PrettyFaceKate
PrettyFaceKate
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- Username
- PrettyFaceKate
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Comments
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Maybe they'll rework Bubba's chainsaw.
I think Billy will take a hard nerf on his charge add-ons and the rest will be probably some meme ones.
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If you want cakes, spend bps on killers. It's the only event item they get.
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It's fine to like whatever you like. It's a video game.
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@CANxOFxCORN said:
I think I've been playing PH different than others, I torment survivors, but will not cage them (While running NOED *shhhhhh*). Then when I reach end game I can 1 shot them, followed by Final Judgement (on top of taking the time away to hook, the kill animation is like 2-3 secs, huge time saver). If you don't cage the survivor, even when they are unhooked, they still have torment, which is hard to land (So, why waste it?). I've had many games where all 4 survivors are left, when the last gen is powered, only to get a quick 3k-4k.
Side Note's:
I am fine with the nerf, but I think the aura of the cage shouldn't be revealed to survivors for 3-5secs, so they cant just mindlessly run for the save right away.
Here is a thought, Keep the cage how it was, and let survivors have DS/BT from a cage save, or would that have been too easy of a fix?
From my experience, when you do cage, they typically are sent to the opposite corner of the map, if you want to tunnel, just go that direction.
They seem 100% committed in keeping hook perks ineffective on cages. I don't know if it's a license issue, or if they're simply stubborn (I'm looking at you button-mashing struggle phase). However, it could be argued that having perks work on cages would've been a greater nerf.
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Torment is very strong, considering that it can only be removed after it has been used. Consider other status effects that either temporary or offer an option (for example Broken which can be cleansed against Plague). It's a matter of risk/reward, that's why it shouldn't apply on-hit, imho.
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I don't know exactly where they want to go with this. Before the map reworks, I could see why there could be a need for this. But after that and if they finish reworking the other maps, I don't see an issue in the early game. The first couple of gens will go fast, but I normally end the trial with a couple of gens left, sometimes one. It seems perfectly reasonable to me. I guess we'll see.
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I think this is long overdue. Also, a couple of guaranteed skill checks wouldn't hurt.
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@OutcastEric said:
https://forum.deadbydaylight.com/en/discussion/comment/1406367#Comment_1406367
that is indeed a good idea but like all good killer ideas, behavior ignores them in favor of survivors. Like why cant i smack survivors on the jook anymore yet they can still tbag and spam their flashlight in my face in the exit gates? The devs cater to the toxicity towards killers. Theres no reason flashlight clicking should still be a thing in 2020. It serves no purpose other to annoy the killer
The inability to hit the hooked survivor has already been acknowledged as a bug.
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Compensation is needed when compensation is due. Cages were intended to be time-savers, not camping facilitators. There's nothing to compensate.
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His ranged attack is perfectly fine. When used correctly, you either get the m2 or the m1. If you're missing, work on your aim.
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@Kebek said:
I'm betting right now that multidown is gonna get removed. Your chainsaw is gonna stop after you get 1 hit with it.
If they remove the slowdown, then it would be a fair trade-off.
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@TheCursedTitan said:
https://forum.deadbydaylight.com/en/discussion/comment/1405374#Comment_1405374
The question still remains, will they ever?
As they haven't even hinted at it, the answer is: highly unlikely.
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Why don't survivors?
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@GoodBoyKaru said:
this is literally the nurse add-ons where it applies their perks all over again. these add-ons are ######### and i hope this doesnt make it to final.
At least for Nurse the effect lasts 60 seconds and they're brown and yellow rarity. This one looks really underwhelming.
Honestly, Bubba needs a complete rework of his power, not a simple add-on pass.
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Regarding latency, they will test server-sided hit validation. We'll see how that goes.
Regarding the Huntress hitboxes, I don't think it's scheduled. They tried in the past and it didn't work. Although, they were able to make accurate hitboxes for the Deathslinger. So, they're definitely capable of a fix now.
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@hahadrillgobrrr said:
Never used DS and very rarely I've been tunneled. I guess it depends on platform, time of day and region how often tunneling happens.
