TheRockstarKnight
TheRockstarKnight
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@solidhex said:
thanks for the help guys!
Yeah i know i only have to be there when the gen gets finished, but even that is really really hard, because you basically have to stay out of chase for the whole game or people will finish without you. Well i will try with Bond and just run around and see where i can finish something
https://forum.deadbydaylight.com/en/discussion/comment/1964544#Comment_1964544
it says "in a single trial" unfortunately
My suggestion - try Kindred too.
It'll show you where the Killer heads after a hook, the better to help you avoid ever getting chased by them, while also making it even easier for you to see what gens your teammates are working on, so you can get to them and help them finish them.
A toolbox can also be a very valuable - but don't use it just to get faster progress, only use it if you're trying to get the last bit of progress on a given generator.
Good luck on the challenge!
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@PhantomChimera said:
https://forum.deadbydaylight.com/en/discussion/comment/1965748#Comment_1965748
Your being sarcastic right?
Of course they are being sarcastic.
Obviously BHVR will only give 10,000 BP. They have to look after their bloodpoint economy you know.
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Seriously though, I'm sorry to hear about what happened. And you shouldn't really expect anything from BHVR about this. If this issue keeps effecting your ability to play, just take an extended break from DBD.
They will fix it, hopefully sooner rather than later, but it will take time, and you're better off just doing something else with yours until it's fixed.
(To anyone else, the devs may have the best of intentions, but let's be honest - the reality of the situation is that any given issue with the game is going to at least take around a week to get hotfixed, if not until the next patch or longer.)
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It's things like this that make me wonder if newer players don't actually play better than more experienced people.
Like, most 'experienced' Survivors always stay Injured, rush unhooks with BT, loop at pallet loops, fake window vaults to bait out a hit, and etc. even if it's not always a good play.
I main Killer so take what I'm saying with a grain of salt, but it can be really powerful to heal before doing gens, it can be better to unhook without BT active than with it active if it means the Killer is further away from the hook, throwing down a pallet early is absolutely a viable strategy depending on the situation, sometimes trying to pull off fakes and jukes is just going to get you hit earlier, and stuff associated with 'baby' Survivors, like just holding W, crouching in a hard to see corner, running past a loop, hiding in a locker, or camping pallets can be smart and powerful plays.
No one play is consistently good, but any of them can be situationally good.
And what separates a good Survivor from a bad Survivor is being able to judge what your specific situation calls for.
I think that newer players (not totally brand new players who have no idea what buttons do what, but players who haven't yet become veterans of the game) understand this better, even if they aren't cognizant of it. Because they don't know or have anyone telling them what specifically to do, they do a bunch different things in order to figure out what works.
While people who play this game for a long time, or play watching streams, get used to a specific routine or strategy and just keep applying it, even when it isn't necessarily a good idea.
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The title seems a bit of an exaggeration; we can't ever really know what the devs, or any other person or persons, are thinking.
Based on the most recent devstream, I'm inclined to think that the UI change was something they did for fun and just really didn't want to back down on - hence them showing the potential OoO change and teasing a DS nerf, as a way to show that they do listen to the community, even though they aren't about this specific thing.
I'd be inclined to give the devs a little slack with this - at least until the next chapter comes out and we can see if this was actually preparing for some big change like they seemed to suggest when they announced the UI change. I don't think anything will happen, but I think it's worth waiting to see if there was actually a practical reason they went against what basically everyone wanted.
Of course, I also haven't played this game, besides today, in like a month; so if I seem a bit too forgiving towards their behavior (heh heh) feel free to ignore me.
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He's definitely a lot louder than he used to be. I say this from a Killer perspective - I've caught Aces just because of their pain sounds. Because of his distinctive breathing I'd even say he's easy to find now (since I can't mistake it for my Killer breathing or the ambient sounds).
That said, I wouldn't be surprised to find out this was a bug and not a shadow nerf. I mean, how long have we had silent slugged Survivors?
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Yea, it has something to do with the controller - I know because using my new controller would prevent this issue, but my old controller had it happen every 5 or 10 seconds.
