little. Needs a rework. And survivors who use it usually get tunneled to death.
Oh without a doubt. If you bring Object into one of my games, I'm probably going to kill you no matter what because you're feeding info to your team. And if you are solo......ah well too bad. The perk gives the survivor using it a giant kill me at all costs flag on them, plus it literally just tells me where you are at all times. For killers who have no problem chasing.....its suicide.
Had a Laurie with it a few matches ago. She started off the match with it up, I got to see exactly where she was and B-lined it to her, got my first chase of the match completely free. Not only that, everytime she would go down, her team mates would immediately try to take my attention off her which resulted in them dying as well.....I DIDN'T EVEN HAVE TO PATROL GENS A SINGLE TIME DURING THAT GAME BECAUSE PEOPLE TRYING TO KEEP OBJECT IN PLAY JUST KEPT THROWING THEIR BODIES AT ME!
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@darkcloudlink said:
I've been wondering lately about how effective going out of your way to cleanse all 5 totems in a match is. I'm not really trying to start any sort of NOED argument or anything of that nature, but more often than not, especially when I play solo queue, I find that unless I run Detective's Hunch and, given the opportunity, cleanse all 5 totems myself, totems rarely get cleansed outside of hexes. I can understand the 4 man SWF sort of approach, but a solo survivor or duo won't likely be able to do every one. 9/10 times, if I see a totem, I do a totem, that how I play, and that's how I always play, but I came across a survivor today who couldn't understand why we'd cleanse totems when ruin was gone, and insisted it's useless. Do any of you feel like cleansing totems is useless outside of visible Hex perks (Ruin/Undying/Devour Hope/Huntress Lullaby etc)?
Better safe than dead. Also if you pay close enough attention to the killer during a match you can identify if they have noED or not. If you get effected by 4 killer perks its obvious all their slots are full and there's no NoED.
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@JinX_Of_Fire said:
https://forum.deadbydaylight.com/en/discussion/comment/1899266#Comment_1899266
Absolutely. I grew up in this game as a surv main, and switched to killer when my group got tired. I was taught to try hard all the time, and killer has the stress that comp does. I guess it felt natural (^:
Try harding as a killer was your first mistake, maybe whoever taught you wasn't a true killer main. Playing a killer is all about psychological warfare, just like a killer in real life in one of those crime sagas, an intelligent one anyway or a bird hunting weak prey. The goal isn't to kill the survivors. The goal is to exploit their natural human tendencies and weaknesses. In this way, they kill themselves. Be it a vice, greed, arrogance, pride and the like. Its an A symmetrical game where you play a psychopath. Manipulating people, and on occasion stabbing them. Its every horror writers perfect dream. To have access to a tool like this where they could interact with the human element, and for 10 minutes try to think like A KILLER!
From an actual killers perspective, you've seen it in most horror films and crime docs, they try to get into the heads of their victims. Everything they do has a casual purpose. While the victim is screaming their heads of panicking the killer is calm....happy, and sometimes smiling. Because they're in control, they're having fun, playing with their food. The same thing happens in this game, each survivor is another human being, with flaws. Every action you take elicits a response, a predictable one. If you're a threat and you walk away, it makes the mind second guess what just happened, if you stab one of their friends it forces them to calculate a response, if someone is arrogant because they think they have a tool to use against you, their eagerness to use it will often overcome their logic to use it at the right time. A person who's prideful and thinks they know everything suddenly freezes up when you move a different way and they can't calculate a response. And a person who's considered "the good guy" is the best bait for any trap you could ever lay, because the people around them will immediately try to save the innocent little lamb.
Thats the fun part, playing as an actual psychopath would emulate. You'll win a majority of your matches, and have enough breathing room to have "fun". You let go of everything ^ because you're not even trying....the survivors do it to themselves and thus....the fun begins.
Practice that style long enough and the games a cakewalk....just....don't dive too deep into it and become an actual psychopath.
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Wut? You're just now figuring this out?
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@AggressiveFTW said:
https://forum.deadbydaylight.com/en/discussion/comment/1898105#Comment_1898105
What do you mean? It could be useful for newer and inexperienced players, but oh well, this community seems to be against inexperienced players as always.
Inexperienced players gain experience by playing the game like everybody else, going through the trials like everybody else, learning and adapting and becoming aware, like everyone else. Hand holding new players at every single opportunity doesn't make them better players over time, it makes them worse....
