Shroompy
Shroompy
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- Shroompy
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Youre acting as if theyve never killswitched exclusively paid for content
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@HexHuntressThighs said:
I have a 4070 Ti with a Ryzen 7 7700x and even when I try to M1 or land point blank hatchets on them it causes my game to stutter for a second.
That might be a different problem then man..
My specs are lower than that and I still run just fine regardless of whats on screen. I even used the skin myself and I didnt have any issues
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I dont think it changed her very much in terms of viablity, rather it just made her much more consistent.
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8-9 stages I consider a draw
10 and up is a win
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Thats funny as hell lol
Most likely bugged SB
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@adam1233467 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757821#Comment_3757821
You can only use Trapper Wraith Hillbilly Nurse and Hag in this mode bro.
Huntress, not Hag
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Sounds like a multiplayer game to me
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Any killer works in pubs 90% of the time
Unknown is no exception.
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No
Moving away from the gen regression meta is the healthiest thing to do, since Im pretty positive no one likes to feel obligated to run them, and certainly no one likes to go against a full build of them.
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@Toystory3Monkey said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3755989#Comment_3755989
the best way (the fun way) of playing him which was also one of the strongest ways was going for traps in between loops and all the hotspots survivors had to take, making them extremely unpredictable and dangerous as they couldn't have been avoided so easily as survivors knew exactly where they could be.
this is what his power is supposed to be conceptually because you place traps and make prediction where survivors might path and since the traps were not visible at all, survivors had to second guess every bottleneck or optimal path they had to take.
after certain point long ago this stopped being a thing and traps became so visible, that there was no second guessing or mindgame. you just saw the trap and had to change your path and either make it somewhere else or get hit. boring
Im well aware of this since Ive mained Trapper for quite some time now, but this was only his most effective way of playing back when he took 5-7 seconds to place 1 trap. It was and still is a gamble to do so since placing a trap needs to give just as much value for the time you spend placing it, and theres a good chance that the Survivor:
-Doesnt run the loop the way you want to
-Predrops and then runs away
-Doesnt go to the loop at all
-Some one witnesses you place it and then disarms it (or even back in the day sabo it)
Now dont get me wrong, placing a few traps like this can be effective as long as you dont spend too much time placing them. Placing a trap where it also has multiple uses such as covering a path that might be intertwined with multiple loops can also be a good idea, but only do so if you have the time.
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@AggressiveFTW said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3756035#Comment_3756035
But how would The Lawnmower grow its power when there's barely any grass to cut?
Oh you think the Lawnmower has something to do with grass? Silly you this must be your first rodeo
He's just another anti loop killer
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3755989#Comment_3755989
I hate that game play. It makes him like Artist. M2 at pallet, survivor forced to leave loop. Then he catches with Haste.
Yeah I never said its fun, but unfortunately its one of the best way to play him.
To actually respond to the OP tho, its because theyre teasing the upcoming killer: The Lawnmower
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@Toystory3Monkey said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3755966#Comment_3755966
trapper is anywhere but in the good spot.
his power is not working and no amount of buffs can aid it because it's not working in the most exciting way it's supposed to work. reduced to a boring area/loop denial.
Reduced to boring area/loop denial?
If you were/ looking for consistent results thats always been his best way to play
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@Crowman said:
There isn't a game that allows people to queue together that will ban them for using external communication methods
I mean I do know a genre that does, and thats social deduction.
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Before we knew him as The Blight, and who we even thought to be Benedict Baker, The Alchemist was my favorite.
I believe it was our first peak of something happening outside the trials. We now knew that Survivors, as well as killers roamed around. At one point he was attacked by The Trapper and not only survived the encounter, but he won and was able to restrain him.
We saw him slowly go down of desperation, where he initially saw Vigo's journal and the Serum as a means of escape and then slowly descend into madness as he grew an addiction to the serum, eventually turning him into The Blight.
