StibbityStabbity
StibbityStabbity
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When I'm playing with friends and make a fart noise with my mouth when I complete a gen. Then they laugh and die because they were too busy laughing to hear the Killer coming up to stab them.
A job well done.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1948261#Comment_1948261
RNG is always inconsistent, so I wouldn't take it into account on tier lists. Sure it's a wonder if everybody has to search 4 boxes to get the trap off, but this is extremely rare.
I'd say after the nerf Billy is still a very solid low A tier killer. He has the 2nd best mobility in the game and a strong built in instadown.
It's possible. I think his win rate has dropped significantly since then, and many old Billy mains moved to other Killers because the nerfs destroyed some good builds. It's all opinion at the end of the day, no real right or wrong answer... except that Spirit is extremely strong without the learning curve Nurse has.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1948155#Comment_1948155
What makes you think Pig is stronger than Billy though?
Good use of traps and some luck with RNG and halting progress on Survivors doing puzzles can create a ton of pressure and slowdown that the Pig can use to pull victories. That said, I DID say Pig is iffy. I don't have a ton of experience with her. In fact, she's one of my least played Killers, and I'm not very familiar with her meta. For that one, I more or less looked to other players that have a larger wealth of playtime, experience, and meta knowledge than I to come to that. However, I'm completely okay with someone suggesting a different spot on the chart.
Edit: Also, for Billys spot, I very honestly looked at his performance after his nerf and could not really justify putting him above those Killers. Pig being the obvious one that I'm not sure on.
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@onemind said:
https://forum.deadbydaylight.com/en/discussion/comment/1948173#Comment_1948173
Cod gamers would like to know your position accept > deny
Accept
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@Dragonshensi said:
https://forum.deadbydaylight.com/en/discussion/comment/1948144#Comment_1948144
And also eat human flesh and Doritos
That's disgusting.
Revolting.
Absolutely uncalled for.
Nobody eats Doritos.
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Ghostface and Pig are iffy for me, and I totally wouldn't mind moving them to another tier. Still, I'm pretty set on this list and have been for a while. Clowns update doesn't change my opinion one bit on him.
Edit: I should point out that it's also in order from left to right. Left means close to moving up a tier, right means bottom of that tier.
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@ugDUST said:
https://forum.deadbydaylight.com/en/discussion/comment/1947659#Comment_1947659
I'm a spirit main with a 200$ headset just because I main spirit. I still get bad games and good games
Ya, it happens. I'm not saying Spirit doesn't get bad games. I AM saying that Spirit is overly strong and needs more counterplay. Compared to all other Killers, Spirit is single handedly one of the strongest in the game with the possible exception of Nurse, but Nurse comes with a very steep learning curve. Comparatively, Spirit is much easier to do well with, and offers many of the same benefits that Nurse has. I DON'T want to see Spirit nerfed into the ground. I just want to see some counterplay introduced that gives Survivors SOME kind of intel they can use during a chase or mindgame. That would bring Spirit more in line with basically every other Killer in game while still maintaining her core strengths. Even if it was something as simple as her husk having a special animation while she phases so Survivors KNOW she is phasing at a loop would be a huge boon to her counterplay while not really hurting her strength.
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@ugDUST said:
https://forum.deadbydaylight.com/en/discussion/comment/1947637#Comment_1947637
Isn't Her not being able to see you or your aura when phasing, as well as you can still tell where she is phasing from cuz it gets louder, and she sets off birds while she is phasing, enough of a nerf?
She can hear quite well, and that works out as more than enough to pinpoint the location of a Survivor that isn't running Iron Will. It's not hard, just turn your volume up. Telling where she phases from doesn't really help anything, because she now has the advantage of being able to approach that Survivor from nearly any angle without the Survivor being able to do much about it except hump a pallet and flip a coin. Spirit has a sweet spot where you can hear her phase, which is much further out than when she normally phases in order to win a tile that the Survivor is trying to mindgame. That sound cue is only there to let people just within her phase distance that they should expect some tomfoolery in a few seconds. If you are within the terror radius of her husk, you will not hear the phasing sound, which leads to the classic strat of Spirit just standing still at a pallet to see if the Survivor tries to dodge a phase that isn't actually happening. The crow bit is a nice touch to know if she is moving from a distance, but does next to nothing during an active chase.
No, it's not enough of a nerf. She needs proper counterplay.
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@ugDUST said:
Don't need the spirit. If you want you can throw on fixated, iron will to counter her.
