Steel_Eyed
Steel_Eyed
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- Steel_Eyed
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Comments
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I believe claiming the end of the tome lets you select other nodes it’s touching which lets us keep the top right node that’s shown claimed right now.
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Where are the stats coming from?
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If Nemesis had a short sprint after infecting survivors, I think we would have fewer complaints about the three hits.
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@Rivyn said:
They won't. Remember, they gear this game to new players. Anything that gives survivors, a.k.a. their wallets, a challenge, they nerf. Just look at Undying, only to turn around and gift boons. I don't have much hope for the Artist making it beyond another patch before they nerf her to the ground.
The artist needs buffs. Several of the recent mid patches gives me hope. Two midpatches ago they buffed Huntress and Demogorgon. Last midpatch they buffed multiple killers.
I think the opinion so far is Deathslinger needs some adjusting. Especially on the QoL side.
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2680241#Comment_2680241
Not exactly.
They are a bit different:
Freddy on-release was his short-lived very first version. In my honest opinion, the best and only perfect killer BHVR has ever designed. Strong, fun, viable and balanced. That is the killer I want to see in-game again.
Old Freddy is the result of Patch 1.8.1, also known as the most undeserved nerf ever. That is the Freddy most people remember, and the one I mained for months.
Never knew of this. Thanks for pointing it out. I started when Plague was released and Legion was in its original form for context.
So Freddy’s terror radius use to be 16 meters (aura reading on survivors outside the terror radius was an old component of old Freddy) and very short slowdown while putting survivors to sleep. They also helped survivors wake up by being picked up and from adrenaline.
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I also prefer Kindred when going solo. Gives me information rather than nervous faith in my unknowns of the day.
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2680236#Comment_2680236
We are not talking about the same Freddy, then.
I am talking about his on-release version (ya know, the one that lasted for 1 week).
Old Freddy?
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What if it reverted all gens to zero, too? Would a killer use it then?
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@GeneralV said:
You know what?
I declare a Crusade!
https://us.v-cdn.net/6030815/uploads/LKTZ73HZL69C/the-crusade.png
It’s funny. I look at this and think that Freddy deserved his last nerf. Not so much with Deathslinger.
Forever Freddy had to go. Deathslinger was not abusive in the same way at all.
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/2679768#Comment_2679768
Tbf it warranted a change, the insta ADS to the survivor perspective wasnt really fair, you just had to hope you guessed right when hed shoot.
that doesnt mean the changes to him were fair either, I dont really think it affected him much but he should of gotten something to compensate
The putting the weapon down cooldown was warranted. All the ADS faking was silly and often made fun of it for it’s ease of abuse. Nailing a survivor with a quick scope, not so much.
The shot can still miss. Still has to travel a distance. Still has to be reeled in (and might not be able to). Still has to reload. It’s too much, nor oppressive enough to warrant this kind of treatment.
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Reduce his terror radius to 24.
Remove ADS restriction to fire. Keep the putting the weapon away cooldown.
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I had two cheaters today. A speed hacking wallhacking legacy Hillbilly. And I had a speedhacking, instahealing, instagenning Claudette. Turns out cheaters have really high MMR (since they literally don't lose) so those of us who have been playing a long time have to deal with these guys.
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@TheMidnightRidr said:
https://forum.deadbydaylight.com/en/discussion/comment/2678312#Comment_2678312
But you wouldn’t say the same for huntress would you? She can charge her hatchet and good huntresses will almost always get the hit even though survivors see her charged. Death sliver is the same, if not better at that same scenario since he moves faster while ADS than she does charged.
Huntress has more control over aiming a hatchet than Deathslinger has aiming down the sights. She also has more field of view since Death's weapon blocks half the screen. Then consider she does not have a secondary action taking place in order to get the hit (reeling), or a range limitation (Death's 18 meter shot).
Deathslinger is definitely in a bad spot, especially compared to Huntress. He was comparable before the midpatch adjustments.
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@TheMidnightRidr said:
He plays literally the same, you just can’t quickscope. He still has great zoning and is far FAR better than old Freddy could have ever hoped to be.
