TheDuhJ
TheDuhJ
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Injured survivors also are louder and leave trails of blood so they are easier to track (usually). I get it doesn't make sense that survivors are stronger injured, but it doesn't make sense that terrifying killers can't kill someone until they slap them on the back 8 times per match. This game is full of stupid ######### that makes no sense. I would like a buff to killers in a way that effects the injured state that makes more sense. I would like to see that in a nerf to dead hard though, not some crazy new mechanic. Like dead hard is a perk that allows you to survive an insta-down once per game as opposed to becoming this silly wait to slap mind game that has to occur at every loop. A second chance perk that works as an exhaustion perk?? No thanks.
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@ChampagnePapi said:
I think circle of healing is quite strong because the fact that survivors can just heal fast kinda makes it harder for me to get a kill. What do you guys think ?
It would be more balanced if the survivor couldn't move the totem once it is set. They could only replace it if the killer snuffs it
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Since there is a killer that ignores all the basic functions of the game, it makes data collection nearly meaningless. This doesn't mean nurse doesnt have a counter, but because there is so much she can ignore it makes balancing really impossible.
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@SandwichGamer107 said:
As the title says, I think Trickster seems stupid to me. Fighting him feels like old Legion, where you just can't counter him in a loop. Sure his Map Pressure is lack some but that doesn't make the chase with him okay.
The problem with Trickster is that everything a survivor does can get punished by 2 or even 3 knives because survivors get stuck in animations. Vaulting a window/pallet or throwing down a pallet? Boom knives in your back. Just by being in his line of sight makes it so that you can't do anything since hitting 6 knives isn't that difficult when you throw them like a machine gun. So having walls is very important to counter a killer like that. But not every loop has walls. And even if they have walls, the Trickster can just chase the survivor around the loop until they are close and just spam knives. The survivor can't do anything about that because vaulting a window/pallet just makes it so that you get hit with more knives. Sure that may be slow since you initiate to chase the survivor around the loop until you are behind them, but if you do so, the survivor can't do anything about that. And that was old Legion's problem too. Downing survivors could take some time, but it's was guranteed since no counterplay was available at that time. Same here.
They have already fixed Spirit and Deathslinger for their lack of counterplay in chase, so when is Trickster's turn? I would recommend to increase his Map Pressure and reduce his effectiveness in chase by making the knives be stuck on the survivors until they manually remove the knives themselves like mending but increase the requirement of necessary knives to damage a survivor by 8 again. That's just one idea tho. More needs to be done to fix Trickster.
So what do you guys think? Am I missing something or is Trickster really as stupid as he seems?
Tall walls, if you keep your eye on him, he has to win like 10 mind games to down you. He a 110% Killer. He can camp pretty good, but try playing him on Haddonfield absolute nightmare.
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It's one of the smallest maps in the game if you don't count the 10 feed of deadzone at the boarders. It takes a little time, but break the walls at the start of the match if you don't find someone right away and if you still can't get people at the saloon then its a you problem
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He should transform into a zombie dog thing... and then eat people. That would be balanced.
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Survivors who T-Bag at exit gates are the kind of people this dude is talking about. They go down fast in chase, but when the one good survivor gets downed in endgame, they don't go for the save, but wait for you to show up at exit gate so they can T-Bag with literally 0 threat to their survival. Except Blood warden can create those glorious instances where they get their just deserts.
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Just give killers emotes and we will call it even?
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@MrCalac123 said:
Pallets have hit validation so if you got hit, you got hit.
I've had more instances of hitting a survivor , they scream, I get pallet stunned and they incur no injuries.
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@Mushwin said:
https://forum.deadbydaylight.com/en/discussion/comment/2600832#Comment_2600832
I am only going on what I have read on the sweet ^^s
I'm not going to lie, but this is actually way harder to describe than I thought it would be. I guess if you could have a chocolate that didn't taste like chocoloate, but had teh consistency. But it doesn't melt in your mouth like chocolate. Maybe like a candied praline? Imagine eating a jelly bean, but instead of jelly inside, its just more of the outside crust of teh jellybean and it taste like honey. Candy corn
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@Mushwin said:
https://forum.deadbydaylight.com/en/discussion/comment/2600812#Comment_2600812
I get told it's like oil? Like an oiled like sickly sweetness?
