SasukeKun
SasukeKun
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@IlliterateGenocide said:
ur lucky, i play twins so often and yet i havent seen a twins in a month when playing survivor.
Same i've seen one good one recently
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@VikingWilson said:
The RPD map is absolutely not conducive for DBD gameplay in any way shape or form.
Use the gen aura perk.
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@Snowbawlzzz said:
Are we talking actually overpowered survivor perks? Cause that's like 2 perks
I think by "overpowered perks" you mean tiny grievances that you blame your losses on
Right okay, 2 perks lool
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@Specialist_Habit said:
https://forum.deadbydaylight.com/en/discussion/comment/2465435#Comment_2465435
Actually you're 100% right on the hex perks. I see them as a sort of the strongest perks in the game but with the risk of it being cleansed before it pays off. Believe me many times my ruin gets cleansed in the first minute of the match but other times it wins me the game. It's high risk high reward.
I think the survivor equivalent would be exhaustion perks but they're not really risky or removeable like killer hex perks. They just have a cooldown.
Also I am sorry if I came off as snarky in my previous comment. I had a rough day and didn't think twice before typing lol.
Nope, it's not high risk high reward at all, when the hex pops the regressing gens stop regressing. Then you're down to 3 if not 2 cuz usually you wanna protect it. That just makes me not wanna play the match anymore, as would others. who would? Like i said killer 80% JOKE
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@Vulgun said:
Dead Hard, the perk that will more than likely put you Exhausted on Ground because you decided to run it. It's definitely one of, if not the single best Exhaustion Perks in the entire game, when it actually functions.
But it doesn't always function. The reason why is simple; it's an outdated perk.
This is why I'm introducing to the community a reworked version of the Perk that is meant to properly work under all circumstances, along with being a significantly more fluid and functional Perk to run in the long run.
Introducing...
Dead Hard
An activatable Perk.
While moving, tap into your adrenaline bank and dash quickly to avoid damage.
- Press the Active ability button while inputting a direction to dash in that direction and avoid any damage during the Dash animation.
- When you are repairing, healing, unhooking, sabotaging or cleansing, press the Active ability button to quickly dash backward and avoid any damage during the back Dash animation.
Dead Hard causes the Exhausted Status Effect for 80/70/60 seconds.
Fixes Related to Dead Hard
- In order for Dead Hard to properly function, it is now given a special rollback function that ensures it travels the full distance, or until it collides with a proper walled object.
- Dead Hard now removes the lowest quarter of the Survivor's collision hitbox on walled objects for 0.3 seconds after it is initially activated, just to properly ensure that Survivors don't trip on a pebble.
- This only applies to walled objects and nothing that can be interacted with by the Survivor or the Killer.
- Dead Hard can no longer move on top of the trash bags on Haddonfield, as well as on top of other objects that lead to unintended areas.
Animation Changes to Dead Hard
- Dead Hard now has an animation for when a Survivor hits a wall, causing the Survivor to bump into it, grunt and quickly push back against the wall to start running again.
- The ability has a few special animations depending on directional inputs:
- When moving forward, a new version of the original animation will play, this time having a more fluid movement to it.
- When moving forward-to-back (i.e. turning), the Survivor will perform a backwards dash and turn around to start running the opposite direction.
- When moving to the left or right and the camera is facing forward, the Survivor will perform a strafe dodge instead of the normal Dead Hard animation.
- When performing it from a crouch, the Survivor will perform a roll in the direction of where they are going.
- When performing it while standing or walking, the Survivor will perform a dodge on the spot, and is granted a very brief window of a speed increase to compensate for using it while standing.
Balance Changes to Dead Hard
- Buff: Dead Hard can now be activated when Healthy.
- Buff: Dead Hard can now be activated while repairing, healing, cleansing, sabotaging or unhooking.
- Buff: Dead Hard can now be activated while stationary, walking or crouching.
- Nerf: Performing Dead Hard on an interactable object such as a window, pallet, Generator or Locker will cause the wall crash animation, and will prevent the Survivor from interacting with it for 0.5 seconds.
- Change: Due to this, Dead Harding into a window will allow the Survivor to perform a fast vault to compensate.
- Nerf: The Exhausted cooldown for Dead Hard has been increased from 60/50/40 seconds to 80/70/60 seconds.
- Nerf: Due to Dead Hard being able to be used while Healthy, if you are hit while Dead Hard is active or for 0.5 seconds after it finishes up, the amount of speed you gain from being hit is reduced to 125%, from 150%.
