RoboMojo
RoboMojo
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@MysticLightskin said:
https://forum.deadbydaylight.com/en/discussion/comment/2311069#Comment_2311069
That’s why this poll exist genius because something critical is ######### broken!!!!
if your games run smooth then congrats everyone here who agrees has clearly ran into the same BUG or issue so please save your wise ass comment for somewhere else.
and by the way if u know anything about dead by daylight you should know gens have been a issue since day one. And as for no sharing your opinion pfff ur a Hypocrite Cuzz u just did and also no issue on sharing ur opinion share away just don’t say ur not then proceed to... it’s kinda a pet peeve of mine. Thanks and have a nice day.
You made a poll to get others opinions. It is not only unprofessional but also childish to make a poll and then attack people because they picked an option you don't like. Grow up.
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It'll be great for BP farming. Otherwise, it's gonna be a bit forgettable I feel. At least I can get the crown for Jeff.
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Revert the nerfs he received. Maybe don't bring back saw charge time add-ons though. They were kind of busted, especially when stacked.
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@CashelP14 said:
I disagree with a few of the placements but that's just a difference of opinion.
Really just wanted to say I appreciate the fact you had your lowest tier as B and you had mini tiers inside each tier. Usually most people have their tiers include a D tier which I believe no killers are in. Lowest I think anyone is, is C tier but no one is below that.
Tbf, Trapper without a bag add-on is absolutely a D tier Killer.
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@konchok said:
https://forum.deadbydaylight.com/en/discussion/comment/2309823#Comment_2309823
It's not fair to criticize BHVR based off of leaks. Maybe not you specifically but this community as a whole was way to happy to jump down BHVR's neck for this.
Well tbf, Behaviour are consistently breaking the game every other chapter it seems. People are rightfully angry and as such, are using any excuse to bash Behaviour. I am in a privileged position as I play on PC (I'm mostly unaffected by the performance issues plaguing consoles) but I can remember how awful the game performed back when I played PS4. I'm not saying that people are justified for bashing the Devs over leaks alone, but I am saying that the anger in the community is because of Behaviour's actions (Or perhaps inaction, considering they broke the game for many console players).
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cry
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@1miko said:
https://us.v-cdn.net/6030815/uploads/AAXA9DUISGND/rare.png
Not bragging, I'm just curious.
I literally haven't even played on the map yet. Not on the PTB because I went back to live super fast, and not on live because RPD was disabled super quickly lol.
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For Survivor, probably Spine chill. I really do not enjoy playing against stealth Killers and Spine chill is a godsend against them. Especially since most players don't bother to try and sidestep or moonwalk to avoid it.
For Killer: I don't really crutch on anything. Although, I suppose it's very difficult to play Killers I'm unfamiliar with without ruindying so I guess that's kind of a crutch.
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Why isn't Blight here?
(I wanted to post a BlightJam gif but the forums won't let me, lol)
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Neither... What on earth made you think they're OP?
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I assume you're referring to the stand-still "mindgame"? If so, then yeah just remove it entirely. Good Spirits would be mostly un-phased and bad Spirits would be more heavily punished. Seems like a win-win to me.
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As others have pointed out, Scratched mirror myers is extremely map reliant (Even more so then just default Myers) so if I HAD to put SM Myers into a tier, I guess it'd be somewhere around C or D without a map offering. Maybe B or A with a map offering.
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No.
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I think instead of making 'new' general perks, instead they should make stronger DLC perks into general perks. It's never made sense to me that Survivors can make an almost meta build with nothing but teachables from free survivors e.g. David, Meg etc. Meanwhile (On PC at least) many meta Killer perks are locked behind DLC. Corrupt intervention, Pop goes the weasel, Ruin, Undying, etc. Killers can make an okish build with just general perks and teachables from free Killers. However, they'd still struggle against decent swfs because there is no decent gen defence perk available to those who don't buy more DLC. The best they'd have is Noed or Sloppy (Noed is an end-game perk, not a slowdown perk and Sloppy pales in comparison to Pop or Ruin). It is technically possible that the Killer player could save up shards to buy Clown or Hag or Plague. However it would take so long to just grind for a single character that it would be straight up unfair to tell a new player that there isn't at least a slight pay-to-win aspect to the game. I sincerely doubt Behaviour would ever make the Killer meta into general perks as Behaviour would then be forced to make new perks for all these DLC Killers. Add to this the fact that it will almost certainly reduce DLC sales and it is essentially just impossible. Just a thought I guess.