Don't eat too much of anything. How to explain this... it varies because some cheaper ones are fragile and waxy, but the better ones are a bit softer and have a texture similar to a firm but chewy texture. The flavor is sweet. I don't think oily is a great reflection to describe this candy at all.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2600344#Comment_2600344
Hypothetically if Zanshin Tactics helps a killer shorten their chases then it does put gen pressure on the survivors (since downing survivors is the best gen pressure of all.) The problem with Zanshin Tactics is it’s not obvious how much if at all it shortens your chases. (Taking out breakable walls can weaken those loops and shorten those chases, but how often would Zanshin clue you in to a wall you didn’t already know was there? )
So the one thing I have gotten value out of Zenshin tactics before is if I'm chasing a survivor that is running towards a strong area, I can size up the situation and determine whether I want to try to get a pallet down, commit, or not even bother because when they do throw down the pallet I can break they just have another crazy strong tile to run to.
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@dugman said:
Windows of Opportunity honestly seems pretty great now for survivors. Knowing precisely where you can run when a chase starts is huge!
Ironically Zanshin Tactics doesn’t seem to be as popular for killers even though it’s basically the same ability. I think it’s because the survivor is the one leading the chase and the killer is responding to what the survivor does, so the killer knowing a vault or pallet is coming up isn’t quite as useful to them as the survivor knowing where the closest vault or pallet is can be to them. (Although it is interesting that Zanshin Tactics shows the killer where the breakable walls are, which might be useful to know to weaken loops ahead of time… I might have to give this a go sometime…)
I've run Zenshin on Trapper and hag before just to find pallets to trap. any killer who can beat a survivor to a loop and cut them off may benefit from it... wraith maybe?
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@El_Gingero said:
Nah. We need at least 3 or 4 actually strong killers. Spirit was fine anyway aside from being annoying due constant guesswork. Now you know where she's coming from and can act accordingly, speed or no speed, there's countrrplay and you can vault that window or drop that pallet in the right side.
Nerfing Spirit further doesn't make any sense tbh. Survivors are already getting B tier killers like Wraith and Deathslinger nerfed. If it keeps going this way, soon you'll have nothing left to even fight against. The game ain't going to be fun for most if they’re just steamrolling through every match.
Yea, especially since data collected by BHVR is full of holes and errors and a control group. I mean Nurse is S tier but has the lowest kill rate in DBD. So they nerf freddy. kk
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@Shaped said:
https://forum.deadbydaylight.com/en/discussion/comment/2600144#Comment_2600144
Lol ok then. If you have to choose one, go with dh.
Thanks!
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@Shaped said:
Both.
🤬🤬🤬🤬🤬🤬🤬🤬🤬🤬🤬🤬🤬🤬🤬🤬🤬🤬🤬🤬🤬🤬🤬🤬🤬🤬🤬🤬🤬🤬🤬🤬🤬🤬🤬
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@[Deleted User] said:
https://us.v-cdn.net/6030815/uploads/39WSZGN7O8V8/screenshot-20211018-154126-469.png
They know exactly what they're doing. Shameless
I say way to go BHVR, don't take ######### from steam if they gonna create unnecessary drama. All the fans bitching about NFT's should take a raincheck and do some research on climate change and how at risk we really are. If you want to get climate change, push sanctions on China.
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I don't understand why everyone is so butthurt over NFT's in the first place. Its way worse for society to smoke weed all day and play DBD than mining whatever NFT's people pretend put a new hole in the Ozone layer (which recently had its biggest hole in history close like 3 weeks ago)
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@XANA7274 said:
I would like to ask why NOED get so much salty hate from survivors. Survivors have a huge arsenal of 2nd-Chance perks...
Borrowed Time
Dead Hard
Unbreakable
Deliverance
Decisive Strike
Adrenaline
SWF/Comms
Now it's one killer against 4 survivors, facing against potentially 16 2nd-Chance perks. Mind you the killer is also now playing the match with only 3 perks (since NOED isn't activated). PLUS the totems can be broken and cleansed before the last gen so you still may not even get to use it. Let's face it, Totem spawn locations are trash as it is anyway.
But you get ONE down from NOED, not even necessarily a kill, and suddenly you're getting t-bagged at the gates and the end-game chat is full of salty survivors saying how trash the killer is, how broken NOED is, telling the killer to uninstall, go kill them self, etc. So why do the survivors have such contempt against one perk that has a 50/50 chance of actually being useful?