Even though my old controller works perfectly fine for other games, it messes with DbD's movement for some reason.
This is a known issue too, just look this up on Google and you can find Reddit and forum threads talking about this, some a couple of years old.
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Easily this one
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If Whispers was countered by Calm Spirit it wouldn't be useful during the pre-EGC part of the game either - it's a nonspecific heads up that Survivors are within 32 meters of you and as such already depends a great deal on map knowledge, game sense, and situational awareness for a Killer to be able to reliably make good use of it.
There are already a lot of easier to use tracking perks out there - making Whispers no longer reliable would kill it.
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Instead of that, why not just have Whispers disable after the EGC triggers? The perk would remain as strong as before for the rest of the game while still eliminating the scenario where it 'just kills you'.
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That said, I personally don't have a problem with Whispers during the EGC.
The Survivor can still try and bamboozle you if they pull off some sick stealth plays around the edges of your 32 meter range - yea it'll probably fail and the Survivor will die, but there is still a chance the Survivor can outplay you.
And additionally, keep in mind that to get to that point you'd have to kill the other 3 Survivors before they do 5 gens AND then find the Hatch first.
I don't think it's too strong or unfair for Whispers to make things easier for you after you did well/got lucky twice in a row.
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1. The Immersed Claudette
2. The Survivor that DCs
3. The Sandbagging Survivor
I don't mind facing any of the Killers - sure I'm not overjoyed to see a Hag or Twins when I play Survivor, but I don't hate facing them either. Some of my most enjoyable Survivor games have been against Hags and Spirits.
What I hate is getting teammates that throw the game. I could loop the Killer for 4 minutes, get 25k points, and Escape; but if my teammates were dinks that just crouched from bush to bush, sandbagged, or otherwise threw it just won't be any fun.
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It was rough giving up my stockpile of 50 Emergency Medkits way back when I was just a DbD newbie, but I'm glad I made the trade.
Quentin's Prestige outfit is probably one of the best in the game, and easily one of the best Survivor Prestiges.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1874004#Comment_1874004
Yeah, but you did not answer my question. You are not "farming" aka only playing to get Shards, you are playing the game. Shards are something coming by while playing. You are not farming like in a game where you want to farm some items by killing some NPCs all the time.
And yes, personally I would rather spend 10 Euros for Cosmetics than saving Shards, but if I have the Shards, I can simply spend them. But I wont wait for a few weeks, just to not have to pay anything.
Actually you can farm for Shards if you know how they're earned.
Just play Killer, smack a few people, and then tab out and AFK.
As long as the match lasts 10 minutes you'll get really close to the maximum possible amount of points towards Player Level - and by extension Iri Shards - all while doing chores, exercising, reading a book, watching makeup tutorials, practicing guitar, or whatever else you're inclined to do.
Which is the reason why I think they need to either adjust how you get Iridescent Shards or take a look at the way Player Level works.
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I just wish they'd have done more of those limited events where special collections of Auric Cell only outfits went on sale for Iridescent Shards; that felt like I was being rewarded for actively playing and accumulating enough Shards to get an outfit or outfit piece I wanted.
Those sales changed something - you could get an outfit for free or complete it for 5 bucks, but only if you'd been playing the game and saving up Shards.
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You're saying that like they haven't already gone to town on DBD's 75 playable Killers.
I mean, did you really never wonder how Huntress' mouth got so messed up? Why Doctor has his eyes and mouth forced open? Where Hillbilly got his limp? Or why you never see The Ghast anymore?
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I'd kill a baby Dweet for a tall gal or smol dude Survivor.
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@JPLongstreet said:
https://forum.deadbydaylight.com/en/discussion/comment/1868401#Comment_1868401
I wonder if *laughs in PS4* sounds anything like *giggles in Xbox* ?
I'd imagine that they sound almost identical.
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@Trashmaster said:
https://forum.deadbydaylight.com/en/discussion/comment/1868373#Comment_1868373
Well that's basically what the pregame lobby is for. You go and mention things like your key is actually broken, you have deliverance and want to use it and so on...also even with its range doubled open handed is only going to be in very specific builds
*laughs in PS4*
And even on PC how often do people tell you their builds? I've played on PC more than a couple of times and I'm usually the only one that says ANYTHING in the pregame chat.
