Snowbawlzzz
Snowbawlzzz
About
- Username
- Snowbawlzzz
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Comments
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Nerfing every slowdown perk completely negates the point of adding base regression
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Not mine, but my buddy escaped VS a salty Wraith that messaged him "Nice one moron, you just completed my pallet-kicking rift challenge"
Buddy just replied "wow OK I guess I got owned?"
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He wears such revealing clothing
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I have never run the meta build in my life, I crazy builds.
Medic build players are chads (me), genrush builds are useful, Breakout/Sabo builds are hilarious, meme perks like Diversion are worth it just for the comedy.
The only off-meta builds I don't like are stealth builds because those players obviously don't contribute as much.
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They want an "asymmetrical" game that still lets survivors 1v1
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@Aneurysm said:
https://forum.deadbydaylight.com/en/discussion/comment/2530163#Comment_2530163
That's just exactly the same as hex totems then, for an area-bound effect with (probably, usually) less impact than hex perks.
If survivors can't relight without it being snuffed out then if one of them puts it in a dumb place on the first totem they find in the middle of a deadzone I can opt to have it stay there so it can't go anywhere better.
If killers can destroy totems I can take out one in an area I don't want any boons being in (i.e. central building crotus penn)
This way they aren't just a carbon copy of hexes and there's more strategy involved in dealing with them on both sides.
If the survivor placed their boon badly, that's their mistake. They chose for it to be there. The killer shouldn't have to keep cleansing and cleansing every time that guy replaces it.
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Stacking regular healing perks doesn't tip the scales significantly, I do it myself frequently
This new boon though, this is just bonkers. THIS one should be capped.
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@Aneurysm said:
https://forum.deadbydaylight.com/en/discussion/comment/2530148#Comment_2530148
In a particularly good area it could be a problem, which is why I don't think survivors should be able to switch totem without the killer snuffing it and/or killers should be able to actually destroy totems themselves.
A cleansed boon should be cleansed, period. It's actually insane that survivors can just relight them for free. There isn't any actual counterplay at this juncture, the killer just has to play with that disadvantage.
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@Aneurysm said:
https://forum.deadbydaylight.com/en/discussion/comment/2530118#Comment_2530118
Even if it is a popular choice, kinda like @dspaceman20 said, I'd like to go against more survivors doing stuff like this rather than 4 x second chance perks + ignoring everything except gens.
They'll waste more of your time than second chance perks will. Losing chase is a huge deal and very easy to do with 100-something meters of Lucky Break + Distortion
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@Aneurysm said:
https://forum.deadbydaylight.com/en/discussion/comment/2530095#Comment_2530095
A swf might but the worst ones probably won't. Lucky break is already ridiculous and no one runs it. If lucky break had become meta or even vaguely common after its rework or its buff after that I might think differently, but it didn't.
Shadow Dance is Lucky Break + Distortion and it lasts all game, because the survivors can re-light cleansed totems
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You genuinely don't see why a SWF would want to run Shadow Dance? 100 meters of perfect stealth doesn't appeal to groups?
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Hopefully the forums stay this loud, otherwise the 2-person balance team won't take it seriously
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I just mentally give up and become a chase bot when I'm killer on that map. Even trying to farm is a pain in the ass, it takes the solos forever to figure it out because they're 5 miles apart and can't see what I'm doing.
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People just wouldn't bother to play that day if their favorite perks were disabled
Bad for business
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@bm33 said:
It's like every time we get a new survivor, people freak out about the perks during PTB thinking they'll be this OP game changer but then once it actually goes live the only time you see those perks really are when the player is going for Adept.
Counterforce was the OP perk for RE chapter. It was supposed to destroy hexes and eliminate NOED from ever activating.
Power Struggle was going to be more OP than DS, EVERYONE was going to run it and killers would never get survivors to a hook.
Any Means Necessary was going to have killers spend match just getting stunned over and over by same pallets every match.
Now boon totems are apparently destroying hex totems like Counterforce was supposed to and are OP even though we currently have very little information on them. Apparently survivors who currently think NOED should be nerfed because finding and cleansing 5 totems during the match takes too much time will now be running a perk that requires them to spend that same time finding and blessing totems that can be quickly snuffed out by the killer.
Who the hell said that about Power Struggle?
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/2526056#Comment_2526056
Your examples are all terrible
I don't know if you've realized the more common complaints people have against some killers
Spirit
Slinger
Silent Bell Wraith
Rusty Shackles Hag
These all have something in common. They lack feedback, and as a survivor you don't feel like you have much input while playing
Clown, Plague and Pyramid Head all give feedback that their using their power, and you don't see many complaints of these killers
Also, I don't care about your idea of fun either. I care about what makes a game fun for every one because thats what people buy games for, fun, not a chore, fun.
