ProfSinful
ProfSinful
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- ProfSinful
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I'll find a way to bag you either way bud
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NOED in it's current state is fine. It makes some games that are complete snooze fests fun to play and if a bad killer needs it to get a 2k then I take that as my win despite the hilarious fact that "kIlLs EqUaL sKiLl"
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The amount of games that I've had multiple tinkerer procs occur at the same time really demonstrate just how unimpactful the perk is against players that quickly identify and work around the perk. Even playing nurse, I could see 2 tinkerer procs at the same time but I can only ever respond to one and give up the other gen. The argument that ruin/call of brine make the perk oppressive is laughable considering the counterplay that tinkerer has is already the strongest way to play the game. Solo queue players may have trouble playing into tinkerer because of their inability to coordinate and know what their teammates are doing at a given time, but against competent swfs you'll find tinkerer really isn't problematic whatsoever.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/2854767#Comment_2854767
Have you considered your anecdotal experience is just that, and doesn’t trump actual performance data over a large-scale mass amount of data of players versing other players of even skill on even maps?
imagine using anecdotal evidence and assuming that your own personal experience is law. Not to mention dude actively ignores me calling out their contradictions. With such flimsy arguments and ideas like twins actually being a strong killer, I'm not surprised that they won't use statistics to form their arguments
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@fogdonkey said:
My idea for buffing sloppy butcher: it makes you broken for some time.
Not sure what would be a good time, 30 seconds? Or more?
Could be useful for hit and run playstyle.
Instead of giving SB the broken status, it would be better to just buff mangled overall considering the minute difference it makes in healing speeds with the current meta. 25% just cannot be viable in a meta where it's possible to heal through that debuff in a matter of seconds. Hell, I've run builds that allow me to heal survivors in less than 10 seconds through sloppy without devoting all 4 slots to healing perks and have hit even lower numbers by devoting all 4 slots. Mangled is just mediocre right now, and that's the problem. Sloppy butcher itself is a fine perk.
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A killer perk synergizing well with a killer's power and survivors doing nothing to counter it? I've never seen that before
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They could do that OR they could just make hooks spawn downstairs in main when hatch is in shack, and then just nerf the strong buildings the way they deserve to be. The fact that house of pain still exists in its current state is hilarious to me, and honestly I would prefer to see that tile either nerfed or removed entirely before they even touch shack tbh.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2853222#Comment_2853222
His basekit is the problem, alchemist ring is just icing on the cake.
Blight is the killer that has everything.
- One of the easiest killers to use
- One of the easiest killers to learn
- Best mobility of all the killers
- Best map control of all the killers
- Best perk synergies of all the killers
- One of the best down potentials of all the killers.
- One of the easiest powers to use.
- One of the most powerful power to use. (It's basically a 5 use Dead Hard)
- The only thing he doesn't excel at is his power is more difficult to use in loops. But you compare that to all the M1 killers, who have no anti-looping powers and he's still better than most of the killers even at this.
It's stupid how strong Blight is compared to the other killers.
- wrong.
- wrong. He has a higher skill ceiling than nurse because of bump logic, and the inability to run loops as killer normally will make him even more difficult to learn.
- yes, and that's fine. there will always be a best in that category, and that isn't a problem.
- Map control and mobility go hand in hand and again, that's fine. You just enjoy abusing huge maps and holding shift+W against normal m1 killers and don't wanna learn to play around it.
- That's hilariously false. A large group of decent perks in the game can't effectively be used by blight as they require basic attacks which he typically doesn't use. (Ruin/Pop/Tinkerer/Corrupt doesn't count because that's a good synergy on every killer)
- Again, that's fine. Learn to play around it. Killers have had to play around the same survivor strategies for YEARS without those strategies EVER being changed, you can do the same.
- You've clearly never played blight if this is your opinion, period. The amount of understanding of tiles, bump logic, and collision for EVERY map object alone makes his power have one of the highest skill ceilings in the game.
- High skill floor/ceiling powers should be powerful. Why should a difficult to use power be bad...wouldn't that lead to the killer being treated like a second Twins?
