StibbityStabbity
StibbityStabbity
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Not paying for skins
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@NoObzBoiYT said:
I just found out DS isn’t a anti tunnel perk. A dev even said it, we need a anti tunnel perk because of tunneling killers.
They have stated since then that DS is now considered an anti-tunneling perk. The old quote is only brought up to defend making the perk universally powerful. I wouldn't be surprised if they change their mind a lot on it, though.
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Bleed Outs cause a loss of points for the Killer, so it's already penalized.
Furthermore, the "fix" you want is a buff?
Nah.
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/1877342#Comment_1877342
But if they get it done now, then they will have less to worry about in the future. It is like waiting until the last day to start working on a project for school.
I entirely agree. Several of their big wigs, however, don't.
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/1877284#Comment_1877284
I think besides bug fixes, a lot of health changes to the game were very minimal if they existed at all. The last time I remember a good change that was great health-wise was when they fixed window vaults for survivors.
Also, they sure seem to be adding plenty of health changes during normal patches. /s
I have had a theory about all of this, which is mostly boiled down to "We'd have to rewrite the game". I don't think the core of the game is designed in a way that is stable for the amount of modular mechanics they currently use, which leads to so many bugs popping up these days. It might also explain hit registration issues on dedicated servers.
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I play Survivor more because of friends, though I consider myself a Killer main. I'm definitely more Killer oriented in my opinions on the game, though.
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@Rabituin said:
https://forum.deadbydaylight.com/en/discussion/comment/1877237#Comment_1877237
Yeah but it doesnt work with tinkerer
funny Name btw
Ya, but the Button is just a single add-on that kinda does the same thing (but better) and doesn't require the Survivors to control the timing of it. Your method uses an add-on and perk slot. It's a nice interaction, don't get me wrong, but if you weren't going to run Tinkerers to use without FF, it's probably not worth running just for a kinda-neat interaction with fringe benefits.
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Imagine if Survivors had to find gas cans and fuel the gens after fixing them...
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They have stated multiple times that they will not do a health Chapter a la "Operation Health" from R6S because they have more than enough resources to make such changes during regular content patches.
Apparently that last bit is going swimingly.
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So, here's the thing.
Legion is not at the bottom of the Killer tier list. Not at all. That said, Legion is basically high D, sometimes capable of performing at low C when the right conditions are met. They are JUST SHY of going from "Dingus" to "Completely Average". On top of this, most Legion mains (myself included) aren't asking for major buffs anymore. They simply aren't happening. Too many people seem to think that keeping Legion at high D tier is good, so whatever. Now we just want small tweaks. HOWEVER...
They worked really hard at making Legion bordering below "Average" and you're going to like it.
Being a touch more serious (but only a touch, good or bad pending), some employees of BHVR have expressed that minor changes such as a reduction in Fatigue and NOT losing half their Power every time they M1 normally could very well be beneficial. Those two things make up the majority of what most Legion players really want anymore. Would it buff Legion a bit? Ya. Would it be nice to not be punished for passing out free lung piercings and playing the Killer correctly? Ya again.
I think the only thing holding anyone back is a few hot takes from certain devs that insist everything is fine, and Legions history where they were still not very good but also EXTREMELY frustrating to play against due to exploited mechanics of the time. To this day, there are people that hate Legion more than Twins (I seriously fail to see how that is possible) on account of their history and not how they currently function.
Also, Deep Wounds is butt poop fart balls M1 simulator and needs a replacement mechanic that is more engaging and threatening.
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Instead of nerfing strong perks, they should really be buffing weaker ones. Killer and Survivor. The only perks that really need to be nerfed are ones that are completely out of hand with how strong they are. Nerfs happen, it's not a secret, but constant nerfing (especially when it's rather one sided) just doesn't feel good.
