Shroompy
Shroompy
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@TTV_Monstarella said:
No we don't. We need to keep DBD in theme, especially for killers.
The game already isn't scary enough anymore as is.
We really don't need animefy every single game out there people.
you a mushroom?
because you seem like a real fun-guy
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@Terion said:
https://forum.deadbydaylight.com/en/discussion/comment/3263226#Comment_3263226
It is indeed, they dont deserve them for being toxic. So they can teabag all they want on the gate, they wont see me unless im done breaking all breakables.
bro its 1/10th of a common
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@Grigerbest said:
"I still see a Nerf Nurse threads..."
we aint gonna let one or 2 negative nancys ruin the fun for everyone :)
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I can feel the enthusiasm in this post
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There are some things I wished stayed, like some music, aesthetics, and old versions of killers/perks
but overall, this is the best DbD has ever been
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I think he's pretty decent, but probably one of the most map dependent killers in the game
A Dredge on Midwich and a Dredge on Swamp are 2 very different games
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bouta create more accounts just to upvote this
(pls mods its only joke)
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@woundcowboy said:
https://forum.deadbydaylight.com/en/discussion/comment/3263509#Comment_3263509
You proved my point by saying “neat little things.” Aside from a few things here and there, the skill ceiling in this game is very low. You again further proved my point by the “it’s not comp” mentality. Really experienced survivor players can make a game feel like comp. If a killer is not viable against top level competition, then they aren’t viable period. There is no point in talking about balance if we are speaking about people who don’t know the game.
"Aside from a few things here and there, the skill ceiling in this game is very low".
I wouldn't say that, you could easily tell the difference between some one with 500 hours, or 2000 hours.
"Really experienced Survivor players can make a game feel like comp."
They really cant. Try scrimming with a team and tell me that youve faced anything remotely close to that in a pub game (and even then, you wouldnt get the full experience). Even as a killer your mindset is completely different when going into a game. Ive never played in a competitive game outside of scrims and the team I played with would frequently create scenarios. You dont play for kills or hooks, you play for points. This also doesnt matter what side youre playing on. Another thing is most killers are doing just fine in comp, the game is balanced for a 2k and for the most part thats exactly whats happening. And when the killer doesn't get that, theres usually a reason behind it (of course some times they just get outplayed). I'm gonna go off of the point system I remember, may of changed since. In comp, a killer with 2 fresh hooks, 2 kills (so basically just tunnels 2 people out) gets 16 points. This is the exact same amount of points as some one with 4 fresh hooks and 2 other hooks. They may not of gotten any kills, but its the same result. Both teams are aware of each others scores and will react differently to certain situations because of this. When normally you see people in pubs who have no hooks run in to take a hit/down, you'll see just hide and do gens in comp because they're worth the most points for the killer.
Sure these might be some of the best players in this game, but they're basically playing a different game.
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@Haven414 said:
https://forum.deadbydaylight.com/en/discussion/comment/3264483#Comment_3264483
I do agree with what TheArbiter said in that a patch like this just wouldn't be worth the trouble, but I do think that a good chunk of matches I've lost in were mainly because of console limitations.
I highly doubt that since I myself cant even tell the difference between a PC and a console player when Im playing.
Not everyone on PC has a super beefy system. Id bet that the majority of players on PC is probably running around the same framerate as console.
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No.
Does PC have the advantage over console? Yes, without a doubt. Is it the sole factor as to why you're losing your games? No.
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Blood Warden all the way
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Id say hes about low/mid B tier, in areas with no or little cover he can down a Survivor REAL quick, how ever with lots of cover be can still turn a corner and get a cheeky hit thanks to the low charge time and speed of the knife. Problem is if youre only throwing 1 knife at a time its gonna take you years to get them fully lacerated.
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yes
i've done so for every single chapter, this one is no different
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@drsoontm said:
https://forum.deadbydaylight.com/en/discussion/comment/3263793#Comment_3263793
I almost never play with him. As far as range go, I'm more interested by Huntress.
yeah I'm kind of a Trickster enjoyer
And trust me, its not all that uncommon you'll get Survivors who either just straight up kill themselves on hook or DC. While I personally don't mind him I certainly see why he's not fun to go against for most people
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first time?
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@woundcowboy said:
https://forum.deadbydaylight.com/en/discussion/comment/3263357#Comment_3263357
You don’t know the game if this is truly your opinion. Non-nurse, blight killers get mud stomped in a competitive setting, and there’s ample video footage to show this. Your comment about “getting better” is also bizarre because there isn’t much to do as killer other than learn how to play tiles and structures. The main problem with killer is that it is too limited, which is also why Nurse is the best, because she is the only one who can overcome killer limitations.