I don't own this killer. The only time I ever saw him was when I played against him as survivor. He was fun, it was a game of line-of-sight like a shooter. The RE update added flashbangs to give creative ways to mess with him as well. He was a well-rounded, fun killer
Then Scott Jund balled his eyes out about the quickscopes and casual survivors jumped on his band wagon. So the devs heard an extremely loud minority of entitled survivors that think low-mid tier killers are worth nerfing just so they can have easier counterplay.
People that think like you make killers unbearable
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@Mistakesweremade said:
https://forum.deadbydaylight.com/en/discussion/comment/2526056#Comment_2526056
"I don't care about your idea of fun, I care about my idea of fun."
Uh, then why should I care about your idea of fun? lmao you are acting just like the evil entitled survivor mains you are crying about.
The point went right over your head, genius
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/2526031#Comment_2526031
What is the point of keeping something in a game if its unfun to go against? Seriously where's your logic in that?
And don't act like its purely a survivor thing, Soul Guard. ######### Soul Guard was nerfed because it was unfun to go against.
And not too long ago DS was nerfed, hell the hatch and keys were finally nerfed but no y'all are crying about a killer thats barely gonna be affected by his changes.
Deathslinger was fun. I don't care about your idea of fun, I care about my idea of fun. The salty survivors that came on here to whine certainly didn't care about my idea of fun either.
This isn't a good balance metric if you can't already tell
Clown bottles ignore survivor input, you're just slowed. This is unfun because it's not reactable, pls nerf
Plague ignores survivor input and forces us to get infected. Unfun, nerfed
Pyramid head is able to bypass loops, DS, BT and Deliverance, I have no agency. Nerfed.
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@Shroompy said:
People play games to have fun, if something is in the game where the majority of people who play against it don't have fun. Whats the point of it staying in the game.
Also he takes just ever so slightly longer to ADS than Trickster (0.05 second difference) and without a sound queue since he inhales only when its ready to fire as opposed to Trickster who has a noise the moment he pulls out his knives.
Something that is .4 seconds when considering latency and input delay is still going to be unreactable to the majority of players. His 1v1 will stay relatively the same.
You mean I can declare things unfun and that's a legitimate reason to remove them? Awesome.
Hey Almo, I find Flashlights unfun. See you next patch when they're gone.
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Spirit nerfs were warranted, that killer was braindead
Deathslinger nerfs were way over the line
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That would still suck
He needs to be able to sneak up on people
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@Kurri said:
https://forum.deadbydaylight.com/en/discussion/comment/2522622#Comment_2522622
Unavoidable endurance buff, unavoidable free healing state when the last gen pops, unavoidable dash, unavoidable burst of speed, unavoidable silence, unavoidable aura reading.
Literally Survivors have so many things that the Killer has 0 control over. Survivors don't need to be able to counter every single thing, especially when the Killer can't counter more than half the stuff Survivors can do already.
So yeah 3 is a great perk, and well worth 1/4 perk slots to accomplish.
This wouldn't be the DBD forums without whataboutism
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I've made so many threads venting about the overwhelming number of crap perks with obvious ways to make them good
Every Huntress Perk
Every Demo Perk
Gearhead
Trail of Torment
Fire Up
Coup De Grace
Dark Devotion
Dying Light
Hangman's Trick
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We saw that Spirit nerf coming in from orbit and there are still people acting outraged
She's needed changes for a long, long, long time
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3 would mean little-to-no counterplay to a mobile killer with BBQ, I don't want an unavoidable reveal
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@SabunoHakia said:
https://forum.deadbydaylight.com/en/discussion/comment/2517897#Comment_2517897
Yeah because when you also notice I have blood warden and you didn't leave fast enough? Thank you for wiping the whole squad.
Except Bloodwarden has such simple counterplay that barely anyone uses it
Even if you don't 99% gates, you can just stealth out the timer because you have nothing better to do.
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Or run We'll Make It so you can heal in their face
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However you try to make use of it, you're putting yourself at a big time disadvantage if your build doesn't contain one of those perks.
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@ReikoMori said:
https://forum.deadbydaylight.com/en/discussion/comment/2518428#Comment_2518428
You'd be wrong.
Most of my survivor losses come from trying to make saves when other players refuse to or ending up in a early game chase. Looping isn't my strong suit.
continue being dead weight, cleansing in preperation for a perk the killer doesn't have and giving him 1 less survivor to pressure
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@ReikoMori said:
https://forum.deadbydaylight.com/en/discussion/comment/2518411#Comment_2518411
No, I don't.
Doing totems is worth a decent amount of bp, prevents late game and endgame issues, and generally just gives me something else to do other than hammering out gens.
I've been playing this game since 2016 when totems were much harder to deal with. Now, we have so many anti-totem perks that I barely bother memorizing spawns for them anymore. Even when I don't run them I usually move around the map a lot without getting chased very much so I cleanse any I come across.
