Rogue11
Rogue11
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- Rogue11
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/2783238#Comment_2783238
Nurse can go through walls, Blight can’t.
Skill issue. Watch some good blights to learn how to use his power at almost all tiles.
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Most complaints about the emblem system were based on misunderstandings of how the game prioritizes matchmaking when queues get long for one side. The scoring and reset needed to be tweaked but scrapping it for this half-baked escape-based matchmaking was a mistake.
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/2782148#Comment_2782148
That's not enough to compensate for turn rate reduction.
Didn't take long to find examples. The look rate angle means he can flick further around corners. Turn rate doesn't matter for the actual flick afaik. And this is only a few days since the update. I'm sure people will find more broken ways to use it.
https://youtu.be/VihA9b8-UBs -
@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/2782118#Comment_2782118
arenaline vial gives "better flicks"? are you sure what the ######### you are talking about?
Yea I'm pretty damn sure.
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Claire needs a makeover as well. Looks nothing like her face from RE2.
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Don't forget they gave him another broken add on to add to the pile with the adrenaline vile buff. Paired with the yellow recharge add on, his charges come back in 0.66 seconds. So much for that "lengthy cooldown" that supposedly balances him. Oh and adren. also gives him better flicks, extra rush tokens, and faster rushes. Who needs alchemists ring when this even more broken combo exists? But hey, I'm sure the spreadsheet says "is balanced" when you include every player that just got the game and has no idea how any of the mechanics work.
Meanwhile Spirit has a weaker chase power with a longer cooldown, less mobility, AND is 4.4m/s....
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/2771950#Comment_2771950
no i understand what is oppressive and what isn't, you can't comprehend that blackface is oppressive to black people and that 'dragface' doesn't exist, you're just a selfish person where if something doesn't impact you it doesn't matter and as soon as something is changed to help people who are being impacted by something, you overreact and reach on other topics (like pretending drag face is a thing) to try and prove how silly the 'woke' internet is by being offended by racism.
You prove it all by yourself by calling being camped in a video game "oppression"
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If people's sense of moral superiority could be converted to energy, these threads could replace fossil fuels.
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Average video game enjoyer being camped in a video game: "well that sucks, what a jerk. Oh well."
Average twitter user being camped in a video game: "help, I'm being oppressed!"
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You complain about no one playing spirit anymore but want her nerfed harder. Makes sense?
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The virtue signaling will continue until player counts improve.
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I wonder how some people will rationalize their victim complex the next time they get camped in a video game.
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Would be nice if the accessibility options were, you know, optional. I've died more to missing one of the later hook skill checks than I ever did to the old method. Will probably be the same for the wiggle change.
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I often hear crackling fire sounds in other games/films and instinctively look around for a totem.
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Because we aren't allowed to have fun
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For a long time I thought it was 32 meters and assumed if I could hear the lullaby, I was safe from BBQ. Took a few times being sniped before I learned.
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Can't wait for another half baked "feature" that gets rushed through testing, feedback ignored, and declared a success despite community backlash, balance concerns, and mountains of bugs.
But enough about escape-based matchmaking, boon totems, deathslinger/billy nerfs, and the chat filter...
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@Dramzar_Myers said:
https://forum.deadbydaylight.com/en/discussion/comment/2715970#Comment_2715970
Hmmm... sounds fair enough. So it's like extra use in reward for destroying hex with perk
Yea otherwise blessing a hex would almost never be worth doing. Just something to add more interesting decision making options.
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It's been awful since day 1 and they refuse to acknowledge it. Par for the course unfortunately....
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@gammatsunami said:
Claire needs it much more
So true
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@Dramzar_Myers said:
I wrote it earlier in my discussion, but I will write it here too
There are 20 perks in trial.
4 killer's perks and 16 survivors. 4 to 16.
Hex perks have big influence on game, but also have risk to be destroyed and there will be 3 to 16.
Pentemento is situational perk, which needs broken totem. If there is a boon totem this perk is useless because nobody will break any. Also 3 to 16.
If killer runs both pentemento and, for example, ruin, it xab be potentially 2 to 16.
Boon are nearly as useful as hex, but they don't have risk of being lost in game, as hex. And it makes them unbalanced w little.
To balance them I propose change one thing:
Each survivor can plaсе one boon totem per trial. If killer finds it - be will just shut it or destroy totem.
Now for the numbers:
(If killer runs only non hex perks he have 4 of them.)
