ThatOneDemoPlayer
ThatOneDemoPlayer
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@Marc_123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2699128#Comment_2699128
The Entity likes that.
A camped and tunneled, salty Survivor contains a lot of emotion, which in turn means a lot of food for The Entity
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@Mandy said:
This has been asked and answered in the Developer QA and the answer is simply that there are no plans to implement this I'm afraid. I don't have any more information than that.
Is there any reason as to why there are no plans to implement it?
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@k0reant3a said:
https://forum.deadbydaylight.com/en/discussion/comment/2699078#Comment_2699078
They are a good idea it gives survivors another objective but deffo needs nerfing
Problem is that it isn't a Survivor objective, it's a Killer one
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I don't mind camping nor tunneling no matter the circumstances
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Eyrie Of Crows just for Mommy Artist
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But they are playing the game correctly, they are killing the Survivors
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Bubba isn't and will never be even close to being P2W if Nurse remains free. Bubba is probably the best camper, but he'll probably get 1-2 Kills max
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You could buff SoloQ to SWF level, then buff Killer accordingly. No need to punish people who want to play with friends
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Queues take 10 mins or more if I'm trying to play with friends, otherwise they're instant
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Boons. These things were such a bad idea. A safe place for every Survivor but it only requires one player to bring it while having no counterplay
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@danielmaster87 said:
I still keep seeing people say that Nemesis should be completely changed and that he's not really Nemesis. That he's a nerfed version and isn't accurate and isn't threatening and blah blah blah. But that's how licensed killers have been all along, haven't they?
Michael Myers and Ghost Face's power is just to stare at you, and then you go down instantly. Is that accurate to how they work in the movies? I don't think so.
Pig puts on a head trap that you easily get off every time, and has a slow dash attack and has very loud sound cues when she does that or even just comes out of crouch.
Pinhead just has chains and then a box, which is shown to survivors and not him, that can be easily solved that gets rid of his power.
Nemesis has his tentacle which he can whip with, and a few zombies, with a convenient T-virus cure for the survivors to use.
Of course these aren't the best representations of these characters, because these aren't the originals! Their source material is where they're in their prime. If we made every killer accurate to their lore, they'd be on a way more complex level than every other killer in the game.
Of course they don't feel as strong as they should, because this is DBD, in which survivor is the power role! The game isn't based around the killer being scary, it's about survivors doing gens and escaping. Nemesis can't be 125% speed and deafen and break through walls and all that, because this is DBD, not RE3 Remake!
Sure, we could have a stronger or more complex version of Nemesis, but the comparisons to the source material and the demands for this killer have been unlike any other. There are people saying he needs his rocket launcher, and that it needs to be able to instadown survivors from cross-map, I kid you not. There's making reasonable suggestions and criticism, and then there's being ridiculous, which is the bulk of what I've seen from Nemesis "fixes".
Myers is definitely accurate.
Ghostface is 90% an original character. He only has the Ghostface mask.
Pig was accurate with Tampered Timer and Crate Of Gears but now that they got nerfed, she's not really accurate anymore.
Pinhead is accurate based on my limited knowledge of the Hellraiser franchise.
Nemesis was barely an attempt at accuracy, he was just there to be a beginner friendly Killer for the new players coming in, which isn't bad, just boring
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@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/comment/2699009#Comment_2699009
6 Blinks with 115% movement speed and she'll be A tier at best, that is pretty fair imo
Barely A tier? She'd need more buffs then. How about, each successful Blink attack is an instadown?
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They should give her 5 Blinks, that'd be pretty fair imo
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I encounter Hillbilly more often than Pinhead
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@FlameGNG said:
"aimassist" remove aim assist on pc its so annoying to have ur mega aimbot spin around when someone dead hards xd... i mean aimassist is off and it should only be for controller... but sometimes when you lunge it tracks the deadhard perfectly and it always catches me off guard when you suddenly do a random 180.
It shouldn't even exist in the first place
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@MrCalac123 said:
The validation update to Dead Hard has made it so that if a Survivor Dead Hard's a Tentacle Strike on the other side of a pallet and the Strike is validated, the Survivor will not be injured/infected AND the pallet will not break, costing Nemesis a lot of time in a chase.
The second issue is it seems that with the recent perk added to the game called Overcome, which is supposed to activate upon injury only, is activated upon being infected with Tentacle Strike even though they are still healthy.
Please fix these issues immediately, they are large nerfs to Nemesis that cannot be intentional.
