Raven014
Raven014
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- Raven014
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I would love a knight character. I made a concept for it ages ago.
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@SweetTerror said:
https://forum.deadbydaylight.com/en/discussion/comment/1475070#Comment_1475070
What would you consider the proper way to "play right" with Legion?
Well, that is the thing, Legions playstyle is very different to most killers. Sure, they have the same tricks as 115 killers, but they also have times when they need to move on from their one chase to another. They simply do not have the lethality of other killers, and must pick and choose their targets. They have the best access to survivor positions with their constant KI readings. Making the most of it (using frenzy a lot) is a definite must.
If you don't want to continue the chase (or recognize a survivor is just looping you for too long), use your frenzy on the person you are chasing to look for others. Even if they are injured and you want to let them go, make them waste time mending. Frenzy hits give brutality and deviousness, so lots and lots of frenzy hits are a good thing.
It is sort of like picking up Bubba or Billy. Know when to use your power to get an early hit or information, and never draw your chases out too much. Maxing out Deviousness points shouldn't be too difficult if you know what you can get away with when in Frenzy.
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@NursesBootie said:
There are perks that need that requirement like for example "Dark Devotion". On the other hand there are also perks like " Surge" that definitly don't need it.
If Dark Devotion triggered on any hit, I think that would make it less useful overall. It is strongest when a killer can decide when it works and when it doesn't (why it can be good on Legion, for instance).
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@Veen said:
Legion, thats why.
- Legions power (without Franks mixtape/Stab Wounds Study) is nonlethal.
- There is a maximum anyway, that any killer can reach.
- Some perks need it, others dont.
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Legion, but I am a legion main. If you play right, you will be able to get all 32k points much faster and more reliably than doc.
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@MegaWaffle said:
https://forum.deadbydaylight.com/en/discussion/comment/1473186#Comment_1473186
I just want to see PH plushies now.
I think it would be cool to at least have an action figure of him. : D
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@MegaWaffle said:
https://forum.deadbydaylight.com/en/discussion/comment/1473086#Comment_1473086
As you said the games LATER became targeted towards a younger audience due to the player base it started to garner, meaning the original cast of characters created were not done so under that new mindset.
Its ultimately up to BHVR to add whatever brings in the money and players, and while I would not buy a FNAF chapter/character I wouldn't fault them for wanting to do it as clearly there is interest within the community for this to happen.
Actually, I don't think that is true. The newer experiences are VR and AR, and still trying to uphold the creepiness factor. Trying to immerse one within the experience...
I think the merch, which is more reflective of the companies behind them, market to kids like many other franchises do, and because the premise actually can allow for that. You cant sell PH to children, but you could sell Springtrap, and he is a far more tortured soul than PH ever can be when you get into the details.
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@MeatBycicle said:
I'm going to answer this thread with the same answer I gave the last 20. No, a character from a children's game doesn't belong in DBD.
FNaF, despite its reputation, is not a kids game. It is still a horror game. And like all horror, one can become desensitized to it. Even children.
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@DWolfAlpha said:
https://forum.deadbydaylight.com/en/discussion/comment/1472015#Comment_1472015
It might have something to do with the fact that I'm better with Legion than any other killer. They are also the only ones that I have gotten to prestige level 3 with.
I am also a Legion main. I know all of their strengths and weaknesses. They were the first killer I got to P3 lv. 50 as well, and I have every perk on them.
But I also admit that they are not the strongest killer out there. I have been using PH a lot lately, and they end loops much better than Legion does, but they lack the info Legion has access to. It is a give and take.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/1470816#Comment_1470816
They aren't.
Think about the unrelenting and STBFL perks. If hypothetically they applied to non-basic attacks the math on those would work out differently compared to basic attacks because they would be using different source numbers.
For example, what exactly would STBFL do on Legion's frenzy? Would it somehow make the cooldown even faster? The answer really doesn't matter, because the point is that these perks are designed around the numbers in the basic attacks they are effecting. So if you have them apply to non-basic attacks then you get balance problems sometimes.