SWF isn't a second chance perk, but I get your point. TBH, I think NOED is whatever cause I don't sweat and get angry over this game. But I think NOED and ruin need to switch places. I think Ruin should be a base game perk and NOED should be the teachable. Cause the reason I think you see NOED so much is because people just don't have better perks. So ya
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@Shaped said:
https://forum.deadbydaylight.com/en/discussion/comment/2600096#Comment_2600096
I didn't use them in a while so I didn't knew about the bug, sorry.
Nah I'm not teasing. Just thought it was funny. Also my last 2 games had a franklins lel
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@vacaman said:
https://forum.deadbydaylight.com/en/discussion/comment/2599870#Comment_2599870
I've read it all, stop insulting my intelligence. Tell me then, what are the buffs that you are proposing to counter those nerfs? Because making addons to make his nerfed kit slightly less bad is not a buff. It's like when they nerfed Billy, they made addons that made his nerf a little bit more beareable.
All of the add-ons that got changed were his most pointless add-ons and now they do new things, including removing the nerf. KK gg
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@Shaped said:
Same but just for that 1 extra heal which helps a lot sometimes.
I dont usually bring items tho. I don't find them neccessary at all.
Except they dont heal all the way anymore... which is the essence of the joke cuz its a bug. I'm guessing most people didnt get it?
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@str4wberryp said:
Hello! So, dead hard was recently buffed but imo it's still lacking when compared to better exhaustion perks such as (literally every other one, even smash hit) sprint burst, lithe, balanced landing, etc...
These perks can give you significant distance, while dead hard... well, it gives you an extra 15 inches of distance at best (if you're not exhausted on the ground, that is). While very good players will use Dead Hard to read the killer and avoid hits, this isn't the reality for the vast majority of players who basically dead hard into walls or just don't use it at all.
The recent validation buff was really good, as it removes the "exhausted on ground" problem, but the perk is still very weak when compared to the best exhaustion perks. You can use any of these perks at will, but with dead hard you basically have to keep yourself injured to be able to move 15 inches each 60 seconds. This alone makes this perk useless against a lot of killers, as they'll just instadown you before you can do anything (Myers, Ghostface, Oni, Bubba, Hillbilly... even some perks such as Starstruck...).
So my suggestion is to buff Dead Hard by:
1 - Make it so you can use it at any time even when healthy
Every other exhaustion perk can be used when you're healthy. Every other but... dead hard. Making it less punishing would make it way more fun to play as a survivor. If you play survivor, you probably also think it's annoying to be injured all the time.
2 - Rework the perk by adding more functions
I think this would be the best solution. Although I don't like the fact that you have to be injured to use dead hard, I can understand how killers wouldn't like the changes above. To circumvent this problem, I suggest that dead hard automatically gives you fast vaults if you're aligned with an window. This would make for some interesting plays, but I would add one more thing: the ability to bypass some low obstacles (like the haddonfield fence). It's well known that this game is imbalanced because of killers like nurse (can literally ignore every rule in the game), spirit (teleportation), oni (demon dash), etc, but I believe this rework would add more counterplay against those S tier killers. It would only work on window vaults and low obstacles, and there would be a vaulting animation when vaulting these obstacles.
3 - Just make another perk instead
This would be the worst of the alternatives. I really like dead hard, but it's just not fun to use right now.
No dead hard is very good in its current state and needs no more. FFS are you trying to make the survivor que times take 3 hours because nobody wants to play killer anymore?
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@Pulsar said:
After many years, I'm finally on-board with a change to NOED. I don't think it's a healthy perk for the game.
I've been seeing more and more Killers use Corrupt, Ruin, Undying and NOED (or some variation of that) and they are not bad Killers. They are good players and are getting 6-7 hooks and a Kill by the time the gens are done. NOED in the hands of a semi-decent Killer is more than the last ditch effort perk it was supposed to be, it's a guaranteed value 2K minimum perk. Before people get too upset, I don't want it nerfed. It can stay at the same power level, it's just how it is now is not good for the game.
Most Survivor players (especially Solo Q) do not have the time to look and scour the maps for totems. Maps like The Game, Hawkins or Midwich are especially good for hiding totems and it only take one singular dull totem to activate NOED.
Again, I don't necessarily want it to be nerfed and I do not think it is overpowered, but I do want it to be changed as I believe it is unhealthy. Perhaps to a reverse Corrupt Intervention, "After 3 gens have been completed, the Entity blocks 3 of the 5 remaining gens in the Trial for 60 seconds." I dunno, just an idea I had, didn't put much thought into it.
What are your thoughts?