I think you're onto something. I'm a killer main, so I've limited playtime in survivor every day. However, PC central/southern EU, I very often see insta tunnels off the unhook, even when performed safely. And then insta picking up and getting DS'd, even multiple times. And not necessarily strategically.
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@HP150 said:
https://forum.deadbydaylight.com/en/discussion/comment/1404718#Comment_1404718
Pretty, pretty please quote me where I said "zomg BHVR only listens to survivors"? I would be ever so grateful. Or are nuances lost upon you?
And yes, PH would have to deal with DS, BT, etc... You know, just like how nearly every other Killer does? Granted he no longer has to worry about being in range for BT for all the wrong reasons. But he'd also have the unique dynamic being one of the best users of Make Your Choice / Devour Hope outside of Nurse / Hag / Demo and possibly a quirky BBQ & Chili user (Aura based on 40 meters from PH or 40 meters from the cage).
You can put down the thesaurus, it doesn't strengthen your argument when the meaning of what you said could not be mistaken. There's nothing nuanced about "instead BHVR further engaged in an on-going trend of catering only to survivor complaints".
A change to the killer was made. You wished for another one, potentially a worse one, but because you didn't get you wish, then the conclusion is "BHVR further engaged in an on-going trend of catering only to survivor complaints".
You can either go on and post complaints that won't be catered to, because oh oh you're not a survivor. Or, accept the change as one of the possible choices and realize that you can't always get what you want.
Either way, good luck.
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Did you switch character during the countdown?
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/1404629#Comment_1404629
That's hardly foolproof. If you just stand in the opposite side of the map relative to the cage he'd end up sending it right towards you.
I agree, but it would be unbalanced between SWF and solos. Like everything else.
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I'm all for equal opportunities to bm. Boy, you gotta love this community.
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@HP150 said:
https://forum.deadbydaylight.com/en/discussion/comment/1404666#Comment_1404666
I put it the way that I did because I felt it to be the truth of the matter and there is no need to mince words at this point. And please don't put words in my mouth, it's not very classy. There is a great deal of difference between "favoratism" and "x only listens to y".
There's been a lot of great fixes for killers in general throughout this game's lifetime. What I said in no way amounts to "BHVR only listens to survivors". But a bias is clearly there in terms of priority of addressing issues and it has absolutely destroyed a game that I loved, at least for me.
I didn't put words into your mouth. I went so far as to quoting you saying that BHVR only (sic) caters to survivor complaints. Backtracking and moving the goal post don't do you any favor.
The fact that they changed PH like they did, instead of they way you suggested, can actually be seen as the lesser nerf, because the other way around would have forced the killer to deal with DS, BT and all the menu of other perks and complaints thereof.
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Instead BHVR further engaged in an on-going trend of catering only to survivor complaints regarded the new Killer.
I don't understand why you had to put it in an us-vs-them perspective.
Many survivors asked for hook perks to work on cages since day 1. Instead BHVR just kept them so that cages bypass all hooking mechanics. Your conclusion: zomg BHVR only listens to survivors.
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One can only hope. I haven't tested it yet.
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@NuclearBurrito said:
Honestly. If they were making the "stand too close to cage sends it away" mechanic, then they didn't need to also add the aura hiding mechanic.
PH would have just been able to go chase the cage around the map with the survivors trailing him, until the sacrifice was completed-
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You've just been duped. It was obvious since release that the mechanic wasn't gonna stay like that forever. It's a normal marketing move in the gaming industry.
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Possibly, you're new to online gaming. It's a common marketing strategy when new content is released to make it 'broken' in certain aspects to boost sales at the beginning, only to 'fix' those issues later on.
Here, you learned another thing with the patch.
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@Sonzaishinai said:
You can totally make a meme play out of it
Cage a survivor, then find him before other survivors do, then after he relocated rince and repeat
See how long you can have survivors chasing a hook that's constantly teleporting
I think it's good theoretically, but in practice it's going to be a marginal play. With no aura, it's still a gamble to predict the cage location.
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I think it's when your considerably close for moderately long, but I could be wrong.