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Fingers crossed they just realized that making it not stack would mean that if two people in solo queue brought it, then it'd be a wasted perk slot for one of them, and that they're holding onto it for a bit until they think of a way to address that.
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I used to play Killer at night a lot because of my insomnia, and it's like everyone else is saying - nighttime is SWF time.
Well, SWF or Solos who are very clearly overtired and make the most questionable of plays, but mostly SWF.
And, obviously, while not every SWF brings Keys and OoO with a Haddonfield, Crotus Prenn, or Ormond offering; one SWF doing that can be all it takes to get someone playing Killer annoyed or disappointed enough to give up and go do something else.
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@Slashstreetboy said:
They maybe won´t agreed. But only in case no one sees you become undetectable after kicking the gen, no one cleanses the third seal and you have successfully hit all of them beforehand, all for the price of 2 perk slots!
Don´t get me wrong I appreciate people trying out fancy/Off-meta stuff but I think it´s far too costly for the benefit.
Don't forget, TTS doesn't prevent Survivors from remembering where that 80% gen they were working on was. If you're kicking a far along gen, someone will probably be going back to it - I mean, unless you've already slugged them.
Trail of Torment is only really very valuable if you can prevent chases with your Undetectable - whether because you have an instadown or because you can keep the Survivors Injured.
And in both those cases, Infectious Fright would probably be a stronger choice - since it'd help you identify when you can slug to apply pressure and get value from TTS and it has no cooldown.
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All that said, I'm sure it'll still probably be fun to jumpscare people as a non-stealthy Killer and bring some horror back into the game.
OP, you could try comboing this with Calm Doctor, Dark Devotion, or Tinkerer for some extra confusion and spookiness. If you haven't already.
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I'm not really sure I see this being too useful.
Like generally Survivors finish healing themselves after they start healing.
They don't start healing and then stop unless you're interrupting them.
And if you're chasing them, you'll ideally be downing them, not just leaving halfway through.
And if you do abandon them, any advantage from Hemorrhage will probably be overshadowed by the time you'll have wasted on an unsuccessful chase (which is time the other Survivors will be doing gens, totems, or healing).
Like, the only time I see this coming in handy is if a Survivor is 99%'ing to benefit from Resilience, if the Survivors are solos who run around doing random things randomly, or if the Survivor is healing in your face.
And, like, all those are already not that dangerous to you as Killer.
Like, I don't think this would hurt to be thrown onto Haemorrhage, but I also don't think it would really make it a powerful or good status effect. It'd still just be, "Oh, haemorrhage. Ok."
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@ChurchofPig said:
https://forum.deadbydaylight.com/en/discussion/comment/1850976#Comment_1850976
To be truthful though, like my original post said, it is way to early to start calling what they're going to do. We don't know what devs see and the Huntress add-on pass won't be for a few months at the very least.
I think the odds of them pulling another Object of Obsession and deciding Iridescent Heads are totally fine and leaving them unchanged are really low to nonexistent.
If they listen to Ranks 20 Survivors they'll change them. If they listen to people on the forums they'll change them. If they listen to their Fog Whispers they'll change them. If they play games against and with them they'll change them.
The only way they don't change them is if somehow the statistics make it look like they're fine AND BHVR hasn't learned from the OoO debacle that statistically balanced =/= fun for their players.
And I find it especially unlikely though because McLean has said before that Iri Heads live on borrowed time.
Yea, it's been a year or two since, but nothing has really changed for Huntress or Iridescent Heads in the interim.
I suppose it IS technically possible, but I don't think it's likely at all.
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Maybe it is premature to celebrate, but let's be real; there's no freaking way they're gonna just let Iridescent Heads stay the way they are.
They invite disconnects as much as Spirit with Prayer Beads used to - even if you're only using Deerskin Gloves with them.
They're as good as gone.
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My hope is that they don't nerf them, but instead make it change her power in a fun way.