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@UrbanEvasionuser said:
https://forum.deadbydaylight.com/en/discussion/comment/1897859#Comment_1897859
Specify "drunk" Status effect
Something similar to the visual effect that happens when you walk through one of clowns bottles. Screen warping, sound distortions etc.
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I still want a drunk vision status effect as an add on for pig helmets.
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@gibblywibblywoo said:
https://forum.deadbydaylight.com/en/discussion/221777/franklins-demise
Its a perk that exists exclusively to troll. While it sucks to lose a good item, worst case scenario the killer is kneecapping their build potential by wasting a perk slot.
It's the same as Lightborn. Yeah it's annoying if you went for a FL save, but you've -already won- the encounter because that killer has wasted an entire perk slot for a situational passive. That slot could have had Pop/NOED/Spirit Fury/Bamboozle or something equally tough to go against.
Lightborn isn't gonna help in chases, it isn't going to slow gens or regress them. It's not gonna counter any of your actual perks or let them reach you faster after an exhaustion play. Franklins is the same.
"Its a perk that exists exclusively to troll"
HARD PAUSE!
It has extreme value against survivors who crutch items. Can easily ruin an attempted gen rush, can easily throw someone with a key to their death. Especially if you play a killer who makes survivors focus on something other than generators. The time you spend playing duck duck goose over a dropped flashlight, you could have spent on a gen, and if I kill your flashlight before a safe pallet I've effectively stopped the trendy flashlight stun while I'm kicking a damn pallet technique which is more annoying than anything (lightborn does the same thing btw) (And a flashlight save from taking someone to the hook can completely reverse the damn game.... If I drop your medkit in the middle of nowhere during a chase you can't self heal because most people with med kits crutch the medkit, not run perks that help with healing or self healing.
NoED is trash and only works after you've pretty much lost all pressure in the match. It shouldn't exist, because games shouldn't go that god damn fast.
Pop goes the weasel only works well on certain killers who can actually abuse it and take the time to kick a gen, its situational, and mid to late game impact.
Bamboozle is trash, and situational, it implies you're looking for windows to cut chases into in the first place, when NOT EVERY SURVIVOR IS GOING TO PLAY THAT WAY and can easily just throw pallets. <---It is extremely time consuming to kick every single one of these damn pallets which is a much better time waste than juking through windows unless you hit a near infinite where this perk FINALLY WORKS.....
And spirit fury is equally baited garbage <----I have to set myself up to lose, and get hit by pallets multiple times per match before it works ONCE so I can cheese it to get 1 HIT <---- And you think Franklins is a waste of a slot? Ya owkay.....
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@SilentHillOnDvD said:
I play wraith and chase at jungle gyms and unmindgameable pallets, I get tbagged and called a trash killer. I play pyramid and never get tbagged but called boring for playing a strong killer. Survivors only want to play follow the leader, anything other then that needs a nerf and counterplay (even though there's plenty).
entitlement generation.....what can ya do?
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@XayahXRakanFTW said:
https://forum.deadbydaylight.com/en/discussion/comment/1896976#Comment_1896976
Except that never happens because items eventually disappear after being on the ground for too long and how would this work if you are playing solo randos are too dumb to cooperate and finish objectives make it make sense.
Dude.....everything on survivors side can be done....WITHOUT ITEMS! The one exception are flashlight stuns and opening the hatch with a key. Everything else that an item can do, a survivor can do EVEN BETTER with a perk instead. You want fast gens but don't wanna bother with a toolbox? <----There are several that do this, some of them with 0 downsides.
You wanna heal your team mates faster but don't wanna lug around a med kit? Botany, We're gonna make it, the list goes on.
You wanna sabotage a hook but don't wanna be bothered with a toolbox? There's a perk for that.
You wanna know where every item box and totem is without carrying a map? There's perks for that.
You wanna know where every generator is without carrying a map? There's perks for that.
So have you ever thought about....instead of crutching the item to instead use a perk that does the exact same thing? I know its a completely new concept but uhhhhhhhhhhhh yeah there's other perks you can run besides DS Adrenaline Sprint Burst and Self Care.....
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@Huge_Bush said:
https://forum.deadbydaylight.com/en/discussion/comment/1896908#Comment_1896908
It's not in the description, but when I get hit by it, a little icon for it appears and it indicates a cool down of some sort.
Even if there isn't one, just pick up and put down your item and you won't lose it.
That timer displays how long you have to touch the item again before the entity grabs it.........and in case nobody has ever actually used the skill before (which is a lot of people btw) its a long ass time.