- You literally contradicted your 7th point with this one. If a power is difficult to use at a tile, then it is not an easy to use power. That's like saying huntress' power is easy to use because it's easy to hit a survivor standing in the open, or that killers are too fast because they can catch you in a dead zone. This is such backwards logic.
You say it's stupid how strong blight is compared to the other killers when in reality, it's stupid how weak many of the other killers are compared to blight at high mmr. The sooner you realize it's not a blight being too strong issue and it's a "the other killers are too weak" problem, the sooner you'll be able to formulate better opinions.
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My question is why the school in springwood doesn't spawn any hooks downstairs when the basement spawns in shack. It's honestly worse than RPD (which is failing to spawn hooks at the top of library again btw) and allows for some pretty unhealthy gameplay on the survivor end (and I'm totally not saying this from my own experience that caused killers to dc due to the inability to carry me to a hook).
Preschool basement should ALWAYS have a hook, whether it's basement spawn or a normal hook if basement spawns in shack.
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@Raptorrotas said:
https://forum.deadbydaylight.com/en/discussion/comment/2853876#Comment_2853876
Well, CI is just a perk that hinders the enemy from performing a certain action, like certain meta survivor perks. i hope that makes the problem obvious. "Get gud" or "deal with it" is just what killers are always hearing on valid concerns.
But survivors are learn resistant. Instead of working aroind it or getting conditioned by it, they whine about stuff till it gets nerfed.
Survs most often dont see their hypocrisy.
Now tell me one killer or killerperk that conditioned a whole generation of survivors to play in certain ways, like DS or BT do. I mean not even nurse was capable of that, good luck.
Not once have I ever changed my gameplay to prepare for any specific killer perk. Any change I make to counter a killer happens midgame and only when I know they may have a perk worth countering/playing around like Noed, DMS+PR, Bamboozle, CI, BBQ, etc. I have never started a game of survivor and thought, "oh boy, this killer might be running this perk so I have to make sure that I do this so I don't get caught by it" because there is nothing that killers have that force that kind of mindset.
Meanwhile when I play killer, I instinctively avoid survivors that are recently unhooked to avoid giving a bt hit/DS. I wait before swinging for a down because of DH. I never leave a survivor slugged for too long because of UB. I always wait to swing at a survivor that slowly starts walking away from a gen in case of SB. I pay EXTRA attention to the sound of footsteps because of iron will whether a survivor is injured or not. Hell, I even avoid walking through pallets because of power struggle and I never see the perk being used.
There really is no such thing as a killer/killer perk that forces survivors to play a certain way whether it exists or not, and honestly I'm not sure that killers having to play proactive AND reactive while survivors play strictly reactive is a good thing. That being said, nothing will ever be added to the game that will force proactivity from survivors because that sort of thing would make survivor one tricks have a cow because as you said yourself, survivor mains are hypocrites generally.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2845220#Comment_2845220
The current killer stats released by the BHVR developers is showing every killer slightly above a 50% kill rate or better, depending on the killer.
Yes, because stats that include averages between all mmrs is most definitely an indicating factor of game balance. Including mmrs where noed is actually good and facecamping and tunneling will consistently lead to 3-4ks. This source of information is very strong!
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@TragicSolitude said:
These skill checks are not okay on Switch. Not at all. Even normal skill checks present difficulties. The Yellow Glyphs take me so many stupid attempts, I never survive those matches when I play on Switch because of how much time I waste doing them over and over and over again.
Sucks to be a switch player then. The game shouldn't be balanced to cater for one console when the rest have no issue with stuff like this. Plus, it's the first day it's live. You'll learn to work with it and if not, then oh well
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@Marc_go_solo said:
I was thinking this just now. Currently, Pentimento is near useless, because people would rather boon than break totems. If this perk is ever going to get even a semblence of power, there needs to be an adaptation. It would also make another killer perk a potentially high-tiered perk to fear.
I just run plaything and usually end up getting pentimento value because survivors are very "oh piece of candy" brained and will more than likely cleanse a hex rather than bless it
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completely agree
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2809138#Comment_2809138
You did not just call lunging a Killer version of Dead Hard
yeah that guy clearly isn't good at survivor and has NEVER played a game of killer in their life
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DS is fine. If I have time to work on a gen or go unhook a teammate or heal someone, then I clearly am not being tunneled because I'm progressing the game. If I ds the killer, then they clearly tunneled me and deserved to eat the 5 second stun. If I run them longer than my DS timer then I've just made more time for my team and shouldn't be mad anyways because I'll more than likely get a decent amount of chase points and my teammates will usually come get the killer off me anyways (I never solo q).