Not being able to quick scope removes his chase ability in open areas and in loops. Deathslinger could fake aiming to try to gain distance, but then the survivor just gets to the pallet or the window. If Death intends to shoot, the survivor strafing makes it too difficult to actually attain a hit.
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I’m lucky to get two stacks in a match. Four was my max and the match was gg already
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She needs buffs. She basically has several mechanics that are too much in the survivors control.
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It should be the anti-exhaustion perk. Sixty second cooldown (exhaust) for regular use to counter dead hards and etc.
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You've played as the Artist and feel it should be faster?
@YOURFRIEND said:
I actually think it should be faster. Flashlights should be a better utility item.
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I can't tell what's worse. The complaints of people who do not know what they're talking about, or the ones who do.
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Hillbilly
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Remember the accidental addon description changes? They probably have a rework in mind for Twins but need to get it working better.
The overhaul they went through to get them to, what I consider, an acceptable state was tremendous. This isn’t really mentioned with her buff/nerfs. Mix that with them being a top tier snowballing killer and I feel like we are left with complaints about not getting enough cosmetics.
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@Ricardo170373 said:
Normally we have 1 very rare, 2 rare and more cosmetics, but, The Artist doesnt have. Anyone know why? shes is the first killer without a fully options for cosmetics, and, please BHVR we know her weapon is a ink, but, please dont make her had just black and abstract weapons
I think a big part of it is the ink weapon. It’s clear there won’t be any recolors of the ink hand because they want that ink black to stay a representation of her power (like Victor or the chainsaws).
This is why none of her lesser recolor cosmetics have an ‘outfit’ because they did not redo her weapon or head piece.
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👋 👋
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I don’t know if this is true because Ruin/Deadlock would be devastating.
@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/2673461#Comment_2673461
If that's the case then it's most likely bugged. Gens are suppose to take the damage from perks like Jolt or the new scourge hook perk while blocked.
The only thing that the block should do is pause the regression
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All of the greens and their effects are excellent. I like Severed Hands purple. I haven’t tested the others. The browns and yellows manipulative variables of the base kit and are 👌
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@PixelBush said:
https://forum.deadbydaylight.com/en/discussion/comment/2672305#Comment_2672305
After you down someone with Victor, you have an 8 second combined fatigue before you can start moving to pick them up (5s on Vic's end, 3 on Charlotte's). In that time they've recovered over halfway, and unless they're within 30m of Charlotte they will get up before you can pick up.
If a Survivor gets M1d by Charlotte, they can cover 40+m before Victor can even get in Pounce range.
You can pick them up if they path into Charlotte but that's it.
Pixel - I am glad this thread was made as I would like to talk about this. I watched the YT Twins video last night.
My sense is that the best suggestion from the vod was to allow, maybe even force, the Twins player to switch from Victor to Charlotte after downing a player to make the hooking phase a little less time consuming. Nice QOL change. Switch back from Charlotte to continue attacking with Victor.
The other suggestion about reducing the Twins cooldown, I can say I am not in favor of. Those cooldowns are there to prevent the ease of mass slugging, which was in my opinion not talked about enough in the vod. One of the last clips in the vod perfectly showed why Victor earned that five second cooldown as it showed a three man slug in a short duration.
This is the drawback of one of the strongest powers in the game as several other forum posters have articulated earlier in this thread. If Twins is not the fifth best killer in the game, they are the sixth or seventh. In their current state.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2672750#Comment_2672750
Its also not a 4 man meta deathsquad if you lose.
Right. My hunch is it is a form of confirmation bias.
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@Aven_Fallen said:
Just everything what is wrong with this Forum:
Killer player plays ONE (in numbers: 1) game with a Killer they are learning, loses this game and rushes to the Forums to complain.
But said Killer player does not arrive at the Forums when they stomp a few Survivors, because this is how it should be. But losing is a nono.
We all know, it’s not a 4 man meta deathsquad .. if you win.
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I think the maps great. Lots of wide open pastures for Hillbilly. Plus it has all these little unique intricacies
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I was destroying with those addons though. I’m not saying he was my favorite killer, but he did feel strong with those specific addons. Plus getting chained while solving felt terrible.
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Tome challenges and store codes have pretty much replaced blood hunts. Still nice to have.