Taking Pigs ambush in particular, the extreme length of the lunge that's normally balanced out with the extended cooldown makes unrelenting a problem. This is why the perk didn't work at all even when the attack DID trigger on hit effects. But you can't have something work with some basic attack effects and not others without making the entire system super confusing, so the on-hit effects were removed making it consistent with the cooldown interaction.
Myers meanwhile doesn't have ANY of these issues. The instant down is through the status effect not the attack
Legion had no impact on frenzy strikes because it was already considered no cooldown on attacks. So it was a worthless perk for them anyway...
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It isn't necessary, but at least other solos would understand why you got into the locker.
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@Xzan said:
It's not genrushing, you are not good at creating pressure. (Even though map rng can be horrible sometimes)
It's not tunneling, you just made yourself a target by selfcaring under the hook.
It's fine to let someone die, if the others can escape.
DS and NOED create bad habits and hinder improvement because you can always fall back to it.
Suiciding on hook is fine, if your team is hookfarming you or not doing anything useful.
The Game is the best map.
We don't need more licensed stuff.
Behaviours art team is the real MVP.
The last two are certainly correct.
You forgot that they make themselves a target when they run at you and force a locker DS.
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@Toybasher said:
https://forum.deadbydaylight.com/en/discussion/comment/1471699#Comment_1471699
Almost all obsession perks prioritize keeping the Obsession alive besides Remember Me (Encourages you to kill the obsession so they can't get the door) and Dead Man's Switch. (Procs when you hook the obsession, but doesn't completely shut off like Furtive Chase does when the Obsession dies)
As absolutely ######### of a perk the old Dying Light was ("I'm going to tunnel and mori the living ######### out of this one survivor, and EVERYONE gets punished for his failure at staying alive!") it at least meant there was a danger to being the obsession since one of the possible obsession perks revolved around killing the obsession ASAP.
I wonder what the point is of even giving survivors a 1K survival BP "Obsession Dead" bonus for dying as the obsession. I can't tell if it's supposed to be some kind of consolation prize or if it's like "Atta boy! You just cucked the killer out of his obsession perk by dying! Good job!"
Dying light needed to be changed. It promoted a stupid playstyle, and it was unfun for a lot of people. But new dying light gives a massive buff to survivors for such a little benefit... and if the obsession dcs, it deactivates. There is no point to running the perk now. At least then there was cause to be concerned if you were the obsession...
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NOED should be basekit. Without it, there is no incentive to slow the game down, which just sucks out much of the fun in killer matches.
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@DWolfAlpha said:
Legion is a good killer that just requires a different play style and counterplay than most other killers.
They can be. But there are situations where other killers would be preferable to Legion, and situations where legion is better than other killers.
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@Tricks said:
As it has been scientifically proven that conscious thought affects physical reality on a sub atomic level if you stretch the science behind that just a little we might just actually all collectively pull each others realities into being one thread at a time simply by observing. (which both intrigues, excites and scares the crap out of me in equal measure).
I don't know why this is or what it means that this is so if anyone knows please feel free to let me know.
Cheers.
That is basically the way the auric cells and the Auris work in game. Just manipulating reality with thought.
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@[Deleted User] said:
Every killer is viable. There are no truly useless perks.
Even Monstrous Shrine and Up the Ante? XD
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@Hazerino said:
https://forum.deadbydaylight.com/en/discussion/comment/1471605#Comment_1471605
you do NEED to because otherwise you aren't getting the full experience of it. dont go and break your bones obviously but if you aren't playing survivor you can't really understand
So, until you have broken a bone, you can't empathize with a person or give advice as to how not to make it worse? Great logic.
Seriously, gatekeeping is such a stupid action to take in discussions. His opinion is valid, and it seems even more so to me, when I play both sides and see the glaring issues on the wall.