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@aroell said:
https://forum.deadbydaylight.com/en/discussion/comment/2305333#Comment_2305333
Maybe they crashed or had something irl? People have a life you know
That is understandable. The blame still falls solely on them however. It is both unrealistic as well as unfair, to expect the Killer to farm or to 'play nice'. Genuine question though, how exactly would you define 'going easy'? Do you mean letting one or more people escape? Do you mean intentionally allowing gens to be completed so they feel they have a chance? Is it both? Or do you really mean farming?
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@Rill said:
Just make this perk don't leave scratch marks when last alive. That's all.
The perk would still have the problem of it relying on teammates dying to be useful though.
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@aroell said:
I mean it’s basically a 3v1, you could just go easy on them, but nowadays killer mains have no sense of empathy so obviously you have to try hard to get that 3k.
Tbf, the DC is completely out of the Killer's control. Ironically, it is the Survivor who DC'd who lacks 'empathy' (Kind of weird to use that word considering that we're just talking about a video game here).
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Ngl, I hate the voice for Claire. Her high pitched, shrill scream is very irritating to listen to.
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@[Deleted User] said:
Welp, Twitter guy is going to lose his job now lol.
He actually might. If it's serious then that's not good PR and if it is sarcasm then they're basically poking fun at the company they work for, lol.
Wait nvm, it's a fake account.
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@toxik_survivor said:
They were iredecent for a reason. And it's not like there were used that often. Now there usless.
Just because something is of a high rarity, doesn't justify said thing being absolutely game-breaking. Besides, the Devs said in the anniversary stream that Moris are going to be reworked again to incorporate them into regular gameplay instead of being an offering.
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@BlackRabies said:
I haven't seen anything official on the names of the two zombies that nemesis has with him, so everyone given them different names. The Female I've seen the most is Karen and I keep calling the make Carol.
What you call them?
Dumb and dumber (mainly because they rarely do anything, even when I go out of my way to corral Survivors into them).
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@van9684 said:
https://forum.deadbydaylight.com/en/discussion/comment/2303019#Comment_2303019
JRM always makes me laugh. Especially with the perfectly executed new inside strategy.
He definitely is fairly entertaining. He's good, but not so good that he's always just running for 5 gens. He makes mistakes, and his reaction to said mistakes are usually fairly humorous, lol.
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@van9684 said:
I know there’s a ton but I gravitate towards Morf, Ayrun, JRM, Sweh and Ohmwrecker.
What are your faves?
Rn, mainly Otz, JRM and some smaller content creators as well.
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@WishIcouldmain said:
Yeah they're the same
1.Both are completing the objective as fast as possible. While ignoring other things.
2.Both are legitimate and fair strategies. With enough in game and perk counters.
Honest opinion
Pretty much, yep. Unfortunately, both tactics are here to stay unless there is some major overhaul to the game that fundamentally changes it. That isn't impossible but the Devs probably wouldn't do it. The game is an ok-ish spot right now, not counting bugs and performance issues of course. So the Devs probably wouldn't bother.
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@dspaceman20 said:
I know a lot of people would not think FNAF would work in dbd but I got me thinking, would a robotic killer be good in dbd? Of course it would have to have a good ability but assuming it did do you think it would be a good fit for dbd?
Absolutely. I think a cyborg or a robot Killer would be very cool. Especially since the potential for cosmetics would be limitless (I'm sure Behaviour would appreciate that very much). I personally think FNAF wouldn't really fit but I guess if Behaviour set their minds on it then FNAF could work in DBD.
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@Mdawgu said:
Cringe.
A little bit yeah. They're not wrong though. They didn't address the optimization issues and just did a bunch of minor bug fixes.
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@zeplore said:
A lot of players think the speed burst a survivor gets when Nemesis first infects a survivor with his tentacle is laughable and makes Nemesis have to hit you 3 times to down you instead of the typical 2 for any other killer power.
For reference, survivors do not get a speed burst when plague pukes vile purge (green) onto survivors, nor do they speed up when hit with a doctor shock.