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@XayahXRakanFTW said:
I love getting a purple medkit from a chest and losing it right after getting hit with franklins demise and losing it within a minute of getting it. It's annoying too when you bring a purple item and just when the game starts you get found first, get smacked and drop your item like at least put a cooldown on the perk.
Just pick it up again....my god....why do people find the tinyest things to complain about....
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@Jarol said:
I'm not a big fan of this perk since I don't see anything more than contribution, maybe trolling but I want to know if this perk is very op if we combine it with Unnerving Presence, Distressing and Sloppy Butcher, since now I prefer to make unique builds with each killer and this perk of Coulrophobia get the most out of it.
It depends on the killer, none of the stealth killers use it efficiently because its based on active terror radius, if you don't have a terror radius....it does nothing.
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@leatherfav88 said:
I think it would be cool to have a survivor or mybe even killer from romania. Romanian people really dont get that much representation in horror so i think a charecter in dbd would be cool. Thoughts?
"Romanian people really don't get that much representation in horror."
^ This statement is demonstrably false.
Either you're joking or haven't read a history book.....for the past 80+ years romania has had the most talked about horror genre come from their countries history, with the most popular character in horror come from Romania....
Literally, every single vampire and dracula based artform since Stokers creation comes from the Romanian, Vlad the Impaler.....
That being said, you're basically asking for a vampire.....
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@Slashstreetboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1851398#Comment_1851398
It kinda is. I replied similarly to Mandy.
When a Killer gets a 2 minute 4K it means the Survivors are bad and the Killer is insanely good, period. When Survivors play well, they can not get all downed and Sacrificed in that timeframe.
There is no counter to this kind of genrush though regardless of the Killers skill, given the Survivors are not insanely bad. When the Killer plays well, it does not make any difference.
When survivors get killed in a 2 minute 4k that means they were throwing the match. That never happens unless they throw and throw HARD. I'm talking suicidal hooks, and literally jumping in front of the killer is the only way to die that fast. Or the off chance that everyone gets slugged by leatherface without any way to get out of it. Thats it. Outside of those scenarios its just trolling/suicide.
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@Hyd said:
In other words, due to their Power+Perk combo, which Killer tends to take the longest to beat? Which Killer above all others can really drag out the duration of the game the most? (assuming no trolling going on to artificially make the game go on longer, obviously)
I played a nearly 14 minute game against a Legion last night, and I know Legion isn't the top tier necessarily and most certainly none of us were playing perfectly but, man was he making us run around constantly and delaying gens haha. Fun game!
He's literally in your profile pic....
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@Rank1Mindset said:
I dont know if it's a coincidence or not, but every demogorgon player I come across plays well, doesnt tunnel, doesnt camp, pressures us, and let's us have a not too sweaty but not too easy game either. And when we get desimated or when we desimate him, they go all "Gg wp all. Fun game, y'all are really good!" Now I've played demo a fair amount, and are demo mains kind because of how stupidly fun he is, or how he has a balanced skill ceiling? Now, if you main killers like deathslinger, ph, hag, spirit, y'all are fun too. The thing about some of those mains however is that the players sometimes act like they wont get another meal if they dont play well. Kind of random, but can we please get more demogorgon. I love you guys that main demo :(. Good luck y'all that read this, and have a safe 2021.
Its the risk of failure from those other killers that makes them play that way. If you say....miss a nurse grab, or miss a nurse hit in general you're punished for it severely. Now its not that many seconds, but it adds up and it adds up fast. Spirit, if you miss your guess where the survivor is headed or are thrown off in any way, you're punished hard hard. Hag practically lives in the punishment zone and her FOV doesn't make it any better. If she doesn't get a trap off, you will be hard tilted, especially if you really...really, REALLY needed that last trap. Deathslingers punishment is obvious, you miss your shot, doesn't matter if you thought you hit it or not, if it doesn't hit, you're boned, and your recovery time from throwing your shot just compounds things over time. PH? I have no idea why Pyramid head would get salty, his kit is completely binary and suffers no real punishments.
But for those other killers I just mentioned....of course they're gonna play as if they wont get another meal if they don't play well....because its TRUE LOL! If you start throwing bricks as spirit, nurse, hag, or the cowboy, its a wrap. For all of those killers their power is NOT a bonus, it is A REQUIREMENT! They're all sub 115% killers so out of the gate if they miss anything thats time on the clock. Using their powers the wrong way punishes you, again, their powers are not bonuses so it leaves plenty of room for the player to get extremely tilted if they don't focus.