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Original Undying honestly had the ability to be OP and oppressive. I completely give it that. It could also be total garbo. Just depended on how the dice rolled. New Undying is honestly underpowered, and literally does the same thing as bringing almost any other hex totem, except it gives aura tracking on dull totems which is a bit "Whoopty Doo". Haunted Grounds will protect Ruin better, and punish cleansing better. So congrats, it went from being overpowered (and it really was when the dice rolled that way) to being kinda crap. Now it's only good for protecting Devour Hope, since Survivors won't immediately seek out a lit totem if they don't see Ruin. With Ruin, both lit totems will get found and put out very quickly.
Personally, I think the rebuild should have been somewhere in the middle, and NOT make Undying become the first cleansed totem automatically. Just let it transfer a protected Hex twice instead of three times, and remove the aura reading if Undying is currently protecting a Hex. If it's the only Hex in game, give it aura reading.
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Don't body block the person you are healing. Make sure they can get up and run before you lock them in place.
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Firstly, early on, you just want to GET UP GET UP AND BOUNCE AROUND every here and there. Let yourself get a feel for it, don't go trying to trick shot Lethal Rushes first. Use it in open areas first, look around and be intentional with where you are going in between Rushes, and don't get caught up stuck in an obstacle. If you go into an obstacle and you have already bounced once or twice in the same small area with nothing to show for it, just let the Rush die and recharge. You don't NEED to use it to get someone, don't feel like you do. Knowing when to say "I goofed" and play like a normal Killer is very important for Blight.
Secondly, be mindful of certain add-ons early on. The one that lets you see where you will bounce is okay for learning, but some of the others give pretty impressive buffs via auras and such. Those ones, while great, should be saved for when you have the real basics of Blight down first. Otherwise, they can quickly become a crutch.
Thirdly, BounciBoi is short. For now, get used to it. Eventually, BHVR says they will fix it. So, in about 4 years, expect it to be fixed. Seriously though, you will need to be a bit more manic in order to make up for the lack of information you get due to not seeing over obstacles the way other Killers do. Thankfully, Blight feels very fun and energetic to play, so the manic playstyle just works.
Fourth, Lethal Rushes have a very extended and slightly delayed lunge. DEFINITELY take some time to adjust to it. Basically, you have to be able to predict a hit a bit earlier than you normally would for other Killers, and time the landing. On a separate but related note, if you are at 5 Rushes and you're about to go into Blights fatigue, you can add a lunge attack to the end of the Rush to get a bit more distance out of it before you start injecting Minute Maid.
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But if I understood the difficulties and intricacies of playing Killer, I would no longer feel the constant urge to complain about them needing endless nerfs on the forums. Oh, and not to mention actually possibly playing them at higher ranks where the Survivor teams I'm up against wouldn't be total potatoes 99% of the time. Then I might understand that constantly defending an unhealthy meta is actually a terrible thing to do, and I might also have the epiphany that a healthy Killer meta is absolutely required for the game because without it I would have nobody to bully with my swf squad.
Fine, have it your way. I'll Basement Bubba once every 5 matches.
/s
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I personally normally use it to try and dodge attacks, but ya, I most often actually see it used for a small distance boost to make it to a pallet or new loop. In that regard, I can see why it's annoying. When used the way it was likely intended (to dodge), I don't have a single issue with it.
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They even post videos.
They do it to keep the horror story going. They don't even like MLP. They just wanted the meme to never die.
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Someone else took up the mission. They keep a blog to describe it.
It's just as unsettling as you'd think.
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@Kebek said:
People here doing their best to make Freddy worthless again. "His sleep needs to go / Snares need to go / Teleporting needs to go", like really, you just want bland M1 killer with no power that's easy to loop, we have enough of that already in the roster.
Freddy can use some small balance tweaking in NUMBERS, not completely removing significant parts of his kit.