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Honestly I don't care if people quit the game. If someone doesn't like something then who am I to force them to play it out? We're all here to play a game to have fun so if they aren't having fun then they should be allowed to just dip. The same applies to me. I don't enjoy certain parts of the game and honestly have hit a point where I simply won't put up with it because I would rather wait the 5 minutes and queue up and almost certainly have a better game afterwards than sit through a pinhead, freddy (boring playing against the same freddy build every single freddy game) or basement bubba game. Bonus points if I get to deny those people pop, bbq, pain resonance, dms, etc.
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@NoOneKnowsNova said:
https://forum.deadbydaylight.com/en/discussion/comment/2797303#Comment_2797303
I’d like to add Clown to that list of killers it works well for. Stbfl will considerably reduce the distance survivors make if they’re already slowed down, making it a great choice for him. Shame not a lot of people realise its potential with him.
I would also go further to add doctor to that list. The amount of times I've gotten downs because of STBFL after a well timed shock is incredible to say the least
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/2805558#Comment_2805558
I mean forcing survivors to play with afk killer is more or less disadvantage for them.
This man seriously just tried to make survivors the victim here, I know that I find myself astounded on these forums often but I think this takes the money
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honestly, I think the perk is fine as it is. If you can coordinate with it or even call out what the killer's perks are, you're able to deny them scourge hook procs, ruin value, surge and pop value just by blocking the gen at the right time. A friend of mine and I tend to use RA with blast mine to bm the killer by letting them kick the gen and then blocking it in their face afterwards. Nothing's sweeter than taking a killer's pop away from them and the amount of dcs we've had because of it are the reason I keep playing the build
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I literally got bubba's adept in like october I believe, so there's no reason I shouldn't be getting mine and that's coupled with the fact that when I first started playing killer, I pretty much only played bubba before swapping to nurse
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Idk but I'm still lacking my iri shards and this is almost two weeks after they said that we should be getting them?
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build is fine, stop crying
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I played a game of blight on fractured cowshed, rushed across the map (I don't run lethal) and nailed a meg who just popped out on the other side of a jungle gym as I was flying over there
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the amount of times I do that right in their face is hilarious to say the least
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@Travis_Bateman said:
https://forum.deadbydaylight.com/en/discussion/308545/blight-is-not-a-well-balanced-killer
Why would you not run the best stuff if the other team is,especially as killer ?
imagine getting mad that the killer brings a build to counter the 4 man swf's BT/DH/UB/COH
100/0 survivor/killer players really are allowed to have opinions about a role they don't play huh
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@legacycolt said:
Please give it a cooldown.
you can literally deny the killer pop by actively letting your gen get blocked when they start approaching
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2787951#Comment_2787951
Says the guy with Ace in the Hole as his profile picture! 🤷🏼♂️
Items are very important to survivors. Hence toolboxes and keys getting nerfed hard, and the call for medkit nerfs as well. Survivors can base entire builds off their items, just to have to deal with crap like this or Plague (in the case of medkits). When do I start get to denying killers of their add-ons?
You will NEVER be able to deny a killer their addons because this game is a 4 v 1 and the survivors who never play killer always forget that. Killer addons being impacted by one survivor perk means that you now have potentially 4 survivors stacking anti addon perks on top of second chance perks that I know each and every survivor already stack at high mmr (I know because I do it when I swf, so I don't care what people bring when I play killer. I just adapt my killer games according to the things I see brought).
Survivors have never needed items. They (specifically medkits and toolboxes) are still incredibly strong on their own, let alone 4 people stacking the same one. Hell, even a brown medkit is a potentially game changing addition to a game with the potential to still bring a styptic agent, syringe, etc. They're impactful, yes, but they aren't important just because you might need them to survive consistently. Some of us learned how to just run the killer instead
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@Fnatic47 said:
https://forum.deadbydaylight.com/en/discussion/comment/2777411#Comment_2777411
Nope, normally people who tbag me gets killed very ez
cap
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You got teabagged at the exit gate after trying to facecamp someone and failing didn't you...