Ok, but is playing against pub players a competitive setting? No. Ive played in a comp setting before and it might as well be a different game. You go into a game with a completely different mindset and ruleset.
(These might of changed, I havent been in the comp scene for a while, nor have I been keeping up with the comp scene) As a killer your big point makers are fresh hooks. Each fresh hook is worth 3 points and each stage after that is worth 2. Some one who hooked every one once and got 2 people to death hook would be worth 16 points. That is the same amount of points you would get if a killer got 2 people killed and only those 2. It may look like the 2nd killer did significantly better, but its the exact same performance in both instances.
Also EVERY killer has little neat things that you can do. The number of things vary dependent on which killer were talking about and how impactful they are. Im talking about things like old Sky Billy, Hug Tech for Blight, etc. Some of these things arent as impactful, may have more of a niche use, but definitely still make an impact when done correctly
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@Terion said:
https://forum.deadbydaylight.com/en/discussion/comment/3263357#Comment_3263357
lmao people dont like putting in the effort to learn new killers they wouldnt even play killer in the first place. I play all the various killers, except from maybe 4 or 5 (one of which includes nurse.) But i never will compete in higher mmr lobbys which is fine by me, because i switch so mutch between killers i will not get to the deepest depths of skills from the more complicated ones. Blight slide techs or exact knowledge of nemesis hitboxes. Not to mention Huntress and her hatchets. For some it takes a couple of rounds to get used again, with other killers i will just never get a pro.
I know it doesnt fit the narrative but its just that nurse and blight are the most rewarding killers and players on highest MMR are indeed the dedicated ones. They aint like me, who play for just variation and challenges, they play to win, to get 4k. That is their target. And if nurse provides the best solution to this its no wonder nurse gets picked more by the pro players.
if all the others could reach a simmilar skill reward then you would have more variation. So if you would ask for anything to get variation is buff the weaker killers rather than nerf one or 2. Cause the pro players will just adapt to the changes, it will only make casuals even more hesitant towards playing nurse.
Im the same way as well, I dont consider myself a master at any killer and go through what I like to call "different phases". Currently my 3 most played killers are Trickster, Dredge and Billy. If you would of asked the same question a year ago I would of said Blight and Nemesis, and so on.
I can 4k with pretty much any killer, I like taking the time to understand their strengths and weaknesses thoroughly, learning neat techs with them and so on. Makes the game feel fresh for me.
Now of course the weaker the killer is, the harder it gets, and the stronger the killer is the easier it gets. But I take the time to learn them anyway until I reach a point where Im satisfied (which is being able to comfortably enter a game with the goal of getting a 4k)
Doing so in normal pub matches is not that difficult, you dont consistently verse Survivors who are on the same level of streamers or comp players consistently, or these so called "death squads" that people love to claim they verse. Of course theres the odd time where its actual comp Survivors or the game gives me bad rng but other than that, the majority of my loses are my fault.
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@Terion said:
if just all the other killers were strong enough for those high up mmr lobbys....
they are
its just people dont like putting in the effort to learn a new killer who wont yield the same results right away and is punished more for their mistakes
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@Ayodam said:
https://forum.deadbydaylight.com/en/discussion/comment/3263326#Comment_3263326
This happens with killers, though. It’s quite easy to 3-4K at low and mid levels so killers gain MMR quickly, escalating to ranks they’re simply not ready for. There isn’t really a good way to deal with that, it seems, but there should be some sort of universal system that allows both sides to either climb ranks swiftly or in a more measured way.
I dont know if thats true actually
A friend of mine recently got the game, and another whos played the game a long time ago returned but on PC instead of console (he didnt play very much even then).
Obviously this means theyre at a low MMR since theyre just starting out, I would join them on some occassions but also I just watch them play. Its a pretty decent 50/50 split on them escaping or dying, there are so many mistakes being made by both sides that they kind of just cancel each other out most of the time. I have yet to see one side completely stomp the other even when I was being brought into the mix.
Theres also another group I play with some times and when we first started out, they just got the game. The experience was pretty much identical.
Its pretty amusing to just watch, because instead of stressful moans and groans its joyful screams and laughter.
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The reason why is because if you have everything taking into account then you simply have a worst case of what we already have, but closer to the old rank system.
The problem with the old system is if everyone played well, then theoretically the majority if not everyone in the lobby would pip, or at the very least safety pip. What this means is the game sees everyone winning meaning they would climb to a higher ranks and the game doesnt determine anyone a loser. So you had people who had no business being in the higher ranks but were there anyway because they did the bare minimum for the game to consider them a winner. This was very apparent towards the end of a season having people of all skill levels at red ranks.
If we do the same thing to MMR, what do you think will happen? The only difference it would make is BHVR would have to increase the soft cap more often because people would be at a level they have no business being in
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So if you know that... Why mention the stats? Things like this only have meaning once you know the reasoning behind them.