- Additionally, Dead Hard does not stack with any on-hit sprint burst.
Why?
The main question I assume everyone on here will ask is, "Why are you buffing Dead Hard?"
Well, for starters, I want to fix most of the things Dead Hard has on it; that was one simple thing I wanted to conceive of here. The second thing is that I think Dead Hard is outdated in every facet of its being, and would be a lot more fun to play around with if Survivors were given just a little more freedom to actually using it. But since this would be very powerful, especially given what you see here, I toned down a lot about it just in order to make it a feasibly and understandably balanced move.
While yes, you can use it under basically any circumstance now, it now has a few things that hinder it and counterbalance the buffs, such as the brief inability to vault if you collide with a wall, the increased Exhaustion and the reduced sprint burst when being hit during or slightly after using Dead Hard. This all ensures that it doesn't get too out-of-hand. The ability to use it under any circumstance is also a double-edged sword, since now you'll end up Exhausted under more circumstances. Sure, you dodge that initial hit, but will it keep you safe for long?
Dead Hard is, in my opinion, a perk that should be explored more from the development side of things. It's a dodge maneuver for the Survivor, and is ultimately something that can be fun for both sides (granted it's not abused). I believe my changes would be good for the health of the move and inspire more awareness from both sides; the Killer now has to know if there's anything around the Survivor that can be used against them, and the Survivor now needs to know the same thing.
The perk would be more engaging and fulfilling to use, in my honest opinion. And I also think this concept fleshes the perk out into something more unique and fun.
I know this will be a very controversial post, but, I'm ready for your thoughts. What are they? I want to know.
I really feel the aggravation when it doesn't function but honestly it's a really strong perk that does 2 things for the survivor in one perk. It gives you distance and immunity to damage. Playing your cards right you can restart whole chases and gens fly. I think it needs a kick like ds honestly
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@ObscurityDragon said:
The reason being that after 5 years of having the same game mode and objectives, players optimized their gameplay in high ranks to an extend that it gets heavily unfunny, especially for playikg killer (i mean... im mostly à killer player)
Survivors actially optimized the looping and time spent on gens, not à second is lost, the pressure is heavy for the killer and games results are...consterning
On the other hand, killers optimized their ways to kill, tunneling, camping, slug, call it as you wish, what matters is to have à player dead asap to keep on the run, focusong on 2 players mostly till they are dead
And its really starting to get heavy, thag every game is the same pattern, by the time you down 1 survivor 2-3 gens popped, yes you still can come back but the game just doesnt feel good as a killer, as if the survivors dont have 3gened themselves, you onlt have pressure via the hook which you can easily loose
All of that to say what?
Actually i dont know, the more i pmay in the red ranks, the more the game annoys me...met me go back to purple please...there the game is on the perfect edge between fun and difficulty
And i can tell you it will not get better with MMR
...i dont wanna have to sweat to play or win, for 4 years straight ive always tried to switch the hooked survivor, play à bit nice and all, but this year feels always worse and worse and more and more sweaty, to the point im ending having to consider to do the same just to play à game i wanna casually enjoy
You can call this à rant of you wish, i dont care, i just wanted to let that out cause im sure im not the only one that feels this way
I complain all the time about how gen speeds are too fast, map design and poor killer powers come into play also though.
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@UncleStabby said:
You can't play this game for fun after a certain rank. No one's interested in enjoying the game, they just want to crap all over the other side as quickly as possible so they can abuse end game chat.
the true statement
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@Specialist_Habit said:
Gosh OP sure seems like a frustrated biased killer main lmao.
"NOED is the only strong perk killer has". How can you even say that unironically. It's a cheap perk (like dead hard for survicors) mostly used by bad or new killers but I wouldn't call it the only strong perk. Ruin, pop, bbq,... are all very good perks and a good placed ruin alone can win the game for the killer sometimes. Also people need to stop sleeping on whispers. It's a very useful perk and gives a lot of information.
If you want to be sweaty and steamroll games you must use meta perks yes (goes for both killer and survivor) but no one is stopping you from trying out chiller builds. Me and my friends love to experiment with non meta builds when we're playing survivor (because full tryhard builds are lame in our eyes) and I think it's fun to try off meta builds on killers too.
I am a very frustrated killer :) but i don't main it.
I mean i can't think of another perk that can drastically change the game and is a big threat, maybe devour hope.