I honestly kind of like your idea of a reverse corrupt, when the final gen is done tbh. But I think it should last as long as corrupt and it should still give instadown. But it should not be a hex obviously.
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@landromat said:
https://forum.deadbydaylight.com/en/discussion/comment/2599902#Comment_2599902
yes. i'm a no mither gamer every time i get iri 1
What a bro
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@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/2599902#Comment_2599902
Yes
Also, feature
Thanks for the info gang
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I'm just scared of pumpkins now. Every time I see one and I'm playing a 110% killer, I'm just like nah, because 9/10 times i got 10 bp and 5 seconds of burgerking myers
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@landromat said:
You can't lose grades. If you have no pips in your current grade you have nothing to lose
Is that true at rank 1 too?
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I agree with op, this is the funnest gameplay ever. I love getting blood squirt in my face when a survivor gets away with new dead hard validation
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@theworstkiller said:
Just happened to me. Got the 4k but still, if I wasn't in a great position when it happened or worse if it was at the start, I probably wouldn't have gotten one.
Mine happened after second hook. Feelz bad
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@vacaman said:
Terrible idea, you are just proposing nerfs. The whole point of this killer is being able to instadown survivors, with potential of chain multiple instadowns. If they were all together that's their own damn fault. If you want to nerf his base kit you better suggest some buffs to his mobility or hability to down single survivors.
I'm guessing you only read one line of the OP. You can say terrible idea if you read the whole post, but you clearly didn't.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2598930#Comment_2598930
So you are lowering his chase potential, from both base kit and the addons in order to punish camping. If the chainsaw in your base kit concept is cancelled after 2 survivors, with the yellow addon you can get a max of 3 survivors (usually 2 since you'd need to backrev for max potential.
I don't like the idea of nerfing his buffed chase that was given in 4.1.0 to try and lessen it for the sake of countering camping, or BT hits and whatever. I can tell you, at the highest level Bubba suffers in chases... a lot of people even suffer from camping since it's not impossible to get a save but much harder.
The idea here, people who camp are not mastered in chases, are not good in chases and the less dexterity you have with the chainsaw, the harder will be for your to time all charges perfectly to get the most value even at camping. People tell me that Bubba is the biggest camper, let me tell you that a lot of people fail at doing so.
Here's one example of a Bubba failing to secure a camping hook: https://clips.twitch.tv/TentativeSnappyLobsterPeteZaroll-WgO95VFRlxdVntep
I want to mention, those that end up in basement... the first mistake you have to consider, you did let the killer chase you around this structure on the map and even more importantly, you have been caught in a bad position. Some killers will indeed dedicate their time for "basement camp playstyles".
Your idea to change Insidious is interesting, but I have to say... at the end of the day camping is just a legit strategy. Insidious processes after 3 seconds (tier 3) and all players with Kindred can tell if the killer is camping or not. SWF does not even have such a problem since of the comms.
Usually it's a lose for the killer who camps, not much to gain... may be unfun indeed but you can just as much avoid it. The killer wants you dead, but still you have perks at your disposal to deal with such situations. You won't always make it out, you are not supposed to counter camping 10/10 times, but it's not uncouterable or how you say "unreasonable counter play".
My conclusion after reading your entire thread:
You do have your problems, you've showcased them but I don't like the idea of nerfing a strategy that is just fine countered for the sake of trying to eliminate it... something that will cause problems to those playing "normally". Prior to his buff, it was indeed a problem since the power allowed for something uncounterable, but right now this has been fixed.
I guess we are coming at this from different philosophical positions. Yours appears to be the power of situational strategy. If you are in a situation to get 3-4 downs, it's something to be taken advantage of. Mine to an extent is the focus on interaction. I'm still not sure anyone has read my full add-on descriptions as (again) they are taking the worst add-ons and turning them into potentially the strongest add-ons when paired up effectively. But to avoid disrespecting your intelligence, I'll just let you explore what these add-ons truly can do that even current bubba could only do in a wet dream.
My philosophy (which is what I'm really trying to do here) is to take camping from a strategy that has survivors T-Bagging in the distance while the only survivor ever with comradere sits on hook for 3 minutes into something that survivors can reasonably counter and therefore have more legitimate interactions. The current Bubba (when done right) has no reasonable counter play where a survivor can expect to just trade hooks and leave... if done right, a current camping bubba should always walk away from a brave (or stupid) hook save attempt with their hooked survivor still on hook and at least 1 slug. The video you should me was more of a proxy bubba than a camping bubba, and even then he saw a bill with a flashlight (knowing he was near, and insta picked up the downed survivor anyway. Thoughtless, which is what I'm trying to change.