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1471626#Comment_1471626
Man the release of PH showed killers would tunnel if the opportunity arises. You are speaking for you personally I respect that you care for others fun.but keep it real here.
Yeah DS is used offensively but it isnt an anti tunnel perk its anti momentum so all I can tell you is either eat the ds or the unbreakable because that's usually combo'd with it. Then when there is no more unbreakable slug.
Anti-momentum isn't a role that should be filled by a perk. Especially not one as easy to use as DS. Survivor actions should be anti-momentum.
And to be able to use the cages correctly with PH, you have to fulfill certain conditions, and even then, it makes you weaker when you use the cages (no hook perks apply and you cure two people of torment. Not only that, you give up pressure by sending them away from you).
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@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1465499#Comment_1465499
This was a case of “killer was kind of screwed in this situation”.
Sometimes the killer just makes a really bad play and they dont deserve to come back. but Billy always can, and he has that insane snowball potential from the beginning of the game.
Basically I feel this is more of an issue with this map and I would guess likely swf. Solos dont separate on gens like that.
So killers are not allowed to make one mistake... or rather, they shouldn't be able to come back from one mistake? And survivors are allowed to make many, many mistakes? That is... that is just not fair. There should be a chance for recovery if you play strategically. Survivors should, and killers should. But survivors at the moment are just given way too many second chances.
New billy won't be able to make the same kind of comeback billy now is capable of.
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Overperforming. That is your argument for nerfing Spine Chill and BBQ? I agree Spine Chill needs to have the vault speed removed, but BBQ has at least 7 counters, last I checked.
I would much rather buff perks to relevance than nerf the strong ones to irrelevance. If Hangman's Trick was like how it was on the Deathslinger PTB instead of what it is now, then I would have been happier to use that then BBQ, but that got nerfed into the ground.
Same goes for killers. I love to use weaker killers, but as long as I keep getting the same SWFs and tryhards, Im going to be forced to play as meta killers with meta perks.
The fact that some perks are over performing just shows there are some real problems with the balancing with the game (nothing new) and that they need to be adressed.
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Until sounds are properly fixed, most Spirits will probably be stuck using stridor, as it makes their game more reliable.
Pop is just good overall. Only because of the gen speed issue, which is of course, not an issue to pure survivor mains & apparently the devs...
Spirit Fury/Enduring Billy is rare these days, at least in my experience. More likely to see Ruin on a billy than SF/EN.
Infectious is more common on Oni... again, in my experience.
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@terumisan said:
https://forum.deadbydaylight.com/en/discussion/comment/1471626#Comment_1471626
Ds would be completely fine if you couldn't recover if you had the perk
I feel like it needs a defined role, and anti-momentum is not a role.
And it needs a cost. Being the obsession in most circumstances is not a negative. Maybe if it gave the option for a mori in the endgame. Something like a mini rancor effect. You bought time, but now you are punished for it.
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1471446#Comment_1471446
If survivors couldnt use ds killers would hard tunnel deny that right now.
I dont tunnel. Even with no obsession. It just ruins the fun for the person being tunneled. Most killers would not tunnel if given the chance. If survivor sided imbalance wasn't an issue. But some killers would still tunnel regardless of if DS is used or not. And once its gone, it is gone for good.
It does not stop anyone from tunneling. Besides, PH existing means that DS isn't always reliable.
And, on top of that, I have seen more survivors attempt to use DS offensively instead of the purpose most give it right now: that of an anti-tunnel perk.
DS needs another rework. It is too versatile. For too much reward. For failing at the one main goal: to survive.
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I love poetic irony. XD
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It really depends on the killer, but every killer needs some way to slow down the gens. Even my best killer, Legion, needs Pop to even have a good chance, and even then, needs a lot of practice and strategy to even get a snowball going.
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@ClickyClicky said:
Becuase those killers were overpowered, that's why they don't get anything in return. It's called a nerf.
Billy was fine in the devs eyes, but they nerfed him anyway. That was an unjustified nerf.
