Thunderfrog
Thunderfrog
About
- Username
- Thunderfrog
- Joined
- Visits
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Comments
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What perks do you run? What's your playstyle? Where do you trap?
If you like Trapper, I feel like changing that stuff around is the answer more than just abandoning him.
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@CremelloJoJo said:
https://forum.deadbydaylight.com/en/discussion/comment/2667682#Comment_2667682
I actually have nothing against camping, it works...but camping someone simply over the use of map offerings is pretty petty.
I also usually just camp a survivor when I get "map offeringed" into RPD, then explain in post game chat there was a 25% chance I got the right guy, and if they don't like it they can ask future survivors not to take me to Raccoon. By the same token, I do the same thing if I'm in position to give hatch during a party streamer/cake match, for the same reason.
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I think its good, you just gotta stay on top of the boons when survivors use them.
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@Phasmamain said:
- Remove the All kill chapter entirely
- Revert all realm beyond content (except for new trapper I like him)
- Give Jeff a skin every patch to make up for his neglect
Jeff? How about some Twins skins. Give me a giant Victor with a tiny conjoined Charlotte that snorts and roams the map.
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@LittleSagey said:
https://forum.deadbydaylight.com/en/discussion/comment/2668184#Comment_2668184
espeically cause i like to do perk roullettes and its aggrivating to sing my abc's searching for perks mayneeeee
this made me laugh because I do it too.
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- When not using him, an AI Victor would roam the map like a naked baby purple glyph and use his Killer Instinct to detect people. He could be recalled anytime.
- A killer who can pretend to be a survivor. I don't know how a doppelganger would work, its not my problem. I just want one.
- That I could change / select archive goals from the lobby screen.
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There's just no way pentimento doesn't get nerfed to 15-20% in my mind. Soloq and newbies wont understand why they are being slowed or how to stop it if they don't forum or research. Or even if they do, they wont have the comms to ask directly who should go handle it and where.
If Pinhead overperformed, this will too imo.
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- We both got dad bods.
- I like to bbq and am often wearing my favorite cooking apron.
- We both are good at making sand people and wookie noises.
- Like a Bubba camping a hook, I too often like to gaze upon my few successes while ignoring all my failures.
- Yellow is my favorite color.
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Okay, I think I understand a little bit better now.
I've had a few cases where when I am in a 3 gen situation its helped a lot, but I guess now that since there were less than 4 survivors it was in fact a win more situation. I'm sure it helped -secure- the win, but it didn't bring about the win on its own.
I suppose on the whole the situation where its helpful is much less common than the situation where you just don't get much out of it.
I suppose if you tunnel a non-obsession REALLY hard AND you win your first chase very quickly AND draw the survivors into rescue mode instead of spread out and gen rush mode, it can be useful. But still, thats just setting up a win more, because if you do those things in the 5 minute mark anyways, you are in good shape already.
I suppose I always thought it was kind of a "comeback" perk for the killers that slowly suppressed the survivors enough to allow for a late game turnaround. Why bother with that when there's perks that help prevent the need for a turnaround in the first place.
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I dont see any way they don't nerf pentimento speed to 15-20% within a couple months. Solo q and new players could have a really hard time figuring out what they need to do to speed up their gens. If they don't forum or have a DBD Senpai to guide them, I could see it being hard to figure out and impacting them WAY more than a swf.
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@Sonzaishinai said:
Thrill pentimento and hex:plaything is going to be such a middle finger to boons
How? Pentimento seems to be useless against boons, because the totems have to be broken.
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I dunno. I hate loops and loopers, I liked the idea of crow traps. Seems kinda suck they took it away.
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Yea kinda butt that he's getting the nerf.
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Dear Killer Confessional,
- Today as Twins I had a hard time against a SWF, so I tunneled out their weakest player to secure 1 kill. Entity was still displeased.
- I used Insidious Deathslinger today to complete a challenge for successful shots.
- I pretended to be a friendly killer with Bubba after the SWF knocked out 3 gens by first chase. Then downed three of them with chainsaw ftw.
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@ohheyitsbobcat said:
https://forum.deadbydaylight.com/en/discussion/comment/2664642#Comment_2664642
https://forum.deadbydaylight.com/en/discussion/comment/2664646#Comment_2664646
https://forum.deadbydaylight.com/en/discussion/comment/2664651#Comment_2664651
https://us.v-cdn.net/6030815/uploads/RM1YVK6XSVKH/1-png.png
Here is the thread link.
Imagine though, if BHVR fixed the ######### map instead of telling us to rely on a video on how to get the killer there.