Are you sure they weren't intentional? Nemesis is quite powerful and a wee bit op
/s
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@KajdanKi said:
no
Why
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@Faulds said:
Isn't 32 meters too big of a radius for the activation of make your choice? Devour Hope has a radius of activation of 24 meters. Why not align make your choice on it?
Devour Hope has a smaller Radius due to it requiring 3 Stacks to gain the insta down and is a Hex Perk, while Make Your Choice isn't a Hex Perk and has a more reliable insta down
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@FeelsBadMan said:
Anyone in here cooking some food rn but is missing some good 'ol salt? Fear no more, here is a whole salt mine for you:
https://media.discordapp.net/attachments/432347543003725834/920412171060518952/1.png
Thanks, my fries were too sweet, now they're perfect
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@Bennett_They1Them said:
https://forum.deadbydaylight.com/en/discussion/comment/2697385#Comment_2697385
yeah, perk two would be basically used exclusively with DS. Maybe it could be amped up by giving endurance for a few seconds after escaping the killer's grasp. maybe the wiggle buff could be increased by saving survivors from the hook?
Endurance wouldn't be that useful unless it lasts like a long while since wiggling out is pretty good distance. Wiggle buff increasing with safe unhooks would be fine if it had a maximum amount of % increase
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@Bennett_They1Them said:
- a killer perk that turns any gen speed increases into gen speed reductions. (would cause regression when using a brand new part.
- a survivor perk that causes you to not leave scratchmarks or blood after escaping the killer grasp. Maybe also a slightly faster wiggle.
Perk 1 seems really funny and pretty meta too
Perk 2 seems meh
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@Marigoria said:
Lightborn is free, just level up billy.
This ^
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I'd be fine with it if it deactivated when opening Exit Gates and when EGC started to not grant full immunity during the end game
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Overcharge or Jolt
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2697182#Comment_2697182
It’s not a free escape. A survivor is hitting a difficult skill check as a trade off from denying the killer a hook.
Just because the skill check is "hard" doesn't mean that it should grant immunity during the EGC
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2697147#Comment_2697147
Just because the gate is open doesn't mean it isn't tunneling anymore. You're free to tunnel, but there also should be consequences.
There should also be consequences to DS. It being a free escape isn't balanced
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@Marigoria said:
Leatherface is fine how he is.
DS on the other hand, I think it should activate after both hook stages, so it can actually counter tunneling.
Only if it either deactivated during EGC or when opening an Exit Gate, I'd feel like that would be fair
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@gammatsunami said:
It never tricks killers anymore since we all expect it.
I have seen people use it, just to use it. The amount of times someone has deadharded into a wall, or some something else stupid with it just makes me laugh. Sometimes itll extend a chase, but its so universally used now it adds at most 3 seconds to a chase.
The point of Dead Hard is to grant each Survivor that runs it a free 3rd health state in demand
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@LittleSagey said:
i never understood why killers care about kills in the first place, who cares if all 4 escape, i like the chases and mindgames and scares, who cares about kills
Not everyone likes to throw every game
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@RyanTheNarrator said:
No one escapes death: The hex totem's aura will be revealed to survivors when they are within 28 metre range after the exit gates were powered.
The Cannibal - Bubba's Chainsaw sweep: Adds a little strafting recoil effect at each chainsaw slash when using it.
The Wraith - Wailing bell: Movement speed while uncloaking was reduced from 1.6m/s to 1.5m/s and the speed boost after uncloaking is reduced from 6.9m/s to 6.6 m/s.
The Shape - Evil Within: Increased the amount of stalk points required for the evil capacity to reach to the next tier.
The Spirit - Yamaoka's Haunting: Takes 1.5 seconds to reappear after phase-walking.
The Blight - Blighted corruption:
The Trickster - Showstopper: increased maximum Laceration from 6 Blade Hits to 7 Blade Hits.
The Artist - Birds of torment: Increases Dire Crows recharge time from 1 dire crows is 6 seconds, and 5 dire crows is 20 seconds.
Corrupted intervention: Reduced generator block duration from 80/100/120 seconds to 60/80/100 seconds.
Hex: Pentimento: Reduced Repair, Healing, Recovery and Gate opening speeds was reduced from 20/25/30% to 15/20/25%.
Or you could git gud and not try to nerf stuff that doesn't need nerfs
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Keys should allow you to see Survivor Auras as base-kit, Broken Key included
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2696848#Comment_2696848
You don't have to at lower MMR. You do at higher MMR. You can choose how you play and MMR will adjust to it.