Arguing for specific perks against specific killers that you don't know you will face off against is silly. That's the same as telling a Killer to always bring Franklins, even if they don't see a key, because someone might find one in a chest.
While perks can make some Killers easier to deal with, Killers and their counterplay should NOT be based on requiring specific perks. Killers should be balanced around the Killers and Survivors having no perks.
Spirit needs some kind of counterplay introduced to her power. Hearing her when she was phased was a bug, but I wish it was introduced intentionally to offer counterplay.
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Dead Hard Slippery Meat Hoarder
Yaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
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That layout is definitely an improvement to the current one. Credit where it's due.
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@Hopesfall said:
Undying/Devour is dumb, just like putting Undying with anything now.
If you're going to waste a 2nd perk on a hex, then put on a Hex that actually does something before it gets inevitably cleansed. Undying has literally no purpose, so anyone running Undying/Devour is a sheep
Basically this. Haunted Ground does a better job guarding your Hex totems than Undying now.
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@IWasLeft2Die said:
Seems pretty unlikely to happen due to legal battles holding it up. Its hard to imagine what he would do that isn't already done by other killers honestly.
Jason has a pretty wide wealth of abilities that are either well showcased or only shown a few times throughout the movies. There would be plenty to choose from. Powering through pallets comes to mind, mild teleportation, throwing teenagers through windows, MANY instant downs,, throwing teenagers through windows, throwing teenagers through windows...
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King of the Hill chapter.
Hank comes after you with propane and propane accessories. Every time he gets pallet stunned, he does his trademark "Gwuhuhuh".
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Normally, it's a heated comment that fades as quickly as it happened. I wouldn't think too much of it. Sometimes, people take it further. Thing is, it's a game. While competitive spirit is good, it's not an excuse to be a toxic turd. Report that kind of behavior. At the end of the day, you're playing a game, and what people say or do outside of it is not really an issue.
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Legion is by no means the worst Killer in the game, but they are frustratingly in a low tier and sometimes capable of performing at a higher tier when the situation permits.
Clown, on the other hand, is bottom tier and even with the rework, arguably one of the worst Killers in the game. It is worth pointing out that being the "worst" doesn't mean you can't win with them, or can't win consistently. It simply means that completing objectives (hooking, killing, preventing gen completion) is much harder for low tiers than it is for higher tiers. Clown has fairly strong 1v1 and is strong in a chase, but requires a lot of player knowledge in order to know when/where to use his bottles. He also has very little going for him when it comes to hindering an entire team. Furthermore, Clowns 1v1 based power makes it VERY rough for him to switch targets, as his ammo becomes split and dwindling resources can very heavily hurt the Killer. Running out of bottles and needing to reload during a chase is basically a hard choice in either direction: Be the M1 Killer, or reload and lose the target?
Legion, in comparison, is fairly good at initially hitting the entire team. However, Legion has very weak 1v1, and their power actually punishes 1v1 pretty dramatically, despite that being the only way for Legion to score hits/hooks/kills. Their power makes it fairly easy to get Survivors injured and keep them there, but that's about it. On top of that, the low level meta of "Don't heal against Legion" can work in Legions favor and against the Survivors if they don't quickly learn that the meta was established for when you solo queue with potatoes. Healing against Legion is, in fact, a good thing, but you need to know when and where to heal against them. You can force Legion to use their power and eat all the punishments that come with it (fatigue, nonlethal attacks, etc) when they might much rather go for a single target.
As for your purchase, both Legion and Clown are fairly strong early picks on account of how well they teach Killer players the basics. Both Killers really drill home the basics of being a Killer while not really hand-holding the player in any notable way. Both also teach the Killer player to very quickly identify the weaknesses of a Killer (both have plenty) and how to work around or mitigate those weaknesses. That's a very strong knowledge to have when picking up stronger Killers, as their weaknesses become fewer and the player can much more easily adapt to them.
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@ClownIsUnderrated said:
https://forum.deadbydaylight.com/en/discussion/comment/1947066#Comment_1947066
Vampires, mummies, pirates, etc. There's a lot of killers that they haven't done yet, the idea of a slime monster would be cool.
I totally agree and like those things, but like I said, it just seems like BHVR wants slasher movie killers and not classic horror monsters.
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@indieeden7 said:
Why do people still not know about the lawsuit? It's been going on for years, literally.