There is zero reason not to do bones unless you're goal is quick escapes. My goal is get bp so I do the things that get me worthwhile bp like bones and gens
I guarantee that a good portion of your losses happen because you actually stopped and did 5 totems, thus giving the killer an indirect slowdown perk
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->Brand new account
->Little kid grammar
->2 pages of replies
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@ReikoMori said:
https://forum.deadbydaylight.com/en/discussion/comment/2518363#Comment_2518363
Yep, people actively rail against cleansing totems and bend over backwards to justify why they shouldn't have to do it even though they have more than enough people, perks, and items to make finding and cleansing totems a breeze.
You honestly look at NOED, which takes bare minimum 1 generator of time to remove from the game (with no guarantee it's even in the game), and you don't think anything's wrong with that risk/reward ratio?
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@ReikoMori said:
https://forum.deadbydaylight.com/en/discussion/282317/after-running-small-game-i-noticed-something
It amazes those of us who play killer a lot to see people on the forum actively argue that they shouldn't have to do bones.
Like every thread when someone complains about NOED, people tell them to do bones and they get super mad about it like doing totems is such a huge inconvenience
See
@Aven_Fallen said:
Cleansing Dull Totems is a waste of time. It does nothing to your Objective, in fact, you can also just kill your team, because all the seconds you are spending to find and cleanse Dull Totems are just time you are not on Generators. Which can even lead to a point that the Team cannot finish all Gens and then it is not relevant at all if the Killer had NOED or not.
NOED is basically a double-benefit - either the Killer can get it and will have at least 1K extra OR the Killer gets massive Slowdown because Survivors do something which is not their Objective for a Perk the Killer might not even have.
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If they actually expect me to hunt for totems as ######### Clown, I'm done playing killer altogether
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Why would you be excited for a concept that is doomed to be either useless or insanely overpowered?
There is no good ending for this concept
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It is already good, reworking it won't stop cowards from being cowards
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It's purely a waste of time to do dulls in over 90% of matches
It's best to just do gens and if the killer has NOED, let him get his one pity-kill
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@Inspire said:
https://forum.deadbydaylight.com/en/discussion/comment/2517754#Comment_2517754
That'd still be holding M1 essentially. And imagine all the balancing they'd have to do around strong killer that have high slugging potential or killers that have insane map pressure. Don't forget the plethora of gen perks. The game would break.
no it wouldn't, the game is currently broken and this is the solution
making nerfs to killers to compensate for the added objective completely negates the benefit of the objective
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@Phasmamain said:
Wouldn’t longer gens mean more boring holding m1 though?
An initial objective before generators seems like a better solution
Having to fill the generator with gas would work
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I'm good, The only "super strong" Clown addon is Pinky Finger and I never use it (It's hella overrated and just makes Clown play like a discount Bubba)
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Try my build: Botany Knowledge, Desperate Measures, Spine Chill, Resilience
Botany and Desperate are so that I can keep the team healed without wasting too much time (All heals are 10 seconds or less in comparison to the default 16 seconds)
Spine Chill and Resilience have a few uses. The first is the obvious bonus of this combo and that is the vault speed bonus. On top of that is the information from SC and additional little bonus to healing speed.
This build thus has a bit of everything I like: Healing speed, information, and looping assistance
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We should hyper-aggressively kiss in the freezer of Gideon Meat Plant
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Getting max MMR is turbo easy, the devs won't tell us anything about it because they know how shoddy it is
They hit you with the age old "your MMR will adjust bro, just trust me" and it doesn't mean anything
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I wouldn't mind if Tremors was turned into a slowdown perk, but I doubt the devs would do it
Only survivor perks are allowed to stack that well
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As survivor, healing perks. I'm always running Botany with Desperate Measures, and I feel like I'm wasting my team's time if I heal at default speed
As killer, Pop is mandatory
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@konchok said:
Calling a perk that hasn't come out OP is like saying that the next killer will be twice as strong as nurse.
Giving the killer another objective is OP by itself
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Wraith
Ghostface
Blight
Bubba
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Leatherfaces camp when they get desperate
It is a presupposition that the Twins will camp, it's just how they play
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@JohnWeak said:
https://forum.deadbydaylight.com/en/discussion/comment/2502780#Comment_2502780
Boot if you go above 100 ping*
100 ms ping in 2021 is inacceptable, on any game.
I play on 100 ping multiple times a day, I live in Canada
What you're asking for would make this game unplayable for rural people
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@burt0r said:
https://forum.deadbydaylight.com/en/discussion/comment/2498106#Comment_2498106
I love it. The argument against noed is the ineptitude of teammates but when the killer gets more than one kill with it then that ineptitude is not the source of the problem by feeding the killer.
Either your teammates are good and everybody can keep totems in mind so it takes average way less than 70 seconds to cleanse all totems or you get potatoes and simply leave them once noed comes into play.
Either you bake the cake or eat it. Not both.
Wanting to ignore totems despite good teammates or escaping with all 4 when teammates are potatoes is asking to get handheld by the game.
Leaving or not, NOED is still a free kill and often more. It stomps the ######### outta soloQ players with no effort required. Only a SWF is going to have time to get all the dulls out of the game.