Like maybe she throws smaller projectiles, like knives, or she uses a bow and arrow instead. Or maybe it silences her Lullaby and reduces her TR so she can be a stealth Killer. Or maybe she can see Survivors that are hiding in lockers.
Y'know some cool and unique effect that changes what you thought you knew about how Huntress works.
Not just keep Instant Down Hatchets but tag on an extra downside like 'they only work past 18 meters' or 'they only down if the Hatchet is fully charged' or 'she can only throw Hatchets when the Moon and Venus are in alignment' or whatever.
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Quite a few people who earned them had lost them and BHVR had no way to tell who earned one and who just wanted one. It was happening with a lot of event cosmetics at the time.
So BHVR decided to give a lot of the exclusive one-time event cosmetics to everyone. Those who earned them and people who would just pick up the game alike.
Officially this was also to cut down on the amount of exclusive outfits in-game.
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@Freddy96 said:
The twins don't have to slug necessarily, its just too easy to do so rather than not.
Eh, the only way you're not slugging as them is if you either never down anyone with Victor or if you just sprint to the Survivor you downed with Victor and ignore anyone you bump into on the way.
If you don't use Victor to down, you're a worse Legion.
If you ignore everyone to immediately go pick up the slug as Charlotte, you're just hurting yourself because you're actively deciding not to build up more map pressure. Afterwards you're also going to have Victor or Charlotte just be sitting somewhere - either camping a point of interest or being somewhere you don't need them.
I wouldn't say that it's that slugging is too easy as them, I'd say it's more that they have no other real options (besides just facecamping).
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Huntress' real power isn't yeeting death from afar, it's getting "Bayu Bayushki" stuck in the Survivors' heads.
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@TripleSteal said:
https://forum.deadbydaylight.com/en/discussion/comment/1839893#Comment_1839893
Merciless victory quite literally IS a double pip match.
Ruthless killer for single pip, brutal for black, entity displeased for -pip. These "titles" refer to pip output and nothing else.
Adept requires you to get a merciless victory (+2 pips) only using this killer's 3 perks (4th slot should be empty), w/o restrictions on addons or offerings.
I'm a worthless idiot and meant to say 4k'ing, not double pipping, my bad.
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@TripleSteal said:
https://forum.deadbydaylight.com/en/discussion/comment/1839841#Comment_1839841
Not quite true. You don't have to kill all the 4 survivors, it's only about merciless victory.
You can 3k and double pip if you are purple rank or lower, or if some generous soul dc's on hook and gives you double sacrifice emblem scoring.
Really? I was not aware.
Like, I knew you can get a Merciless Killer without double pipping, but I didn't know you could get the Adept trophy in that way.
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@magicmaster2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/1839871#Comment_1839871
And I've used a lot of addon combinations. I've used no addons. I just cant do it.
It's a hard one, she can be very difficult to Rank up with even with the best meta perks.
One tip, that you probably already know, is to not fully infect people but M1 them into Injured instead.
Since you get points towards pipping for M1'ing Survivors and get nothing (last I checked) for making them Broken, you can sabotage yourself through good use of your power.
Getting Gatekeeper and Devout as any Adept Killer is just hard though. You basically just need the stars to align and get Survivors that you can 3 hook without them rushing through the generators.
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@Chchchcheryl said:
https://forum.deadbydaylight.com/en/discussion/comment/1839841#Comment_1839841
Oh ok, that makes sense lol! Thanks! :))
Honestly a 4k with using only the killers perks would make more sense (and align closer to the survivor adepts) though
Yea, it even used to be that way; all the way up until Plague released and they reworked ranking and emblems.
You could have all 4 Survivors instantly DC (or Mori them) and get your Adept.
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@Chchchcheryl said:
I still have no idea how to get the adept killer achievements! It makes no sense to me!
Currently you need to get a double pip (the results screen will say Merciless Killer, not Ruthless or Brutal Killer) and have killed all of the four Survivors.
Then you get the achievement.
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It's totally fine.