We all know he isnt in the top 5, there are quite a few killers who outclass him
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no
I know, it sucks
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@Splinterverse said:
Even if there are intervals, why does it need to be that way? Pinhead can already teleport to you as soon as you start solving the box. Allowing the chains to continue only delays the solving; it doesn't prevent Pinhead from teleporting. That is OP. One or the other only.
Pinhead teleporting to the box acts the same way as if the box is solved. Meaning theres a 45 second delay before the actual timer for a new Chain Hunt begins.
The only time this isnt the case is if Pinhead himself picks up the box, in which case the delay is only I believe 10 seconds and a Chain Hunt begins immediately
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@Marik1987 said:
https://forum.deadbydaylight.com/en/discussion/comment/3262872#Comment_3262872
Highest Kill-Rate in the entire game on average, Top5 at Top.
I know everyone asks for Nurse-Nerfs, but we know how it will end.
He has a high kill rate because he stomps solo q players with ease. Not being able to communicate whos going for the box is what makes him so strong against them since a Chain Hunt is pretty good at slowing the game down.
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@Fred_krueger said:
https://forum.deadbydaylight.com/en/discussion/comment/3261992#Comment_3261992
thats what they want, protection hits, tbag etc
Oh no! Giving them 200 more Bloodpoints!
What a tragedy!
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@Grandpa_Crack_Pipe said:
"Should be put to the sword"
Damn dude, don't see many feudal lords playing this game.
######### the court
trial by combat
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@Bot_Salvo88 said:
According to BHVR's recent statistics, nurse is the weakest killer in the game with the lowest kill rate
wow we got a real funny guy here
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For me its a combo
Haunted Grounds + Devour Hope
Devour always gets munched on first. One might say it gets... Devoured
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@dgbug said:
what am i supposed to do against friendly survivors?? it's so frustrating to get in a match just to have survivors crouch spam and try to be friendly when you just want to play a normal game, if i kill them i get called toxic and if i team with them i'm bored out of my damn MIND. what am i supposed to do???
usually what I do is down one of them, shake my head and keep doing so until they get the hint. I only really do this if I'm trying to complete a challenge or already got a few people who wanted to farm in previous lobbies.
If they get upset, then its an ish-them and not an issue. A stranger on the internet calling you names and baby raging in chat is nothing special and something you'll encounter quite often no matter what game you play. Just play normally, thats what the majority of poeple expect from you
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The challenge requires you to be on a gen for a total of 900 seconds (15 minutes). Doesnt matter if you finish the gen or not
I know, its dumb.
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@Carth said:
https://forum.deadbydaylight.com/en/discussion/comment/3262579#Comment_3262579
People are calling him that because using his power in the way it (seems) like it was intended is much weaker in comparison to just using it as an anti loop tool. Similar to the questions asked of pinhead "why does he have range on his chain when it is actually a terrible idea to use it as a long range tool other than the rare scouting/box prevention".
Sure , you can also argue knights guards all serve different purposes but at the end of the day if the best way to play him is purely anti loop with his power then that's what people will do.
It clearly isnt but aight
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all guards serve a different purpose. Playing him in this boring way is probably the worst way of playing him. Hes a 1v4 killer, not a 1v1 killer. He has the ability to pressure multiple Survivors at once and do multiple actions at once.
Dont know why everyone went to "Artist 2.0" when the guy isnt even out yet, and his power description doesnt even suggest this sort of playstyle
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/354487/hex-perks
Will survivors also get 5th info perk then?
No
They should get better UI elements such as revealing what every Survivor is doing (of course only visible to Survivors) and more tools to communicate. Maybe a chat wheel that can make Survivors speak in their native language that can be heard when another Survivor is close or nearby to keep that immersion, but add what theyre actually saying some where on the screen. For an example it could look something like:
Jake "Generator over here! Almost done! (78%).
Their voicelines could also be slightly different since every Survivor has a different personality. To add on to that a Survivor who knows the killer such Yun-Jin and Trickster could have unique voice lines.
I know whats said here is asking a lot, but as it stands we need better ways to communicate and receive information as a Solo Survivor
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@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3262304#Comment_3262304
People would just stay injured until eruption goes off, and heal with the generator is blocked. Eruption needs to block repairing and healing. It would be fine if eruption allowed survivors to still interact with totems though.
It doesnt just stop those 3
It stops literally EVERYTHING else other than unhooking and opening the exit gate. Theres a reason why Incapacitated is only available to powers with the sole exception of Eruption, and thats because its a really strong effect. Theres a reason why Pain Res and Eruption is a banned combo in tourneys and thats because those 2 on a high mobility killer is just overkill
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/3262237#Comment_3262237
You know, alternatively you could just pound out gens that haven't been kicked yet. it sounds like this is a problem for being that don't commit to getting a gen finished, or get themselves 3 genned.
thats like saying "well just leave the Survivor and find some one else" when you downed a survivor in a corner with no hooks around.