Personally, I just want the dream timer to go. He can keep everything else. I'm fine with all that. Just the dream timer. I think it's kinda dumb that a Killer has a power that automatically works on a timer base-kit. I can't think of any other Killer that has that. The closest I can recall is Trapper with an add-on, and it's not even that good for him. Freddy, on the other hand, benefits greatly from Dream World, so it's not even a proper comparison.
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@EvanSnowWolf said:
I have a bigger issue with a few of his add-ons than the sleep thing.
Well ya, those would need to be addressed separately, and preferably after his primary power and gameplay receives a tweak. I was just offering a simple way to make facing Freddy less "UGH" inducing while also retaining Freddy's current playstyle.
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If the use of it was made easier alongside the caveat that certain objective related actions deactivated it, I think that would be totally fine and fair. Most Killers just assume every DS will land anyways, so making it easier to land won't really change anything for them.
I would know.
I killed someone.
With kindness.
<3
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1864107#Comment_1864107
I think they mean on console
@topic: check your bindings, it could be that it uses a different binding (for whatever reason) and you have something different set, or it could be latency from controller to the device (ik that's a genuine issue on Switch) but on PC it's been working fine for me. If I see a PH I'll plug in a controller and try it out.
I was being a bit cheeky, but ya.
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Space bar
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@TAG said:
Not saying I agree or disagree with the nerf to Undying, but this logic doesn't hold when you apply it to something like "Coup de Grâce," a perk that Killers believed was bad and were upset about being nerfed.
Just to make a point on this:
Ya. There are many perks that are OKAY at best, mediocre most commonly, and down right bad at worst. So when those lesser perks get nerfed, I think it's healthy that Killers bring up how unwarranted it is. CdG was a great example of this, so thanks for bringing it up. I'd also throw Huntress Lullaby and Appraisal in there as well.
That said, it can be doubly frustrating when we see a slew of Survivor perks get buffed, while most of the Killer notes tend to be nerfs. I brought up in another thread that fair does not mean balanced, and just because one side gets nerfed doesn't mean another side should be, but it's also bad optics to see consistent nerfs for one side while the other side sees consistent buffs.
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@Orionbash said:
"Ruin + Undying gets cleansed at the start of the match and then I'm left with 2 perks. Its soooo easily counterable."
Why do you care then? 🤔 Just apply pressure.
Most Killers will agree that the original version could be very oppressive when combined with Ruin. That's not really the argument. The argument is that the nerf went a bit too far. Personally, I would have made it only swap a hex once, still make it so that the first lit totem you find isn't automatically Undying in order to get a bit of value out of the swap mechanic, and removed the aura reading if there is another hex totem in play. That way Undying by itself serves a function, but when paired with another hex, it swaps one function for another. This would also not punish Survivors for trying to cleanse.
With the current rework, the value just isn't there. Sure, they have to do two totems instead of one, but that's only two maximum that they need to do. If both are found early, you have two perks get wiped out despite the fact that Undying is supposed to extend the life of your other Hexes. Undying is now only a marginally better option than stacking Haunted Grounds with Ruin. In fact, I would argue that Haunted Grounds is now better at keeping Ruin alive. That's the issue. The new Undying, which is intended to keep Hex perks alive longer, does it worse than other perks which don't actually focus on that function.
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If Legion hits an injured Survivor with Feral Frenzy, the Survivor doesn't take any actual damage from it and gets a speed boost.
... oh wait
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@tt_ivi_99 said:
The strenght of his power doesnt really come from how much time you have to mend, because in the end you can be on Deep Woods for the hole match.
He has bigger problems like his full power depleats after a regular M1 and his movement speed in FF is just not enough if you want to catch someone who is revealed at about 30m if that person starts running.
