Spooky13
Spooky13
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- Spooky13
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Ghostface. The innate ability to teabag explempifies it, especially speaking as a Ghostface main myself.
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Gas Heaven is my best/favorite map for both sides, hands down.
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She is much more unfun to play now, especially for players who didn't take the time to learn her before. She is still a really good killer, but she feels so bad to play now.
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As Head of Maintenance, I have been making sure Moo Moo has a clean bed with fluffy pillows and proper air conditioning. I have been finding any medkits scattered around Lery's and bringing them to him/her for a swift recovery. I have also been consulting with the Doctor and Nurse about her condition. Moo Moo is going great, I will update if need be.
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You can't use any items in Madness tier 3. As ReallyBigShoe has said, Doc has always had this and is a great addition to his power. As for if you can still use keys to unlock Hatch, I'm not sure, I imagine it only effects the key's Mind Channel.
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Myers and Ghostface can still give me a good scare, jumpscare Myers especially.
Baby Nurses are adorable and I usually end up giving them the sacrifice at the end.
Oni and Demo for the simple fact that dodging Shred and Demon Strike/Dash feel amazing.
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@Mikeasaurus said:
As much as I don't mind Moris, this is going to cause a serious backlash if we need to Mori. I Guess there's always Devour Hope, but chances are people would just Mori for it.
As someone who always runs DH, it is very rare for it to make it to 5 stacks, hell, it's rare for it to reach 3, and once they know you have 3 stacks with DH, they do everything they can to find and destroy it.
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@avilmask said:
https://forum.deadbydaylight.com/en/discussion/comment/1042302#Comment_1042302
Good for you, me neither. Im just saying there is no reason to remove something if there is no reason to remove it.
https://forum.deadbydaylight.com/en/discussion/comment/1042318#Comment_1042318
This is false. It's actually a common trope for a slasher movie when killer abandons one victim to ambush another. And this is fine for a surv to have a plan, and its kinda part of your job to ruin it.
But then what do you do when all 4 survivors will run to the safe haven without fail? Everytime you hit someone on Crotus Prenn will result in them running to the Asylum, because it is one of, if not the safest building in the game.
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The problem with DS is how it is used offensively by survivors instead of defensively as it was intended. It is meant to be an anti tunneling perk, and if you tunneled off hook and got hit by DS, great job bud, you fulfilled Decisive's purpose.
However, the timer is so long, that by the time you go after the unhooker, down them, and hook them, assuming this is a relatively normal chase, the timer will still have a good 20 seconds left, meaning if you find the survivor, you are SOL. They can sit on a gen right in front of your face without fear, hop in a locker mid chase, play dumb and super risky, hook dive, ect. Meanwhile, you think that DS is deactivated because it is nearly impossible to keep track of the timer while managing 4 survivors, 7 generators, dozens of pallets, windows, and loops, your own power, traps, totems, 20 perks, and on and on, is nearly impossible.
DS should be a defensive, anti tunnel perk and that's it. Not a really offensive, anti tunnel perk you can wave in the killers face for 60-120 seconds.
As for Dead Hard, I partly agree. Maybe I'm just getting potato survivors on bad maps, but I rarely see Dead Hard extend the chase all too much. Sure, maybe sometimes the stars will align, and David will pull some amazing Dead Hard, and extend the chase for the rest of the game, but I barely see it happen. Maybe it's because I play Wraith, who is really easy to bait it with his cloaking animation, I dunno. They use it on me once during their first chase, I remember, bait a hit, they go down and die.
Adrenaline, I feel your pain there.
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*Cries in Xbox*
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If the first and fourth ones aren't the biggest moods ever I don't know what is.
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I sexually identify as a Demogorgon get on my level.
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Happy Birthday Mushwin! May today be blessed with no sweaty players!
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For a stealth build, yeah. Dance With Me, Lithe, Quick and Quiet, maybe Head On guarantees you will lose the killer when you vault a window.
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@Mikeasaurus said:
I'd love to see more variations of Mori deaths. Mori animations are amazing to watch, regardless wether you use it or are having it used on you. It's a breath of fresh air to a stale hook impalement death
Unless you position the survivor wrong and you just see a wall or a box.
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Mindgaming myself into oblivion while the survivor I was chasing is already halfway across the map.
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As people have said, you stop fearing them after a couple hundred hours, but killers should be feared. Maybe not in a scary sense, but more of a "Oh no, I actually need to be careful and not mindlessly run to the next loop after loop" sense.
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@Bigbootiejudy666 said:
What is a cow doing in a pysh ward lol
Cows can have psychiatric issues too.
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One of the devs tweeted that the new killer doesn't care for pallets/loops, so my bet is either on the Smasher, a scrapper character, or Nemesis from RE 3, which is possible considering the RE 3 remake is coming out soon.
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I think the green blood was an attempt at red blood, but they only had Plague's green vomit texture so they went with that/it was bugged for some reason. I like the Mori a lot more now, it looks a lot better.
