Snowbawlzzz
Snowbawlzzz
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- Snowbawlzzz
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Comments
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@finitethrills said:
https://forum.deadbydaylight.com/en/discussion/comment/1477130#Comment_1477130
There is a thing called "paying attention" People with unbreakable recover significantly faster, and can recover to 99%, which means they can be picked up by another survivor in a split second. Killers using strange things called eyeballs can recognize those signs. But hey, at least you made a post without using the word "bias"
You say that like killers can see the recovery bar
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@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1476898#Comment_1476898
You can't win. It's like talking to a wall with these people.
They'll throw any, and every scenario they can think of and try to change and mold the perk to benefit their poor unsportsmanlike habits.
Next they'll say it'll deactivate once you use an Exhaustion Perk.
You're right, I'm the unsportsmanlike one. I'm a stubborn entitled killer main for thinking that DS shouldn't be a free pass to ######### on the killer. Next time Assy McGee with his pink Ace outfit is doing a gen in my face, I'll remember "This guy is a good fellow that is using the perk as intended and not being toxic. I'm toxic and insecure for thinking he's trying to insult me by looking directly at me and doing the objective 6 feet from my face"
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Every perk I want is shoved behind an odd bulb or BNP that I didn't want to spend BP on.
I don't use ultra-rares because it makes me feel like I didn't really win. The game somehow knows this, and locks the things I want behind them on the bloodweb.
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Alt tab to youtube
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@ClickyClicky said:
DS should not deactivate when someone else is hooked.
I see killers proxy camping all the time. Say someone runs in and yanks you off the hook, killer hits them down as they’re unhooking you, then turns around and hits you before you can get away. Well the killer has the option to disable your DS right then and there by hooking in the right order. How is that fair?
What harm would it do to have DS deactivate when a survivor works on a gen? Clearly, that survivor does not have the killer on them anymore, they're not being tunneled. The only thing this change could possibly do is make it so that survivors can't abuse their immunity by doing gens in the killer's face.
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Had 3 moris yesterday, and I only play solo when I'm survivor
they really need to stop with these "mori 4 survivors as ____" missions
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@BeyondDisbelief said:
https://forum.deadbydaylight.com/en/discussion/comment/1475626#Comment_1475626
>You're not going to get use out of Borrowed time upon pickup? Are we playing the same game?
Who's talking about Borrowed Time? Why are you bringing that into the conversation? SG and MoM do not get any uses.
>Even without a hex in play, soul guard is a good perk. With a hex, it becomes a powerhouse. You're not supposed to get full use out of it every game or it would be busted OP
The best I can give you is agree to disagree. This is completely against my experience. Maybe 1 in 10 games (if even that, I'm being generous here) I'm left in dying state long enough where full restore is relevant. Not once in hundreds of games have I ever been picked up from dying state and the killer shows up within 10 seconds. Soul Guard without Hex is literally useless/unusable. With Hex you're better off with Unbreakable. I would not call it 'powered up' at all. Something that comes to play 0.2% of all games is for all intents and purposes, useless. Troll games dont count, since you farm points from those regardless.
You'd have to be playing against a killer who's just doing dailies/trolling around or one who's completley not paying attention for him to slug you repeatedly to get a second use out of it, so the second use is irrelvant.
Soul Guard is an SWF perk mainly. You tell your friends not to cleanse the totem so you can get infinite unbreakable. The killer isn't gonna know you had it unless he sees you do it in his face. The video I posted was against killers that were actually trying for the 4k but couldn't get past the perk abuse. Oni is one such killer that is neutered by the Soul Guard/Unbreakable combo. Not every perk needs max usefulness every game. Small Game is amazing against trapper/hag, but sucks if the killer brought no hexes/isn't a trap killer. Premonition is a good counter to stealth killers, but won't see much use against 32m terror radius killers.
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@BeyondDisbelief said:
https://forum.deadbydaylight.com/en/discussion/comment/1475626#Comment_1475626
>You're not going to get use out of Borrowed time upon pickup? Are we playing the same game?
Who's talking about Borrowed Time? Why are you bringing that into the conversation? SG and MoM do not get any uses.