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@Kellie said:
https://forum.deadbydaylight.com/en/discussion/comment/1465020#Comment_1465020
When people call a killer "boring" they don't mean they cant use the looping meta on them. Nurse for example is fun to play against. She has counters that are simple and it feels good outplaying a good nurse. She also requires you to play more stealthily instead of the usual aggressive gameplay. And at the same time she is still a strong killer
The Spirit is also a strong killer but she is considered boring due to her lack of counters and information. Without information or counters, the survivors will usually just go down in less than a minute of the chase.
Do you see why survivors call other killers boring and some not now? :)
I don't think many survivors like going against Nurse to begin with, and fun is subjective. And I think that most survivors want to use the looping meta, because it doesn't take a lot of skill for a big reward. It is the same reason DS, BT, and Unbreakable are popular right now...
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@Khakuate said:
https://forum.deadbydaylight.com/en/discussion/comment/1461199#Comment_1461199
Yet you were asking for proof of me playing in red rank, I gave you my youtube channel where I upload videos.
https://us.v-cdn.net/6030815/uploads/R42K88FQEC8K/meme-jpg.jpg
So, people who have different opinions don't deserve to speak? I noticed earlier in the thread that you wanted to deny their human rights.
I know it is a meme, but that seems a little extreme, doesn't it? It isn't funny just because they have Peter Griffin on it...
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What I would like is for the Iron Will bug to be fixed first. The one that has been in most of the games lifespan. Even then, I think Stridor is fine, since it is very niche anyways.
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I agree that spirit needs an indicator that she starts to phase... but her whole thing is that she can see scratch marks, but not the people themselves. If you want to nerf something, nerf how reliant a lot of spirit players are with stridor and survivor players are with iron will.
Also, Tombstone Piece can only kill 3 people, takes a long time to stalk, and you can only do one per T3.
That Plague Nerf seems more like a buff to be honest. The only reason that mechanic is in the game is to stop Plague from making everyone broken... forever...
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1464757#Comment_1464757
Moris allow an easy 4k (or 3k + hatch escape) even in matches the killer has no business winning. Keys usually just turn a 4k into a 3k, and even then they're harder to use than a mori. You're still vulnerable to Franklin's, tunneling, moris, etc. It's a rare game when multiple survivors escape with a key.
Moris are also way more common in the bloodweb than keys. I'll typically get like 8-10 moris en route to level 50 but only 2-4 keys.
I have had plenty of matches where keys allow for a 4k to turn into a 1k. The common excuse of that they have to do gens does not work because 3 of them usually get done within the first minute or so. Which means if they either find a key or bring them in, that means there is a high risk of them just leaving because the game is too hard for them. Not only this, they get over 5000 points for escaping via hatch. There is no downside to a key like there is with a mori.
Not only that, but as someone with less than perfect eyesight, I can't see keys in the lobby. They blend in too well. Where moris are essentially announced.
Moris have to have the work of chasing, downing, and actually deciding to use them. And Moris give you less points, and take away the ability to use pressure perks, like Pop, Thana, etc. Not only do Moris discourage a killer from using them in that way, but also get the killers hate-mail for using even an ivory. And they are locked in an animation, during which survivors can decide if they want to use said key.
There are between 1-3 red options in a bloodweb for any given killer. There are 5 red options for survivor, and 10 purple ones (Items and addons). The chance to get a key from these are 1/3rd chance for killer, 1/5 for survivor (for a red key), and 1/10 for a purple key.
Of course moris would be more common just because there are less options to choose from. And keys are still relatively common/easy to get. Dont forget that plunderers exists to raise that chance higher than how easy it already is.
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I think the basekit cooldown should be 3 seconds, then the addons would be fine.
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@Thomas_Simpleton said:
How can you spend 700$ on the game? Is there even that much DLC?
One of the higher cost packs is around 100-110 AUS $... I fully believe that they can use 700$ on the game.