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I think its probably fair imo. It would certainly make the twins more viable.
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Doesn't scratchy boon completely counteract nurse? Or is nurse not an aura perk?
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Its like a game of DnD. You are the monster being ran by the DM. You are there to challenge the party, maybe drop one or two, but ultimately the good guys are supposed to win and total party kills ruin the mood.
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@WishIcouldmain said:
It’s one of the many reasons I hate facing Michael. I hope they’re able to give him a rework that makes him stronger but still connected to the OG stalking. So this add-on can hopefully be tossed into the abyss
"I hate that Michael has an addon that lets him compete with the turbo survivor meta. Please slow him down so my games are easy again."
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Nerf the killers too much and they don't play. It's like asking the chubby teenage kid with one leg to play tag with four Olympic hopefuls. He's going to get tired of it and stop playing.
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Welp.
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/2651530#Comment_2651530
It so totally doesn't.
Trust me, bored Survivors will still go for it even if they know they are there. They can't resist.
This.
I've discovered that while forum goers and you tube watchers all KNOW the answer is to just do gens, they don't. Only a small amount of teams and people will let their buddy just rot in the basement. Someone will make a move thinking they can make a play. Someone will try a flash bang. Someone will try dead hard. There's always a sucker.
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Usually there's conditions.
- If I notice a survivor hid all game and didn't contribute, I'll slug the next to last guy and wiggle at them a lot, then find the hider/locker licker and let the other guy go.
- If there's someone who is terrible in chase and seems to be new, I try to let them go.
- If you beat me fairly in jungles and loops, without resorting to infinites or too much ring around the rosey.
- You didn't teabag me. I don't mind clicks, I've always interpreted that as a taunt technique like "Nana nana boo boo". I consider it playful.
- I had an easy time.
- You let me carry you to hatch or gate. Thats an important bit. We both need to understand I'm LETTING you go. Too much struggle and I just hook.
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BT base kit would break me. I main killer, and I think I'd just stop.
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Thanks!
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More often I seem to blind the killer after pickup and NOT free the survivor.
So yes, fix flashlight blinds please.
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Twins main.
- You shouldn't be punished for landing Victor pounces. If he downs someone, you should be able to attach him to the downed survivor, and he should have to be removed by their allies.
- Charlotte being within 15m of a survivor while she's sleeping should give an audio cue when controlling victor.
- Charlotte's switch back should be instant when a survivor is within 10m.
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I also think that the long queue times I've noticed when playing survivor (which I only do with my friends on rare occassion) compared to instant pops as killer have a lot to do with the fact that killers are tired of the game being so stacked against them right now.
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@shalo said:
Why? Because it was a headon squad on the swamp.
That lunge into the DH seems to be why they changed the hit validation lol.
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Can't say "butt."
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Well, l generally try to ask myself if the killer is add-on dependent for their best game, or if they have their best stuff built into their base kit.
Demo has the following addons in red and purple.
Iridescent
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Red Moss: Stealth portal and 8 seconds of Undetectable at the drawback of slower portaling.
R. Lichen: See auras while portaling, and for 3 seconds after.
Purple
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Egg: -1.5 Power recharge timer.
Resin: Increase portal seal time by about 30%
Webcap: +3 seconds of undetectable.
Whistle: Lowered range of killer instinct, but it happens automatically without having to scout.
I don't think any of those other than Lifeguard Whistle or Red Moss, in my experience, are worth sweating over. I know some people really like Lichen but your vision is too restricted during travel for my liking. His greens like Soda and Vines, and his yellows/browns like glasses, guts, webbing, heart and liver are all good enough to be pretty useful. In my opinion, Demogorgon is all about his speed, shreds and killer instinct, and you don't need his rarest add-ons to make his base kit shine.
I'd say no, unless you want the skins, its not needed for him.
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Yes and No.
I despise running a circle to gain an inch a lap until a pallet is dropped. The rest of it is fine. Bloodlust needs to be unnerfed.
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@gentacle said:
All scourge hooks should be every hook.
Hex perks should have a passive (maybe not that strong) attached to them so RNG isn't as unforgiving or also only spawn into the game when needed. Ruin spawns on a totem after someone's touched a generator, that sort of thing.
It would be nice if obsession perks didn't benefit the obsession so much.
Jolt: map wide or lower cooldown, applies kick related perks like eruption or trail of torment or dragon's grip.
Oppression: lower cooldown, applies every kick related perk as well.
Hoarder/Franklins: I don't play survivor but I think it would be funny if you got to keep everything left on the map to be gifted to your own survivors.
