RepostRiposte
RepostRiposte
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- RepostRiposte
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Me: Yo play DbD with me its a fun game
Friend: Ok
Friend: Why can you run fast and I can't?
Me: Oh yeah, you also gotta grind 700 hours for special perks that give you an advantage over everyone else
Friend: *Last played 200 days ago*
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Killers like him because he goes fast
Survivors like him because he doesn't go through walls or instadown
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6,931 votes and 312 comments so far on Reddit
Yoinked from reddit btw
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They likely won't do a discount for shard prices, but if you're interested in buying a bunch of licensed killers you could get a lot of them with auric cells.
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Lol
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Nurse without addons is just so pathetically slow.
You can counter her by holding W across Wrecker's Yard and she'll literally never catch up because of the recharge time/short blink distance.
A rework should reduce reliance on addons, not increase it.
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Maybe the meta would be less stale if they gave nerfed versions of Pop and DS to basekit so everyone isn't forced to run slowdown/Decisive all the time.
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@Axe said:
https://forum.deadbydaylight.com/en/discussion/comment/1831113#Comment_1831113
Its not that difficult to catch up with a W player, majority of them are very predictable with their movement so you can just blink towards where they are going
No I mean you physically can't catch up to them on open maps where they can hold W for extended periods of time.
I agree that Nurse is just as good in chase without addons but her mobility is hot garbage without them. You can't cut off someone running in a straight line away from you.
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@Axe said:
https://forum.deadbydaylight.com/en/discussion/comment/1830232#Comment_1830232
Nurse?
NURSE? HOW?
Try playing Nurse with no charge time/recharge addons on an open map like Rotten Fields or Wrecker's Yard.
Survivors can just hold W and you'll never catch up.
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@Axe said:
Nurse, Huntress, Myers, Ghostface, Deathslinger, Hag, Doctor, Oni
Nurse and Ghostface are some of the most addon reliant killers in the game after Trapper and Wraith.
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Same
Gave up on survivor challenges because queue takes longer than the actual game
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Yeah honestly if I get DS'd all that means to me is a free tunnel pass.
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@SkeletalElite said:
https://forum.deadbydaylight.com/en/discussion/comment/1829882#Comment_1829882
Yes but refusing to play the game is bannable, and just bodyblocking a survivor in a corner and not playing is
Its a method of killing the survivor so I'd say that's playing the game. Point is that there's nothing stopping them from leaving immediately, there's no reason OP needs to stay bodyblocked for half an hour when his friends could leave anytime.
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@SkeletalElite said:
https://forum.deadbydaylight.com/en/discussion/comment/1829877#Comment_1829877
Actually bodyblocking a survivor in the corner is a reportable offense, once all the gens are complete the survivors are no longer capable of holding the game hostage, since the doors can be opened by the killer.
Standing AFK in a corner isn't holding the game hostage but is still a reportable offesnse and AFKing in front of a survivor is the same thing.
Once the gens are powered neither side is capable of holding the game hostage which is what im trying to say.
Killer and survivors can open gate to start EGC so unless everyone is bodyblocked in the same corner its not bannable.
If everyone is trapped in the dead-end room on Dead Dawg and the killer refuses to move then that is reportable.
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/1829867#Comment_1829867
https://forum.deadbydaylight.com/en/discussion/comment/1829856#Comment_1829856
So the killer gets to do scummy things to the survivor and gets away scott free. Seems fair
I mean, if you call throwing the game to get 1 kill and a depip scummy then yeah.
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Your teammates are technically the ones holding the game hostage by refusing to do generators and leave. It is only against the rules to block all survivors simultaneously.
Not bannable, not reportable, just accept the 1k and move on.
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Its pretty much impossible to "main" killer over survivor if you do all the tomes and dailies because every time you play survivor you are practicing the same exact character whereas playing killer you distribute playtime between a bunch of different powers.
Most players are better at survivor because its easier and they have more experience.