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@AhoyWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/1460791#Comment_1460791
Don't even try to ask questions about Legion and his questionable drawbacks, they never respond to these kinds of questions.
It was worth a try. He never responds to me anyway. But if we just stop trying, then that means we stop caring. That kind of attitude should worry them.
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Console... never had the chance to get them. A lot like Legacy, actually. The game was never on Console, so the cosmetics were never available for console.
Legacy was never available on console either, yet I would like a chance to earn those.
My key thing is that I would like to earn those instead of being given those.
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This is why the time crunch needs to be on the survivors side... that way they can't just do that... They want to genrush anyway, might as well give them a reason for it.
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@Almo said:
https://forum.deadbydaylight.com/en/discussion/comment/1460559#Comment_1460559
It made the power too oppressive. The extra speed Legion has during FF means it's very hard to escape them in individual chases. It was too easy to pick one Survivor, run them down a couple times, hook them, then choose the next target. Frank's Mixtape made that even worse, so that also got a big hit to power.
Legion's update was multi-faceted. The moonwalk issue was one thing that had to be fixed. Lack of meaningful counterplay was another. The general feeling of playing Legion was also an issue, as they used to be a 4.4m/s Killer with a 24m Terror Radius.
The update was deemed successful because:
- Their play rate did not go down.
- Their performance stayed about the same, and went up a bit with the subsequent tweaks we did after the intial update.
- The rate of players disconnecting from games against Legion went down significantly.
Almo, I have three questions about Legion balance in general...
I am curious about why Legion loses half their power during their basic attack... on an inherently non-lethal power? Is there a reason that still exists?
Is there a reason Legion has a 4 second stun? I would think that a 3 second stun would be decent for them, since they have nothing like the lethality of Nurse, who can have a shorter fatigue, or PH, who can activate their Punishment of the Damned from roughly a 1/5 of the meter.
And my last question is more of a what do you think of the concept kind of thing:
What if there was a secondary trap-like ability added to legion? There are four Members, why not make all of their presences known? Have the killer player set up a max of 3 ambush locations. When a survivor gets closer, they trigger an AI ambush from a different legion member who tracks them down in Frenzy. They will either get the hit, get stunned and walk away, or the survivor would get out of range. They would, of course, spawn behind a wall and have a TR, chase the survivor, and then despawn behind a wall if they fulfill one of the 3 conditions.
The Legion suffers from the lack of an ability to act on information they receive in a match. These traps, while not being able to down anyone, will still allow them to pressure in areas they want to, but not as oppressively as in a three gen situation. They still have to loop and down everyone.
You could even have customization for each one, so that way there would be a reason for getting one of each cosmetic type (one cosmetic of Frank, Julie, Suzie, and Joey respectively). There could even be monetization that way if you need a fiscal reason to.
Just a thought.
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Survivor: Left Behind
With how the hatch works now... yeah, it was much harder.
Killer: Evil Incarnate
You have to find, and mori everyone in a single T3 as Myers. That means you have to make a build around Infinite Tombstone, as well as make sure that you stop the last one from leaving via hatch.
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Sorry, I wanted to prestige a character to P3. I will use them all before then. Maybe I'll save them on my P3 characters, but not on my P2 or P1 characters.
Besides, You dont get that great a benefit from them during a bloodhunt as you would a BPS...
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Survivor: Aftercare + Autodidact.
I like these two just because they give a massive reward for a high amount of skill... something that the survivor role desperately needs. (When so many perks reward failure, it is refreshing to see skill based perks).
The information Aftercare provides for solo survivors is incredibly useful. Sure, it can be unfun to get tunneled and not be able to use the perk, but at some point it will let your teammate(s) know your situation and act accordingly.
Sloppy is kind of boring, but nessisary. This perk rewards survivors for skillful actions... although I kind of wish 2 things happened:
- More skill checks
- More difficulty with the skill checks (at least for those above 3 tokens).