>Even without a hex in play, soul guard is a good perk. With a hex, it becomes a powerhouse. You're not supposed to get full use out of it every game or it would be busted OP
The best I can give you is agree to disagree. This is completely against my experience. Maybe 1 in 10 games (if even that, I'm being generous here) I'm left in dying state long enough where full restore is relevant. Not once in hundreds of games have I ever been picked up from dying state and the killer shows up within 10 seconds. Soul Guard without Hex is literally useless/unusable. With Hex you're better off with Unbreakable. I would not call it 'powered up' at all. Something that comes to play 0.2% of all games is for all intents and purposes, useless. Troll games dont count, since you farm points from those regardless.
You'd have to be playing against a killer who's just doing dailies/trolling around or one who's completley not paying attention for him to slug you repeatedly to get a second use out of it, so the second use is irrelvant.
Soul Guard is just BT for being picked up, it's obvious what i was saying
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I honestly wish people on steam could invite people do voice calls like they do on PS4. I'd have a stockpile of hilarity to upload to youtube.
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@BeyondDisbelief said:
https://forum.deadbydaylight.com/en/discussion/comment/1475540#Comment_1475540
That's not at all a realistic game though. Not just the way they played they outright admitted in their voice chat they were deliberately trolling the killer wanting specific perks to take off.
You're just not going to get use out of Soul Guard in a normal game in its current state. Don't evaluate a perk based on how it sounds on paper or based on troll gameplay footage designed to generate views and ad revenue?
You're not going to get use out of Borrowed time upon pickup? Are we playing the same game?
Even without a hex in play, soul guard is a good perk. With a hex, it becomes a powerhouse. You're not supposed to get full use out of it every game or it would be busted OP
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I don't know what makes you think Cheryl's perks need a buff, but they don't.
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@NightmareReborn said:
https://forum.deadbydaylight.com/en/discussion/comment/1475495#Comment_1475495
I'm not gonna lie and say FNaF is the pinnacle of horror, because it has its flaws, just like every game. As you mentioned, its not like DbD is either. However, it is true that FNaF was very influential within the horror genre. It essentially gave birth to indie horror, and thats why I, personally, believe it belongs in DbD.
And I'm also not saying it needs to be the next chapter or anything, perhaps just sometime down the line. There are plenty of other licenses that belong in DbD as well.
FNAF is so far from the birth of indie horror games
Outlast, Amnesia, Cry of Fear, Slender, and so many others predate FNAF. That game was just riding an already-established hype train
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Bug fixes & bugs
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dam bro thats crazy
Did you hear that new NBA Youngboy single?
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1474366#Comment_1474366
Imbalance is all in perception. What if the killrate on the map was normal, or higher?
Instead of red herring, I would say if it is fair for the goose it is fair for the gander.
A strong build that the devs purposely added =/= exploitative perk/map combo that the devs failed to consider
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A.... book? Like what, Harry Potter?
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@Squirrel_Thicc said:
It's already too situational.
so situational that the entirety of ranks 1-4 run it
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@V1V3 said:
https://forum.deadbydaylight.com/en/discussion/comment/1470718#Comment_1470718
Hag can, but trapper can't. His traps are extremely limited and he has to spent a rediculous amount of time back tracking across the map to find more.
My roommate mains Trapper and he does this exact strat.
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@Demogordon_Ramsay said:
https://forum.deadbydaylight.com/en/discussion/comment/1470707#Comment_1470707
I dunno man, those differences seem pretty damn trivial to me.
https://forum.deadbydaylight.com/en/discussion/comment/1470766#Comment_1470766
Myers and Ghostface want to:
Know your location
Demonstrike is basically a chainsaw, Mike and Ghosty don't get hypermobility
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Agreed, unrelenting is the most drastically OP perk in the game. Imagine being a survivor, pressing ALL THOSE BUTTONS to dodge an attack, then the killer just..... FLINGS OUT ANOTHER ONE.
Completely ignores survivor skill and experience, it's Deathslinger all over again. The lack of counter play to this perk is really hurting the fun of the game.
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@Demogordon_Ramsay said:
The devs have a skewered idea of what does and doesn’t count as a basic attack.
Pig dash: Literally just a longer version of a normal lunge, doesn’t count.
Feral Frenzy: Literally just a basic attack that inflicts Deep Wound, doesn’t count.