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Hemovesthroughthedeathanddecayofthevoid
I've heard this so much throughout Tome 1 it's been imprinted in my brain.
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Hemovesthroughthedeathanddecayofthevoid
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If you are buying survivors based on how quiet they are, just buy Ace. This is the dumbest reason to not buy a DLC. I can understand not wanting to buy stuff until BHVR gets their game on track as some form or protest, but seriously?
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My god, an hour long? Was this back when Legion had the broken Blade addons?
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The sentiment is nice, but gameplay would be horrible. 24% each time, 3 attempts each. Combine it with Slippery Meat and Up the Ante and you would basically have Deliverance without the Broken drawback.
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Oni. He can have my Blood Orbs anytime 😍
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None? Billy is the definition of perfectly balanced at a base. He has great map pressure, can end chases quickly, but is still subjected to looping and other various counters that survivors have. The only problem is his addons. Arguably the same could be said for Freddy. And seriously, new Doc hasn't even been out a week yet and we want to nerf him?
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Idk, why do teabagging and flashlight clicking survivors the run to the best loops in the game expect me not to be toxic back?
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@Mringasa said:
https://forum.deadbydaylight.com/en/discussion/comment/1033986#Comment_1033986
This sounds like fun. Any rules, or just make the heavens shake with your roar?
If you want, you can only move around by using Shred, although this will significantly increase difficulty.
@OmegaXII said:
https://forum.deadbydaylight.com/en/discussion/comment/1033986#Comment_1033986
Unrelenting affects the missed Shred? Or that's also the point of meme?
Not sure, all I know is more M1 = more screams.
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For Demogorgon, STBFL, Mad Grit, Unrelenting, and any addons that reduce Shred's cooldown. Scream as much, as fast, and as loud as you possible can.
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I wholeheartedly agree with this and feel this is the main reason there is so much turmoil in the community. They nerfed Ruin but didn't appropriately compensate. They were talking about nerfing gen times/toolboxes, but if they were, they should of waited to nerf Ruin and then change Ruin and toolboxes at the same time to prevent complaints.
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@Kurisataru said:
https://forum.deadbydaylight.com/en/discussion/comment/1033116#Comment_1033116
Seriously, I dunno if it's dedicated servers cause before Dedicated I rarely played huntress so I can't remember if it was better or worse to throw her hatchets but I swear now I get caught on any random ass invisible hitbox. I know I'm aiming right for the survivor/their direction and my hatchets keep being cucked.
OP, I've been seeing a lot of huntresses lately in my survivor games, i assume people are trying to experiment new ruin with certain killers like huntress's ability. Maybe even oni or billy more, maybe even wraith more idk. But I have seen a lot of sorry huntresses.
As an on off Huntress player, all I know is that Autohaven is particularly terrible. Short loops have so much debris you can't throw over.
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Key nerf when as well, then. If they nerf one they have to nerf the other. Both give unfair means to end the game early.
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Huntress suffers on large maps. Guess what 80% of maps are? Not to mention the hatchets hitboxes getting caught on every single particle of air and getting blocked.
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@Huntar said:
The devs have said that they don't expect you to be able to stop that. They believe that you should instead focus on stopping any gens that you can safely protect while only engaging in short chases with easy downs.
That's a problem though. With the way maps are and how tiles spawn almost nothing will be a short chase. You have a huge amount of good, unmindgameable tiles that lead to one another, or in the case of a good amount of maps, into a large central building that is completely safe. Chases are never short enough, because survivors have so many tools to extend the chase, whereas most killers have such a small amount of tools to shorten the chase
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@[Deleted User] said:
Wait so you tell me there no "escape twice must be done in a single trial" challenge in level 4?!?! oh that is sad :(
I'm disappointed too. No "Kill 5 survivors in a single trial"? Man, I thought the devs listened to out feedback.
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@Carlosylu said:
https://forum.deadbydaylight.com/en/discussion/comment/1028591#Comment_1028591
Am I gonna see you around in an elephant outfit? Cause you sure will see me doing that as soon as I get it, hehehe
Hell, that outfit is the whole reason I'm even starting to main Clown. You can bet I'm only wearing that outfit.
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@Carlosylu said:
https://forum.deadbydaylight.com/en/discussion/comment/1028561#Comment_1028561
This happened yesterday to me twice in the same way with different items: A guy gets carried, I go by, the killer tries to hit me, misses, I drop firecracker infront of the missed hit animation and I get the "blinded" points, but the killer didn't drop the surv, it was not a blind timed wrongly in the "starting to carry the surv" animation. And the second time was exactly the same, missed hit, blinded, but with a flashlight. I think it's a bug, but maybe it just appears if you blind after the killer misses a hit.
And about the maps, I can't believe I have to bring in a map offering in order to have a "peacefull" killing spree, hehehehe. I still get the 3k+ in the big maps, but I have to sweat for them....