With the worst case, where survivors will run 4 boon perks each, there is potentially 4 to 0 perks. It's nearly impossible, because survivors wil rather pick Dead Hard, DS, Flashbang ect.
More common if there is 1-2 boons picked by 1-4 survivors.
And in this cases we can have perks from 4 to 15 (1 boon in entire team) to 4 to 8 (2 perks each survivor)
As we can see most common situations in game will leave survivors in team perk advantage. Boons still be useful and rewarding for survivors, but they will have risk factor of losing perk. However they will still be more safe to use then hex perks, because hex spawns randomly and can be destroyed in first minute of the game. While boon is must to be placed by survivor, which can choose for it the most safe place
This would make them better for solo queue, as currently having multiple booners is a waste.
Would also make them require some thinking in terms of where/when they should be placed.
What if this change were made but if a hex totem is blessed, the survivor keeps there single charge after its been stomped? I say this because it currently takes longer and the killer will know exactly where the boon is.
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Camaraderie should just be changed to give an extra 20-30 seconds on each hook state.
Or have it allow you to give teammates extra time on hook after being within 16 meters (reverse of its current effect).
The current version is only used by swfs so it's terrible for solo queue (where it's really needed).
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@ShinobuSK said:
Arent mindgames just 50/50 anyway?
I argued this when Spirit was nerfed into the ground. Most of what is considered mindgames in DBD is hiding visual/audio information and creating a situation where the other side has to predict based on reads and intuition gathered throughout the match. LT walls played correctly by both sides fit into this, and they're considered one of the most fair tiles.
They're becoming useless for survivors as well. It's sadly more effective to pre-drop and run vs like half the killer roster now.
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It used to be fun to use with old Object of Obsession. You could get almost 3 mins of free aura reading on the killer. Now it's overshadowed by perks like Iron Will, Lucky Break, Shadowstep, etc.
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Hey, they were busy spending 3 years to change the iri hatchet plus infantry belt ammo count from 3 to 1. No time to tick a box and fix an exploit.
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@LoneSlinger said:
https://forum.deadbydaylight.com/en/discussion/comment/2714749#Comment_2714749
Only 4.4 killer that has a 32 only one
Dead zones right by gens are a pretty rare thing for me and I play this game a lot, gens are your primary objective so if you aren't by one idk what your doing
I never said she was bad but she's defs not as good as nurse or spirit but I wouldn't say she's way better then Freddy or Billy or pig either and none of those deserve nerfs
I hate to say this cause I always feel like this is a real cope out in arguments but I mean damn dude your survivor bias is showing pretty hard dude
The game should be fun for everyone my guy, noed is bullshit, dead hard is bullshit, that fact that grabs don't have validation is bullshit, the fact that it's hard as hell to break gf out of stealth is bullshit
Slinger didn't need any nerfs. If anything he needed half of his add ons improved. He wasn't even as strong as Artist or Nemesis at loops and yet he was and still is 110% speed.
The TR change makes holding W even stronger against him. Just sad.
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@Myla said:
https://forum.deadbydaylight.com/en/discussion/comment/2714356#Comment_2714356
This definitely wasn't an always thing in the game. Believe it or not there was a time when Killers could reliably grab people off #########
Please tell me they didn't add the ######### chat filter from in-game to the forums. Can I even say Hawkins?
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@sadakiyo said:
https://forum.deadbydaylight.com/en/discussion/comment/2713423#Comment_2713423
he doesn't counter safe zones because you can see his direction. the only exploit which should be fixed is his lag flicks and all of his other exploits were fixed a long time ago. you can't hold w against a lot of killers and the only killer who can chew through them is hillbilly, not the blight.
Seeing his direction doesn't matter when he's moving at 230% (without add ons), and turning 90 degrees (or more depending on exploits) around a corner with Oni's hitbox. You have to guess which exploits he's using and which direction he'll bounce. And even if you guess right, you'll probably go down in a few seconds because he's still 115% base speed.
He chews through pallets just as fast or faster than Billy. Definitely faster with the UR add on.
Killers that counter holding W shouldn't also counter literally every other strat, AND have the best map mobility in the game.
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She looks better than Claire...
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@sadakiyo said:
again every bad survivor wants the devs to babysit them. blight's addons are fine and you can counter his ring by playing safely.