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Name me one triple A title that bans people for using discord
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@Bafugaboo said:
not realize killer takes no skill
complain about the other side
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@Mortecaii said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3742648#Comment_3742648
My brother in christ. What I'm telling you right now, is if you SKIP to all their POST GAME chats, they only say it if they win. Just look at their previous streams.
So for the 1000th time, how is it being a good sport if you only say GG when you win, and almost never when you lose? How exactly are you being a good sport at that point? It's literally just passive aggressive gloating at that pointAnd again, youre telling me that against ALL streamers you go against, you go into their stream to look at their vod JUST to see if they say gg in their post game chats?
Either youre lying, or you have A LOT of free time on your hands.
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@Mortecaii said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3742624#Comment_3742624
I'm literally just using them as a good example of what I'm trying to point out.
Yes, but unless Im misunderstanding youre basically saying they only say gg if they win. Who's to say they just dont say gg whether they win or lose?
Its just so petty to get upset over good sportsmanship. If theyre saying gg, 99% of the time it has 0 ill intent.
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@Mortecaii said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3742461#Comment_3742461
If you read anything I wrote, then you would know that most TTV players WILL stick around at the end, and still not say anything unless they won. Same goes for the majority of the playerbase smh
TTV's will likely stick around since a good chunk of the time theyre in a SWF.
Also do you really care that much that you check if theyre live after the game if they dont say gg, then wait/go back into the vod to check if they said gg in another game?
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to me gg is like a hand shake or "touch gloves" at the end of a sport. It just shows good sportsmanship.
I also dont expect all Survivors to do it since I dont expect them to stick around since why would they?
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When he does it means you have a bit of distance on him and you should be able to dodge in most cases
I dont see them changing this considering he has an add on that prevents crouching under FotD
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@Junylar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3741943#Comment_3741943
Yup, the game redirecting my hit to a completely different direction from where I intended to hit is me being bad, sure.
brother i play this game when im zooted out of my mind and I still dont get spun
so yes
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@Junylar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3741937#Comment_3741937
360 is literally a tech that uses a bug in the game's code.
Im sorry to say this but itW only works if youre bad
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@Rogue11 said:
too bad they didn't keep the turning transition animations from a few years ago. they made the movement look and feel less like a PS2 game, and it helped counter the incredibly skilled interaction of survivor throws mouse/controller across the room and you get auto aimed due to horrible coding.
While I agree I miss the old transitions due to how smooth they looked. I cant agree about 360's.
They do take skill, but they only work against inexperienced players.
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Another perk that counters LP as well as any other aura reading is Object of Obsession. Being able to know who the killer is straight from the get go is REALLY good information, and most of the time itll take a bit for the killer to catch on that you have the perk when they have other aura readings (which most people do to take advantage of its secondary effect)
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@Iron_Cutlass said:
What addons are you using?
Nurse's Fatigue is based on the amount of blinks you are doing and rather you swing or not. Addons can make the Fatigue period longer by adding more blinks or changing other aspects of the power.
Even then the fatigue feels a bit longer, could just be because of the smoother transition tho since its been bugged for quite some time now
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It sort of feels like its longer, havent fully tested it.
What I can tell you tho is the camera flick and FOV fixes might actually make me start playing her again.
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@Junylar said:
Since it's a bug that gives advantage to killers, it's not going to be killswitched.
Us vs Them
Us vs Them
Us vs Them
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@CountOfTheFog said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3741356#Comment_3741356
I tried it as Legion. I'm not doing that as Survivor
Aight then, you do you
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@CountOfTheFog said:
I am skipping the event mainly due to how annoying she is. Seriously.
didnt you make a post a while ago saying how you play without sound
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@Junylar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3740644#Comment_3740644
I want killers and survivors to interact with each other based on skill, play and counterplay
Guesswork and coinflips are neither skill nor counterplay.
Yes, they are.
Reading your opponent in any game takes skill. Recognizing patterns in their gameplay and knowing how to take advantage of that requires experience and creates a back and forth between you and the person youre versing.