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commenting to keep the thread alive, stretched res has always been cheating, and the fact that there's is video proof of it giving an unfair advantage should be reason enough to fix it
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@ReikoMori said:
https://forum.deadbydaylight.com/en/discussion/306039/coh-nerf-is-going-wrong-direction
A speed cut is exactly what needed to happen at the very least.
I feel a speed cut was never the answer and that capping heal speeds all together is the better direction.
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@RyanTheNCR said:
Hello there, some of the killer players take way to quick and toxic and they were unstoppable with some exposed and survivor killing perks. I need your suggestions on making new perks if you can....
- Perks that can counter Bubba's Chainsaw, NOED and The Oni's Demon strikes, preventing you getting insta-downed
- Perks that can give you quick reaction to avoid attacks when you're dropping pallets or vaulting obstacles.
- Need perks that can increase sabotaging speed rather than using Leader, Resilience and Spine Chill. Toolboxes or streetwise does not count.
- Need new perks to reduce consumption rates for toolboxes, flashlights, keys and maps, Which it was similar to Self Care and Botany Knowledge. Streetwise and Built to last does not count.
- Spine Chill and Resilience is not efficient enough because of your vulnerability to attacks while vaulting. Need perks that can boost up vaulting speed before getting injured.
- Monstrous Shrine is way unfair. Should we suggest a perk that works similar and the opposite to Monstrous Shrine?
- Other than limited items like flashbang, pinhead cube, and vaccine, are they any other limited items we can use? Maybe a Signal Flare or a Curing Tonic?
- We need a perk which is the opposite of Enduring and it trumps with it. If not, Enduring combines with spirit fury, you're screwed and game over, man.
- The killer is nearby while you don't have to to rescue the survivor, need a perk to preform a rescue mission fast! Why? because the killer is coming straight to you with the chainsaw and you die.
- Need a perk how protective gloves add-on functions. Prevents the killer being notified if a survivor was rescued.
- New perks based on increase repair speed. Rather than Prove Thyself. Resilience and Spine chill.
- A perk that counters Pop Goes The Weasel, and Hex: Ruin.
- Thanophobia, Pentimento and Dying Light is too suffering! Need something to suppress that temporary.
- Need a perk used by the old version saboteur and grip wrench add-on
This is for suggesting new perks only. Some of the perks that was already in the game does not count. Take Dead Hard as an example. Dead Hard won't counter Chainsaws or Demon strikes since you have to run away uninjured, and killers respects it and won't fall for that.
- Instadown perks and abilities are designed to counter a couple of different survivor perks/strategies, and while I would totally abuse anti instadown perks to bully killers further, it's not necessary for the game at all.
- Spine Chill + Resilience are literally still in the game, pallet dropping animation speeds are fine. Stop being bad and learn to play around unique killer powers instead of trying to treat them like m1 killers.
- You just named several perks that increase sabotage speed, you don't need any more and for the love of christ run a purple sabo toolbox.
- Streetwise + built to last absolutely count. I'm really starting to question the validity of your post the further down I go.
- Run your loops more efficiently and stop playing greedy. Half the time you get hit is because you try to greed pallets or don't know how to hit a fast vault. You don't need a perk to make the game easier for you.
- Monstrous shrine is probably the worst killer perk in the game, this has to be a troll post.
- There's no need to add any new items, especially healing ones.
- No, there is no need to add a perk that increases stun duration for killer. That would be one of the most unhealthy additions to the game I have ever seen.
- leader, spine chill, resilience?
- It wouldn't see play.
- Absolutely not.
- Repressed alliance counters pop and you can literally hold m1 on gens and ruin doesn't do anything. Otherwise do bones, my friends and I do it every game.
- Dying light is almost as bad as monstrous shrine, thana gets countered by CoH and pentimento is countered by having a brain and remembering where you cleansed the totems.
- ???