Ah yes, the old "just don't get hit" strat. Never mind with the exploits/"techs" he counters 90% of tiles and you can't hold W against him. Oh and chews through pallets so pre-dropping isn't effective. So I guess I'll just hope for a map with a strong main building and never leave it?
His counter was supposed to be that he was forced to play the m1 loop game at tiles. Either his power should be adjusted to make that possible, or he should have 110% movement speed to align with other killers that are intended to rely on their power over m1.
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Kindred, Balanced, BT, WGLF.
I don't like running Dead Hard. It's just too easy to abuse and it's even worse since the "validation" patch. The other exhaustion perks at least require some micromanagement/positioning. I prefer Balanced because I don't like managing Sprint Burst cooldowns and Lithe isn't good for looping windows multiple times.
Kindred and BT are basically mandatory for me in solo.
With Kindred, the efficiency from being in the right place at all times overrides any time benefit gained from Prove Thyself, Resilience, etc.
BT because I hate seeing a teammate camped out of the match on first hook, and killers camp/tunnel more frequently since boons and the last round of nerfs.
Sometimes I swap stacks for DS, depending on how sweaty the lobbies I get are on any given day.
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This bug is so damn annoying. I just want to die and move on to next match every time I hear that sound.
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It's a pretty niche case, and Doctor isn't op. Kind of funny when someone goes down because of it.
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@Brimp said:
https://forum.deadbydaylight.com/en/discussion/comment/2709034#Comment_2709034
Really? Base blight (not including addons) is by far the most balanced killer in this game since the billy rework.
Yea, sorry, I don't think having the best map mobility and the 2nd or 3rd best chase power is the "most balanced". That's not even considering his stupidly oversized hitbox, ridiculously strong add ons, very short power cooldown, and he even gets 115% base movement. Yes, it's too much. Throw on the full slowdown build and even a below average player will get easy 4ks.
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Blight hopefully. He's been broken for over a year now. I don't think we can say how strong Artist is yet. It's only been a few weeks.
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I would take old moris and keys over mmr. DBD is better as a party game than as a wannabe e-sport
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2698849#Comment_2698849
She's still a very good killer lmfao
As good as Slinger considering I see them maybe once a week and they both get dumpstered every time.
There's no reason to play either of them over Wraith/Huntress.
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Spirit has been irrelevant for a few months now.
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The comparisons with Slinger just point out how horribly underpowered he is rather than Artist being op.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2694556#Comment_2694556
You realize 12 seconds can get you to a loop easily right?
They'll be just fine if they want to be.
EDIT: That's also assuming the Killer hits them the instant BT wears off. Not before and not after.
You said the survivor was blocking you in a doorway, not running to a loop.
You realize the survivor can't get to a loop while they're blocking you in a doorway right?
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2694485#Comment_2694485
Sooooo, what's the counterplay?
Waiting 12 seconds and watching the unhooked survivor panic as they realize they're about to have a very short match.
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So the "solution" is a teammate of a survivor being camped can at best trade hooks with BT, as they most likely take a hit going for the save and then immediately go down as the teammate can't block?
I'm sure that will make camping an unappealing tactic.
Also makes end game saves nearly impossible.
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Not sure why the last thread was closed, but i was about to post the following.
They took the worst of both sets. We're currently stuck with the janky ps2-era movements of the old animations, all for the sake of "techs", combined with the ugly, stiff animations for standing, idle, injured, etc.
Ripping out the transition anims made the new running look even more stiff and out of place.
And nodding still looks cursed.
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@PandaChris said:
We need a Christmas event where killers 1 shot survivors with a candy cane weapon. Let's see how that goes.
Honestly, if it were done in a similarly light-hearted style it wouldn't bother me playing survivor.
After 5 years of the same single game mode, I'm happy for anything that changes things up in an interesting, limited-time way.
Threads like this are why we usually get disappointing, forgettable events.
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She seems fine so far. I don't think any changes should be made for at least a few months to let players figure out her best strats/counters
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Why not just play normally with a slightly different build geared toward the challenge instead of throwing multiple matches?
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Every spirit I've played against since the nerf has been dumpstered unless she's using mdr/amulet/cherry blossom. Even with those add ons, she's easy to loop at stronger tiles. Pretty sad they made her so weak for "muh counterplay".
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I only dislike him because more often than not, I know he's going to tunnel the first survivor he finds.
Makes for a boring match. Especially when there's little you can do when you're the one being tunneled other than hold W once he hits tier 2.
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Fix for Claire please