Legion only needs to be fast enough to have a small stabbing spree. Considering the other mobility bonuses they get during FF, I would only say maybe a LITTLE faster or a LITTLE more time with FF is actually needed. The point of Legions power is to keep the Survivors wounded so the next time they show up, the Killer can slap them on the ass and say "Good game" as they are tossed on a hook. The Deep Wound affect is really just there so they can't immediately try to hop on a gen after getting prison shanked. If Legion was much faster, or had a considerably longer FF duration, their power would be too all-encompassing. I can't think of a Killer (BESIDES FREDDY FFFFFFFFFFFFFBRAAAAAAAP) that can instantly hit all Survivors with their power with a single use regardless of the Survivors actions.
Also TOTALLY not saying you meant for that kind of buff, just bringing it up for the sake of accuracy.
Legions biggest issues are how much they are punished for playing the game correctly. As you mentioned, they lose 50% of their power each time they M1 someone. For why? On top of this, Legion eats a DS every time they turn their power off. So the only good way to use it is to either shut it off the moment you autograph someone's butt and don't hear a heartbeat, or try to be clever and body block someone while your Killer has a cluster headache.
Deep Wounds really isn't a thing at all. It's a poopy mechanic that needs to be hot-swapped with something that isn't poopy. I don't know what, but I recommend not looking in a toilet to find a replacement. Sadly, I don't see that being a thing. If the other issues were addressed, however, Legion could easily be boosted to properly being mid-tier.
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Fair and balanced aren't the same thing in this regard. You can't balance the game around trading buffs and nerfs. A game needs to be balanced by the intent of the mechanics, how powerful they should, the impact of those mechanics on the game, etc. Trading buffs/nerfs doesn't do that.
THAT SAID, I totally get the sentiment. Balancing for DBD seems to be a one sided show lately. It's never a great idea to balance one side at a time, as it upsets the power either side has until one is far stronger than the other. That's not a good thing and can seriously hurt the player base.
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High end... of low tier.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1860811#Comment_1860811
Another thing that the devs are likely considering is wanting to keep track of his performance after this invisibility change goes live. They might be hesitant to add anything more in case his performance sky rockets with this change.
Wraith is more about setting up angles of attack in advance while Spirit is a bit more reactionary. I personally don't think that making Wraith faster while stealthed would do much to the differences between Spirit and Wraith. As it stands, most Wraith players already run Windstorm, so by that logic the two should already be similar. However, they aren't. Wraith, even with faster movement while cloaked, is still more about setting up good angles before striking, while Spirit is the meanest game of Peak-A-Boo this side of my dad with his belt.
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I don't like the information being all over the screen. HUDs should take up as little real estate on the screen as possible in order to better let the player see the rest of the game. If a lot of information is needed, that information should be pushed to the periphery so it doesn't leech towards the center of the screen.
I like the one posted here already:
@Mister_Holdout said:
I prefer this...
https://us.v-cdn.net/6030815/uploads/2LI5PCJ8II1D/dbd-new-ui-hub.png
That's a good design that gets the information across, keeps everything minimized so the player can look at the action without the HUD getting in the way. Jumbling the screen with HUD elements hasn't been much of a thing outside of mobile gaming for years now and for good reason.
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@SunderMun said:
Bhvr: Makes Undying not ridiculously OP vs solo survivors.
Killer only players: OMG survivor sided, even though we're getting big buffs to Clown, as well as some nice minor ones to Trapper, Legion AND Wraith, who we want to be buffed!
Bruh.
The buffs seem okay, though I'm iffy on them to a degree. I don't think Clowns interactions will change much, as his core playstyle will still be completely intact, so for most Survivors, they won't see a difference. The most I see it doing is making Clown able to answer "ring ring EXPLOSIONS It's for you" notifications when they happen across the map. They might also be used to negate some of the distance gained from Sprint Burst, Lithe, or Balanced Landing, which I can see becoming a big issue for some players. We won't know until PTB if that's a thing, though.
Wraith being invisible across the map? Cool! Kinda visible when mid-range? Hmmm. The point of Wraiths ability is to allow Wraith to set up their angle of attack while the Survivors are none the wiser, though we can all pretty much vouch for this being a not-thing. A thing that is not. You know what I mean. With the new system, I'm not entirely convinced that it will become a thing. Or stay a not-thing. Also, making Wraiths speed add-on (Windstorm) basekit would still be a good change, if not better than invisibility.