Honestly, Spine Chill is one of the best perks in the game IMO, because you can't just equip it and then press E or hit a skillcheck to outplay.
Survivors need map knowledge and situational awareness to make the best usage out of it; otherwise they can end up uselessly crouching in a corner being the Killer's teammate.
It's basically the Survivor version of Whispers, but with counterplay, because I can turn my camera to avoid triggering your Spine Chill if I figure out you have it.
The perk is in a good spot.
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I will say that Tier 1 Myers does get screwed by this perk, but that's more Tier 1 Myers sucking and less Spine Chill being too powerful.
Like don't nerf Spine Chill, buff Myers.
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You know, this didn't look crazy or weird to me at first.
I was like, yeah what?
Then I really thought about the fact that the machete is almost a full Survivor model's width away from you. Like Dwight could legit fit in the distance between you and the Trapper when you get hit.
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Nea, Quentin, Yui, Nancy, and Heather are all P3. I don't have anyone P1 or P2.
Nea and Quentin are my mains, Yui is just really cool as a character IMO, I played Nancy a ton after the Stranger Things chapter dropped, and Heather I P3'd because the anniversary's extra bloodpoints made it a lot easier.
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Well, Legion still needs some love, so...
Or maybe...?
Aw heck, why not both?!
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Hatch only spawns if there is one Survivor left or if all 5 generators are completed.
Also that Clown's buff makes him more fun too, not just stronger.
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Yes, but also no.
To put it simply, DbD is SWF-sided.
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@OniWantsYourMacaroni said:
Clicking on anything in the menu causes FPS drops.
Source:PS4 player
https://us.v-cdn.net/6030815/uploads/YFPEGDGMYSPF/pepehands-png.jpg
Selecting Deathslinger on the Killer selection screen always causes my menu to legitimately freeze for a full 3 to 4 seconds.
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BHVR nerfed the awesome power of his post-game jiggle physics a long time ago, so no.
Clown is bad.
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@[Deleted User] said:
get rid of the rng to be fair to both sides; and then they can do whatever they want to buff her imo.
Good players keep playing as her tho so it looks like she is stronger than she is haha. Makes it hard to get her buffed.
This.
Pig's strength varies SO much based on her box placement and the key RNG.
You can either straight up kill people or have them delete one of your 4 traps about 15 seconds after they're unhooked, depending entirely on the RNG spawns of the map.
I get it's trying to be thematic, but it's just not very fun for the same reason map RNG can be so frustrating.
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@The_Krapper said:
Yea but running up on a survivor crouched now with a timer going they can force you into a chase and pause it which is what it should do but if she was faster crouched she could remove a survivor with a half depleted trap from the game after only hooking them once ,it would be like old legion except your head would explode
She can still do that - it takes 12 seconds basekit to fully try a box, even moving at 3.6 meters a second crouched, if they haven't gotten it off, and the Pig is willing to spend 75 seconds, she can just follow them crouched and even bodyblock boxes.
Also, the moonwalk strategy isn't exactly countered by forcing a hit, she can easily just hook or slug them - I mean, they can only take two hits at most and generally people don't heal before trying to remove their trap.
I'm not saying it's not an issue, just that giving Amanda speed add-ons wouldn't be creating an issue that isn't already there.
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@The_Krapper said:
This is because it can be abused to crouch follow a survivor and make the timer continue to deplete where they aren't technically in a chase with no terror radius
I mean, you can do that right now - it's just that it's an absolutely terrible strategy because the timer on the traps is over 2 minutes. I mean, you wanna be a scumbag, you're better off just camping them while crouched or just full on tunnelling them.
But if a Pig really wants to tunnel someone with an active party hat until it pops, there is literally nothing stopping them as is.
You don't even need to crouch since the timer pauses only when in a chase; you can pull a Legion and moonwalk after them until their head explodes.
I don't think that's a good argument against a couch speed add-on for Pig.
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@xXCAM3R0NXx said:
Backwater swamp:
- numerous survivor and killer invisible walls, blocking trees.