If you are really good at mind-gaming and managing time, you can play pretty high level games, even without Nurse and Blight. But it does take a lot of skill.
Mindgaming doesn't work when Survivors just hold W, which is always the smart thing to do if they're playing together, which most Survivors do at higher MMR. I also can't choose where I want to be. No matter what, I'm forced to play at "high" MMR just because my Demogorgon is somewhat high, since Killers have a shared MMR stat
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2696829#Comment_2696829
I think there's a slight difference. Against certain Killers, holding "w" is the only tactic, because of Killers that completely counter looping, such as The Artist. You have no choice but hold "w" against her. Pyramid Head and Nemesis are 2 other Killers that it's usually better to hold "w" against. (There are lazy survivors just like their are lazy killers, of course.)
Killers have other choices luckily. There's just a lot of Killers that refuse to learn the more advanced tactics. Let's face it, mind-gaming is an extremely difficult skill to master.
That's not entirely true. You will have to tunnel and camp to secure kills if you're playing anything other than Nurse and maybe Blight
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@ThanksForDaily said:
https://forum.deadbydaylight.com/en/discussion/comment/2696704#Comment_2696704
-Trust- online friends. 😂
Couldn't you keep this post as wholesome as possible? Why ruin it
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2695531#Comment_2695531
It's definitely lazy. You aren't learning to play the game properly and are relying on tactics you learned when you first started playing killer. Face-Camping and Proxy-Tunnel is something every killer learns before they even learn to use their power properly.
True, and lazy Killers do use them, but they don't use those tactics properly and just lose the game. It's like Survivors shifting from looping to ShiftW, both sides are becoming more "lazy" by using tactics that are as efficient as possible
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He's fine
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@Aven_Fallen said:
As someone who plays a ton of Nemesis, I dont think he needs Buffs. The only things I would change:
- Increase the base Infection Rate for hitting Zombies/Survivors and nerf the Add Ons to compensate for it.
- Maybe dont give a Speedboost when getting infected by a Zombie. Only talking about Zombie Infection here, simply because if the Nemesis-player does not use the tentacly on purpose to not give the Survivor a Speedboost, they should not get it by walking into a Zombie.
- Improve Zombie-AI. Maybe not in a case that they are better at tracking, but maybe it is possible to change their AI in a way that they see Objects like Trees, Rocks and stuff like that and turn around to avoid getting stuck there.
https://forum.deadbydaylight.com/en/discussion/299933/nemesis-proposed-changes-to-buff-him
The infection is alright. It is just not the best idea to infect people and then leave them, because you dont injure them (and it should not be a 2-hit. The Devs tried it and decided against it). Getting injured over time is not really good when you think about the fact that there are only 4 vaccines on the Map (which can even be lowered when using Add Ons). So at some point, an infected Survivor is basically not able to heal anymore, because they get injured over time anyway. And then it is questionable why even heal in the first place? This is bad for the Survivor because they get less BPs because of less Altruism and they are constantly injured. And also bad for the Killer, since healing is one thing to keep them off Gens.
Third Zombie is also not a good idea. The Zombies are pretty boring and they only exist because it is a Resident Evil-Chapter. If it would not be under this license, Nemesis would not have Zombies. And they are already annoying to face as Survivor, simply because they interrupt so many times. As Killer you might feel like the first thing they do is hugging a rock for the next minute (and they do this often enough), but getting tracked from a Zombie which is miles away to leave the Gen is also annoying.
AND a third Zombie might cause problems to performance, which is one of the reason why there are only two Zombies.
https://forum.deadbydaylight.com/en/discussion/comment/2695055#Comment_2695055
This is a bad idea. The Devs removed the big Slowdown from Freddy and they are not really into Killer Powers which provide Slowdown, so it is unlikely that they will ever to something like that again.
And even if you dont slow down the time to do Objectives by that much, it would still be free Slowdown. And Nemesis already gets two Zombies for free. But free Slowdown would also mean that they might look at some Slowdown-Perks like PGTW, Ruin or other Perks. Because those + Nemesis Base Slowdown might become too much.
So I would rather not have them tinker with Base Slowdown on any Killer.
I wasn't proposing pure slowdown, I worded it poorly. Giving him base kit slowdown combined with Zombies wouldn't be a good idea. That'd only work if they removed his Zombies, which personally I'm all for if they were to give him a more unique Power
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This guy didn't call Clown players animals yet, so he isn't as bad
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@KateMain86 said:
https://forum.deadbydaylight.com/en/discussion/comment/2695837#Comment_2695837
Yes, if change towards camping and tunneling doesn't come in time. If you read my post about that, you would know that and wouldn't have ignorantly said this as if I said I was quitting right after saying that. Now if you don't mind you would do well to stay on topic and stop trying to derail this one.
