SunderMun
SunderMun
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Comments
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@QuickStiQz said:
- Self caring in the corner of the map everytime he/she gets injured.
Usually through sloppy butcher...
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@BloodyNights said:
https://forum.deadbydaylight.com/en/discussion/comment/687855#Comment_687855
This basically sums up my thoughts exactly. You can use any killer even at rank 1, and through skill at least average 2-3k every game if not more. There will be the occasional bad game, but it isn't the majority. And yes I also can't stand watching people like Tru3 complain. I'm sitting their watching them, hearing them just spout out such salty comments, while 4king several matches in a row with different killers each time. And I'm like bruh...do you even realize how many games you've just completely wrecked all of these survivors since I've been watching? They are all running meta perks, and attempting to gen rush. But they are dead now....calm down.
And in reality they only attempt the gen rush because they know that otherwise they'll all die since once one survivor is found, it has a snowball effect.
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They did this very briefly this year, I think with the Plague's chapter release. Idk why they went back on it, just as with the matchmaking changes that we briefly got.
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They won't have done this on purpose; just wanted to taunt you (which yes I know is the kind of action that needs to stop from both sides with regard to the game clearly being over)
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Biker Kate <3
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I had a survivor working with a killer (they were even on each other's friends lists...) running up and farming survivors in their face. I ran the killer for a while until this person intentionally stood in my way on a loop so that I would get downed and I proceeded to get farmed twice in a row. People like that are the only reason I run DS.
(the killer was also clearly playing many ranks above their skill level; it seemed like they were wintrading, of sorts)
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Somewhere between Hag and Demogorgon
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@Xboned said:
As a new killer main BBQ was the first perk I learned about and the first teachable I unlocked. It's perfect the way it is.
It has some tracking and a very nice BP bonus, making it extremely useful on low level killers, both skill-wise and character-wise. Maximizing the perk requires the killer to avoid excess camping or tunneling, and if you unlock it early on a new killer it will make it much easier to level them up because you get BP and tracking in one slot.
Everyone knows how to avoid it, there's plenty of warning to avoid it, and it makes survivors feel the way they should feel: the killer just hooked his last target, now he's looking for you.
Well in fairness, there is zero warning to avoid it if you don't know the killer has it. It isn't a problematic perk, though, except on ridiculous mobility killers. And even then...
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BBQ isn't an issue anymore; it was before the locker aura reading change, but now it's very quickly being replaced by Infectious Fright and many killers only run it for the BP in the same way survivors run WGLF (since it literally has no other use)
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You keep the broken effect from Deliverance for the whole duration of that perk before being healed. Second Wind overwriting Deliverance wouldn't make much sense anyway, although I do think Deliverance broken time needs reducing slightly, personally.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/85990/the-demogorgon-must-be-nerfed
Janick confirmed he is in a good spot - he won't be nerfed.
Guess you didn't read the post - he's being sarcastic
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@Locker_Monster said:
I gave up as, out of 8 games, all I had was meta-runners and troll SWF groups. That is, SWFs who try their best to ruin the match for the Killer. That's how they 'win'.
At least it showed me just how terrible Demogorgon will be if he goes live without any tweaks or buffs.
His lunge is the only good part of his kit, and it's countered by any loop larger than 6 inches.
And the maps are 99% loops.
As for his portals...Maybe, someday, the devs will remember not every Killer has a power Survivors can control or counter, and make another like that.
Until that day, every Killer with a built-in counter is basically Z-Tier; they have to be weak enough for the worst players to counter, which means the best players basically use them as BP farms.
The only 2 that work this way are Trapper (and he's, arguably, weak) and Hag, and you need an item (flashlight) or perk (urban evasion, so you can crouch-walk at a decent speed) to counter her.
The 3 most recent with built-in counters? Plague, Ghostface, & Demogorgon? Useless power. Easily countered. Easily destroyed. In that order.
Larger loops are where his power is best...
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Idk man, all I know is that I played solo and the 3 others were solo players in a game I had yesterday, multiple times, and we kept getting accused of being 4 man SWFs incessantly because we used our brains and used the basic in-game communication to help each other as optimally as possible.