Think of it this way, if the Bubba's camping strategy has a chance of success (as hook trading is a counter strategy against this at high level play) of 95%, most survivors will refuse to interact with that Bubba and slam out gens or have one survivor lying in wait while the others slam out gens. With mine, a borrowed save would yield a successful hook trade (assuming Bubba hasn't committed to full on face camp) about 50% of the time. In order to punish the killer as much as possible, they would be willing to roll the dice on those odds. In other words you would see more survivors not work on gens and instead go for an unhook. NOW THAT BECOMES THE NEW BASE EXPECTATION! THAT IS EXTREMEMLY CRUCIAL! That's because once you consider the add-ons (designed to boost camping) they expect a 50% chance of hook trade success, but your add-ons (which they don't know you have) give you back the edge. It's like playing cards when you think that your opponent has a 50% chance of holding aces, while unknowingly to you, your opponent has aces up his sleeve. So in reality they actually have about a 20% chance of successfully getting away from a bubba camping. BUT even so, 20% is still better than 5% for them, so the likely hood that they will go for a save knowing that those add-ons could be in play is now 4 times as likely. Thus we have not just a Basement Bubba meme/insult, but a legitimate playstyle. And people would have to acknowledge it as such in the same way they have to acknowledge Scratched mirror Myers for example.
I get I'm using more theoretical numbers, but I'm trying to emphasize that dbd is more of a game about decision making than it is about skill.
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@tennmio said:
https://forum.deadbydaylight.com/en/discussion/comment/2589774#Comment_2589774
I expect the same from every person. I expect everyone to always try their best to behave like a decent and good person in any situation or circumstance.
Surprise, your expectation don't mean sht until you have the power to enforce it. Give people some incentives to be nice and maybe e you will get it. The world isn't gonna cooperate with your ideals just cuz you think they should. And whining about it aint gonna do sht
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@[Deleted User] said:
https://us.v-cdn.net/6030815/uploads/JD2VE7UM4V6X/image.png
About this, I have to say that it's an interesting take, most people I know want the tantrum or a cooldown to start after the first survivor but you say AFTER the second.
You have to keep in mind that Bubba has no map mobility, so in order to deal at the high level... he was made to excel in chasing. In addition, to down multiple survivors using his power is unique to him and even now, people are rarely grouped together... but that's unique to him, something that makes him interesting.
Those who group together, that's misplay from the survivors because you have to learn to play against each killer. This counter is not even hard to achieve, it's rather easy and even optimal against most killers in this game.
While your idea is interesting, I will not agree with this change.
You're welcome to disagree for sure. I like that Bubba is good in chase, I just don't love that his hard camp has pretty unreasonable counter play. Idk if you read the whole post, but I have changed add-ons to reflect that I want bubba to still be the top tier camper, but it should be shown in someone's build complimented with my "Camping add-ons"
Let me push back on you related to my base kit change idea cause I think I can win you over. Firstly, check out my add-on changes where I took his worst add-ons and made them flexibly usable for camping or enhancing your chase to an absurd degree. Second, While its true that you probably won't find many survivors together, the most common amount is two (For gen speed or healing). I'm counting on these instances being rare, but if you do say find three, you could run my add on that removes my base kit nerf (which is a yellow so you should have plenty). If you get three people running in the same direction when bubba shows up, I think you aren't going to have a tough game to begin with.
But the basement of course is where your basement plays are going to be the most hard core. You have to turn yourself into a spinning wall of hurt at the gap because in tantrum you can still down ppl. and maybe only the borrowed time gets away. I'd be open to making tantrum a uasble mechanic, so effectively anyone around bubba when he hits tantrum could take a hit. So you hit the borrowed guy with the chainsaw, but if you hit him with the tantrum effect the after shock of going into tantrum would down survivors through the endurance status effect. something like that
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@Fnatic47 said:
https://forum.deadbydaylight.com/en/discussion/comment/2595499#Comment_2595499
I still wondering that you are a survivor main but you don t wanna reveal it.. There is no problem if you are a main survivor.. I say that because your post about Bubba sounds like you got rekt by it and now you are asking for some kind of nerf, when the Leatherface is perfectly balanced 😉
Will this ease your doubts?