Oni Demon Strike: Literally just an instadown with slightly longer range, doesn’t count.
Oni basic attack in Blood Fury: LITERALLY JUST A BASIC ATTACK, doesn’t count.
Demon strike shouldn't count. Instadowns are enough, it doesn't need to apply status effects as well.
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Depends on the stage of the game when I'm survivor. Early game I'll stealth in a bush until the killer leaves so I can focus on my gen. Once a couple gens have been done and people have been hooked, I'll think "Ok, time for me to take a hook for the team" and try to get the killer's attention at a good loop.
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The weird thing about Trapper and Hag is that they can afford to let gens go. Set up your 3-gen, let them pop those far away gens and when endgame comes, they'll regret it. You've trapped every loop and every path, they're either gonna get trapped or let you know which gen they're going for by disarming. You don't need to overcommit to early-game chases because of this, just smack them to scare them off if you're still setting up your zone of control.
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I actually consider Doc to be a high-skill cap killer because of how short the window for his anti-loop is. You have 2 seconds between when you shock them and when you smack them to actually pull it off, and I think being able to do that consistently is a trait of a good Doc player. Most Docs I encounter as Survivor will shock me 50 times trying to pull it off and waste a ton of time in the process.
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Bring Clown down. I play Clown a lot, but his power is so simple that there's not a whole lot of fancy things you can do with it.
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It's probably the "meta" perk that annoys me the least because I know it's necessary for the game. DS with Unbreakable needs to stop being an immunity bubble, but BT doesn't combo with anything like that. BT just gives you a chance at getting out against a camping endgame killer.
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Getting DS'd tunneling will waste more time than pressuring multiple survivors and keeping people injured.
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I only like Discordance on killers that can get to the gen in time.
If I'm using it on Bubba, I know the gen's gonna ding before I make it there
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They're probably referring to the glitch that shows you as a different killer in the stats screen
It doesn't look like they built around Doctor, I don't see any Calm Spirits or Technician
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I don't know anyone that actually likes this map
Survivors hate it because the pallets are ass, the terror radius is always lying to you and the exit gates are too close together
Killers hate it because you can hear an upstairs generator and have to walk 5 miles to get to it, the blendettes are invisible and OoO is extremely OP with how the map is set up
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It's less mentally exhausting
After a few killer matches, I'll switch to survivor and listen to podcasts. You can't multitask as killer and there's a ton of weight put on that role.
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@Kellie said:
https://forum.deadbydaylight.com/en/discussion/comment/1465917#Comment_1465917
Yeah and then you'll get ran for 5 gens and just get a 1K. You're usually better off patrolling gens than tunneling.
That's entirely dependent on the map. If you have either a pallet dead zone or they're hooked in your 3 gen, you have no reason not to proxy camp/tunnel.
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@hillbillyclaudmain69 said:
https://forum.deadbydaylight.com/en/discussion/comment/1464936#Comment_1464936
Not true its around 45 seconds. Pt doesnt do very much.
The wiki will tell you it's 40
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@CashelP14 said:
https://forum.deadbydaylight.com/en/discussion/comment/1464895#Comment_1464895
They were held there from 3 gens left lol
That's a bannable offense if you reported it
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If you have time for it to kick in, you're already winning, so it doesn't really do anything for you.
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@28_stabs said:
Gen rushing doesnt exist anymore, all nerfed. Only mories left.
2 survivors, one with Prove Thyself, do a gen in 40 seconds
That means if you take 30 seconds to down a survivor, and 10 seconds to hook them, you lose a gen every chase
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It's already strong, you just have to predict which hook the killer is going to
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@ClickyClicky said:
Totems are too easy to spot on old maps and too well hidden on new maps.
->too well hidden
map, detective's hunch, small game, just memorizing the spawn points
^ all ways you can quickly find the totem, even if it's well-hidden. ALL totems should be well-hidden
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The devs don't care that high-rank killer gameplay has devolved into a desperate race where you have to play 100% perfect and use the most optimal loadout to avoid hearing 3 Dings as soon as you hook the first guy. They don't care that 2 survivors (one with Prove Thyself) can crank out a gen in 40 seconds, forcing you to either finish chases in 20-30 seconds or lose a gen every chase. They don't care that survivors can stack 4 second-chance perks and force us to waste a ton of time while we have to work much harder to use the perks that buy us time. They don't care that Thanatophobia and Dying light combined save you mere seconds while one toolbox can reverse it.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/1461143#Comment_1461143
No, not at all. The idea is to make them all stand on their own without stacking to ridiculous amounts (e.g. Ruin and PGTW are both fine choices, but don't work together very well).