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@LordRegal said:
I'm torn on this one. On the one hand I know some were abusing the knowledge and whatnot. On the other hand, they made the cage move if he's camping it and now you can't prevent a save via bodyblocking regardless. Seems like three changes when the latter two would have sufficed.
I'm not bemoaning the loss of his tunnel playstyle, as I didn't use it as him myself, but it's an objective loss of critical information...now he's the only one of 20 killers who can not know where his pressure is on the map until the pressure is removed (since they did add a noise notification for an uncage.) That's not a small nerf.
He's also the only one of 20 killers who has cages which bypass any hooking mechanics except the sacrifice timer. Unique effects for a unique ability. Seems logical to me.
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@Zaitsev said:
Huh. Just make cages even more useless then ey? If there wasnt anything else to do, Id just walk over, place a trail in front of them, and then leave to go pressure gens.
The cage relocation I can totally get behind, because it was too easy to camp, but blocking the ability to see the cages has made PH even worse.
Cages are an alternative to slugging. You get a hook stage, can't be pallet or flashlight rescued and it's very time efficient.
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Because anti-camping/tunneling perks don't work on cages. That's why they won't do it for hooks, because if you want to rescue/be rescued from a camped hook, you bring the perks.
Edit: I just think this highlights a glaring issue with the cages which they're starting to band-aid fix and we'd all been better off by just having all perks work on them and call it a day.
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It's a good build. I'd say he doesn't have a perk that really shines on him (think of Stridor on Spirit, for example). You can run the typical meta perks and be just fine. The exception is that the only chasing perks I would use are Enduring or I'm All Ears, no SF or Bamboozle. And even then, I don't think he needs them.
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@Yamaoka said:
https://forum.deadbydaylight.com/en/discussion/comment/1403954#Comment_1403954
The range difference is only 4 meters, though. That's almost trivial compared to the 10(!) second cooldown difference.
Hard to quantify one and the other on the same scale, but we know for sure that one is better in one aspect and the other in another. I'd say that the 30 sec cooldown is not really that apparent, at least for an m1 killer.
I'd also say that both perks could lose their CDs and they'd still be far from strong.
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Don't feel disheartened, it's simply that Spirit is heavily reliant on sound. So, you will have always have a disadvantage compared to players with unimpaired hearing. However, one gotta get the most of what they have.
I suggest doing short phases. Especially, after standing still. Charge time and speed add-ons are your friends. You could experiment with Predator or Spies instead of Stridor.
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It has also has longer range than WoO, though. So, that sort of balances it out.
Also, it's a perk that comes in play in 1v1 situations, so the 4v1 aspect is not really that important in this case, imo.
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Semantics is not a good argument to justify gameplay balancing. If you really want to argue that way, then Undetectable in DbD has a meaning that is clearly defined, i.e. not TR, no red stain and immunity from aura reading. For the rest, it's simply the name given to a game mechanic and Spine Chill is working as intended regarding said mechanic.
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DbD: the only game where the community is vocal for equal opportunity in BM'ing.
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After they fixed vaults, some hits are definitely not possible anymore, notably at shack. However, if you play survivor with good ping, you still get dedicated easily. It's just visually different, because now the killer just hits and then teleports. Sometimes, not even that. You see the missed swing animation and then the hit registers.
So, in essence, yes. Paradoxically, good-ping killers are those who are penalized.
@PureHostility said:
The bigger ping you have the better for you, mostly as the killer because hit is verified client side for some stupidly unknown reason that even first year elementary students cant understand.
Wait for them to fix it, eta is some where in the next 15 years.
Because the servers were simply rushed to live due to community complaints, but the underlying code wasn't revisited to switch from p2p. As of now, for what hit detection is concerned, dedicated servers simply act as a relay between the players. Hence why bad ping is still an advantage killer-side and lag-based cheats still exist.
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@Angelicus23 said:
https://us.v-cdn.net/6030815/uploads/JRDNSO2VYGW4/image.png
I literally deal with this every fuking day, mornings, afternoon and nights.
Goood job devs, very fun challenges and very hard for huntresses hvang in mind she oowns this kind of addons, at level 4 of the tome agreed.
Also lol imagne calling the killer to suicide the second u see she has iri heads, not even playing for extra 203% points lol.