Because knowledge of the lawsuit goes into deep "fan" territory, and most people are casual fans of horror.
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@ClownIsUnderrated said:
I'm surprised there hasn't been a vampire killer yet
I think they sort of avoid the classic movie monsters and aim more for slasher killers. Sure, you could make a Vampire that operates similarly, though Oni kinda already does that with the blood orbs.
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@sulaiman said:
https://forum.deadbydaylight.com/en/discussion/comment/1946986#Comment_1946986
See, if you choose to ignore the fact that there might be many variable circumstances to account for, then i can choose those variables.
There are days when every second game, a survivor dcs (and not only if they are downed). So you basicly play a 3v1 in a game balanced around 4v1. How do the killer "deserve" the win at that point?
Well, you certainly don't just because someone DCed.
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Well, they have stated that animations are being made for the new key rework, so we know that animations are involved. Hence why most people believe that hatches will animation lock the Survivor for a set amount of time in order to unlock it. Also, keys WILL NOT only allow one person at a time because there is an Achievo for getting 4 people to escape with hatch. Achievements are hard to change on console, so the Devs are likely not going to change that and MUST allow a key to allow all 4 Survivors to escape at the same time. Dropping the hatch open time from 30 seconds to something like 5 or 10 is on the table as well, though it won't help that much because most Survivors gather at a hatch before using it to ensure the Killer doesn't cut someone off.
Currently, the only logical assumption is that unlocking will take some time. It's not a MAJOR nerf, but it is a nerf nonetheless. It will stop people that get to hatch last second during a chase, but it won't stop Survivors from locating the hatch as soon as it spawns and dogpiling on it.
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@DecisiveDwight said:
https://forum.deadbydaylight.com/en/discussion/comment/1946869#Comment_1946869
Sooo you want to basically remove my last hope of a door patrolling killer when I have a key by letting him have a notification that I am working at the hatch no thanks until door spawns are sorted I along with others will not find this balanced
Ya. You failed. You don't deserve a win. The Killer does at that point.
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I generally don't dodge lobbies, but everyone playing the same Claud is normally code for "We're going to make this match suck." Still never dodged, but I considered it. Sometimes I wish I did.
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A single key can save the entire remaining Survivor team. If there is more than one key in play, that requires multiple Survivors that must be wiped out in order to neutralize the threat. Keys can be transferred to another Survivor without taking a special perk to do it. Devour can be wiped out without taking a special perk to do it. Keys can only be outright removed by taking a perk that will specifically remove it from play. Keys do not take a perk slot, and allow the Survivor to run a full build without sacrificing their build to bring it. Devour requires a perk slot, so if the Killer wants to use Devour, their build must specifically include and support it. If Survivors wish to protect a key or use it after the original carrier dies, they need to go pick it up. Killers can only extend the life of Devour once with Undying, and must user a perk slot to do it, which further eats into the available perks for passive or active abilities to help them take on the Survivor team. As mentioned previously, Survivors do not have this issue with Keys, and may freely use all of their normal perks while still getting the full benefits and protections while also bringing a Key and using it to its full potential.
Also, Devour requires the Killer to do fairly well. Keys do not. 3 Survivors with 4 gens done is still winnable for the Killer depending on the circumstance. 2 Survivors with 3 gens done is very winnable, but Keys turn that into a "win" scenario for the Survivors. Similar to old Mori, Keys cut the late game short or, potentially, completely out. Moris did the same thing. I have no issue with Moris being nerfed, though I might have been fine with a different nerf as well (such as "All Survivors must be hooked once to activate"). Moris currently offer a tactical advantage when certain circumstances are presented (hook dead zones, avoiding DS, etc), instead of cutting out the late game entirely. Keys do not do this. They simply cut out the late game unless the Killer goes ballistic to mitigate the use of the item. Depending on the Killer and the specifics of the current match, mitigating the power of a Key in play may be nearly impossible.
It's simply not a good comparison, unless you wish to use said comparison to say that Keys are basically Survivors version of Devour with almost NONE of the cons that Devour has for Killers. You could argue that it comes with the downside of being tunneled, but Devour has that same downside insofar as Survivors targeting bones as soon as they know it's in play. The difference, however, is Devour is much easier to remove from play while Keys have many ways for Survivors to keep in play.
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Video games and movies sell stories, feelings, emotions, ideas. They aren't realistic and aren't supposed to be. This game has people getting hooked through the chest, and then getting off and running like they wouldn't be collapsed in a pool of their own blood or dead.