Some survivors may argue that 3 hits for the first infection and down are okay since of what nemy can hit over and what he can do with his power, but being able to vaccinate 4x times and needing to hit all the survivors 3x times with tentacle to down, then 3x times more again if each one of them vaccinate, that is 24x tentacle whip hits and still only 8 hooks.
Do you think the speed burst on the initial infection hit by nemesis is justified? Why or why not? Do you think this was intentional from the start, considering the -20% MS hindered effect that lasts for 0.25 seconds upon initial viral infection?, Which is completely negated entirely by the current hit-sprint-burst?
Remove the speed boost on the infection and he'd probably be mostly fine.
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@akanadi said:
so for the past month ive decided to play more survivor because recently ive really only played killer and im legit in awe that most the rounds i was in was twins and im wondering why, like yeah theyre strong but extremely boring for both sides and they've only been getting nerfs so why are there a rise of people playing them?
Personally, I find them somewhat enjoyable because they're the only Killer who doesn't care about exhaustion perks. Yes, they still waste their time, same as any killer. However, they're not as harshly effected as others. As well as this, they have very little counterplay when Victor is released. As such, if playing Blight is pissing me off (Having someone just press E to negate what otherwise could've been a good hit is beyond frustrating for me), then I can just swap to Twins. Against the average survivor team, I can just switch my brain off and as long as I'm willing to play a bit scummy, win with relative ease. Overall I'd say they're a bit unpleasant for both sides but the Devs will never rework them. Even if they did, it'll take them many months or perhaps even a year or more because Behaviour seemingly work at a snails pace lol.
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@DanielPaint said:
What's with this weird trend? I noticed it by blight, twins and nemises. First they get trash talked and then for some reason there S-A tier for everyone because Streamer or Youtuber X said he's good.
The opposite by clown but same scenario. First everyone loved the buff and because again Youtuber or Streamer X said he's still bad and everyone is now seeing it like that.
Tbf, Blight was genuinely terrible in the PTB so the complaints were kind of justified. After that, it was simply a case of people not realizing the Killer's potential. I really wouldn't say that Nemesis or Twins are S tier though. Twins might be A or B tier. I'm still not sure about Nemesis but he definitely isn't S tier.
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@OniWantsYourMacaroni said:
Imagine running these super boring perks if you could just use Lethal Persuer instead 😤
https://us.v-cdn.net/6030815/uploads/7TOX90BT46H3/zombomeme-22062021015147.jpg
I know it's only a meme but I genuinely don't understand all the hype behind lethal pursuer. You're guaranteed to be playing with three perks after just 9 seconds. If I'm guaranteed to be one perk down so early in then the effect needs to be much stronger then some aura reading. Or at the very least, give it some small secondary effect. It's a really interesting concept as it encourages almost immediate chases, but being one perk down after a measly 9 seconds is really, truly awful.
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Wasn't it revealed at one point that Huntress' hatchets have like a beach ball as their hitbox basically? Hitboxes definitely is the problem at times.
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@Freedo said:
https://us.v-cdn.net/6030815/uploads/25X7TDUQ0J6G/image.png
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used efficiently it can cut-down healing time, however we can improve.
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Suggestion
Sharing painful experiences has the power to heal.
*When injured, healing another Survivor without using a Med-Kit also heals you with a Conversion rate of 40/45/50 %.
*When healthy, if you heal one survivor, the next time you are put into the injured state, you will be healed 40/45/50 %.
This would negate the perk's biggest weakness as right now, Solidarity is very situational as it requires you to be injured whilst healing someone else without a med kit. Your suggested buff would be a very solid buff I feel. It wouldn't make the perk busted or anything but it would propel it from being a niche, mostly mediocre perk, to being a solid time saving perk for altruistic playstyles. I would be quite happy to see this get implemented. Really saddens me that Behaviour are so damn slow with these perk buffs. Especially since many of them could be made much better by simple number changes or small new mechanics like your suggestion. Hell, even if they just wanted to go down the number changing route, Solidarity would still be miles better if they just increased the conversion rate. Maybe make it 70-80%. Or, if the Devs wanted it to become a really good perk, then just make it 100% conversion (In other words, if you healed someone whilst injured yourself, you'd always be fully healed by the end of it). Would be such a simple change I imagine but whatever. Great suggestion, OP. I hope it doesn't just get ignored by the Devs.