It's worse for me on big maps especially because I'm still not all that good at Clown and still don't have my build I want yet.
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Bamboozle, easily. It works mid chase, can be used anytime, can close god loops at the click of a button. Cruel Limits is too situational. It requires you to be near a generator when it is completed, vaults to be near the generator, and then you have to find a survivor near a gen within 30 seconds, it's all too much.
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Flashlight blind times seem to be off. I was blinded a Oni yesterday and dropped a survivor. The timing seems to have changed, and I still got blinded by Firecrackers as normal.
As for new Doc, he's alright. People have been running Calm Spirit like crazy, so I think I'll enjoy him more once that dies down.
I feel the same way as you do regarding killer problems. Never ran Ruin except on Plague, but the maps are still giving me trouble, as they always have been. The game seems to be a huge fan of Coldwind as of late, so I've been suffering quite a lot as Clown.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/1028514#Comment_1028514
I can't make any promises, but I would imagine there would need to be some other mechanic in place if it were reduced. You do need to have some sort of delay after ending your power, otherwise you could hit them with frenzy, catch up really quickly, then instantly cancel it and down them.
I understand that, but still, Legion's 4 second stun feels horrible. The 3 second stun while they a 110% MS killer felt so much better. How about some secondary penalty like:
Adrenaline Rush
Shortens the stun time of Feral Frenzy to 3/2.5 seconds, whatever is more appropriate.
While in Feral Frenzy, the Legion are overloaded with adrenaline. After Feral Frenzy ends, they experience an adrenaline crash, reducing their movement speed to 110% for a certain amount of time. Maybe 15 seconds, or until Frenzy recharged again?
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@Peanits said:
We mentioned this back when we updated the Nurse, but there's a good reason why we didn't go with any of those.
- Charge time: Increasing charge time would mess with the muscle memory that Nurse players have built up over the years. It also doesn't really change much.
- Increasing fatigue: This is something people have made clear that they don't like. The Legion's fatigue was increased to 4 seconds when they were updated. Even though you catch up faster than before given their increased movement speed, the feeling of being in fatigue for 4 seconds was not ideal.
- Reducing range: Similar to the first, it would mess with the muscle memory of the Nurse. It also wouldn't change a whole lot. Either the range is low enough that you have a hard time keeping up with the survivors, or it's not and nothing has changed. Either way, not ideal.
- Reduced movement speed while blinking: This would give the survivors a ton of time to react and avoid your blinks. Right now you might only have a split second to react, and increasing that window could make it almost impossible to actually get a hit.
I promise that it wasn't something that was taken lightly, we considered a whole bunch of options before settling on this. This way you maintain control and keep the same feel for your blinks, but you can't use them back to back if you missed. If you blink and miss, it gives the survivor a chance to break the line of sight. If you blink and hit, nothing has changed. Mistakes are a little more punishing, and the reward for blinking accurately is the same.
So going off of #2, is there any chance of Legion's fatigue being shortened? Like you said, eating a 4 second stun for simply using my power, which is non-lethal, isn't really fun.
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Well, devs have said they are planning on reworking more survivor sided maps, so hopefully Haddonfield or Coldwind finally gets changed soon.
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I use it on Ghostface for easy stalks, but it is still an alright perk. As for Red Forest, that happens no matter what build you run, only Billy or Nurse have a chance to make it across Red Forest before a gen gets done.
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I like Nurses Calling, BBQ, Enduring, and Devour Hope. DH is my go to Hex, at least on killers that don't have an easy instadown. Nurses Calling is good all around, BBQ can be used really well with his portals, and Enduring can let you challenge pallets with Shred even more.
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@FleshTorpedo said:
Its removing the band aid before the wound has clotted.
This. From what I've heard, devs are planning on changing toolboxes/gen times. If they were planning this, I don't know why they changed Ruin so early. They should have changed toolboxes/gen times along with Ruin. Removing the band-aid and making sure the wound is fully healed.
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Don't forget Crotus Prenn and Shelter Woods for survivors and killers respectively. But I am right there with you, maps are the problem, not gen times. Only 3 killers, or about 16% of the cast are able to effectively pressure survivors and traverse the map.
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BBQ, Distressing, Infectious Fright, Nurses Calling. Slug during Blood Fury when you find someone with IF.
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That is the whole point of Doctor though. He has been and always will be THE anti-stealth killer. You can't counter every killer the same way. If you think/know it's Doc, GTFO of his Terror Radius. Hide in a locker. Run Calm Spirit. Finding survivors is the easy part, but then he's extremely loopable like the rest of the M1 cast.
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Micheal is a solid mid tier killer. Maybe try changing your build a bit to see if that helps. As for what to do with slower killers, there isn't much that can be done. The problem is map sizes in this case, as many maps are too large for M1 killers to patrol effectively, or have too many tiles that can extend a chase for far too long. Maps are the problem, not gen speeds.