Both of these perks really do their job well, its just that the meta right now really rewards survivors for failing, which is kinda dumb.
Killer: Dark Devotion, Forced Penance, and Trail of Torment.
The first one, Dark Devotion, has always been one of my favorites, ever since its change to its current form. It allows you to surprise one survivor while disorienting another... and it works against most SWFs, funny enough. It allows you to take control of the situation a little better. Is the obsession running to a strong loop? Ditch them and look for someone else. Are they in a good spot to be downed? Down them. It allows you to take actions you wouldn't be able to most of the time. Do not underestimate a killer with this perk, especially if they have Dying light to combo with it.
I am honestly surprised by the other two, as I thought Deathbound would be the one useful perk of Silent Hill, but I have found the other two far more useful.
As a legion main, I never appreciated how many times I technically make protection hits during frenzy... and that Forced Pennance works during Frenzy. If it only worked on basic attacks, then this perk would be way worse off. There is no cooldown for the effect, and it keeps track of the last person to receive the effect for you, letting you know when the last person will be unbroken. I would not advise it with Thana, but it has a lot of utility on Legion that it doesn't have on others.
Trail of Torment on the other hand... This perk has grown on me. I ran it when I had no other options when I prestiged PH twice, and it always throws people off. Maybe because they don't expect it, maybe the way I play with it, but it demands you to... have a plan like the Joker from the Dark Knight... Unpredictable, but a method to the madness. I think the cooldown either needs to be lowered or removed, and for the gen to not glow within 32 meters, just like Better together, but most people don't really realize you have the perk anyway. This perk will become stronger if they add more gen aura perks for survivors, ones like Better Together, where it shows the gen as yellow, before Trail of Torment is really worth it. It is fun when used with Dark Devotion. You can use the 16 seconds to sneak up to the obsession, where then you get an extra 60 seconds of time.
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I think they focus on overbalancing killers when there are other, more important things, like overall perk balance and console optimization, for a start.
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One told me that I spooked them really well... I forget which killer I was, but it was a really good message to me.
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Actually I think Jaee is a better Legion and GF, personally. Because he manages to take more advantage of their respective powers...
But that may be because Tru3 treats GF like wraith, and never stalks...
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No. It is a clear advantage some are taking advantage of already. If people have easier access to it, it will make a clear divide between those who can get mouse & keyboard and those that cannot.
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Trappers and Cannibals are not so bad.
Trappers are decent for making people slow down and taking advantage of the shorter time with both carrying survivors and breaking pallets.
Cannibals are great for messing with survivors, BBQ is always great, Franklins is an obvious counter to items, and Knockout messes with survivor pickups and creates natural slowdown.
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@not_Queef said:
https://forum.deadbydaylight.com/en/discussion/comment/1447735#Comment_1447735
Technically, Bubba was only a paragraph, not a full chapter.
Also, Freddy is the perfect example of why people shouldn't be so quick to wish for licensed characters.
We've had two different versions of Freddy and they are both are both absolutely rancid. He just doesn't fit into the game.
Neither does this goofy-ass robot.
Freddy toys with his victims. The entity wants that in a killer.
Springtrap would do the same.
And if you think he is goofy, we got Robbie in the silent hill chapter. If that isn't goofy, Idk what is...
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@catbeans said:
https://forum.deadbydaylight.com/en/discussion/comment/1447798#Comment_1447798
What a compelling argument. Do you even know what he looks like?
A great question for him.
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People don't like him for one reason alone: the cringy fans. Which is a ludicrous argument, because there is a high probability that they have all grown up. FNaF has been around for 5 years, those who got into it when they were 13-14 are now 18-19... around the minimum age group for this game, and have outgrown the cringy part of them. Besides, we got Robbie in this game... I don't see why Springtrap couldn't work.
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Borrowed time encourages braindead actions. That in itself should not be ideal. If there was a drawback, like with 80% of perks in this game, then it would be fine, but there isn't.