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@Pilot said:
https://forum.deadbydaylight.com/en/discussion/comment/2294805#Comment_2294805
So it would seem.
Then again, one can not ignore a post of this magnitude.
We shall see. It's not like we can't mention it in general anyway.
I mean, as far as I'm aware, the Devs have done absolutely nothing to address the console optimization concerns. More recently of course they have but that's only because they broke the game this update, not because they're adhering to their promise of console optimization. So needless to say they can, and often will, ignore big posts such as these. I congratulate you for going to all the effort to write this post, although I fear that it might've been for nothing.
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@GannTM said:
Devs know the Blight is top tier so they’re making sure he’s filled with bugs. They’re doing the same thing with Nurse.
It wouldn't surprise me if that's the case tbh. Although I think it just mainly stems from incompetence. I mean, slugged Survivors are STILL sometimes completely silent and that bug has genuinely been in the game for years. At this point, I truly don't know whether there's incompetence at play or if it's just, I dunno, laziness?
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@aroell said:
https://forum.deadbydaylight.com/en/discussion/comment/2285560#Comment_2285560
It’s not supposed to be killer sided
It's not supposed to be a free second chance. As you explained, hooking always takes priority over wiggling out, i.e. it is a Killer sided mechanic (This is likely by design).
@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/2284332#Comment_2284332
Doesnt mean its still a terrible mechanic at the moment. I've had cases where my wiggle bar was 100%, but the killer still overrided it because hooking has priority. With the wigglebar taking 16 seconds to fill up, you'd expect wiggling out to have priority over hooking.
Let alone that if wiggling were buffed, it would still allow the killer to gain hooks in general, but survivors dont need to take 4 hits and 3 sabo'd hooks to get out. Heck, tiny changes that I would make would simply be increasing the wiggle bar if a killer drops from a height(cus killers dont take any stagger, dropping a height is already a major shortcut), add skillchecks that could speed up the wiggling and actually have pressing A and D have some effect on the killer's movement rather than having no real impact.
Wiggling is a terribly designed mechanic as it is right now, even if survivors were to build Breakout, Flip-Flop, Unbreakable and Boil Over to maximize their wiggling progress, I can still walk 20 meters as a killer and essentially guarantee a hook regardless of the map. 4 perks to counter a vanilla mechanic that doesnt even work unless the killer makes awful decisions. When you have Unbreakable or Delivarance being single perks, having arguably more effect on the game than 1-2 escapes from wiggling through 4 perks. Flashlights work better than those perks, and flashlights are arguably the worst survivor item at the moment.
https://forum.deadbydaylight.com/en/discussion/comment/2285472#Comment_2285472
I'd say 50 meters(no agitation or iron grasp, its 50 meters reach basekit) is still quite ridiculous considering there is at least 1 reachable hook within 10 meters of your down, and 4-6 reachable hooks within 30 meters of your down.
Wiggling still has reasons to be buffed.
The issue is, if you buff wiggling, then that could genuinely make it really rough for Killers. Perks that help with wiggling kind of have to be mediocre as there's already plenty of means to take away a down from the Killer. I don't really know if buffing wiggling would be healthy for the game. I wouldn't be opposed to the Devs buffing wiggling in a PTB as a test though.
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What do you mean?
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@aroell said:
it’s like the same this as pallet and window vacuums. Once the prompt to hook shows up and the killer presses it they will teleport a few inches to the hook, happened so many times with me where it says I wiggled out but because the killer teleported I didn’t drop. Extremely killer sided. Needs a change ASAP.
It's supposed to be Killer sided though. The Survivor lost the chase after all. Wiggling doesn't exist to be a free second chance for the Survivor. It exists to prevent the Killer from going ridiculous distances and still getting the hook.
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@D3spair said:
Idk about this man. Sure its an okay perk that is neither strong or weak, it's just meh. Like I had this Match while using it, 2 Survivors started working on Generator sure I saw them working on it through the perk but Discordance would have yielded the same results while being reliable throughout the whole trial. Like a fellow friend of mine said that he loves Lethal Pursuer more as you know where to find survivor at the start of the trial but wouldn't just Discordance, Undying or just heading to the opposite direction as a Killer would get you the same results rather that just getting to see the survivors for a few seconds at the start?