Unnerving presence: Honestly I'd make this just a basekit perk. It's pretty useless but would be atmospheric.
Predator/Bloodhound: Probably should be merged, maybe add a speed boost when seeing fresh blood to help out with Hold W meta.
Beast of Prey: Either kicks in extremely faster, makes bloodlust take shorter to build, or immediately go into undetectability when a chase is started. It's extremely bad.
Coulrophobia: I'd just build it in basekit as well.
Gearhead: Any attack, 30 seconds of being unable to do skillchecks and give it a built in ruin/thanatophobia effect (20% less efficient gen repair, gens not being worked on regress that sort of fun stuff)
Hysteria: remove injured requirement. Make everyone oblivious when someone gets hit. Should be funny.
I'd love to see hysteria with that change!
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I hate these perks because I like their idea, but hate their implementation. Here's my suggested fixed.
Territorial Imperative: Survivors in the basement are exhausted and oblivious while in the basement, and scream and reveal their location after being in the basement for 15/10/5 seconds. Unhooked survivors are not exhausted or oblivious until they have been unhooked for 5 seconds.
This makes going into the basement for loot and escaped scary, and makes it worth it for killers to both run the perk for information purposes AND as a coupling to Monstrous Shrine maybe. Its risk / reward for the killer, who has to assess if they can get someone in the cellar or not. Since recently unhooked survivors don't suffer the effects, you can still use your exhaustion perks to flee after a rescue.
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Gear Head: After hitting a Survivor with your Basic Attack, Gearhead activates on that survivor for 40/50/60 seconds:
- Each time a Survivor succeeds a Good Skill Check while repairing, the Generator will be revealed by a yellow Aura for as long as it continues being repaired. Each Good Skill Check reduces the successful check zone by 10/15/20% until a check is failed, or the generator is no longer being repaired. Skill checks are 25/50/75% more frequent. Stopping repairs on a generator while this perk is active on a survivor causes that survivor to scream and reveals their location for 3 seconds.
This perk always seemed too hard to activate. Now you can use it in a spread the damage strategy, and put the survivors in a game of chicken. The counterplay is literally survivor skill. If they can pass the skill checks, they prevail. If not, you get a generator fail and notification. If they wuss out, you get a scream. If they choose not to try at all, you get 30 seconds of them doing nothing. The duration is long enough that the survivor has time to get away and heal and still be affected.
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Bloodlust: Your lust for a kill is intense. Bloodlust activates 3/4/5 seconds sooner during a chase. Upon gaining the Bloodlust Status Effect, Beast of Prey activates:
- Grants the Undetectable Status Effect for as long as Bloodlust is active.
- You do not lose Bloodlust when breaking pallets.
- Bloodlust lasts 3/4/5 seconds longer.
- Once activated, after Bloodlust is lost, this perk has a 55/50/45 second cooldown.
Beast of Prey grants 30/40/50 % bonus Bloodpoints for actions in the Hunter Category.
Loops are really strong. For killers that hate them, this helps. Survivors don't have to get nerfed and maps don't have to change. Adding a cooldown means that killers can't just always have stealth and chase up. Your own skillcap determines whether or not this perk is useful. If you can still get kills and hooks, then ignore it for something else.
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@ilovedbd123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2640586#Comment_2640586
Things like this have been abused. Survivors would just loop a killer near hook and force the relocation.
Then the killer could possibly at a huge disadvantage because the survivors can get a free unhook due to this.
Abusable as hell, and they did have something similar at a time, but survivors abused it (where they froze the hook timer) and now you have what you have.
This x10000.
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He's not bad, he has counters. If you patrol gens where survivors don't have access to an easy escape from your (small and short) speed boost, your going to get a hit in and sometimes a down on restealth and catchup if you can block the vaults and pallets. On top of that he's still got good camp, and if he has silent bell he can be really really tricksy.
He isn't top of the pile, and by definition, only one killer can be at a time. But he's definately in a better spot than killers with no speed or viable strategies at all right now.
I feel like players who want people to think they are really good enjoy piling on the "killer is trash at my high MMR" comments, when they probably just stick to playing stronger killers out of habit anyways. If you can win games with him in Gold and Irridescent, which you totally can, he's fine for the general population.
Its probably only the bottom 10% that literally cannot perform his counterplay (Get to something to block his speed boost then loop or W) or the top 10% that consistently play survivors who ALWAYS grasp and successfully pull of his counterplay.
TLDR: He's fine for general population, like most things in this game.
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Jake Park, friend of animals, could probably charm both the Artist-Bird and the Huntress.