The Trapper change is a bit of a bandaid on a missing limb. Is it better than nothing? Yes. Are there a gorillion other changes that could be made that would preserve Trappers playstyle while benefitting Trapper more? Absolutely. Again, it's not a bad thing, and one could argue some kind of "trickle down economics" series of buffs for Trapper, but I wouldn't dare to accuse anyone of being Reagan. While reliability with the traps is nice, I don't think it's going to dent Trappers issues. Top level Trappers might notice a difference, but they will still also notice the myriad of issues that will continue to plague the Killer.
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@TheBus4K said:
Changes to killers:
- The change to the Clown is fine, although new players can increase the speed of survivors by misusing it (even simply without being a new player, not knowing how to use that "Antidote" well).
- The change to the Wraith seems kind of sad to me, I thought we would have true invisibility all the time.
- Changing the Trapper works for the first few attempts (for Trappers who were unlucky), but with more attempts it is worse for Trappers who were lucky and forced survivors to make many attempts.
- Deep Wound is still stupid, even if the time is shortened, there are still too many ways to stop the counter.
- A "buff" to Iron Maiden that I doubt makes it a good perk.
- Destroyed the combo of Undying and Ruin. Maybe now that it saves tokens it works with other perks, but it only keeps the totem once when you break it (like when they now break Undying first).
Changes to survivors:
- Buffed 5 perks. Only buffs, not changes like Undying. Pure buffs.
- No nerfs to DS / Unbreakable (almost the equivalent of Undying / Ruin).
TL;DR: Killers have one less perk combo, a buff to a useless perk, and killer changes that don't seem like buffs to me.
Survivors have 5 new perk buffs to make new combos with and are freed from the "Undying / Ruin" combo.
And we still haven't changes to the keys 😂
If we're being honest here, and let's be honest about being honest: we're honestly not honestly being honest about being honest, the Survivor Perk buffs were "Eh, okay". They are not bad at all, but it's not like they will replace the second chance meta or anything. They are good buffs so that when someone says "Boy oh boy, it would be nice to not play this game in a bathtub so I don't drown the rest of my house in sweat", they have more viable options to pair up with their choices of pants that won't get stained by gamer-induced-perspiration.
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I personally just think it's a bit over-nerfed. I would have been happy losing the aura reading and getting just two charges out of it instead of three. I completely agree it was too powerful, though I also understand how gen speeds can be frustrating and why people used the combo so much. That said, much like UD+DS, some people just used the combo to be turbo jerks instead of using it to deal with actual problems they encountered.
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I think the big issue is that certain things that would give accessibility would be a bit hard in a game where stealth is a major factor. Being able to change the colors of the scratches for Killer or changing aura colors is probably the most you would get, though such changes would be completely welcome.
I have a friend that is colorblind and legitimately can't see Hag traps. Even if they are right in front of her, she can't see them. She mentioned having a mode that changed their colors, but for someone like me that isn't colorblind, they would stick out like neon signs saying "don't step on me". So I understand that there is only so much they can realistically do that won't be abused. Hence why auras and scratch colors would likely be best.
It's also worth pointing out that scratch colors would be a bit of an issue as well. Red, from a distance, can be hard to notice in the dark. It's one of the reasons the military uses red lights at night: The soldier up close can see what it illuminates, while people at a distance have a much harder time seeing the red light. Given this, changing the scratch colors COULD make seeing them in the distance much easier for people without colorblindness. The devs will have to weigh if that being used as an exploit is a good trade off.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/1852248#Comment_1852248
Position on the chart is irrelevant lol, if every killer was somewhere in the 75% range, someone would still be at the bottom and someone still at the top. 67% is a solid kill rate
And yet that position on the chart is what the devs literally cited.