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They should fix totem spawns by letting the killer choose which dull totem to attach hexes to.
The E key isn't used on killer so this would be a good way to make Undying less necessary and buff the lesser used token totems that nobody runs since they get broken instantly.
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Played a game earlier as PH with Ruin/Undying.
Undying was broken in first couple minutes, Ruin was completely out in the open on Coal Tower. I chased every survivor past it multiple times and it still stayed up for the entire match.
Survivors just refuse to do bones.
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Blight
Mobility = Viability
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David cause i have the sailor outfit from rift 3.
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This is intentional. Pallet drops aren't supposed to stun the killer instantly after pressing space.
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I don't think you realize how fast 5.0 m/s is. That's like a constantly phasing Spirit who can insta-down and medium vault.
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Most killers: Haddonfield
Low mobility killers (Deathslinger, Bubba, etc.): Mother's Dwelling
Swamp can sometimes suck but the 3-gens on those maps are brutal.
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@MadMatt said:
https://forum.deadbydaylight.com/en/discussion/comment/1810246#Comment_1810246
Agreed. Stamina could be cool but I feel like that would have to be a big update, or maybe even DBD 2. It changes up a pretty big mechanic in the game.
For the Claudette thing, I stipulated it would only be used once per match. Don't want to be too broken haha
If you want to see how stamina plays out in a similar type of game check out Friday the 13th.
Once you are out of stamina/items/door bars there is nothing you can do to stop Jason from killing you. Works fine for F13 because nobody is taking the game seriously or trying to outskill everyone else but I can only imagine how putting a hard-cap on chase time would play out in DbD. No more running the killer for 5 gens.
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@Todgeweiht said:
My suggestion goes something like this
- After landing a successful pounce, Victor clings onto the survivor even if they are injured
- The survivor Victor clung to will now be revealed by killer instinct
- Increase the time it takes to remove victor from 8 to 12 seconds
- During this time, Charlotte will have a 10% increased movement speed
So...
- Spend 15-20 seconds or so moving Victor to a survivor and attaching to them
- Survivor runs away while removing Victor
- Catch up to survivor after/slightly before Victor is gone
- Chase as M1 killer
Very useful power
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His bait posts are evolving, now he actually uses proper grammar.
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@indieeden7 said:
Gonna be completely honest here, I don't think you're telling the truth
Idk man, maybe I'm just unlucky. Here's a scuffed screenshot of a game I played a few minutes ago.
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He just got outplayed
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@BigBrainMegMain said:
Oh stop being so dramatic, Jesus Christ you killers.
I'm a killer main and I've had 0 issues with keys. My GOD you overreact.
"You killers"
"I'm a killer main"
🤔
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Probably will be much harder to pull off once they make him fully invisible in the mid-chapter
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Maybe every chase escaped gives a token? It would punish the killer for losing you by making it harder to find you again.
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Clown will be getting reworked soon so if you want to try him out you might as well save your shards, but otherwise you should buy it.
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@Boddy604 said:
https://forum.deadbydaylight.com/en/discussion/comment/1807304#Comment_1807304
If three survivors escaped through hatch after completing 4 gens, im sorry but you got outplayed.
They wouldve completed the 5th.
The ACTUAL salty play is 2 getting out after 3. Thats where u got robbed. Anything less is u whining.
Spoken as a killer.
The last gen vs Hag is like half the match. Game isn't even close to over.
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@MadMatt said:
https://forum.deadbydaylight.com/en/discussion/comment/1803276#Comment_1803276
That's why my very first stipulation is that they're interactive, not just a stat boost. Also, a boost like that would be too prominent.
Instead of Meg getting a generic speed boost in footspeed, she could get for example:
Athlete's Hurdle: Meg is capable of performing a fast vault when only running at a window for 1.5 metres instead of 2.5 metres. Given that she's a track star (I know that doesn't necessarily mean she hurdles, but she's the Survivor most likely to have it as a pastime). Perhaps the animation of her vaulting could even be reminiscent of an actual athlete's hurdle (where their first leg is moving forwards over the vault rather than both legs to the side).