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Even if it doesn't happen in tournament play, its probably a valid outlook for SWF teams that play in public.
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Hrm. I guess I just sort of assumed they were banned because they were new and people didn't have a handle on em yet. Not because they were unbalanced in a way that violated the spirit of a comp tournament outright. I guess the answer to the thread is "no", lol.
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They can't stay banned forever though. The game is going to keep adding play and counterplay around them.
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@GoshJosh said:
BHVR, help me understand this one. For years there's been request after request to buff solo queue, so it will be closer to par with SWF. If you do this, you can better balance the game and make a more pleasant experience for solo survivors. We're talking about real simple changes: seeing each other's perks in the lobby, items, add-ons, indication of when various perks are in play in the game, any of these.
Instead, you've made boon totems: extremely strong perks that only one survivor needs to bring to benefit an entire team. One blessed totem brings all the benefits of every boon perk - two, about to be three. Solo survivors don't have the coordination to tell others to not cleanse totems, so they can be blessed instead. And soon if they cleanse totems, they will run the risk of being hit with Hex: Pentimento.
Can someone please clarify for me?
One issue here is lobby bullying.
"OMG, you brought such noob perks."
"Why you running a survivor with less than 4 purples?"
"We aren't carrying your noob Felix. Get out or we will throw!"
Survivors are real dickheads sometimes. This would happen a lot.
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A 60 game 4 streak against even the noobiest teams is worthy of a bit of self appreciation. Someones gonna get lucky gens, escapes, or something else. You don't win 60 in a row and stay in the cellar MMR. He was at least playing average teams.
Also, did you watch any of his stream? Do you know he played a streak of 240 "babies with no clue how to play the game"?
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@BrotherLove said:
https://forum.deadbydaylight.com/en/discussion/comment/2624936#Comment_2624936
With the Twins yes I could do it. Not with any other M1 Killer. Demo is by far my best killer and I am not comp level at all. I varied my strategy from game to game and tried to adapt to what the survivors were doing. If I had not adapted with different back up strategies the streak would have ended at 10. Tons of amazing teams. The team that beat me was a comp level team who dominated me fair and square. But having said that, this streak is NOT to promote slugging as a playstyle. But I just wanted a world record in the SBMM era to show my love of Demogorgon.
But Demo without portals as a strategy, or addons, is just a skin for any other Tall, 4.6 speed 32M terror radius, right? I'm not trying to doubt your demo game, and you feat was amazing for ANY killer, even top tiers. I guess I just feel like this was less of a Demogorgon thing and more of a you thing, using Demo as a tool you could have swapped for anyone else when you compare the kits and stats in play.
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So, do you feel like the win streak had anything to do with you having demogorgon? Or just being a good M1 killer player? It sounds like you could have done the same using Charlotte, Meyers lvl 1/2, Trapper with no traps, or any other group.
Not trying to be adversarial, but it sounds less like you demogorgon'd well and more like you just made a strong case for slugging as a gameplay technique.
Did you guard your slugs, or just move on and hunt the next player and marginally proxy camp them?
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What was your go to Demogorogon strategy? Did you chase till slug? Did you set up portals and just gen hop? What addons did you like best?
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2624767#Comment_2624767
More like give me 4 free kills because I dont want to learn how to play the game
We'd like to have a fair shot at one or two without having to play like scumbags, thanks.
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/2624094#Comment_2624094
So much powerful that the 4 have no chance against the one?
That's disingenuous at best. He clearly means that right now the survivors are more likely the victors and they don't have much to be scared of if they play right. If both teams play perfect games, killer loses every time. He wants to shift that to survivors MUST play scared, spend less time taunting with half loops and bonehead lulz plays. He wants survivor to have a harder time, but not lose every game.
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I see, I see.
It just seems that the survivors I play with are always at the very least, wounded by the wraith. Like, it just happens with little counterplay. I suppose like Legion, his problem isn't the first hit, it's downing the survivor and hooking without wasting too much time.
Thanks for the info!
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When Trapper came for the Nea, you said nothing.
When Michael came for the Bill, you tried nothing.
When Nemesis came for the Jill, you did nothing.
Now that Freddie's coming for you, there's no one left to help.
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@Junylar said:
https://forum.deadbydaylight.com/en/discussion/comment/2609735#Comment_2609735
So you promote toxic behavior then? Interesting. You could've also suggest leaving the last survivor on the ground to bleed and then hook him after 4 minutes to add to that.
lol yea no kidding. Where's this coming from? He didn't say anything of the sort.