- numerous killer-only invisible walls, blocking gens and trees
I.e. The right hand inside of the mini boat, can't pass through the right side of the gen. + more
- Coldwind farm (Thompson House) :
- Uncleansable totem spawn
I.e. On the side of the tractor (idk what it's called lol), on the right hand side of elevating handle (the bit you run up to get on top of the tractor)
Anymore more map bugs?
List them down below :)
The uncleansable Coldwind totem can be on any map, not just Thompson House - as it's the tractor that's causing the problem.
I've had it happen on both Torment Creek and Rancid Abattoir.
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R.I.P. Meg
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@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/comment/1823545#Comment_1823545
That battle will be electrifying
No doubt it would have a shocking outcome too.
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Oni, Nurse, Spirit, or Huntress IMO.
@SaintDorks said:
I might have to go with Trapper because he was one of the OG killers. Oni and spirit clearly have more "combat" based skills. But, the Trapper is..well, the trapper..Hand em the Hillbilly's chainsaw and a few other killer's skill when he goes in with the Entity as a back up doing bs on the map and you got something fun to work with.
Then,he can have a move where he just straight hooks someone and the entity eats em.
Hand em the Hillbilly's chainsaw and a few other killer's skill when he goes in
I'm getting a mental image of other Killers just rushing on screen to hand Trapper a weapon and then running away.
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@Tsulan said:
Killer perks shouldn´t give any notifications to survivors.
Or do killers get a notification that survivors are currently getting use out of Proove Thyself? Or that Spine Chill activated?
Killers do get notifications when Survivors are using perks; DS and Breakout both alert you in the bottom right corner, and more perks should have similar alerts.
However, that doesn't add or detract from the topic at hand. Hex: Undying shouldn't get an alert just because Killers also get alerts, and it shouldn't not get alert if Killers didn't get alerts.
It should get or not get an alert based on it's own merits.
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I'd love this, but it's not gonna happen.
How would it interact with unique Terror Radiuses? Would she hear Myers theme or static?
If the static is easy to hear it gives a potential pay to win advantage. If it's quieter, Cheryl is now unnecessarily disadvantaged.
Also it would require Konami's agreement and force the devs to take time off whatever else up they're up to and work on a chapter they already released.
Like, I would love it, don't get me wrong. But realistically it isn't going to happen.
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@TragicSolitude said:
It might be a case of "this is how killer should be at base, and you have to sacrifice these basic things for buffs elsewhere." Does that make sense? These things seem powerful because they basically make the killer what they should've been, anyway. Players are expected to use these add-ons constantly. But, if the player wants to change it up, get other buffs elsewhere, then they have to give the stats from those brown/yellow add-ons up.
In other words, it's an easy way to prevent over-stacking while also forcing players to use add-ons if they want the killer to function reasonably.
You mean easier than giving the Killer their intended power without add-ons and then making the stronger add-ons apply penalties to their kit in return for strengths elsewhere?
IMO that's worse.
If you're right, that would mean they designed the Twins and then nerfed their kit just so they could give them some add-ons, all for the sake of making the design process smoother.
Like they control all the add-ons and their effects. They can also prevent add-ons from stacking.
There's no reason they couldn't prevent over-stacking without intentionally making a Killer's base kit underwhelming.
Edit: Unless the design team is so pressed for time trying to meet their 'DLC-every-3-months' schedule that they need to cut corners everywhere they can.
In which case the weak base kit and weirdly necessary low rarity add-ons are still problematic, but now just a symptom of a greater problem and not simply the devs messing up.
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Yea, I mess up "Hex: Blood Favor" too.
But I don't accidentally call it "Blood Flavour"; I keep calling it "Useless".
Weird mistake I know.
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@MidnightStalk said:
legendary skins are meant to alter the appearance of a character. why do people want them to not be unlinkable? that ruins the whole point of the legendary skin. also, i would like to say that they should definitely give both lisa and cybil their own voices since it’s supposed to be an entirely different character/entity. they did that with the legion. why can’t they do the same for the legendary skins? it offers such little for it to cost $15. it should offer more than just a different idle animation.
If you weren't aware, you're replying to a thread that is almost 7 months old.