Demogorgon on the other hand is built in a way that if you play him even slightly effective, you have room to fail. Even without add ons. Everything about demogorgons kit provides a BONUS to the already effective existing base killers set of skills. He's 115% out the gate, he has a decent FOV he has the bonus of map travel, he has the bonus of detection. Everything about his kit is optional to use, it is not REQUIRED which means if you mess up your punishment is basic and doesn't compound itself into your skills as "He doesn't need his power to be effective"
Need vs Greed, Hag, Nurse, Spirit, Cowboy<---NEED
Demogorgon, Hillbilly, Oni, Doc, Pig, Wraith, Trapper, Ghostface etc etc etc <----Greed, all of their power sets are bonuses, not requirements to function so you don't have any reason to sweat while playing them.
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And give away my secrets so survivors can counter it?~?!??!?!
NICE TRY SURVIVOR MAIN!
https://i.imgur.com/GIgvUTV.jpg -
@MythMage said:
Please, for the love of god, look up a f-ing tutorial on what you should be doing as survivor.
I get it. It's a complicated game. It's got more depth than the f-ing Pacific Ocean.
But HOLY ######### my mind is actually fracturing from the behaviour displayed by survivors in my games.
If you aren't being chased, DO A F-ING GENERATOR. I can't tell you how many times I've seen my teammate with Empathy or while I'm on the floor sitting in a corner doing absolutely nothing.
If someone is about to go into the next stage of sacrifice, DO NOT, AND I MEAN DO NOT, WALK YOUR SLOW ASS FROM HALFWAY ACROSS THE MAP. You are actively killing your team by doing this.
If you just got hit by the Killer, DO NOT THROW A PALLET. You move at 150% move speed for 2 seconds after being hit. Do not waste a pallet that another teammate or yourself could use later.
If you hear the Terror Radius, don't hide in a corner or a locker. Identify the area with the most safety in your immediate area, then determine where the Killer is most likely coming from. This will save your life, your teammate's lives, and it's overall more efficient.
If you are on a generator and you miss a skill check, DON'T WALK AWAY. Commit to the generator until you are in danger. Also, don't go for great skill checks when you're new. Go for good skill checks. 10x easier, and greats aren't that great on gens anyway.
Just the little things. I swear your gaming experience and your teammates' gaming experience will be made a million times better if followed even one of these 5 guidelines.
Thank you for coming to my tedtalk
Im upvoting this, because as a killer main....survivors have become worse.
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@Peanits said:
That shouldn't happen unless you have a really bad connection, in which case you probably shouldn't be getting those sorts of hits to begin with (your bad connection is giving you an advantage).
If your connection is good, you shouldn't notice any difference. Your hits will still be 100% instantaneous and feel exactly as they do now.
So you're saying its impossible to lag switch?
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@SheKIndaSucks said:
Because these people haven't grown up dealing with the issues LGBT folks face and don't get why representation is important, often as they're people who are heavily represented in media anyway. Not like there's the same complaints about heterosexual relationships in the lore. People like having characters they can relate to. It's really not that hard to wrap your head around.
Being gay, isn't new....it didn't just get invented 10 years ago, not 20, not 30 not even 1000. Its been a thing. So to say people don't know whats going on is disingenuous at the bare minimum. The man who single handedly by his own words invented rock n roll Little Richard was completely and obviously gay. The only difference between back then and now and why he wasn't getting torches thrown at his house is because it wasn't the only thing that defined him. If he had been a "super straight" man always talking about his sexual exploits back then he woulda got torches thrown at his house the same as if the only thing he mentioned was being gay. Because things back then were puritan, and still kinda are you're a straight man running around back then talking about how many women you've slept with you're getting run out of town like Elvis. He didn't make a fuss about it, it wasn't the first thing he mentioned when he introduced himself. And he would tell you to shut up if you ever asked him about what he does in private behind closed doors because thats his business and nobody elses. And nobody got on his case about it or made a big fuss about it either to this day. This idea, that you need to share everything to the world and that your private information be the defining factor of who you are means nothing to anybody but advertisers who profit off said information. Because those are the only people who care other than the ones viewing your tinder profile.....Intimate details about who you are are not important, they've never been important for the past 1000 years they will never be important, your skin color is not important....the only thing that is important is your actions. Those are the only things that define you to the world around you, because they're the only things that the rest of the world can see, or will ever leave an impact.