That said, people are known to spam all their OP add-ons and such on the PTB and kind of meme with it.
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@Watery said:
https://forum.deadbydaylight.com/en/discussion/comment/672618#Comment_672618
I like playing against Demo more than other killers. He scares the crap out of me— and it really is just so much more interesting (to me personally) than facing other killers.
Exactly. The amount of information he gets on top of map pressure and a lunge are really nothing to snuff at; sure, many of us have experienced bullying him because the PTB has put us up against low rank players testing out a new killer, but man, this killer can be so scary to go against even with crappy add-ons which is so rare.
The fact he can appear out of seemingly nowhere and you have to keep an eye out when you hear the teleportation sound is a lot of fun too; it keeps us more active rather than passive as often happens when playing survivor. A good Demogorgon player that has gotten the feel for all aspects of the base power seems like it will be a force to reckon with and I love that fact!
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/670658#Comment_670658
He has both good map pressure and good chase potential, he seems perfectly viable at red ranks to me.
It's also very easy for him to sneak up on unsuspecting survivors (in the dream world) thanks to his lullaby - it can be very confusing even when it comes to high level players, it seems.
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I don't recall any changes to the Plague upon being moved to the live server (the movement speed while holding her power was literally after a day or two of being on the PTB and something they had stated they were unsure about before the PTB went online at the time if you mean that)
Ghostface needed those changes for consistency's sake.
Rework Freddy received no nerfs during his PTB and also didn't on going to the live server, with zero talk about the possibility even coming from the devs up until now.
Demogorgon isn't being considered OP en masse; in fact, both sides are considering him very fun and mostly fair. The only issue with him seems to be the hitbox for his Shred, which probably won't receive a change since it's issue is similar to that of a hatchet from the huntress. I honestly think it's very balanced with a lot of potential, and nothing from the devs seem to suggest otherwise so far, either.
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Devour is probably the best, assuming you get stacks. Taking into account the chances of it being cleansed before you get them, though, not so much. In that case, lullaby sees reward after just one stack, and there's no hoop to jump with regards to distance from the hook, etc.
And as for Ruin, it gets value without the killer having to do anything at all. Even if destroyed after a minute, it bought enough time for a good killer to make a start on building up some map pressure. Even if the survivors are good at skillchecks and hit greats all the time. Because those great skillchecks each would be a 2% boost to generator progress, which really does add up in the grand scheme of things...
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For killer not, but controller is fine for survivor. Albeit a bit awkward, Speaking as a PC player that owns a 360 controller.
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Just because tru3 got rekt on it doesnt mean everyone gets rekt on it tbh
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They mean all teachables, etc
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@Leonardo1ita said:
https://forum.deadbydaylight.com/en/discussion/comment/669797#Comment_669797
The problem here is that this statistic counts all the randoms and the rank 20s so it's ######### up
Yeah. That's my issue with it, too. Would be nice to get that breakdown. Honestly though, blood lodge for me isn't thast bad when I play killer. There are definitely much worse.
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@Leonardo1ita said:
https://forum.deadbydaylight.com/en/discussion/comment/667972#Comment_667972
https://forum.deadbydaylight.com/en/discussion/comment/667928#Comment_667928
https://us.v-cdn.net/6030815/uploads/207/4C8NCDDGX3BL.jpg
This is it , sent directly by @Peanits in this post : https://forum.deadbydaylight.com/en/discussion/comment/519712
So this is the 8th strongest map in the game. This spread all through the ranks. Making a statistic of only rank ones could be difficult
Thanks, I never saw this specific infographic previously. Interesting, though: it seems that blood lodge is the least of our worries compared to other maps and 40-50% survival rate isn't a bad kill ratio, imo. Top of the list needs looking at first, for definite.
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@Leonardo1ita said:
https://forum.deadbydaylight.com/en/discussion/comment/665511#Comment_665511
Fine? Well, your statement doesn't stick to the facts, which state in percentages that the win rate for survivors on blood lodge is really high
Much as I wouldn't be shocked for this to be true, but do you actually have any sources for these 'facts?'