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Reposting this here---
So, I want to bring something up.
Let's see the chart:
So, there is chart where they said Legion is a solid mid-tier. But they also said that Nurse and Blight were misleading due to their required skill, which is totally fine. However, that means that for the sake of this chart, you remove those two Killers. Now, Legion is technically lower on the chart. This idea that he is mid tier is being masked by the fact that they have two killers on that chart that push some of the other low tier Killers up. The same thing could be said about Pyramid Head, as he was still fairly new at the time. My point being, even using their own chart, Legion is NOT the middle of the road Killer they claim if they go by their own sentiments concerning the lowest two and newer Killers.
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@[Deleted User] said:
I still hate the fact that OoO, one of the most antifun perks in the game, is not getting changed because "stats". Same thing with Legion, one of the most underwhelming killers to play as and one of the most boring to go against.
It really makes me lose faith on the balance decisions of this game.
So, I want to bring something up.
Let's see the chart:
So, there is chart where they said Legion is a solid mid-tier. But they also said that Nurse and Blight were misleading due to their required skill, which is totally fine. However, that means that for the sake of this chart, you remove those two Killers. Now, Legion is technically lower on the chart. This idea that he is mid tier is being masked by the fact that they have two killers on that chart that push some of the other low tier Killers up. The same thing could be said about Pyramid Head, as he was still fairly new at the time. My point being, even using their own chart, Legion is NOT the middle of the road Killer they claim if they go by their own sentiments concerning the lowest two and newer Killers.
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Bringing this thread up again because now I'm finding that small piles of trash, no bigger than the shoes the Survivors wear, are blocking them as if they were trees. I hit it, the Killer hit it while chasing me, and there is no reason for it to be there. Why are ankle high terrain details now body-blocking players? This was in an older map as well, and I've never seen that issue before, but here it is.
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I just get sick and tired of being exhausted on the ground. The amount of times that Dead Hard goes off but does literally nothing has infuriated me for the past few days.
When I play Killer, I don't mind DH. I know others do, but I don't. Still, a small fix to remove any abuse wouldn't be a bad thing.
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@F60_31 said:
Yes it sucks if you are the hooked one but a killer is heavily punished if the others do gens. He will not do it again soon.
Except the Killer will probably do it again. The Survivor that was camped out first is still more heavily penalized. The Survivor that was camped out was still denied a match... and penalized for it.
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@magicmaster2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/1846699#Comment_1846699
I'm not sure yet, but killer would probably be Jack and survivor is Danny. Both characters perks are probably gonna be based around the shine.
They would have to age Danny up quite a bit. I think every Survivor is 18+ in order to avoid the idea of hurting children.
As for Jacks power, my guess is it would be "Drunk Abusive Father Stuff".
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Yep.
But people will defend all of this like the game is just fine. They'll call you bad, tell you to play another game, ANYTHING as long as they don't admit the game has serious flaws.
Also, don't get me wrong, I think camping and tunneling have legitimate uses. If it's late game and you don't have a kill yet, I totally expect the Killer to tunnel and camp someone out for much needed pressure. I get that. That doesn't excuse doing it from the start of the match, though.
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Flip a coin. Call it before it lands. If you guessed right, you might "mindgame" her. If not, she "mindgames" you.
Seriously though, if you can somehow watch the Spirit play, you might see trends in their playstyle, and can use that against them. However, that suggests you can sit there and study the Killer while they murderface your team, which is obviously not a viable option most of the time. Still, you might notice that say, at a pallet, the Spirit player always shifts and gets behind it. This can let you predict their actions at the next pallet. However, most Spirit players mix up how they approach pallets and loops, making it much harder to find any kind of pattern you can use.