Animations in games often need to be exaggerated in order to really sell the look and feel of them. I happen to be an animator. I did animations for soldier characters being viewed in the third person. My original set had them standing upright, the second set hunched a bit. Despite the first set being more realistic, the rest of my team overwhelmingly preferred the second set because of the look and feel it conveyed. Realistic is not always better for visual entertainment.
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Personally, I agree with the OP in some regards. It sucks to have to play a game where things aren't going well and you're basically being pummeled from the starting line. I totally get someone not wanting to continue to deal with that. However, it hurts the team. It's a lose-lose, because you either suffer through a match that you clearly aren't having any fun or luck with, or you leave and you get shamed for it. Nobody says "Let's play a game to not have fun!" and yet here we are.
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@Alice_pbg said:
https://forum.deadbydaylight.com/en/discussion/comment/1945693#Comment_1945693
why do you call victor by name but not charlotte?
Because I can never remember if I'm spelling her name correctly and Victor is VERY HONESTLY what most people play Twins for. Charlotte is an M1 Killer with basically nothing, and is designed to house the REAL killer. I personally DO NOT like that and would like to see Charlotte herself get some buffs so that she brings more to the table instead of relying on Victor to be where the Killer gets some flavor from. The two make up a soup. She is the broth and he is the chunky bits, but her broth is just water and his chunky bits are sour.
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@Erogotic said:
First: Do you believe that the game is survivor sided or killer sided?
Second: What rank are you?
Third: How long have you been playing/hours played approximately?
Fourth: Do you have main characters with the perks that you want in these games at least for the most part?
LASTLY: Are you a killer or survivor main?
P.S. (Share as much or as little as you want, just looking for some responses to this so I am not completely ignorant to different ranks and perspectives. Thank you for reading!)
Happy entity touching.
First: I believe the game is Survivor sided, though not by the massive margin some people make it out to be. It still is, and it shows at extremely high levels of play, but for everyone else it seems to balance itself out a bit.
Second: Currently my devotion is like 136 or something. I don't pay TOO much attention to it. My Killer is around Rank 8 because I've been putting off Killer lately, and my Survivor is Rank 3 or 4.
Third: 300 hours almost on the dot according to Steam. So that's, what, 100 hours of gameplay and 200 hours of waiting in a lobby?
Fourth: My Nea is mostly kitted out for whatever build I want to do. My Killers, not so much, though some are better than others.
Lastly: If you go by playtime, stats, etc... I'm technically a Survivor main that paradoxically is more concerned with the health of the Killer meta. So a Killer-minded Survivor main.
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The Twins are going to be a serious issue to "fine tune" because they are both awful to play against and awful to play as. I have tried, and tried, and tried some more, and then tried again because I hate myself, but I CANNOT find a way to play Twins that is fun. On top of that, many perks simply don't work well with them because Perks primarily benefit Large Marge, whom you will only ever use to pressure an area a bit or hook Survivors. I have stated in the past that I think the only way to really fix the Twins at this point is to nerf Victor so he isn't such of a pain in the twin cheeks to deal with while also buffing Big Bertha when she doesn't have a screeching midget sticking out of her chest. That way, the two promote using them in tandem for specific functions.
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I thought you were going to say "The original writer that is killing the franchise".
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I have a personal theory about it being the code itself. I have a feeling that the code is running down far too many if/then statements or something similar, where it's basically reading a laundry list of "If it's this, then do this, but if not, go to the next step". The result is a severe delay in what the game is showing you happening and the input time of the event.
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I personally just don't like vital data being thrown about the entire border of the screen. Yes, it should be on the border, but not every border. Most of the data should be at the lower left or lower middle, with perks in the lower right. Furthermore, the color choices are questionable on some things, as they have bright red over faded red, which can be easy to read incorrectly at a glance. Most players want to look at one spot to quickly absorb useful information, then look back to the gameplay itself in order to stay alert and react to anything that happens. The current UI layout doesn't really allow that.
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Huntress has seem the same issue. Plague to a lesser extent. While the holes in objects are clearly there to give players the ability to visually identify what is on the other side of an obstacle, I'm guessing the devs didn't intend for them to be used to land shots. As such, they are plugging them up, essentially making every obstacle a hard obstacle for Killers to attack through rather than the soft obstacles they used to be.