With ruin i can't say that any hex perk is that useful because a survivor can find it within the first 10 seconds of a trial then you're stuck with 3 perks for the rest of the match. I don't see how that's labeled "strong". Why should i have to rely on the trash totem placement to randomly give me a good one when there should be things to take care of that like, not being able to spawn near a certain distance of a survivor. You have to have some chance to protect it. Undying helps but then again, if they get found very early then you're shin kicked for the whole match.
Survivor is a little easier to get away with going off meta builds. If you're a good looper then perks sometimes don't even matter at that point.
If you go to the other side on killer i think there's a lot of little things that can give so much bonus time for survivors to do gens.
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@Dustin said:
I personally only have two issues with NOED otherwise I feel the perk is fine.
- The initial surprise hit you get by NOED - The exposed effect itself is fine but it's the sucker punch of the perk I take issue with. This is supposed to be an ace in the hole perk for late game but it feels very cheap because of this specifically.
- The movement speed you get from the perk makes patrolling exit gates and defending your totem easier than it should be. I feel the exposed effect alone is perfectly fine for this perk. I know the movement speed is only there for BHVR to have something to scale the perk with but honestly I'd prefer if they just went back to when this perk wasn't a hex totem and instead had a duration. That way it could keep the exposed effect and remove the movement speed making it more fair while having something to scale the stats on. Survivors wouldn't need to worry about doing totems and instead could focus on their own evasion skills to survive.
I feel your struggles, but i think you're missing some factors that come into play here like, if there's a lot of pallet loops to evade the killer long enough to get the lit totem.
You also have a lot of time, you can just 99 the door.
if i use the NOED perk i really don't feel the movement speed difference, its like one stack of play with ur food +1%
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@FilthyLegionMain said:
https://forum.deadbydaylight.com/en/discussion/comment/2465365#Comment_2465365
Well the devs wish for it to be the spur of the moment type of special ult. At least they can meet in the middle with having the drain pause while carrying and picking up a survivor.
THE DEVS, also don't play this game at low ranks. Unless i see a video of it i doubt it. i think that's like a band aid fix for how he is rn. He's also just slow..that takes into account gen rushing and spur of the moment that are seemigly never in your favor. I agree tho that's like a hotfix
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@FilthyLegionMain said:
Big brain idea: Have the main event pause while carrying a survivor.
why even have it run out..it takes so long to even get it lol
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@Brokenbones said:
"They made trickster better than nurse (they really did)" I will never forget this absolute joke of a statement a certain member of the DBD community made when he got buffed
Also
"Trickster is just easier, stronger huntress" - Another hilarious statement considering Huntress is one of the most popular killers and literally nobody plays trickster. Easier, maybe. Stronger? No way.
It's because unfortunately i don't believe they are low enough rank or play enough to face the actual sweat players who teach what perks suck and which don't
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@FFirebrandd said:
https://forum.deadbydaylight.com/en/discussion/comment/2465299#Comment_2465299
Oh absolutely. Survivors have some stinkers on their side of things too. This Is Not Happening is terrible and so is Lightweight. However, they do have some pretty great perks in their base set. Kindred, We'll Make It, Spine Chill, and Resilience are all very good and make a pretty nice cohesive build for a beginning Survivor. I even sometimes run those despite having all the free perks and a decent amount of DLC perks unlocked on my main Survivor.
The base Killer side though... eeehhh... it's much worse. Most of them are stinkers. That's why you see bad Killers with NOED so often. They're new and have nothing else.
Oh are they renaming some of the Stranger Things perks? Weird.
This is Not Happening and such of those i find work really good in No Mither builds. If you're daring enough
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2465250#Comment_2465250
I literally got swamp 5 times in a row a few days back. 3 games as Survivor and two as Killer. Actually miserable.
It's a horrid map that needs to either get changed or go.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2465270#Comment_2465270
My rude comments? Asides from after you became less than respectful "you're a snide kid. moving on" I've been perfectly respectful?
Just admit you don't really have a counterargument.
You don't know the definition of snide then which you are. Which is why there is nothing more to say to you
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@Junylar said:
It's almost well balanced, it will become better if it deactivates on interactions with lockers and exit gates too. Right now it's indeed easy to abuse and is mostly used to bully the killer.
THIS< ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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@Bennett_They1Them said:
https://forum.deadbydaylight.com/en/discussion/comment/2465236#Comment_2465236
Blood favor's fun. it just shouldn't have a cooldown.
Whatever one is a hex, its trash though. It has a great idea but it should be on cooldown's not turned off the second the trial starts like any hex.