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I would just save them.
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It gives the Cannibal perfect charge usage. The killer player doesn’t have to hit the power button every few sweeps.
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I struggle with him now. Tricky movement is impossible with the sluggish ADS. Taking away the instant shot was the damage. I can deal with the larger terror radius and slow putting down the weapon. Having to wait to shoot is the reason I won’t play him.
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So for it to have any effect whatsoever, three gens have to pop after a survivor has a trap on? I know I am going on a limb here, but this addon doesn't seem very good.
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Two yellow addons. Movement speed and main event duration.
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The three hits is ridiculous to overcome against better survivors.
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There is a few abused things in the killers arsenal that should probably get the hammer. NOED isn’t really one of them. The shift in momentum is why it’s hated.
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People who complain about complaining are silly gooses. I said it, but don’t really mean it.
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Yes, it increases the chances of higher rarity circles on the bloodweb for both survivors and killer characters.
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Thanks Cashel
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@KIILL_JOY said:
https://forum.deadbydaylight.com/en/discussion/comment/2642338#Comment_2642338
Not when you can check their profile and you can see when they started playing and the thousands of hours they have.
Most the ones I see have their accounts set to private. For a reason.
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@JPA said:
https://forum.deadbydaylight.com/en/discussion/comment/2642107#Comment_2642107
Check out DOWSEY maybe. He's pretty sweaty, I don't think he ever lost a game on Twins.
Dowsey is low key one of the best killer mains streaming. He doesn’t really do a good job of attention grabbing with his skills, but he’s very consistent. He also recently switched to posting 100% of his content to YouTube now. Brave leap dropping Twitch like that.
If you want a criticism of his playstyle, he refuses to play killers he does not like, and does not do build requests. So he’s not challenging himself the way Tru3 and Otz do. Still he’s incredibly consistent at killer.
Another criticism is he gets impatient with the chat often enough to notice, resulting in negative vibes. Off putting, and he doesn’t bring the energy back up when he falls into one of these moods.
Still plays very effectively and walks the viewers through his thought processes really well.
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@KIILL_JOY said:
https://forum.deadbydaylight.com/en/discussion/comment/2641733#Comment_2641733
Doubtful; often face 4-6k hour players, legacy skins, teams that hit most flashlight saves, 360 clickers, moonwalkers. I mean it's possible we all have low MMR but it's very unlikely.
Legacy skin is more likely a sign of a hacked/cheater account than genuine legacy. There are only like a hundred players with genuine legacies earned.
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Camping is incentivized by killers being able to grab a healthy unhooking survivor regardless of what killer is brought. Even face camping Cannibals set up to grab, not chainsaw.
Predropping is usually a penalty of tile spacing and number of safe pallets. Er map design. The problem is balancing maps for who? Fewer resources for new players will result in survivors getting wrecked. More resources with five skilled players results in killers getting wrecked.
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Hillbilly needs stronger addons with fewer downsides to retain interest.
His purples each have a large drawback. He’s the only melee 110 killer with Tuned Carberator and it truly ruins his viability.
His iridescents look great on paper; aren’t effective or something to fear.
His ‘strong’ green addons require survivors to give him the power up (horrific concept).
Pighouse Gloves and Big Buckle are too restrictive. I think they could make minor adjustments to each of these addons and suddenly he’s a more fun killer. It’s like he’s in the developers doghouse.
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@dugman said:
You could always try Whispers or Lethal Pursuer to get yourself into a chase ASAP at the start of the match. It doesn't help you win the chase faster but starting it faster means getting pressure on them that much more quickly.
This does have a point, but I don't feel I am having an issue finding survivors at all. I cannot tackle them with most m1 killers quick enough to generate the pressure needed to stop the generators at the beginning of the matches.
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I know that CI does not help killers win their first chase.
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@lavars said:
https://forum.deadbydaylight.com/en/discussion/comment/2626825#Comment_2626825
They keep the game going, they can keep themself alive even after the end game collapse.
Are they staying in the game to hold it hostage?
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It replaces broken totems with a hex. The hex does not exist until a totem is broken, then replaced. Each additional hex applied provides greater negative affects.