Reporting them does nothing, you can spare yourself the trouble. They can kill themselves on hook, it's working as intended. It's like them reporting you for using iri head+belt, i.e. pointless.
Also, sloppy does nothing for Huntress, except boosted ones.
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He's very good because he's very consistent. He's loaded with passives and his abilities are simple and effective, making it very difficult to screw up.
Optimal survivors will give a run for their money to anyone, barring gross rng. That doesn't change that he's undeniably top tier. He's the easiest and most headache-free killer to play in the red ranks, followed by the Spirit. I don't know on what platform, region and rank you're playing, bit what you're experiencing is the exception, not the norm.
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How many of those hours are on killer? They're not necessarily that many in a vacuum, although everybody learns at their own pace.
You also have to keep in mind that ranking up is a function of the killer you're playing and satisfying the emblem conditions, but those don't always correlate directly with your skills. Not to mention that once you're in the purple ranks, you essentially verse the same survivors of a rank 1.
If you have a video of your games where you struggled, I could give some more specific advice, instead of the same old song.
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He's the least played character because he's humongus and louder than a NASCAR. Even when uninjured, he breaths heavier than bellows.
Breakdown is not that useful given the number of hooks on a map and after undetectable shadow-nerfed it even more.
Aftercare is good conceptually, but suffers from too many conditions and downsides.
Distorsion is just too limited in tokens.
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@Fuzzymanpeach said:
https://forum.deadbydaylight.com/en/discussion/comment/1401664#Comment_1401664
The sceptical players are one thing, but I hate the people who think they stomped you in the match. I've got a "farming" legion build I've been using where I make 26,800bp in about ten minutes, and I let them do gens and escape. I get so many messages shittalking about how bad I am, GG EZ, and stuff like that. It makes me second guess why I do it and why I help asshoIe survivors actually make BP instead of slaughtering them.
Are you on console? Because on PC I used to do this and I almost always got a 'tnx'. Sometimes, people asked what happened. Other than that, I can count on one hand the toxic messages and almost always they were shut down by the other survivors.
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@Bovinity said:
Of course.
There's no point in "saving" the cakes, because you'll just be able to buy more cakes with the 140% bonus BP right now anyway.
This
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It depends on what kind of rating you're after. If you ask to rate your build for general purposes, then it's a 3/10. If it's specifically as an endgame build for what you describe, then I'd say 5/10. Thana doesn't do much for you in that situation. I would use bitter murmur to find a survivor quickly after the gens are completed. Then, keeping in mind the perks you have access to, the last one could also be nurses, or something like thrill of the hunt (for noed protection and info), shadowborn (for QoL), hex: third seal (for maximum confusion), hex: retribution (for info), insidious (to camp the hook or the totem), and even deerstalker (because you'll probably will slug a lot).
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It would simply be a QoL change for soloq. That's why bhvr is never going to do it.
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There's no reveal if the line of sight to GF is blocked (barring latency or broken texture). Whenever I hear the reveal sound, I just instinctively crouch. That usually stops it and I've had some real staring contests with survivors just in front of me.
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They essentially fixed the description. WMI doesn't stack with itself (i.e. if you perform unhooks back-to-back), but it stacks with other bonus, such as Botany, for example.
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Asking the real question here.
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- If you win almost all of your games at rank 1, you should be matched against better survivors. It seems pretty obvious. It's what the rank system was supposed to do, but failed to. As for the variety of killers, it's never been great at the top anyway.
- If you're winning almost all your games at rank 1 and mostly without sweating, then again you should be facing better survivors. You want enjoyment just like they probably do. Chances are the ones you're versing now are mismatched and not having that great of a time. You can have enjoyment even if you don't always win. Unless you're happy only if you win and if you win easily.
- How would anyone know the answer to what personal choices will be? If someone already plays solo survivor now, they are very likely rather accustomed to having rough games. If anything, they'll be matched with better teammates.
- How many swat teams are there anyway? And even then, your referencing back to the fact that you don't want to sweat (and still almost always win) comes across as if you just want to win keep winning easily. No offense meant. The swat teams might hand pick all of the advantages, but aren't you too at the end of the day?