I honestly don't know. I personally feel like the perk is extremely overrated by a lot of people. Don't get me wrong, being able to find and chase someone very early in the match is genuinely amazing. However, in my opinion, that doesn't warrant playing with 3 perks for the rest of the game. If there was some way to make the aura reading trigger another time in the match then it would be a really good perk. As it stands now though, I'd say the perk is on the weaker side of things.
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@HighwayCatalyst said:
Slippery meat is suuuper op. Make unhooking yourself even easier?? Absolutely insane.
I know that you're probably being sarcastic but to be fair, Slippery meat genuinely can be kind of insane in a swf. If all 4 Survivors use slippery meat accompanied by some luck offerings and maybe an up the ante or two, then self unhooking is all but guaranteed. The ability to unhook oneself is not to be underestimated.
Say the Killer hooks someone: Now in a normal match that means that the Killer can go off and chase someone, meanwhile another Survivor is forced to go for the save. So in a normal match of DBD, a Killer hooking someone means that they can typically keep up to three people off gens for a brief period. Now let's look at a similar situation when it's a swf with 4 slippery meat and lots of luck. So the Killer hooks someone and they leave to go find someone else to chase. Except this time, a third person doesn't leave their gen because the hooked Survivor just unhooked themselves. Unlike in solo que, there is no time wasted with someone starting to go for the save and then going back to their gen after the unhook happened. In a swf, everyone already knew the self unhook would happen. Now, if the Killer decides to return to the hook, then they'll only find one person rather then two. That one Survivor of course, could have DS + Unbreakable etc to waste more of the Killers time. If the Killer doesn't return to the hook and decides to continue chasing the Survivor they just found then the person who unhooked themselves is free to work on a gen.
As such, if you stack 4 slippery meats with a lot of luck, then suddenly a Killer goes from potentially pressuring up to three people per hook, to only being able to pressure at most, two people. I say two here because the hooked Survivor might have to wait about 10 or so seconds before they unhook themsleves (If they don't wait then the Killer would just turn around and instantly down them, lol). Alternatively, the Killer would only pressure just one Survivor if they return to the hook. In a coordinated swf who split up often and are at least somewhat efficient on gens, this makes it borderline impossible for the Killer to win without some mass slugging (Which is hard to do when the Survivors are all spread out).
Deliverance has such harsh conditions on it for a reason, self unhooking is extremely powerful. Especially in a decent swf. Slippery meat has no major downside really. I guess you could say that it's dependence on luck is a downside but in a swf, that downside is easily negated. Luckily swfs don't use it super often. I don't think it'd make for a very good time for the Killer, lol.
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@Altarf said:
Having Victor on a survivor already makes them oblivious. So not really.
Besides, you want to be chasing injured survivors with Victor, so oblivious isn't particularly helpful there. What I'm more excited for is Eruption on Twins. If Victor actually triggers Eruption, that is.
@Mazoobi said:
Hi! Twins main here. I've found little-moderate usage out of the perk, but I don't see it becoming a huge thing for them considering the comment above me has already mentioned about Victor already applying Oblivious.
It sometimes gets some value if let's say you so happened to injure someone as Charlotte and the entire team is injured (pretty easy to do) so that's that I suppose. I think its a decent perk if you have a spare perk slot, but maybe not something that the Twins need considering Charlotte is so easy to spot.
Oh my bad. I didn't realize that Survivors were already oblivious if they had Victor on their back. Well I guess it could be a fun little perk but probably not as good as I thought for Twins. Thanks for letting me know.
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@C3Tooth said:
Here is the template, let me go first. If you main a single side, you can blanking it.
Survivor:
- Fun: Being in a reasonable length match, able to do a little of everything: have a chase, rest on a hook, protection hit, do a Gen, hunt some totem...
- Goal: Escape at the end.
Killer:
- Fun: Able to put alot of pressure on survivors, force them to work really hard.
- Goal: 3-4 kills.
For both sides, either having Fun or Goal satisfies me. But Fun > Goal. I accept to die as survivor ; or make the last mistake and they all escape as killer, if I already have my "Fun".