Doesn't matter how you paint it, a bonus is a bonus and one or two survivors will inevitably have the best.
The two examples you gave would already ensure that Claudette would be picked less often than Meg. Easy fast vaults is a big deal. Can't wait to spend another couple million bloodpoints on Jeff, Zarina, or some other random survivor cause they suddenly unhook or recover exhaustion 50% faster.
Not to mention these would essentially become survivor basekit once the meta sorts itself out. Not so gameplay-altering when everyone has the exact same "unique" bonus.
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Lockers should be used similar to Billy or Bubba where they aren't a hard counter but rather an alternative way to juke.
If you dodge Victor's pounce, you get to jump out and kick him, if you don't he can just injure you out of the locker as normal. Make Victor enter the locker, despawn, and the survivor jumps out with one less health state. This way there wouldn't be as much animation work as well.
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Moris are removed, Cypress is made basekit, done
Now new players don't have to burn limited offerings just to do their dailies
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Can we just get rid of them or turn them into BP offerings cause if I wanted to play Pyramid Head I could just, you know... play Pyramid Head instead of burning 7000 bloodpoints.
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@mouse0270 said:
Did they? What did they say they were going to do?
They didn't give specifics but I imagine either the exit gates will stay blocked for a few seconds after Victor is removed or they'll reuse the Pig mechanic where survivors aren't allowed past a certain point in the exit gates.
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Its in a couple hours, in a week, or we'll have a major bug problem till 2021.
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@DoritoHead said:
he also should screech in British and smoke a pipe.
He already has the teeth
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@Rubix said:
Posted the exact same question recently.
The answer is they will not tell you.
Information is power for DBD, that is why Nurse is the worst killer, Piggy the best, OoO balanced, DS & unbreakable have no counter so balanced and let's not forget SWFs hardly exist in games, if SWFs did exist in games then using Comms isn't cheating as cheating isn't having an unfair advantage over a fellow survivor so means that is also balanced... what did you ask again because you can post it in q&a to be skipped over if you like?
;D
I swear they had to be joking when they answered those questions back to back.
Ethan: The stats tell us OoO is balanced
Chat: So when is Nurse getting a buff?
Ethan: Ignore the stats
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Doctor + Legion would basically just be old Legion but even worse because of how easy it is to get to tier 3 madness.
Legion stab -> Doc shocks a few times -> Survivor needs to find a teammate or they go down
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They should let survivors crouch over traps to prevent those 3-gens/2 survivors scenarios where nobody can do anything because if you even try to progress the objective one of his 9 snares that completely block off the generators will let him know where you are. And even when you do manage to wake up and work on the gen for a few seconds he'll just waltz back around with his insane mobility to smack you silly.
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Sorry you can't abuse Haddonfield/Mori offerings for a quick, easy win. Better luck next time.
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Permanent 8% haste for everyone would be so ridiculously broken its not even funny.
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Feral Frenzy
Lethal Rush
Demon Dash
Deadly Dash
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@konchok said:
I agree with most of what you say, however, ruin/undying is way too powerful and needs to be nerfed because it's just too good. I hope they don't nerf it to oblivion but a slight nerf would be justified.
My suggestion is for a nerf/buff. Basically the only perk that works well with undying is ruin. So the buff would be to remove the bit where if a totem is broken you lose your stacks. The nerf would be that when hex totem that isn't undying is broken there is a 1 minute cool down period before the perk gets spawned onto another totem. This makes the perk work with more combinations of totems while reducing the power level of the ruin/undying combo.
Do you know how long 1 full minute of no slowdown is?
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New rift challenge: Drag a survivor for 180 seconds
Can't wait for Meg to drag me around the map like we're racing the Grand Prix
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It's already so difficult to depip, I dont want more potatoes ar red ranks.