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@FFirebrandd said:
https://forum.deadbydaylight.com/en/discussion/comment/2465200#Comment_2465200
To be fair, if you're looking at the Killer's set of general perks... that statement is almost true. Beginning Killers have NOED, Sloppy, and a handful of OK tracking perks to work with. That's it. And... it's a problem. Though if Surge does get added to the base set once Demo becomes not available for purchase it'll be better at least.
Yeah if others understood this and even if you get SURGE or the others, you wouldn't because POP is better than like almost all except corrupt and etc.
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@Junylar said:
https://forum.deadbydaylight.com/en/discussion/comment/2465191#Comment_2465191
Woah, the devs never listened to the players, however many complaints there could be. I'd like to remind you that Dead Hard is still not nerfed, and DS took 4 years to fix. They only listen to a few chosen streamers. So only when THEY complain about something - then, and only then will the devs change it.
DEAD HARD needs a HARD nerf, it makes you immune to dmg and can restart a chase because it provides 2 benefits immunity and distance which it should not be that strong. It's the new DS being abused and it's sad people cant use ANY thing else, they will still bring ds too cuz they can't play it without the crutch
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@[Deleted User] said:
I'm not a fan of the spawns on this series of maps. Generators, totems, hooks and even loops can spawn at the outer edges and makes the map feel way too big.
It's so aggravating because i get it over and over or the crap Haddonfield part 2 MIdwich maps, and theres [BAD WORD] three of them
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2465215#Comment_2465215
You think the only good killer perk is NOED, when in actuality it's one of the worst...
It's a solo stomping perk, only truly effective vs solo teams. VS coordinated SWF who are good on comms it's borderline useless. You don't need to be "sweaty" or have every perk unlocked to know that.
I said it's a strong perk, i never said it's the BEST one.
That's why if you read my post i mentioned how people use the same builds. Corrupt, Bamboozle.
Most of that's common sense if you're a low rank killer so.
I'm saying you can't switch builds on most cuz most suck and need to be actually useable
You see anyone using HEX: Blood Favor? There's plenty more to name
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2465208#Comment_2465208
I'm All Ears is a guaranteed hit on Nurse or Pyramid Head, and is very helpful on a lot of other M1 killers.
Mindbreaker is an amazing perk on a killer with mobility.
Whispers is still one of the best tracking perks in the game.
Maybe for whatever way you play this game, I never use whispers or any of those in serious builds. Also just because one sweaty who has every perk and can somehow make this crap work doesn't totally again mean it's strong. Majority of matches these perks don't help
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@Incurable_BOFA said:
Wretched Shop vaulted at the start of the game and had infinite speed boost thereafter. Now I'm being called a hacker and getting reported by the entire lobby
Yeah i don't blame them, of course you say you weren't but it will always look like whoever's doing that is hacking/exploiting. Not saying anyone here was but it just looks like a hack itself
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@thefallenloser said:
Okay, so then let’s actually treat totems as if they are a true secondary objective.
Add a totem counter into base kit.
Incentivize survivors to cleanse totems (but don’t require it). Something like bonus bloodpoints or slightly faster coop healing— any small effect— would encourage survivors to spend a bit more time on bones.
Normalize spawn locations so that they aren’t “literally on top of a barren hill” too obvious or also “darkest corner of the map hidden in grass behind a bush inside a box “ too hidden.
Totems should be balanced so that survivors can feasibly cleanse all five and do the gens even in solo que.
If totems were actually consistently treated as a secondary objective instead of a conditional that survivors can only attempt to predict, I’m sure the amount of totem-related complaints would go down.
If there was counter play for them using Hex's like skill checks like the orbs in the rift we collect
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@GoodBoyKaru said:
NOED is the only real strong perk killer has
Nurse's, Bamboozle, Corrupt, Discordance, Haunted, Ruin, Undying, I'm All Ears, Infectious, Lethal Persuer, Make Your Choice, Mindbreaker, No Way Out, PGTW, STBFL, Sloppy, Starstruck, Surveillance, Thrilling, Tinkerer, Whispers
A lot of those are not powerful, like Im all ears, Mindbreaker SUCKS, nobody really uses whispers anymore, there's better perks and just because some of these are strong in theory doesn't mean they actually help
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2465191#Comment_2465191
If they were only listening to noobs Noed would be nerfed by now
You got me there sir, i agree
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@CornHub said:
Imo buffing weak perks won't change the meta. If ruin/undying/tink & DH/Unbreakable/DS is working for most people I doubt they'd switch over to another build unless it was better.