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Well, if you are using Unreal Blueprints, it's mostly drag and drop with linked mechanics. It's a visual representation of the games logic. The issue with that kind of system is it's only really good for basics. Anything more and you start to encounter problems, chief of which is the dreaded "spaghetti code".
If you want to learn the absolute basics, though, you can start with pseudo-code. It will teach you the basic logic behind programming. From there, you can learn a language, which you can then apply that pseudo-code to in order to really pick up how to use the language. When using Unreal as an engine, don't forget to look through their documentation, which will give you a lot of instruction on how to use their assets and engine capabilities.
Also, while coding can be "complex", it's worth pointing out that you tend to work on it in segments. As long as you clearly notate your segments, and you should, you should be able to keep track of every segment of the games core script fairly easily.
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@TicTac said:
Otzdarva did a 50win-streak without addons with plague. But she is not really his main.
He also did it with Undying/Ruin pre-Undying nerf. Technically speaking, that exact same streak might not be possible now. Also, he pointed out several times that it was an OP combination, and it has been pointed out by many players that such a combination gives nearly all Killers a big leg up in terms of giving them time to secure kills.
As for the rest of the thread, I have tried Plague more and more and have decided I LIKE her. I like her playstyle, her strengths, etc. The issue is how spotty it can be to hit with her belly juice. Sometimes it feels right and you belt up a good jet that gets someone thoroughly infected, other times it feels like it just splashes them while they shout "just the tip" and nothing happens. It's inconsistent, which makes it frustrating.
Also, for those that say she's underrated: I don't think she is. Most people plainly state that she can be very strong, but suffers from many short-comings that hold her towards the bottom of tier lists. I can't find any fault in that argument. She CAN be very strong, but her inconsistent nature and the myriad of things working against her (Survivors control her power for the most part, Pools can reset if you aren't using them, her height makes it nearly impossible to mindgame with her, etc) will sadly always see her placed at low tier. It's not about what she can do, but what she can do CONSISTENTLY, which is where I think a lot of low tier Killers really suffer. She's just a shining example of it.
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@danielmaster87 said:
I've never seen such a mobilization of the community because of something so small. Yes, nobody asked for a UI change. Yes, it's all over the place. But I've already adjusted to it, and that means pretty much anyone can. If you need to see the information quickly, make it bigger. The new UI allows you to change the size of things. It's easy to tell when someone's injured, deep wounded, broken, etc. My only complaint is the placement of the score events. They are way out of the way, and would be better placed above the perks or your item or something. But to say that the game is "unplayable", to say that it's "ruined", to say that it's "dead" because of a UI change is just ridiculous. Y'all are making the pushback against the Nurse nerf, the DS nerf, the bloodlust removal, the Balanced nerf, and everything else seem like nothing compared to this. If y'all were up in arms about actual important issues the game has instead of being petty and choosing sides all the time, I'm sure DBD would be much better right about now.
Boy oh boy, I'm in a mood, so here. We. Go!
But I've already adjusted to it, and that means pretty much anyone can.Just because you adjusted to something that is bad doesn't mean that the bad thing is good. I can adjust to a belt being on too tightly and rubbing me wrong while doing my job, but that doesn't mean it's a good thing. In any case, it's not a matter of "adjusting to bad". It's a matter of something needing improvement and a passionate community voicing that issue. If anything, it's a good thing that the community is so together in bringing this up, because it shows they care and that the normal bias issues aren't present. Furthermore, UIs/HUDs are a big deal in games. The original UI was very well designed on account of it's simplicity. The new one being all over the place and scattered looks like you're trying to play a game while you also have the K/D score pulled up on the side. It's silly.
But to say that the game is "unplayable", to say that it's "ruined", to say that it's "dead" because of a UI change is just ridiculous.Yes. It is ridiculous. It's also a tactic that goes as far back as all of mankind to make an overblown response to something in order to express your feelings on it. Some of the greatest minds in history have used this tactic for their own ends. A bunch of people playing cat and mouse on the internet is by no means above such methods.
Y'all are making the pushback against the Nurse nerf, the DS nerf, the bloodlust removal, the Balanced nerf, and everything else seem like nothing compared to this.It's a global issue that resonates with the entire community. Almost NOBODY likes the new HUD. It's barely debated, it's just accepted as being bad. As stated earlier, this is actually a big deal, as the community is almost entirely behind the opinion. For the devs, this is actually a bit of a good thing, because they can see EVERYONE disliking the change and go "Oh, this isn't some bias thing with one side or another, everyone agrees we need to change it". That gives them a clear and obtainable goal without having to worry about upsetting people with a good fix. Other changes, such as balance changes, will always have fans and detractors based on how they are affected. The HUD is almost ALL detractors. It's a clear sign to the devs that they need to improve it.
