Sonzaishinai
Sonzaishinai
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- Username
- Sonzaishinai
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Now i want to see a crabwalking spy get looped
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*...So i kill myself anyway
STOP REWARDING LOW SKILL KILLERS*
Ironic
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1682228#Comment_1682228
I’m level 3.....
Like I said, I’ve never bothered with Wraith, other than messing around here and there. I unlocked all his perks via Shrine for other killers.
Okay, Wraith isn't the best of killers. But going in with zero addons and practicly zero perks with a killer you've barrely played vs what i assume are high ranks is asking to be stomped on.
He isn't the best killer but he's far from unplayable.
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@MadLordJack , @ThePolice , @BioX
After this comment i decided to do some research on the matter.
After several colorblind simulators with different pics I will say that i was wrong.
I apologize for my uninformed post earlier
For anyone else wondering what it's like, this is the best picture i found of how it is to play with colorblindness
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The thing is colours are required to play that game. There are minigames that litterally are connect the colored dots.
DbD not so much. You can play the game perfectly fine colorblind. The biggest issue is small aura's like survivors in the distance or aura's of hex totems but that isn't required to play the game.
So while it would be nice to have a colorblind feature it really doesn't hamper gameplay as much as other games like league and among us that did get one.
accessibility is important but when the game already is accessible it's not that high of a priority.
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I love how your solution is to use a perk to tunnel the keyholder while just mentioning how great ds is to not get tunneled.
Not to mention what a losing strategy tunneling is.
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Works less on swf cause they can call out you left but against solo's it's the go to strategy and can really catch people offguard.
I have a general rule of thumb that when i get bloodlust and i don't see a hit or pallet coming soon it's time to drop the chase.
And in general after 1 or 2 pallets i drop the chase too. And honestly after scoring a hit the speed boost the survivor gets also really warrents dropping the chase.
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Honestly i just want speed addons back. Miss being speedy Legion
Something like 5% extra ms in frenzy for every deepwounded survivor sounds like so much fun
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Glad too see I'm nit the only relative old player out there
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And i have had games were all survivors escaped and had a absolute blast playing it. Stop focussing on kills if you want fun.
The fact you were able to turn a bad situation back around shows there was nothing wrong with the game. The fact that you didn't enjoy might just simply mean that you don't enjoy the game.
And that's okay, I get it. It's a really cool concept and has a ton of nostalgia filled licence.
But i feel that so many people force themself to play this game even if they don't like it. This game really doesn't have more frustrating moments then any other multiplayer game.
But that's assuming ofcourse that you actually enjoy the gameplay
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Everyday it gets a little closer
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Dark Devotion.
After hitting a survivor, that survivor gains your terror radius, weapon, perks and power. And they become a killer
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I am all for having a demeaning message for survivors too if they depipped.
*this is why you are here and not in heaven*
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You Tried ☆
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You can go beyond level 50. Now you can collect every perk, 3 times
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Or they keep doing doing how they been doing it as the game's popularity shows they are clearly doing something right.
Why change a winning strategy?
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It gets worse. Once you're on level 50 bloodwebs you are guaranteed atleast one iridecent spot.
Which can be a mori or any of the 2 iri addons. So about every 3 bloodwebs you have a mori and that's not including any aditional iri spawns.
They really need to make bloody party streamers ebony. More bp and less keys and mori's. What's not to love
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You may know me from Metro/Narejj streams, or because of my youtube channel. Jk, nobody knows me I'm a French LoL and DbD player, currently studying IT and I like to make useless stuff like this.
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@Levitika said:
https://forum.deadbydaylight.com/en/discussion/comment/1676798#Comment_1676798
The point isn't the gen times; due to the math of how the gen times work, that absolutely is a buff in that regard. My point is that removing the healing debuff is more of a loss, making the perk not work it, ie you are losing more than you are gaining with this buff.
No it's not, the extra time it took to heal was litterally just transfed to the gens. the extra time old thana gave to healing is less then the extra 1% new thana does to gens. It's straight up a net positive.
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Thana didn't get nerfed
Old thana at max:
Time to fix a gen: 80/(1-0.16)=~95 seconds so about 15 extra seconds
Time to Heal: 16/(1-0.16)=~19 seconds so 3 extra seconds
New thana at max
Time to fix a gen: 80/(1-0.20)=100 so 20 seconds more
Old thana with 2 injured
Time to fix a gen: 80/(1-0.08)=~87 so 7 extra seconds
Time to heal: 16/(1-0.08)=~17 so 1 extra second
New thana at 2 injured
Time to fix a gen: 80/(1-0.10)=~89 so 9 extra seconds
They bassicly shifted the extra healing time to the gen time and then some + totems are affected too now.