? How would it not change the meta tho? If Eruption has more than 6% pathetic regression reward id use it. That's just one example
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@HollowsGrief said:
https://forum.deadbydaylight.com/en/discussion/comment/2448751#Comment_2448751
They should remove the recoil for everyone, it was easily the dumbest thing they did to him. A RNG factor in if your hits land on a killer meant to be aim based...
The way he throws knives combined with how chases and the maps are set up already put him at a disadvantage, ontop of being slow and ######### perks. When will he be good? They need to start by not having his power run out of full charge as a starter
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@Shaped said:
I disagree about noed being a problem but if people want to discuss it let them.
No because it's a mass population of NOOBS that the devs need to stop only listening to, tis why my voice is trying to be heard
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@SaltyNooty said:
https://forum.deadbydaylight.com/en/discussion/275125/the-trickster-or-the-jokester
. . . . . . .?????? Why are people saying the trickster sucks now when he still has MAJOR Priority over Vaults, pallets, and almost anything with his knives? Do people forget that they can just mind-game and throw them like it's nothing? Or am i missing something?
You've never been looped to death by a wall sliding team, i can tell. OR not getting the real players of this game at low ranks
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@The_BiggCheeze said:
Instead of giving the killer instadown, what if it gave the killer a massive speed boost.
"And the beast became FASTER and more powerful as if the Entity's shadowy whips were lashing at its back"
I feel a massive increase in speed would make more sense for the name as well, "No One Escapes Death", death WILL catch up to you, there's no escape.
Thoughts?
can people shut up about NOED, one of the most powerful perks killers have and it can be turned off, sometimes by the person walking by a dull totem that gets the hex and you didn't even get to use it.
People need to argue about the weaker perks that killers simply can't use
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@T103 said:
Just accept that killer is the more stressful role. 1 killer vs 4 survivors of course it’s going to be stressful.
It's OVER stressful to the point where things are unfair between the 2 roles.
heres a point someone made about ranged killers.
"This is why i tire of ranged killers. You get some crazy oppressive weapon you can chuck over loops, but you move at the speed of a crippled war vet. Whats the point of even doing well at loops when i can't even make it to gens half the time."
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/2454781#Comment_2454781
Well yeah, they shouldn't have buffed his chase potential, they should have buffed his slowdown or map pressure somehow.
They are doing it right with Pinhead. Despite him needing maybe some small buffs, at least to his chase potential, he isn't as oppressive in chases, even if he gets buffed. But he comes with a second objective for survivors to complete.
He also has 115% movement speed, so not a perfect comparison, but the point here is that it's favorable to have killers that have some form of slowdown or map pressure, and not be as oppressive in chases.
I hope they will add some form of second objective to other killers that are still struggling as well, would be nice.
another great point, explaining why survivors are default stronger
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@NomiNomad said:
Because they're incredibly powerful perks. If Devour Hope was just a regular perk, it'd be overpowered as hell. Same with Ruin. Some of them don't need to be hexes, like Blood Favour, but most earn their Hex imo.
They exist so killers can have powerful perks without them being overpowered.
If it's a hex totem it should be harder to undo than just Shift+W and holding ur click. atleast give it skill checks or something like the Yellow Rift
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@TGB said:
Since we already know people hack their bloodpoints pseudo-openly...
I keep getting games where Killers beeline me, despite having no way to know where I am. (And I do mean, no way to know.)
Killers that track me through tall walls which I can see over only because of my 3rd person advantage...
Killers that hook somebody, and literally run a pixel-perfect straight line to my locker...
Killers that do all of these impossible things. And you can only call it "unlucky" so many times in a row.
I'm starting to wonder... if this game became GTA Online at some point.
ever seen a survivor with speed hacks and being the killer tho?
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@huntressmain03 said:
I wake up to seeing numerous tweets, forum posts, etc. on Wraith all of a sudden, like why Wraith? This is a genuine question I have because I feel that Wraith is generally one of the weaker killers if played against correctly. Just want some insight into the situation for other players
He's an interesting one, cool backstory and very well written. However, playing against him is just boring imo
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@FablPlayz said:
I used add ons to make them moderatly faster and considerably increase their detection range and they didn't even hit a survivor one time on hawkins
@gendoss said:
Their only purpose isn't just to down survivors. They also hang around generators to push people off and make it hard to heal. They're just a general nuisance and aren't there to solely kill people.
right but i have a whole collection of different times i play nemesis which is a lot that the zombies get clipped on something invisible then provide neither of the things you just mentioned. Making them useless, their detection range and speed at default needs a boost
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@BrokenSouI said:
Trickster is still pretty god aweful. He can play one way. And that's getting your first hook. Hoping it's in a spot with a 3 gen you want to keep. And proxy/face camping and defending your territory until they're dead/someone messes up and comes for the unhook, but can't. Because trickster can down you before the save.