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I've never wanted to see something added to the game more than this. Anyone who doesn't wanna see their teammates mid bag in the post game is a huge killjoy and probably sleeps on a bed of that NaCl
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@jesterkind said:
Neither needs to be reverted, both need to be improved. Billy's addon nerfs were far too harsh, what he needs is another addon pass to make them all more useful, not just being reverted back to having unfair/busted addon combinations.
Same with Deathslinger. The changes they made were necessary (with the possible exception of the TR increase, I'm still not sold on that one), the problem is that he already had a pretty weak design so removing his stupid cheese strats just leaves him feeling clunky, and the buffs he got in the same update weren't quite enough.
Move forward, not back.
The addon nerfs are fine, the issue was the overheat mechanic
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@Risky12 said:
https://forum.deadbydaylight.com/en/discussion/comment/2748016#Comment_2748016
Wait wait wait, so you just want blind obedience from people about black issues but you don't want their thoughts or opinions because they are not black.
So because I'm not black means I don't get a opinion in this matter? I don't known, sounds like a dictator to me.
no, it means you're not in a position to have a say in a decision that dictates whether something is racist or not because it's an issue that doesn't affect you or your demographic
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@KateMain86 said:
https://forum.deadbydaylight.com/en/discussion/comment/2747483#Comment_2747483
Its not a "position of privilege" to talk about the difference between fiction and reality. It seems to me you think you have the privilege to invalidate my opinion about something based on the color of my skin, which you don't even know what it is interestingly enough. You know there is a huge difference between a real person doing blackface and a fictional character who murders and wears the face of his victims, right? Where does the line get drawn when it comes to fiction and what is or isn't intrinsically offensive? How far does it go before creative works inevitably become limited to that of a socially acceptable standard?
You're talking about a black issue, as someone who presumably is not black. So no you don't have a say in the matter, yes I do have the privilege to do so because I am black. You don't have a say in black issues if you are not black. You can either you can show your support for progress handling them or be against it, period.
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@KateMain86 said:
https://forum.deadbydaylight.com/en/discussion/comment/2746298#Comment_2746298
Then move along if thats the only thing you have to say. I've given my opinion and will continue to do so regardless of how you personally feel about it. I do have a say in this argument. Everyone who plays this game has a say in this argument especially those who earned these cosmetics.
If you're not black you don't have a say just like any other person coming from a position of privilege period
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@RakimSockem said:
https://forum.deadbydaylight.com/en/discussion/comment/2745769#Comment_2745769
The issue is that the DBD forums is an echo chamber of primarily killer mains who believe the game is tilted heavily against them because Devs are supposedly survivor sided when the game is relatively balanced and if anything, is dictated by how much of a sweat the killer wants to be.
I can go into a match as Bubba for example, hook someone with 5 gens still unfinished and already confirm a kill by standing there with my chainsaw in the air. Yes thenother survivors don't have to show up but 1. I've already ruined one person's gaming experience. 2. I've ruined everyone else's because now they have to play gen simulator, and 3. I probably have NOED anyway so I can guarantee a 2nd and possibly 3rd kill. So as killer, I get to choose whether the game is going to be fun for everyone or a boring snoozefest.
the bubba defense is such a weak argument for the game being killer sided considering in comp the bubba 1-2ks at best
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@KateMain86 said:
https://forum.deadbydaylight.com/en/discussion/comment/2745521#Comment_2745521
And I'm quite sure not all black people would see this as blackface. Do you think it is intrinsically or because some people used it in a hateful way towards other players over time? My argument all along was that the cosmetic itself is not intrinsically racist or offensive. Why? Because context matters and in the context of this fictional character there is nothing racist about it.
Again, if you're not black you don't have a say in the argument period. That's the only response you'll be getting from me regarding this topic from now on.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/304329/dead-hard-needs-a-nerf
You say it's broken but don't give any proof it's broken.
The perk is relatively fine, but the hit validation is an actual problem since it consistently causes abnormal interactions with killer powers in a manner that's advantageous to survivors 100% of the time
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@KateMain86 said:
https://forum.deadbydaylight.com/en/discussion/comment/2739121#Comment_2739121
Yes you've said this many times now. And I still say it is wrong. An opinion about something doesn't make it true. Did they think it was blackface when they made it? See how this is going now? The cosmetic is not intrinsically racist. That IS a fact. Like I said, they can do what they want but its not without backlash as we have seen. A lot of people are pissed about this and none of them are racist. They know the difference between fiction and reality. They know the cosmetic is not racist or offensive.