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Where have they said this? It was implied the first day was just to test the dedicated servers and the new DLC would be tested for the remainder of the PTB.
Although if this were true, it would be nice. A one day PTB is VERY short, though.
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It's a huge buff to camping; for that alone I hope it's a bug that gets fixed ASAP (lol a bug getting fixed quickly in DBD...)
Just remove autoaim to no longer cuck us when we should hit survivors, please :(
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@Mew said:
Wait, does this change mean that Borrowed Time wont work if the survivor are asleep?
The person on the hook is always awake, so it should still work.
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New players are very clearly still scared of the game. i have a friend with hundreds of hours that is still scared, too.
But seriously, it's time-based. More time doing something desensitises you.
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Ifg you think the hitboxes are an issue you should see the huntress hatchets on dedicated server...
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/482663#Comment_482663
Closest server to Australia seems to be Singapore based on the last locations list they released. I wasn't around if/when they tested it, what was the latency from Australia to Singapore like?
it was somewhjere between 350 and 400. will have to test what it's like now.
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@Sospos said:
https://forum.deadbydaylight.com/en/discussion/comment/662948#Comment_662948
So pointless? Honestly I'd give it a timer that has to pass from the last hook on that survivor to activate the ability to kill them (45-60s)
I'd say good idea except it means if DS would have gone off then it would be usable which i think an issue personally.
That is, I mean it would promote tunneling.
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@prayer_survivor said:
Ebony mori is so powerful that needs the same love devs gave to MoM: After a survivor gain 3 protection hits you can kill him :D
Not gonna lie, that would actually be a really good counter to SWF and a buff to solo survivor at the same time lmao
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Issue with running sloppy on legion is that good survivors won't heal mcuh vs legion because they KNOW the killer will be back to M2 them and they'll have had little to no progress on a gen. Low ranks it works a treat, though.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/632305#Comment_632305
It only became playable this patch, since Dark Devotion and Infectious Fright were both buffed in critical ways.
Dark Devotion now has no cooldown and lasts for up to 30 seconds.
Infectious Fright no longer requires the downs to be via basic attacks. And thus someone being downed by Deep Wounds will proc it.
honestly infectious fright being any down at all was actually a big mistake, imo. And it was really sneaky the way they added it in as part of an addendum, too.
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Yes, and resilience as well as spine chill.
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They can still wiggle; the bar just doesn't move for 3 seconds
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@Rydog said:
https://forum.deadbydaylight.com/en/discussion/comment/662309#Comment_662309
Pretend I am a new player and don't know anything about the ranking system, and explain it to me. You have to do it in a reasonably sized paragraph (100 words or less) per role, and you are not allowed to link me to any external explanation or use an image attachment, and no incomplete sentences just to save words.
This is rhetorical because I don't think it's actually possible. That's why it needs to be simplified. The emblem screen is confusing for new players, it doesn't explain how anything is tabulated except in the broadest possible sense, and there are all kinds of weird rules to it. I've got hundreds of hours in this game, and I still think this system is needlessly obtuse.
EDIT: Also, to be clear, if you decide to do this, it has to be something I won't easily forget or have to refer back to, and it must eliminate the possibility of me ever having a single follow-up question due to weird exceptions or edge cases.
Uhm the ranking system is purely based on doing each action possible in the game. That is, the more you do anything, the more ranking you get for each emblem. It's incredibly basic, and a big issue since it means that rank is based on playtime rather than skill.
That said, recently it was improved so that you get some objective/lightbringer points by being chased while gens are being done but even that seems buggy so you don't gain as many points as you'd think based on the work done.
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I'd like some sort of overhaul, but then I'd also like the bug that's had me stuck getting my rank reset with an inability to rank up for months now, fixed beforehand. Being rank 18 when red rank makes the game stale af.