It's not that I'm being ignorant, I'm just too lazy to bother reading what somebody who only plays on easy mode types when it comes game balance
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2695613#Comment_2695613
I know it may axolotl you, but please don't explode!
Body is 1 character too short.
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@jesterkind said:
Not a terrible idea- I'd be down for them just making chests quicker to open, too. They really should have a more useful primary effect now that hatch escapes are much more rare, even if it's just making their aura-reading ability a little more potent.
The Keys should grant you Aura reading on Survivors without Add-ons
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@jesterkind said:
I'd be up for them disabling the aim dressing as a trial, like the bloodlust disable they did a little while ago- it does feel like it's not doing anything positive, but we'd have to test that theory by actually turning it off temporarily to be sure.
As long as it doesn't eat up my lunges anymore, I'd be fine with it. It feels so frustrating to get a chase extended because the game decided you're not going to have fun in that one chase
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@Tr1nity said:
Ok-
Small Game - C3Tooth
Spirit - TheGannMan
We're Gonna Live Forever - GoodBoyKaru
Lightborne - Pizzasauce
Dead by Daylight - Bm33
Inner Strength - CashelP14
Vigil - Mooks
Sluzzy - Laurie Strode
Demogorgon - ThatOneDemoPlayer
Stridor - Oxygen
Mandytalk - Mandytalk
Rizzo90 - Rizzo90
KhainGB - KhainGB
Pig - ChurchofPig
Autodidact - ReverseVelocity
I definitely missed some but here's my list of who I assume someone is based of their profile picture
I like how Sluzzy is the pfp while Laurie Strode is the username
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It would be better if Mr. X were his own Killer. Wouldn't really fit having a tentacle coming out of his arm
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@KateMain86 said:
Before they do anything new with killer moris they should first allow survivors to kill the killer as well. The fact this isn't already a thing in the game is a bit ridiculous. If the killer can win the match by killing all of us then we should be able to escape for killing the killer. Its also usually how horror stories end anyway where the survivors end up killing the bad guy except if it was a thing in DBD then conditions would need to be met of course before this could happen. I've always been of the opinion that moris are just a toxic thing killers can use to further troll and harass survivors and would prefer they weren't in the game to begin with. I know why it makes sense they are there but to me it just seems like a very bully thing to do. Since they are in the game, make it fair for both sides. Allow survivors to kill the killer. That would make the game a lot more interesting for me.
Weren't you going to leave the game behind?
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They never listen? Remember the Mori nerf, Hatch and Key nerf? DS and OoO nerf? They listen, not that often but they do
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Based on the title, I though Hunter_Main was back, but I can't tell if this is worse
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Useless? Nah
Terrible game mechanic? Oh yeah
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Welcome to The Fog, always nice to see some new faces and I'm glad you're enjoying the game.
@merc360 said:
Hi, New player here and a few random thoughts. I’m enjoying the game and found it far more addictive than I thought it would be.
I’ll be the first to admit I was very wrong about this game and I’m little late to game so to speak. Granted I’m here mostly because of the licensed killers. So a big Thank you to the Devs for putting Pinhead in a game! Much pleasure and pain has been had.
But as for Freddy, why didn’t he have a truly ‘nightmare’ inducing power like an ability to create illusionary Freddy clones that just run towards survivors from a random direction? The power can’t hurt the survivors but scare them off objectives /fake them out etc. The pallet one is just…so… meh.
On that note this game really needs the classic archetype of “The Shapeshifter.” The obvious power being the killer can turn into the last survivor it hits. It really doesn’t have to be a license of Carpenter’s “the Thing.” The Dev team could make a truly horrific creature. I imagine the killer would look the Zygote from Oats Studios (youtube it). I would love to see something along the lines of an infiltration killer, one that can get up-close and set in uncertainty to survivors before transforming and starting the chase.
And can someone explain the actual difference in survivors or is it really just their starting perks? They don’t have any individual pros/cons from one another. Like talents or anything that makes them unique besides cosmetics right?
Thanks, & see you in the trials.
Freddy originally had a more unique Power, where he had to force people to enter his Dream World, though that version seemed underpowered and he got a rework to where he currently is.
A shape shifting Killer would be very fun, though as @Lochnload_exe mentioned, it would be very weak against teams of 4 coordinated Survivors