Dropping a pallet that has no way around it (like the pallets at doorways on Gideon, or the upstairs pallet on Eyrie) completely gets rid of that back and forth. Having 2 or 3 of these far apart from each other is fine, but Gideon has way too many of these that can also be easily chained because there are also fairly safe pallets between them.
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@Marioneo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3740482#Comment_3740482
im fine with it having more pallets but all the pallets are safe and have no mindgame to it with a high amount of god pallets some of these gotta be turned into unsafe pallets
Yeah I agree, how ever I do believe some of the safe pallets should remain, like the ones by basement as thats one of the strongest ones for killer once those pallets are gone. Can be especially devastating on specific killers like Bubba or Trapper
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No.
With the 8.0.0 update he can no longer scamper from neutral, he has to be in the middle of a dash
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@Junylar said:
What do you mean "unavoidable pallets"? Pallets are not supposed to be avoided.
Im assuming he means they cant be mindgamed, and yeah that Id have to agree with.
Should still have a large number of pallets compared to the average map though since it has a lack of windows and its more thematic.
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@Krazzik said:
Are you complaining about the Clown? Really?
Most likely a newer player, and hes simply asking for advice.
No need to be like that
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Been like that since the start, dont think its a bug
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@Pulsar said:
Didn't you just complain about people not trying in your games?
And now they're trying too hard.
Just say what you mean. You didn't like how they played, since they were moderately effective at dealing with you and so you are so blinded by your petty rage that you forgot THAT YOU WON
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@Dwight_Fairfield said:
I mean they gave him one rework already so its not like they don't care. They just prioritized other killers since.
That rework was 5 years ago and he's been in a very weak state for about 3 years now.
Since then he's gotten 2 changes, one of them wasnt even documented and the other was the nerf to Adrenaline about 2 months ago
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A Bubba moon sawing and just overall knowing how to use his power is something to behold. We need more of them
Nea without a flashlight
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These changes are actually awful and would make him WAY too strong. Youre eliminating all his counterplay and making both his chase abilities essentially guaranteed hits with no repercussions.
Vecna is fine and he will stay fine after the nerfs. He's a killer with a high skill ceiling who plays very differently from the rest of the cast. He's in the same boat as Singularity who is without a doubt a viable killer, but just because he's hard to play it was very easy to just say "hur dur he's too weak" even after he received the buffs to the current state he's in.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3735982#Comment_3735982
I didn't say that my friend was promised anything.
"He was promised something he didnt get"
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@Brimp said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3735996#Comment_3735996
Me running to a portal or 1 of the 3 strong windows downstairs:
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@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3735923#Comment_3735923
First of all, when and where did they mention he's getting nerfed?
https://us.v-cdn.net/6030815/uploads/72RVZ91B65X2/screenshot-20240607-190615-475.png
Ah thanks, honestly I dont think thats too bad. The rest of his kit is just as strong and Mage Hand will stay strong
@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3735982#Comment_3735982
Chucky's flick is still in the game as far as Im aware so I dont know what other techs youre talking about
Chucky used to be able to flick 180, they limited it to 90.
You can somewhat do it, if you look into the loop while charging tho.
Basically limit is created when you start dashing, so just look into the wall, slide sideways, then flick.
Oh I wasnt aware of that, but still 90 degrees is pretty damn generous considering how big the hitbox on it is compared to his body.
180 degrees is just plain dumb. J-Flicks and Oni's 180 was removed for a reason
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3735923#Comment_3735923
Lets take Chucky as an example. When he released, he had a pretty good turnrate, allowing for tons of little tricks and techs.
Many people love these things when playing DBD. A good friend of mine solely bought this killer for this reason. He likes this kind of skill expression.
Only weeks after his release, they adjusted his turn rate, eliminating many of the techs. This literally made my friend stop playing Chucky at all because he lost interest in the character. If this change was implemented when he released just 1-2 weeks earleir, my friend could have saved that money to maybe buy another character. He was promised something he didnt get. Balance changes are fine. But things that literally sell a character like Chucky´s turn rate should maybe either be adjusted before the character goes live or a lot further down the road. As far as I remember, we had a similar problem with Oni, where they changed his turn rate and very few people wanted to play him as a result.