If y'all were up in arms about actual important issues the game has instead of being petty and choosing sides all the time, I'm sure DBD would be much better right about now.People are "up in arms" about all kinds of issues, all the time. This one simply has global appeal. It's also not THAT hard to fix. I have personally worked on UIs/HUDs in the past, and am currently designing one for a small project. They aren't hard to manipulate so long as you know what you are working with. If BHVR can fix this and make a new layout that everyone agrees is an improvement, then some of the more divisive issues stand a better chance of being addressed, as the devs have shown they are more up to the task.
In closing, you're shaming people for wanting quality out of something they paid for. You're shaming them for agreeing that something is bad and needs improvement. You're telling people they should just accept things that are not up to standard. If everyone had YOUR mindset, the community would be dull and unable to bring up potential changes to improve the game, because they'd be too busy "adjusting to it". You're mindset and actions are the problem, not the people that rightfully pointed out an issue with global appeal.
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Personally, I would make it an 8v2 where the Killers are trying to compete for kill score while the Survivors are simply trying to get out.
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@Yords said:
Freddy is not OP as I have mentioned in the past. However, I will admit that it is kinda lame how he can do so much for doing nothing. I am talking about how survivors fall asleep. The fact that survivors can fall asleep and suffer from Freddy leeching off of them because of it is a bit weird. He gets cooldown for his dream projection, makes it hard to hide as a survivor, and can slow down survivors with his addons for just walking around.
I am pretty sure the devs said they are going to nerf him, but I hope they just change him since they are only looking at the skewed data. I fear that they will gut him, and then forget about him like with Clown in a way.
I think that Freddy should still stay as he is with the abilities he has. He should in fact have both dream pallets and dream snares to use base kit along changing him to compensate assuming they are going to nerf him. Maybe, this is an option that I feel would be better for Freddy to just have base kit.
Freddy becomes a real threat when you are asleep in the dream world and he gets stronger the longer you stay in there (his dream projection and snares). I think that this needs to stay, but I also think that it should be more convenient for survivors to escape the dream world without impeding them from objectives to a certain point. Maybe something like maximizing the number of times they are slowed down for each wake-up action on survivors to encourage more altruism to only two.
Freddy can feel overwhelming to play against as survivor, but he is definitely not impossible like a lot of people say. I myself like to just fail skill checks on a generator every few skill checks to stay asleep, I also will always wake up my teammates and have them wake me up as well. If he comes to where I am, then I loop him without getting hit while my team holds m1. This already makes the Freddy player struggle to hook one person. Without his power, he has nothing except his height to use in a chase which is what I think his upcoming rework (nerfs) should expand upon.
I think that the devs should rework his power to make his power skillful to use in the part where survivors fall asleep. I think that Freddy should be a killer who relies on his power alone to catch survivors, such as hag and trapper. Instead of survivors passively falling asleep, what if he had to smack or use his old ability (the one that made survivors fall asleep) to make survivors fall asleep instead of just passively? Of course, this could be changed to be stronger.
Or what if survivors could still fall asleep passively, but slowly woke up the longer they were in a chase for? This would give Freddy have more of his old hit and run playstyle and still be strong and unique rather than just being a better Wraith and Ghostface with his dream snares and pallets. It would also force Freddy players to play skillfully and maximize the impact of their chases to win and be more fun for survivors. I say more fun for survivors because many people think he is a lame killer to go against, but remember that they are also just playing the game same as you and want to have fun.
I just really hope they do a good job and don't kill him.
I brought this up before as well. The sleep timer kinda sucks, and rewards the Killer for just being there. Having to land a hit and actively hunt Survivors in order to put them to sleep would be a far better solution that any other nerfs. I personally don't like Freddys playstyle, though, as his powers feel a bit unfocused. He's a chase trapper with incredible map control, but it feels a bit disjointed. Still, I think he could keep all that for the sake of it and just ditch the sleep timer. If a player REALLY wanted people to fall asleep automatically, Freddy would still have two addons that do just that.
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Ya.
Though, as a few people have pointed out, many Perks by themselves aren't really crutch so much as combinations of perks.