If you're not black, you don't get to decide what is and isn't blackface period
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@bm33 said:
https://forum.deadbydaylight.com/en/discussion/comment/2737862#Comment_2737862
Devs now see it as blackface (as Not Queen said in that clip) and as a tool used by racists to harass players. As of mid-chapter patch it will be gone. No argument on why some players want to keep it will change that, especially after multiple news sources have reported "Dead by Daylight removes Leatherface mask over blackface complaints."
As for lore excuse DBD Fog Whisperer Milady Confetti did a great video on that.
While it is blackface, I don't think that anyone who isn't black should have a final say in this topic whether they're a dev or not in all honesty. Overall I'm glad they're making the right decision in removing the masks from the game
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@LapisInfernalis said:
Freddy can also profit from new DMS as well. He's actually the first killer I thought about when I read they'll buff the perk. I can imagine it being even stronger on Freddy since he can fake his teleportation with Class Photo (yesss, finally a build it works with!)
Anyways:
It has enough counterplay.
I was personally gonna say that the new scourge hook would also be a really strong perk in combination with DMS. But even in that case, there's already an absurd amount of people who just let go of gens right before someone gets hooked to prevent the scourge hook from making them scream/pulling them off the gen so even that has counterplay
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2731601#Comment_2731601
Because she can't be looped like an M1 Killer
imagine getting mad that you have play differently against a killer at a loop cough huntress, nurse, spirit, blight, slinger, trickster, plague, pinhead, etc. I don't understand people's line of thinking when complaining about this sort of stuff, especially when you can just screw the killer out of a power with DH validated hit
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@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2724413#Comment_2724413
I think, by 'harass' he meant 'draw the Killer's attention'. Not 'be toxic and anger the Killer'.
it really depends on how the killer wants to behave. If they're gonna sit around and not commit to a chase, I'm going to do whatever it takes to get them to move
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no
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@BaconyToast said:
https://forum.deadbydaylight.com/en/discussion/comment/2721689#Comment_2721689
I'm not talking about grades I'm talking about their high density of meta perks.
I dc'd because I'm not playing against 4 deadhards as Huntress
Survivors use Deadhard because it's a free second chance that is now literally so consistent it's broken
DS still has a very high usage rate regardless of the nerf
OoO did not get mentioned but as long as you have, the change was not a nerf. If anything it was a buff. Killers were unhappy because it literally invalidated Trapper. Only new killers hated it, any experienced killer would know that OoO was just free information on where they were.
old OoO was also a hard counter to Freddy and completely removed mind games at tiles with high walls
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@BenihimeWrath said:
https://forum.deadbydaylight.com/en/discussion/comment/2723562#Comment_2723562
I didn't necessarily agree with the argument and I would personally say a 3gen situation is at least more interactive and fun than a camping and tunneling situation.
Every time my friends and I get into a 3 gen, we tend to have a lot of fun trying to break it and harass the killer while we do it so it's definitely more fun than dealing with someone who brought their tent and marshmallows
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@Fokus said:
https://forum.deadbydaylight.com/en/discussion/301646/dh-rework-idea
- in some cases you can keep dying in the DH animation
- that cooldown is so broken if u combine it with 4 vigils and why you need to dodge hits being healthy? Just do a 360
- Why remove the fun quitting that you cant pass thorough traps
- DH now if fine if u are a good killer ur just gonna respect the dead hard
- If you die in the DH animation it means the server said you deserved it?
- yeah that cooldown would be broken as an exhaustion perk
- I agree that you should still be able to DH over traps, but the I frames need to go. Hit validation has been causing way more problems and incredibly unfair interactions for killers. If not removing the I frames, it should say "immune to basic attacks and traps". It's a reasonable compromise and it also prevents the problems that come up with validation on powers
- If a perk has a huge impact on the way that you play the game and how you handle a chase with all 4 survivors every game, then that would imply that it is in fact not "fine". That being said, other perks are just incomparable so what's the point?