If I don't see a single dead hard then I do a little happy dance. If I see a dead hard, then I cry.
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@van9684 said:
https://forum.deadbydaylight.com/en/discussion/258536/was-this-one-of-the-changes-trapper-needed
Nobody likes the trapper. He’s annoying and gets free downs through traps while already being faster than survivors. Trapper, doctor, wraith, and ghost face are the og try hard killer choices and they all play the same.
What?
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@WishIcouldmain said:
https://forum.deadbydaylight.com/en/discussion/comment/2282131#Comment_2282131
Nurse can go on four man slugs why can't Oni?
Tbf, that could be solved by Nurse's blink attacks being changed to have the special attack property. I do think that Knock out should retain it's basic attack requirement. That or it should just be reworked. A perk like Knockout which is essentially designed to screw over specifically solos, doesn't seem very healthy for the game in my opinion.
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@onemind said:
So with the new chapter trapper got some changes not to any numbers but looks
With his visual relook the also changed how his bear traps look
They took the yellowish caution sign out of the trap and made it more of a natural dark color like how bear traps look
What do you think of this change
Trapper actually feels like Trapper again and not just man with machete. These graphic reworks really hurt his ability to get creative with trap placements, but now that his traps naturally blend in much better, I'm actually able to use some old trap spots again. He still needs more buffs to at least make him a mid tier killer. Overall though, I'm thrilled to be enjoying Trapper again :)
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Well I'm terrible at Survivor so I suppose that'd be a yes unfortunately.
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@SleepyWillo said:
https://forum.deadbydaylight.com/en/discussion/comment/2278175#Comment_2278175
I wouldnt even mind as much if you could only buy the set as a whole but could then mix & match the individual pieces (Jills being an exception because that was just scummy). Wouldnt be ideal but would be better than this fuster cluck they have going on at the moment
At least there's the cosmetic glitch.
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@Satelit said:
I'd imagine this actually boosts the sales of linked cosmetics so there's no reason to ban people for it either way
I'd imagine that most people buy linked cosmetics because they know that they can unlink them via the cosmetic glitch. So yeah, wouldn't make much sense to ban people for glitching them, lol.
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@SleepyWillo said:
https://forum.deadbydaylight.com/en/discussion/comment/2278118#Comment_2278118
I 100% agree - was just trying to add on to what you said - sorry if it came across as otherwise. Even linked sets that make sense (like Centaur Oni) theres generally no need for the whole thing to be locked. I wish we could change weapons, etc. And survivors hairstyles in general - Kates Octoberfest or Janes Greek ones are great examples!
No worries. You're definitely right. I guess Behaviour don't allow certain parts to be unlinked like weapons because they'd lose money. Rather then buying the full thing, someone might just buy the weapon. Behaviour being a business, obviously don't like that. There's many outfits which are linked for absolutely no reason and it's clear why. I have absolutely no faith that Behaviour will do the right thing in this situation but you never know I guess.
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@SleepyWillo said:
https://forum.deadbydaylight.com/en/discussion/comment/2277924#Comment_2277924
Clipping is the least of the problems with this game. I dont know many people complaining about cosmetics clipping.
I used to buy full cosmetics (unlinked) for the discount. I go out of my way to use a cosmetic piece from 3 different sets when customizing my characters. Linked sets are the death of creativity. If PH has some special agreement where they HAVE to be linked, fine. Just cut this BS with the rest of them.
Oh I agree. My point was more that there's at least some justification for other outfits being linked. With the Leon and Jill outfits though, it's clearly a cash grab. That's what I meant.
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@SleepyWillo said:
https://forum.deadbydaylight.com/en/discussion/comment/2277884#Comment_2277884
Or just unlink them. These linked sets are pointless. BHVR is actually losing money because more people would buy them if they were able to customise them without glitching.
You're not wrong. I was considering getting the jacket and trousers for Leon but I absolutely will not now. I'm not going to support such an anti-consumer practice. At least some linked cosmetics (mainly the rabbit skins for Legion) have some major clipping issues when glitched as well as other things (headless Legion is thing). With the Leon and Jill outfits though, it is clearly just a cash grab and I don't want to support that.