DS/UB is a well known one. Ruin/Undying as well. Both were intensely strong at what they did, and gave the player tons more wiggle room than the game should give, which is why one element of both combos is getting nerfed.
I personally don't subscribe to the DH hate, but I honestly mostly use it to try and dodge a hit. I end up exhausted on the ground a lot, but it feels really good and deserved if I get it timed right and FEATURING DANTE FROM DEVIL MAY CRY an attack. I totally get that people use it for a bit of distance, though, and I can see how that could be an issue. I used to run BL before it was nerfed to kinda do the same thing, though now it's not worth it since a portion of the sprint timer is spent in a landing recovery animation instead of just running the moment the Survivor hits the ground. I thought they were changing that to only happen when exhausted, which I was fine with, but no. It happens on every fall, which really kills the use of it.
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I'll play him the same as I currently do, which is whenever I feel like mindlessly chasing people and cutting them off with purple fizzy if they look like they are going to try and make me think for a kill.
I'm sure that some people will GALAXY BRAIN ways to use Orange Julius and Purple Drank in tandem to see some kind of benefit, but I honestly doubt it will be anything more than marginal. The increased reload speed, however, will certainly be handy dandy when passing out candy.
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I agree that Vic should give chase points. Also, the cooldown on getting Vic back IS pretty short at the moment. Lengthening that would be good.
On the other hand, I have tried playing Twins many times, and I hate it. Big Bertha is completely lame to play as, since she is only an M1 Killer, and playing Vic comes with a slew of issues. He doesn't benefit from many of the intel perks, so he's only good if you use Large Marge for scouting out intel before she chest-poops him out to investigate something. Carrying the baby mostly does nothing, and having played Survivor against Twins many times, I can very honestly say it does nothing to really hinder the Survivors. I still steal the midget whenever he lands and pounce and run him around for a while so everyone else is dealing with an M1 Killer with no power. Vic also doesn't benefit from standard hit perks. I totally get why, and I don't want him to benefit from them, but it also means that those perks are kinda garbo to run on Hefty Harriet. The only way to get much use out of them is to not use her power, or set up Little Billy as a siren and hopefully get to him when he starts narcing on a nearby Survivor.
Maybe someone, somewhere, likes the Twins playstyle. For the life of me, I can't figure out why or how. I feel like Sweaty Sally needs some benefits when she isn't carrying around her jerky brother, which would give some wiggle room to make the jerky brother less of a bother to Survivors.
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Remove them from the game and give everyone a BP refund for all the map offerings they lose.
Make Map Offerings only available in KYF.
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/1878974#Comment_1878974
Thats terrible that happened to you but not every claudette is like that. I was a claudette main at first but I never was toxic to the killer and them and it terrible to think this way.
The last bit was intended more for humor than anything else, but it was frustrating to see a Claud playing out the stereotype in a match where everyone else was easily outperforming the Killer.
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I literally just had a match where a Claud sat next to me while I was on hook, and refused to pull me off whenever the Killer looked in our direction from half way across the map.
I died, she meandered and got the gate open after someone else 99ed it. She then stood there and teabagged for the entire EGC.
Clauds deserve everything they get.
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Yes.
"If the Killer scored a kill, they were clearly camping/tunneling/hacking/cheating/exploiting/making their cat play/kissing my dad, and must be harassed in the post game chat for it."
To be fair, though, most Survivors break that rule. Some, however, adhere to it adamantly.
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Lag spikes seem to cause that issue. It honestly wouldn't hurt the game if you didn't need to press the action button for a second or two in order to stay on the hook.
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Well, if it looked human but not like a big Killer, the human form could be used for getting close while and then could switch to Werewolf to become offensive. Basically, they would run around much like a Survivor, vault the same, etc, and then go all "GRAH I AM A FURRY" and yiff their damned brains out when it gets close enough to show you its DeviantArt account.
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Bloodhound.
I play a 1 perk Wraith.
Sometimes I win, and I sit there going "Why is this a thing?"
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@magicmaster2020 said:
Honestly I love the character in general, but he does not belong in dbd. He is way too powerful for the entity to control or even make a deal with. The movie is loosely based on the book. Especially the endings, so before you guys go "all you have to do is bully him and he dies".
"all you have to do is bully him and he dies"
So, that sounds perfect how DBD currently plays out. Why hasn't he been added sooner?
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You pretty much understand them.
They're supposed to be "High Risk High Reward" perks, though totem placements can either make them "All Risk No Reward" or "No Risk All Reward".