Is it counterplay? Yes. Is it fun counterplay? No. Especially since running around doing nothing and holding M1 on a gen is probably the least fun things to do as Survivor. And at that point youre wasting time running around from gen to gen you might as well commit to the one youre on.
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@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3262237#Comment_3262237
If the worst part is it affecting SWFs less, then the solution is to give the affected generators an AoE incapacitate, or to change the perk to incapacitate anyone that had repaired an affected generator in the last X seconds.
or, the healthier option
get rid of the incapacitated effect because its just stupid not being able to do literally anything other than run around for 25 seconds
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/3262173#Comment_3262173
Yup. It is. Eruption fills a unique purpose. It is the only perk in the game that can actually STOP a Survivor from progressing a generator by taking away their ability to work on one. Not just blocking a gen, but Incapacitation. That's a GREAT thing.
Really isnt, as it doesn't stop them from just doing gens but literally everything else. A Survivor has to literally run around and do nothing for 25 seconds, they cant heal, cant cleanse totems, cant even interact with certain things related to killer powers like Pigs boxes or Supply Cases.
Worst of all is it barely affects SWF as a person can simply call out when theyre about to get downed, and everyone on a gen can let go. It is possibly one of the most badly designed perks in the game, even more so than old Ruin. Because no matter how experienced you are, you can't know when some ones about to get downed unless you have line of sight of both the killer and survivor, or the killer has a map wide audio notification that theyre about to hit some one (Like Deathslinger or Pyramid Head)
Theres a reason why Incapacitated is unique to killer powers (only exception of course is Eruption) and thats because its a REALLY strong effect, and it activating with just kicking a gen is just plain dumb
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i already know "the point" is gonna have as much value as my ass hairs when the post starts off as: "Are you an entitled survivor?"
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You can still instantly tp by mashing the button. When I suspect some one is about to trigger a trap, i just start mashing CTRL.
Dont see how this isnt possible on Controller
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killer good👍:D
survivor bad 👎 >:(
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/3262132#Comment_3262132
It makes it an intended thing.
still not a good thing
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cool story bro
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@WesCravenFan said:
The very things people whine about Eruption for is exactly what it is meant to do.
doesnt make it a good thing
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/3259976#Comment_3259976
I don't consider myself inexperienced in the slightest, but I get bullying attempts all the time and get successfully bullied a couple of times per day.
I mean to me when I think of a "Bully Squad", I'm thinking of your typical SWF who clicks their flashlights, tbags after doing something pretty mid, bringing a favorable map offering, etc. Basically anything to specifically piss off the killer, which they can only really pull off if the killer in question doesn't know how to deal with it.
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@Bardon said:
https://forum.deadbydaylight.com/en/discussion/354161/the-changes-werent-for-the-better
"Killers are buffed into infinity and survivors nerfed into the ground. The match making allows toxic swfs to bully the killer"
If killers were buffed that much (they weren't) and survivors were nerfed that much (they weren't) then how can toxic swfs bully the killer?
Logical inconsistency here.
because not everyone plays this game as if theyre a robot?
Getting bullied as either side in this game just shows that the receiving end is inexperienced
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how do i give 2 upvotes
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@Seraphor said:
My idea is that characters (killer or survivors, but it's relevant for survivors here) can obtain Ultra Rare/Iridescent tiers of their own perks.
These Iri perks don't necessarily make those perks stronger, but alter the way they work a little or change them in a cosmetic way.
For example: Laurie Strode
Sole Survivor - Able to gain a 4th token if you repair a generator after all three other survivors have been eliminated. With 4 tokens you gain an additional +100% BP for the 'Obsession Escaped' score.
Object of Obsession - You are also able to see the aura of survivors within 24 meters of the killer when activated every 30s, but they benefit from the action speed bonus instead of you.
Decisive Strike - Laurie gains a unique animation for DS that takes 0.5s longer, and gets a 0.5s longer stun duration to account for it.
I would be down for this
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@Zachcjjj said:
yes it creates deadzones just like breaking pallets does for survivors, hooks are resources and resources should be depleted throughout the game
Problem with that, is that Survivors limited resources aren't their primary objective
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I have so many and don't want to create a wall, so I'm only gonna post my favorites
And yet, I still managed to create a wall lol
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@Levitika said:
Agreed, BHVR needs to clarify this. Suddenly introducing time-limited items when they explicitly stated they would no longer do such things in an official announcement is more than a bit shady
they said this YEARS ago
There are many things throughout the years that theyve said they wont do, and then had a change of heart