You will lose horribly if you try to traverse the map with him often.
Yeah i've noticed that too, he's not a good roaming killing whatsoever. What add ons do you guys bring? what perks help him best?
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@Bluebird said:
Just think about it.
- Nemesis' whip becomes her extending her nail-claws and slashing forward with them.
- The Zombies become her Daughers, or generic Moroaică enemies
- The T-Virus just.. stays the same, or is changed to a new virus.
They shrunk Nemesis to make him fit in DBD, no reason Lady Dimitrescu can't be shrunken down as well.
The Legendary could be pink, but there would need to be special things come into play. Prob like her own voice and music and stuff which is a lot lol
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@[Deleted User] said:
Just play something else!!!
I've come to far to stay silent, there's nothing wrong discussing imbalances on survivor side
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2434924#Comment_2434924
Yet your original post continues to blame BHVR and you're still complaining on the dbd forums where Netflix is very unlikely to read.
And i'll continue to complain :) but i will fix my post for you since u pointed it out
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@Beckzfeehan7 said:
I know this is going to sound dramatic and we as players have no idea what happened but I think DBD losing the Stranger Things License is the absolute worst thing that’s happened to this game.
As the game keeps bringing in IPs now we know at any stage any of them could just end up the same and with the amount of new players joining us with every DLC for them not to be able to get the full experience it’s going to cause players to just leave or become annoyed that they can’t play as characters others can ?
Id like to hear people’s opinions on this. I personally think this is a MASSIVE hit to the game and just before a new DLC reveal…… it’s gonna kick the hype out of some people I think.
This is probably i mean more space for a different title
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Maybe by the end they will bring it back or let them keep it
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2434807#Comment_2434807
Which correction? The comment I replied to- which I responded to and read to do so- or the edit to your op which continues to blame BHVR?
No, you said it's because of Netflix etc, and then i called them big bullies after finding out through discussion.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2434756#Comment_2434756
Yes you have a right to be angry, but don't blame and complain to BHVR for a decision made by Netflix?? That's like someone stealing your wallet but instead of blaming them you blame your friend standing nearby because they didn't stop it, even if it was entirely out of their control.
You clearly typed that without reading my correction. lol
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@GuyFawx said:
Demo and Nancy or Steve fill the game with our only way to show our love of the chars. Im a netflix sub as well as a owner or the dlc but i honestly cant support this change I know we wont be loosing anything but this however introduces a bad precident and i dont want other properties removing their licenses either so I suggest we all only play as these characters going forward and show netflix we loved this partnership. We arent just a bunch of "Mouthbreathers"
Doing that won't help, DEMO and Nancy and Steve stay if you have them. Map will be forced gone by Nov
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@TsumLeia said:
https://forum.deadbydaylight.com/en/discussion/comment/2434681#Comment_2434681
Maybe they didn't like what they did to poor Johnathan's face so they took the license away from Bhvr
@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2434704#Comment_2434704
Then stop complaining to and blaming BHVR for this when the decision is most likely wholly Netflix.
I think i have a right to be angry considering i paid for it, i like the map. So thanks but imma say my piece, this discussion is to figure out why no? from reading, contracts and all that makes sense, Netflix being big bullies
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2434696#Comment_2434696
Someone doesn't understand how licencing and contracts work
I have an idea, but i've never seen a gaming company do something like this
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@th3 said:
Licensees can opt to not work with Bhvr anymore and not allow them to sell it. Pretty much all of them enjoy the free money they get, but with Netflix wanting to make their own Stranger Things experience they don't want any competition to that out there.
Maybe they shouldn't have agreed to the deal to begin with then. I mean i can see how they want the attention to go to their Own "Stranger Things" game. This version in dbd wouldn't have been much to compete with if they were planning on expanding on it's features.
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@Friendly_Blendette said:
Personally when Demo recieved their changes it felt really out of the blue, they weren't a new killer and if you were to make me list the killers in order of how much they need to be changed Demo would be pretty low, he was a solid mid tier killer. I am wondering if BHVR knew they would not be able to afford to renew to liscence so they pushed Demo to the top of the list.
It's honestly so disgraceful, this type of action by the devs. They shouldn't have even made it $15 a pop if it wasn't permanent, i think they knew. Shame on them