Last but not least, why would the nerf to one of his powers not be a nerf to the killer?
Chucky's flick is still in the game as far as Im aware so I dont know what other techs youre talking about
Also your friend wasnt promised anything. Again, live service games means changes are bound to happen, especially if theyre unintended.
Oni was a way different case. He had no turn limit when initially released (which was intended) and then they reduced that drastically to 45 degrees. Everyone, including the devs knew this was too bad of a nerf so they increased it to 90 degrees (al though you can go further with flicks)
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3735900#Comment_3735900
I dont think Vecna is an extremely powewrful killer like other heavy hitters like Plague or Oni. He doesnt even reach Wesker if you ask me.
First and foremost: I find it absurd, that the killer is nerfed, when the release hasnt even been a week ago. This is just plain bad consumer practise. It was bad with Alien, it was bad with Chucky and its bad now with Vecna. This has nothing to do with the nerfs being justified or not. Its about selling a product and then changing it, so people that bought it, bought something that is not what they paid for just day later. It makes people not trust in the characters anymore. Why buy something if it is just fun for you the first few days and then gets nerfed.
Dont get me wrong, Xenos cooldown nerf was fine, however, things like this should be adjusted BEFORE the product is sold. Not days after everyone has already paid money for it.
I genuinely hope that this will not make this killer a lot weaker. It would make BHVR look extremely shady.
First of all, when and where did they mention he's getting nerfed?
Second of all, if you buy a product purely because of its viability and not the actual gameplay thats on you. This is a live service game that makes balance changes on a regular basis. The product also remains practically the exact same, unless I completely missed the memo and his spells are just completely different which I know isnt the case.
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@Akumos said:
It can't tank hits because the projectile can hit multiple survivors and I've had that happen a few times now. I've literally seen the skeletons at the proper distance just do nothing to the guy unhooking as it passes through them. The instant damage and damage on vault is something I try to do but it still feels pretty inconsistent or hard to tell when it will work, which is why I'd prefer if they spawn closer to Vecna, the current spacing of it feels a bit awkward to me. It also takes way too long to summon them, the timing is super awkward on vaults, it feels like a 33% chance it passes through and does nothing, 33% chance it instantly hits, 33% chance it's too late and they somehow vault and still instantly crouch it. I don't have this issue using any other ability or projectile in the game, it's simply too awkward.
1 skeleton can only hit 1 survivor, but you can hit multiple Survivors if 2 seperate skeletons come in contact with them (meaning those 2 survivors need to be spread out)
If you listen closely as well when you do shoot out a skeleton at a hooked Survivor youll hear the hit sfx but from the hooked Survivor.
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Ive never had it phase through a Survivor, but FotD does hit hooked Survivors, meaning they can tank the hit for the person unhooking
The ability is fine and has a way higher skill ceiling than most give it credit. You can get an instant hit since they deal damage the moment they are summoned. If a Survivor is also on an elevated surface (it can be a very small difference) they cant crouch it since the hitbox is lower, and its not like an Artist crow where itll go up/down elevations at the start of their flight.
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Agitation is to get into a better flow and maintain pressure by not wasting as much time getting to a hook, while Iron Grasp is mainly for distance
Now if you do the math Agitation does actually cover more distance, which is about 4 meters. How ever Iron Grasp also has the effect of reducing the sway Survivors do when wiggling, making you travel more in a straight line.
Overall Agitation is still the better pick. Id say always has been but 1.0. Iron Grasp was nuts lol
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Perk types and having a limit to them would absolutely kill the game as you eliminate thousands of different perk synergies that were never a problem to begin with.
As some one has mentioned, they may of known where you were but thats 3/4 of their build. Meaning they only had 1 other slot for chase, slowdown, etc.
Honestly, kudos to the guy running info perks. Means he's confident in his ability to apply pressure and he's proven that