It's a marginal buff but a buff nonetheless
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I love how everybody thought that having a secondary objective was a good thing but now that killer can get this by using half of their perk slots it's suddenly impossible to win anymore
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I can't see dwight in anything but a comedy
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Would love this. And you can go a step further and change the terror radius to their songs while you wear the skins
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There should be a perk that gives you another perk slot
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Ruin flexing on players for being op again.
You can't keep a good guy down
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Another mistake a lot of people make is that they overdo their dodges waaay to much.
I kniw we are used to dodging basketballs from huntress but slingers projectile is insanly small
A tiny 15° turn is all it take to dodge it yet some people make complete 90° turns completly neutering any distance their making.
You can run in a serpentine motion to make it harder to hit you and while losing the least amount of distance possible.
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Does the tutorial even tell you the killer get's notified .it's not exactly the best tutorial.
Better question is why don't people not search out a simple guide on youtube.
So many 20ish video's on youtube that completly changes the way you play the game
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1676149#Comment_1676149
It reduces CP duration to 40 seconds.
That means a guaranteed CP of 200 seconds throughout the match, even if no one cleanses, and even if Plague doesn’t use the one free fountain.
I think it only reduces her m/s to 110 too (while CP is active).
The drawbacks are small compared to what Plague gets in return. It’s one of the few insanely powerful iridescents in the game, considering a gen usually pops when somebody else is drawing you away in a chase anyway. Oops, they’re in trouble now.
Not a guaranteed duration of 200 seconds. Gens don't pop one at a time. If 3 gens pop at the same time you only get 40 seconds not 120.
Still pretty good, mostly because of the no warning sound and not having to waste time to get to a fountain but let's not oversell it here.
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Dude Clown is much higher. He can interrupt people with his bottle
Also the fact that Legion can get atleast two people with his frenzy after a camp also deserves him one spot up
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The thing is that dbd despite some of it's flaws is doing really well.
And you don't change a winning strategy.
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It's pretty good to beat survivots that don't cleanse indeed.
You're time calculation isn't completly correct though. Gens rarely pop one at a time. The first 2-3 gens are very likely to pop around the same time
So on an avarage match i'd say you get about 120ish seconds of it. Still good ofcourse but not quite the 200 you said
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@Karaage said:
How do You feel about increasing Hook timers IF devs nerfed DS at the same time?
It would discourage Killers from just loitering around the Hook and force them for more active gameplay, but at the same time it would buff their 'hunting down the unhooked Survivor' gameplay more, since they don't have to fear the DS so much.
And with longer hook times and nerfed DS, I feel like DS would be used less and perks that help with safe unhooks would be used more (We'll Make It, Off the Record, Breakdown).
I don't care about DS so i would still not like that.
2 minute death timer should be 3 gens including travel time and the time to realise the killer is camping
The tools to beat camping are already in the game. People just need to actually do it
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@SimplyNotFun said:
Easy solution : increase the time it takes to reach each stage so killers don’t face camp or proxy camp and are forced to go out and patrol generators again. It’s kind of ridiculous how killers just hover around the hooked survivor because they don’t have to wait long until you hit 2nd stage. They need to increase the time it takes! You might be thinking oh well, a survivor would abuse that. How is it that the killer isnt abusing that too though? It goes both ways. Survivors can’t abuse longer hook times anyways. You as killer need to do your damn job and find someone else to kill. What kind of game does that turn into if you don’t? Generator simulator where everyone just does gens because it’s impossible to do the hook rescue before you hit 2nd stage? Killers got it too good man I’m telling you.
Tried and abused. Increase the time too much and survivors will just leave their teammate on the hook to finish the gens first.
It's suppose to create pressure to get them of the gens. If you extend the time you're just punishing non campers
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Totems are one of those things that when everybody focusses on them they are gone in an instant.
A totem counter would be nice though
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Windows of Oppertunity
Often seen as a newbie perk and people are too proud to run it but you'll never run into death zones again. Knowing which tiles have been used up by a teammate is also very valuable.
Mostly for solo'sofcourse but hey
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I kind of like the looping part of the game now. You can ussually do something at every tile to speed it up or get a hit.
That said I will still leave you at a the drop of a hat if i find you're a good looper. It's not you it's me. My job really doesn't give me the time for such an extended relationship. My time is valuable and I can't spend it all on you. I am trully sorry
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Surveilince real power comes from how it synergizes with other perks like ruin and surge. Bassicly anything that removes the kicking gen part or gives more vallue to the kicking gen part
On it's own it's allright. Probably not better then thrilling as you have to waste a lot of time kicking for it be good.
BBQ imo is overrated as a tracking perk. It's good vs new players but quickly falls of when players keep it in mind.
The bloodpoints are the real reason and you know it.
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Sounds to me that your map knowledge isn't that up to snuff.