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@Marcus said:
https://forum.deadbydaylight.com/en/discussion/comment/657298#Comment_657298
I still disagree, I don't like killers being hard countered by a single item. She would be like Hag, with a good power, but probably unplayable against teams with flashlights. She is a 110% speed killer with a cooldown, her power shouldn't be in the hands of the survivors in any way possible.
Survivors also shouldn't need to run specific perks just to be able to counter two of the killers, but that's where we're at. I agree with your point, but it really does go both ways with this issue.
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Erm he's playing omega blink nurse, yet he only pressured about one gen's space in the first minute. The person in the basement is doing nothing useful, for example.
That said, this is a symptom of that god awful Azarov map; survivor or killer, I hate getting it because the first few gens matter most when it comes to pressure.
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Only time I can say this saltiness is at all justifiable (though the toxicity not) is when Prayer Beads come into play. That said, I'll use them for interesting builds like Gen protection (tinkerer and discordance are amazing with prayer beads, ngl)
But honestly when the sounds are working, if you have good game sense, (when it comes to FPS games I mean) she is a pretty easy killer to play.
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If a killer rage quits, you keep the item you held.
If you're talking about noping out after the offerings are seen, that will be dealt with when dedicated servers come live...which I suppose will be in 3.2.0; I'd be surprised if that wasn't the case.
Survivors DC a ton too, for varying reasons. Some can be as justifiable as a killer dodging a game before it begins, and some not so much (I'm looking at you, teabaggers who rage quit when downed after taunting the killer 15 seconds into the match)
If they leave during the loading screen you're supposed to keep your things, although I know that can bug out at times. As for RQing after the game starts, that's incredibly rare nowadays and is usually used as an abuse to get rid of SWF items and offerings. But again, that will be dealt with when dedicated servers go live.
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People saying they never hinted at it being this week:
Devs for online games normally only announce these kinds of things in as much detail as we've received within a few days of the release onto a PTR/PTB.
It's sad it's not going to be on the PTB yet, since that means a longer wait until it's live...I only hope this means we'll get more balance changes than we've already heard are coming this patch, and that's a factor in the timing. I feel like there's always so few changes in each major patch, both chapter and mid that it's a struggle to feel like the game is keeping fresh (especially when I have a bug that doesn't let me rank up which has been known for like...5 months making games much more frustrating and boring much of the time)
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It was briefly decent, and then it messed itself up and seems to give me a really mixed bag,e ven when all players in the game are solo. I understand SWF messing with it, but we were told that was to go with average rank from a previous patch, and while it DID seem to briefly, it has since seemingly been reverted and I see red rank survivors in a solo environment put up against rank 20s. Literally.
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I don't believe Killer Instinct is any longer based on TR since the rework; at least it seems otherwise, anyway.
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???? This makes no sense. The way to counter lobby dodge is not to show items, but then that means that youre guessing when using something like Franklin's. Another way could be to let the survivors also dodge Moris in the way a killer can dodge 4 toolboxes/medkits with a SWF.
Also the killer actually needs to use add-ons to win; survivors don't.
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@TrueKn1ghtmar3 said:
https://forum.deadbydaylight.com/en/discussion/comment/644641#Comment_644641
Only 3 decent? Does that mean you consider the other 3 useless?
I consider them very meh, but not completely useless. All of them are interesting to me though.
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@I_am_Negan said:
Bond is cool I think empathy is a little better
Bond works all the time, empathy only when survivors are hurt. So at higher levels empathy would typically work better, but in a meta where healing is a thing, i'd argue bond is better...but the new perk would be way better since a main reason i use bond outside of knowing someone isn't doing anything while nearby and so may as well heal me, is to make sure I don't mess with gen work. Good solo queue perk for once, yet doesn't bring anything to SWF :D
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3 decent killer perks, one to rival PGTW, to boot, 3 decent survivor perks, and 9 interesting perks overall. Nice bait.
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@Spookemuptwitch said:
"we will never make a non human killer"
*gets that netflix money*
"okay maybe one little demi-gorgon"
*NEED FOR ALIEN INTENSIFIES"
They always said 'humanoid'...the demogorgon is humanoid.