A vocal minority of players like to insist that Spirit is fine and has counterplay. She's not fine, and she barely has counterplay. Calling a coin flip is random luck, with tons of math behind it to say "it's not technically random". Spirit is the same. It's technically NOT random, and playing against her has theory behind it, but you would need an absolute galaxy brain and knowledge of the players history from the moment they were born to the moment you play against them to absolutely know what they are going to do when you can't see them. She offers very little reactionary gameplay, and all you can do when you think she is phasing is breakdance like a maniac to throw her off when she pops out for scary "boo" time.
Furthermore, a vocal minority insists she has some kind of tiny visual cue to let you know when she is phasing. If there is ANYTHING, which I would honestly say there mostly isn't, the little she DOES have is so minor it's almost inconsequential. A tiny little glow on her shards, a twitch in her arm, her nose hairs get slightly longer, whatever. They are so minor and hard to really spot during a real chase that they don't matter. Compare that to every other Killer in the game that very openly broadcast what they are doing. ONE OF THESE THINGS IS NOT LIKE THE OTHERS. She DOES have an audio cue... if you're nowhere near her. It feels pretty backwards.
She's a rather simple Killer to play that offers the Survivor team very little counterplay. What little counterplay there is gets boiled down to "luck" really fast.
Oh, ya, you can stealth around her too. It works sometimes. Enjoy that.
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@Ivaldi said:
https://forum.deadbydaylight.com/en/discussion/comment/1846668#Comment_1846668
Something's definitely off.. all day today killers were getting hits that were misses by miles. Especially with the Twins... Victor launching toward you, completely missing you and then suddenly rubberbanding back and teleporting ontop of you.
Ya, I had Victor "land" a pounce on me when he legit missed by like 12 feet. I watched him fly by, land far away, and then I went down. Wish I had recorded it.
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@TAG said:
I demand an actual Jaws chapter where the shark is a killer swimming through land. The TR/chase music would be legendary.
Nah, not swimming through land. Flopping about, landing on survivors for a normal hit and lunging with it's mouth for an insta-down. Jaws theme playing while you hear a heavy flopping noise approaching.
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According to the rule book, you're supposed to be in the corner of the map and not at the hook. So get to it. I don't want to report you for blocking an unhook.
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@magicmaster2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/1841350#Comment_1841350
That's too obvious though, so not very creative.
Okay. Legions power is to make you press m1 before you press m1 so you can press m1.
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@magicmaster2020 said:
Legions power isn't just stab stab stabbing everyone.
It's the fear of knowing your life is in the hands of teenagers going through another phase.
Nah. Legions power is knowing you will spend a very long match doing nothing. For both sides.
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@TheClownIsKing said:
So we saw brief footage that Clown will still have his regular pink Cloud, switch out a bottle that emits a white gas cloud, and if 1 of those bottles is quickly thrown into the gas cloud of the other, we get a yellow/orange gas cloud.
I wonder what they’ll do. Clearly mixing the 2 is likely to have a more powerful effect than what Clown currently has with his regular tonic.
What does everyone reckon?
Here's my old copy/paste guess:
So, I want to point out a few things from a game design PoV.
When you see the orange cloud, it's not orange at first. It's white. That's a WARNING. A "HEY, LOOK OUT". A telegraph. That is letting whoever is in the white cloud know that it's not going to be very wholesome in there for very long. As such, my guess is that the orange is a burning gas. The Survivor has a short period of time to GET OUT AND STAY OUT or else that gas will burn them. My GUESS is that it will reduce a Survivor from Health to Injured. Doubt it will go any lower, as that might make it a bit strong. This will make Clown much more aggressive in a chase, as he will now be able to Injure a Survivor on the move. Big yikes. I doubt it will be able to make a Survivor go into the Dying state, however, because that would introduce the lovely and family friendly concept of "NUKE IT FROM ORBIT", where a Clown could just unload on an area to glass it.
This is my theory based on the white-to-orange seen in the video. It's clearly showing a warning phase before activating fully, which leads me to believe damage is involved.