Nothing stacked to ridiculous amounts even with old Ruin
It just made the time frame playable against SWFs bum-rushing generators
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The fact that he can down 2 with one chainsaw charge kind of incentivizes camping in a game where people under stress will often resort to it anyway.
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This thread has really devolved
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What kind of games are you playing that have a 4k in 2-3 minutes? Do you go afk and wait to die? Do you down and hook yourself? WHEN does this happen?
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@Peanits said:
I feel like you've turned a blind eye to the plethora of perks that slowdown generators either directly, or by forcing the survivors to do other actions other than generators slower.
Corrupt Intervention, Dying Light, Huntress Lullaby, Ruin, PGTW, Surge, and Thanataphobia all directly slow down generators or regress them.
Then you've got perks like Discordance and Surveillance which help you keep track of the generators so you know where to go to keep the survivors off of them.
And finally, you've got perks like Sloppy Butcher, which makes other actions (in this case, healing) take longer. Times spent doing other things is time spent not doing a generator.
This doesn't even go into lesser used or more niche perks which could give you some extra regression/info/slowdown.
I know you wrote off perks like Ruin and Thrilling Tremors because they don't work automatically, but that's because getting them off the generators is your job. You, as the killer, need to get them off them so they can take effect. In Thrilling Tremors' case, that info helps you figure out where people are so you can go chase them off. Thanataphobia as well stacks with other slowdown effects and can was a lot of time (a heal becomes ~24 seconds when combined with Sloppy Butcher, double that for Self Care).
Perks aren't the only way to slow things down. They can help you, but they're not meant to stop all progress for you. The best way to slow things down always has been to play smart and keep people off of generators.
He addressed almost all of them except Huntress Lullaby, which is possibly the worst "Gen Slowdown" perk because experieced survivors are 0% affected by it. They might miss the FIRST silent skillcheck, and that's it. It's only even slightly useful on Doc.
Also, Survivors don't have to work for Prove Thyself, Decisive, Unbreakable or really any meta-perks.
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Just nerf the regression and make it a non-hex
Or better yet, bring old Ruin back
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I always use Thrilling Tremors and usually pair it with either Corrupt or Pop. The ability to pressure is dependent on both map size and the awareness of the survivors. Two survivors, one with prove thyself, gets a gen done in about 40 seconds. If they do 2 to a gen with this strat, the game is over ridiculously fast. Gen slowdown perks are an absolute necessity.
The Ruin nerf was the worst thing to happen to low-tier killers imo. Old Ruin prevented survivors from just gangbanging the gen down before you could even get back there after a hook. New ruin only helps hypermobiles than can pressure multiple gens at a time.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1459786#Comment_1459786
They can only be completed that quickly if the killer does absolutely nothing, or is a total potato.
There are multiple videos on Otz and Tru3's channels where the first gen is done before they can even get to it, despite making a mad dash across the map
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When I read "paragraph" in the title, I thought you mean killers with a Bible-sized power description like Pyramid Head
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Proximity chat is such an easy thing to implement and is needed for solo queue IMO. As long as the killer can hear it nearby, it would be balanced. Sweatlord Spirit mains will protest it because they hate the idea of solo survivor being something other than free kills, but it would actually be a quality of life upgrade for killers as well. There would be less SWF at high ranks because solo wouldn't be such a guessing game, and stealth killers would be able to get the drop on survivors easier & possibly take valuable info.
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@MeltingPenguins said:
also that map is one big jungle gym. if you really need pallets to outrun a killer...
->if you really need pallets to outrun a killer
you mean one of the 2 things in the game that let the survivor outrun the killer? Yes.
This map is hell unless you're on the boat. Sure there's LOS blockers, but that won't help in the chase. You get caught at one of the middle gens and it's gonna be a short-ass chase.