Try windows of oppertunity if you have trouble finding other loops if you are forced to leave one cause of bamboozle. Not condecending, I'm death serious that perk is so underrated
And ofcourse it will happen you sometimes you won't find something. The entire point of that perk is to get a couple of free hits in. And a couple of free hits barrely is worth a perk slot
Also if it should get nerfed then your nerf is terrible and shows you really don't know how tiles work
A 8 second block would expire by the time the survivor would get back to it. You can't be "more skillfull" with a perk that doesn't work
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1674635#Comment_1674635
Throwing pallets isn't a counter, and I hate it when people say it is. That implies that you extend your chase beyond a mere handful of seconds, since almost every pallet can be very easily played thanks to his amazingly small projectile, and the ones that can't be played can just be zoned, broken, and the survivor downed before they reach another.
In order to turn an argument around, there must be merit in the counterargument. Adding 5 seconds to your chase is essentially worthless in all but the most extraordinary circumstances and most certainly is not "counterplay." Counterplay implies a struggle between the killer and survivor for dominance. Slinger is just dominant with no real exception outside of extraordinary map RNG, which isn't really worth mentioning since I have never experienced it and am just assuming it exists.
What do you mean 5 seconds? On most loops the slinger can't get you unless you make a mistake or the slinger makes a god shot through terrain. Most of the time he has to break the pallet.
Then as long as you don't run in the open. He either needs to make a long range shot which is no longer unreactable or you reach another pallet which if it's already thrown puts you in the same scenario
Note that i am talking about throwing the pallet before the chase even starts. Before slinger is even there. It's the difference between getting shot before you can throw or getting shot midvault where the worst slinger can do is give you deep wounds.
Also note that it's not a foolproof counter by any means .Small loops that he can shoot over are still death zones but if you give a foolproof counter to a killer that only has one strenght you might as well delete him
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If anything, they could be a little more concistent
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@RaSavage42 said:
https://forum.deadbydaylight.com/en/discussion/comment/1674589#Comment_1674589
You'd have to do 100 each... to be fair
I'm also thinking of doing something to this effect but with specific stats to record... and I'm starting with games that I put on YouTube (get the easy ones done first)
100 each still isn't anything to write home about.
You can record every single game you ever played in the last 4 years and it will still pale in comparison to the whole thing
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1674624#Comment_1674624
My random internet person, I was a Slinger main since he came out til Blight's release, and he is still my second favourite and my second most-played killer. You cannot, and I repeat, cannot counter a good Slinger in a chase. At best, said Slinger isn't actually good and they miss their shots. At worst... You just do the gens because he has no mobility.
But of course, telling on this little secret has earned me the ire of all other Slinger mains.
Just showing you how easy it was to turn that argument around.
How many survivors prethrow pallets against you? And if they do how do you respond?
That no-one does the counter doesn't mean there isn't any. People often don't realise you don't have to last minutes against a deathslinger. And it doesn't matter if the slinger is a god that never misses when he can't down after shooting.
Don't get me wrong. He is insanly strong in chase. But IMO that doesn't mean he has zero counterplay
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@MadLordJack said:
Because all you can do is make his shot a little harder. You cannot make him miss. The whole idea of "I can make him miss" shows it's easier to swallow a fantasy than accept that you're facing a bad Slinger. It's the same mentality as "Nurse has counterplay." Like it or no, a good Nurse doesn't, and neither does a good Slinger, because it is on them to fail, not on you to succeed.
Kind of you swallowing the fantasy that the killer is just uncounterable instead of it being you who's not playing correctly?
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The perk NUP (Nintendo Under Pillow) counters it pretty well
Too bad it's DLC
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I was playing Trapper and there was this one player that was clearly pretty new so i wasen't too serious against them.
At the end they were the last player and as i was carrying them to a hook i heard the hatch in the distance. So i purposfully stepped into my own trap that allowed them to escape.
The excittement in the post game chat was quite the marvel
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@OldHunterLight said:
https://forum.deadbydaylight.com/en/discussion/comment/1674473#Comment_1674473
About 2k hours on ps4(when you were able to see your hours last year) and about 500ish on pc
N...no that was a rhetorical question.
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Probably one of the stronger survivor perks that gives benifits even if you don't equip it
That said. I don't think it's nearly as gamebreaking as many are saying.
It's strong. Very strong. Broken? Not so much
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Imo Oni hands down.
Tbh i find Myers to be one of the weakest killers in the game. Hell i would probably put him below Clown.
Fun to play ofcourse with a ton of variable playstyles. But overall just so slow
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It's not completelly useless. If you find multiple people hitting one most likely makes the others sitting ducks. Also owkayish at at The Game where the 16 m reaches the other floor.
Overal i agree though it is kinda meh. I can understand why they were carefull with it though giving free hits is always dangerous.