My grandma marched with Martin Luthor King and she died 10 years ago. The fight has always been a fight about being represented by your CHARACTER, and not the uncontrollable traits which are featured on your skin or private preference....Theres a lot to life to be gained in character besides the superficial. And you guys are talking about the lore of a character....its literally everything else BUT superficial.
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@Lambda said:
No seriously, tell me. What's wrong with that kind of representation. When Jane Romero (Latin American), Zarina Kassir (Lebanese), Yui Kimura (Japanese), Felix Richter (German) and Élodie Rakoto (French Madagassian) were added to the game, everyone was just all fine and dandy, like any person with a brain would be. Representation is nice, it's important to us. As soon, however, as a hypothetical LGBTQ+ person even begins to be discussed, all I see are angry casual homophobes complaining about it.
"Muh horror, no relationships"
So should we just absolutely void and remove the pre-existing straight relationships that are already in the game like Felix and Nurse? Or are gays exclusively not allowed?
And before you start typing "I don't care, as long as they don't rub it in our face" and as much as I HATE that kind of response, I think that goes for just about everyone. Behaviour has to remember to make them an actual character.
I mean.....if I'm being completely honest I could give 2 flying ######### what Felix or Nurse ever stick their diddles into.....I don't care. I don't care about peoples flaunted relationships in movies, don't care about them in games. And most of the time when relationships are brought up its to make up a plot filler to give a character an excuse to do something completely ######### stupid. Like in Z nation all of the relationships just made characters have an excuse to do stupid ######### because "their actions were lead by their groins" instead of the current EMERGENCY SITUATION WHERE THERE ARE ZOMBIES LITERALLY EVERYWHERE! Realistically its far detatched from reality. Unless its some love story plot where the only urgency involves what a couple decided to order for dinner, its immersion breaking.
Nurses story....doesn't matter...you're literally in the middle of a HOMICIDE! All the ideas and emotions behind sex and feelings literally mean nothing in a tense situation where your life is at stake. A zombie apocalypse hits....if you got time to get it in sure....go for it...you're blessed....but 99% of the rest of your day is gonna be focused around not being bitten, not being shot by other people, getting enough food and water, and surviving long enough to find a hole to sleep in so you have the liberty to even fathom a sexual relationship with anything but your hand......
And horror is that..... horror as a genre in itself, pins itself on SURVIVAL. Nothing else matters, not your favorite color, your starbucks cup doesn't matter, NONE of your first world problems mean ANYTHING.....because you run the risk of dying TO DAY! That is horror....you can put anything you want up against that basic common instinct, and you tell me...which one will people choose is the more important option...
Death.....or ---> Literally anything else. And 9 times out of 10 unless they have some savior complex like David, they are going to prioritize dying as being the most important thing to overcome.
And before you say "well this game isn't a horror game"
Well if it isn't I will find my way promptly out the door to go play Identity V or Last Year or something.
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@BasementDweller said:
I'm glad they nerfed them (for balance reasons) a killer could bring a ebony mori and force survivors to depip with less than 12k bloodpoints.
Also they're nerfing keys .
Yeah but one problem, Eboni mori's aren't the only mori's. If you can only use a mori after the second hook, theres no point to having mori's be anything but ebony. Since they can no longer take people out of the game early.
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@Zaytex said:
People are now complaining that they are ''useless'' and pointless.
But I'd argue that they should be non-impactful, being able to mori someone only after one hook was extremely powerful and oppressive to the survivors.
Mori's being strong isn't healthy for the game, I'm down for them being useless. They just need to nerf keys to the same level and it'll be a much more healthier experience for both sides.
I personally don't care....cause I personally don't use them so my opinion is likely irrelevant. But for what they do they're expensive to run.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1803457#Comment_1803457
Let them. The devs didn't kowtow to racists, which is why the game has non-white characters. I don't see why they should kowtow to those people.
Based on that logic the fact that the game has "white" characters at all would make the devs racist. Generalizations are generally bad. Especially when you try to inject American politics into things without consideration to how the rest of the world simply....exists. Game doesn't have any ethnic Native Americans unless you wanna count ACE which is far south and removed culturally from the rest of the "natives". But out of all the randomness they add into this game a north american native would fit best considering the cultural lore behind monsters and spirits told here and passed down. That being said a Chief without a feather is still a Chief. Wrapping ourselves up in surfaces will always lead people to ignore what lays underneath.