Something tells me that you didn't actually read my whole post as the add-ons and perks that I constructed were an effort to make camping less AFK and more reasonable for survivors to make save attempts. It's not to nerf bubba. If I was just bitching about bubba, I would say something like "Nerf his move speed, or make it so he cant rev chainsaw while camping." I'm trying not to misread you, but you are making it very hard for me to think you read the whole thing.
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@Hekate said:
What is going on with the servers? I can't get past the "logging in" sign on the initial screen.
I really don't understand how BHVR just can't keep the game running.
If I had to guess, it probably has something to do with the new kill switch they have installed in the game so they can server side shut down things in the game that are broken. Same thing happened earlier this week right before they disabled all the stuff they had disabled most of the week
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You do realize how finicky protection hits are don't you? If borrowed time doesn't stop camping then why would you ever not camp?
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@Chilli_man2400 said:
Even though Borrowed time is a pretty balanced perk it’s not perfect. There’s one thing that’s really annoying about this perk. It doesn’t promote anti tunneling. Basically my problem with the perk is it’s annoying when someone unhooks and when you go for the unhooker the guy with BT body blocks and ######### you over cause he can block you in and you have no choice but to hit him. Here’s my change
For 8/10/12 seconds after unhooking a survivor that survivor is protected by the endurance status effect.
- Any damage taken that would put survivors in the dying state is ignored and will put deep wound on that survivor
- Taking damage while under deep wound or taking a protection hit will put the survivor into the dying state
Wait, how is this different from current borrowed time?
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PSA: Be nice on the internet, don't expect everyone else to do the same.
Even mean people have feelings. Usually why they are mean.
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@[Deleted User] said:
https://us.v-cdn.net/6030815/uploads/S5MZZUBT7V63/bad-movie-1.png
Pointless gore from start to finish, with the most horrible editing and production value I've ever seen. Bad camera work. Music that abruptly starts or cuts. Scenes with absolutely no context. Scenes with such low FPS that they're not far off from looking like a slideshow. It's plain awful (Violent ######### 2 is at least so bad that it's good).
From what you are saying about it, Aptly named
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I second that Wat.
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@AgustinPichi2 said:
Why? I think It's just a powerful perk like dead hard or adrenaline or BT or DS or BBQ or Pop goes the whissle
Noed is only toxic if the plague, clown, or nemesis use it.
Vote up if you get it
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@jamally093 said:
So haven't faced twins in a while and first match against them ends up slugging constantly so people probably just play twins because they can down and move on with Victor and decide let's slug basically giving them a free win.
The reason I'm not playing my second favorite killer right now is because downing a survivor with victor gives you a stun longer than ds. Honestly I wish ppl would kick me after those downs so I could get back to playing again. What's worse is a survivor who knows the timing, and waits until the absolute last second just so they can make my pain last that much longer.
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@BingBong23 said:
I don't think there is much to be said.
Constant swfs , boon totems that can be reactivated and killer can't break a totem permanently to prevent reactivation of boon, same meta perks on survivors every game at high mmr, tool boxes and med kits every game, a million pallets every game, subtle hackers, horrible hex spawns and survivors spawning next to hex totems and they get cleansed 10 seconds into the game leaving you with basically 3 perks, jungle gyms leading into to shack causing super strong looping, etc.
I have suggested that Killers should get all their teachables at base +4 and survivors get 1 of their teachables at base +4
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@Hoodied said:
I am imagining a teeny tiny trapper is driving a teeny tiny ambulance towards your gen
You got it exactly right
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@LeonxJiwoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2595498#Comment_2595498
oh no!!!!!!!!!!!! daddy trickster? My experience with them just seem all positive, heck call me stupid I get so allured by them I sometimes wanna die to them on purpose 😅, Am learning him and he is super fun
It's like your name is an indication or something
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@Fnatic47 said:
Your survivor main right ?
No, I don't main anything, but I probably play more trickster as of late than anything else
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As a regular player who never does anything mean to anyone in DBD except the following:
- T-Bag at Exit gates only
- Facecamp the survivor who ran me for 7 minutes with NOED
- Bring at least a RED mori in every game
- Click my flashlight at team mate while they work on a gen
- Miss every healing skill check
- Unhook in front of killer w/o borrowed
- Run to the corner of the map when someone who unhooked me has We'll make it and I Self- care
The worst killer type to do this is obviously going to have to be trickster, because trickster looks like a confetti dipped vanilla ice cream cone
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@Fnatic47 said:
Yep thats right
Right Right

