Tostapane
Tostapane
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i doubt that devs will buff her (despite she actually need it), otherwise you would probably see a LOT of people complaining about it
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@bingbongboi90 said:
https://forum.deadbydaylight.com/en/discussion/comment/2989285#Comment_2989285
Any decent killer would have nuked sadako from orbit
this is the fun thing: both are garbage (but at least sadako has undetectable and she's difficult to see in certain loops unlike dredge)
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@deKlaw_04 said:
Sadako is garbage. Artist I would agree that she really doesn’t have a counter. She puts you in a lot of lose lose situations. Pinhead I find very fun to go against although solo que teams can be horrendous. I haven’t played vs the dredge yet
artist worst enemies are lockers (when she swarm you with her crows from afar) and w shift (in chases when she start to place crows, just run in another loop, due to her slow speed after placing a crow you'll get easily in another loop)... she has counters
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@KillerKiryu47 said:
https://forum.deadbydaylight.com/en/discussion/comment/2990049#Comment_2990049
1. That's an outright lie. Nightfall doesn't affect his speed.
2. Yippee! 1 second saved and it cant be locked ever again!
3. By this logic, nurse is an m1 killer.
You even made it clearer how easy of a killer he is to get a 4K with by flexing the adept achievement on match 2. Do you not see how this makes no sense?
1 it does, he will travel faster into lockers during nightfall (i wasn't talking about his normal movement speed while walking)
2 it's like a pallet stun, you'll have enough time to flee away from that zone even before he will come out from that locker and even without the locker blocked you can still see him before his arrival thanks to the mist that will surround that locker
3 well yes, but actually no: nurse use her power to both travel and chase, dredge can only travel from one place to another (unlike nurse he can't hit right after using his m2) and while holding his power he's slower than a survivor, meaning that's sufficient holding w shift while you see him using his power (simplest counter in the game i might add)
4 again, if i 4k with a killer doesn't mean that the used killer is op or strong, it means that i was aganist mediocre (aka really bad) survivors...
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@Mewishis said:
https://forum.deadbydaylight.com/en/discussion/comment/2990022#Comment_2990022
Are you aware that the reason you often get curb stomped is that you play against better survivors? Not to mention killers that are new automatically start at a subpar mmr level. The more you win the stronger survivors you will face, not to mention you will start facing people who actually know how to play against the dredge. Anyone can send a screenshot of a 4k it means nothing, like actually nothing on your skill level.
also this... remember op, just because a killer 4k doesn't mean that the used killer is op and needs nerfs... it's like saying that legion is too much strong cause i did all 4k until now with him... you aren't taking into the equation a small but crucial detail: the survivor's skill. aganist people who know how to play REALLY FEW killers are somewhat viable
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@KillerKiryu47 said:
https://forum.deadbydaylight.com/en/discussion/comment/2990029#Comment_2990029
Because a killer who is basically a mix of 3 other killers is so garbage. Maybe learn how to play killer then instead of moaning every one of them are bad.
bold of you to assume my skill... i got the adept in my 2nd match with him (the 1st one was still a 4k but i didn't had enough time to care about my emblems), you're just salty cause you don't want hear the truth... this killer is a living joke, period. the only good thing that he has is mobility thanks to his teleport but:
1 if not in nightfall he's extremely slow
2 you can easily lock the lockers (more wasted time for him)
3 he's a pure m1 killer, nuff said
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@Shooby said:
BHVR's reasoning for nerfing Pyramid Head's Rites of Judgement fake into M1 by giving it a cooldown was because they said it was a lose-lose situation for survivors, and they were spot on. Currently, Dredge is the same way. He suffers no downsides for using his power, whatsoever. Giving him hindered movement speed by teleporting back to his husk should be the first change to his kit, and should be implemented in the Mid-Chapter patch.
based on this statement then they should have modified DS too cause in the endgame it's a lose/lose situation for the killer (you downed the unhooked survivor who bodyblock for their teammates or unhook himself, you can't pick him up and he can crawl to the exit gates without problems), but we know well how they work on that matter...
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oh great, another extremely useful charm...
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@KillerKiryu47 said:
The Dredge is the worst offender. Survivor games for 2 days straight and can't escape once. Every match is a 4K. This game has gone to hell.
Survivor feels downright impossible.
I've played this since one year after launch and am so fed up with this god damn game catering infinitely to trash killers to the point that every match is now a 4k. But no, I'm not allowed to judge I guess. And im sure the replies will be so original like "bye then".
LMAO imagine thinking that the dredge is op (little hint: he's trash) and the killers after pinhead has no counters. I'm sorry to say it, but in this case the killers are fine, it's a you problem here...
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@Canas said:
How long has it been since this map was released now, 2 years maybe? I sincerely cannot comprehend how ANYONE could consider this map to be killer-sided, it's the absolute opposite of that. If I were the victim of a chainsaw freak accident I'd still have enough fingers on me to count the total number of wins I ever had on that map off one hand.
Let me tell you what the biggest issues are with this map.
- Extremely (!) safe gens. The worst offenders are the ones at the saloon itself and the one on top of the gallows. Both spots give survivors a good view of the map and enable them to see the killer coming anytime which makes it impossible to catch out anyone who repairs gens at these locations.
- Overabundance of doors. We know that this map is the posterboy for these since it introduced said gameplay element but the gimmick has long since overstayed its welcome. The number of doors NEEDS to be reduced.
- Infinite loop(s) at the mainbuilding/saloon itself. This place is flatout cursed, 'nuff said.
- Smaller map means easier time with chaining structures and tiles. A safe pallet or vault is never too far away.
Please, for the love of the Entity, rework this wretched map. I'm sick and tired of it, I cannot believe the community even voted for this map during the current community event.
this map is one of the FEW (if not the only one) balanced maps in the game, it's true that those spots gave a good FoV, but:
1 you can greatly weakened the shack by breaking the door (you can't do this in other maps)
2 most of the loops can be mind gamed (i said most cause even here there are a couple of them that are too much safe, but compared to the other maps this is good)
3 not so big
4 good FoV for the killer too
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@Jasonisanicefella said:
After buff Legion makes games miserable and it is showing a similar level of frustration of the original Legion (first version).
This is coming from a REAL legion main (see all my posting history about legion).
It is a continuous flow of mending after mending after mending.
It is not DBD, it is just a mending simulator.
The new speed feels great when you use Legion but from the survivor perspective is just a faster and faster freight train coming for you and there is not much you can do about it.
Is this Legion unbeatable or even OP? certainly not unbeatable and perhaps not even op (some add-ons are) but it opens once again the door to the same issues of OG legion.
You can beat them slamming gens and escaping but it is a miserable experience.
Please keep the music but change Legion's power. It is not possible to balance this mess, it is either too weak, too strong or too frustrating
Frustrating? He has the same counters as before, this killer is a living joke when you are against people who know how to play against him
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@Ricardo170373 said:
title!
Why you ask for a undeserved nerf? Actually he's too much weak, he can give a run to sadako for the worst killer in the game
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@Norhc said:
https://forum.deadbydaylight.com/en/discussion/comment/2986173#Comment_2986173
Wdym, "usual"? Sadako and Trickster are the only weak killers released over the last 2 years. The rest ranges from decent to very strong.
This is a subjective opinion...
@Devil_hit11 said:
@Tostapane he is weak in ptb, so your out of luck. Almost nothing changes from PTB to launch.
I don't believe in the title in the post. Survivors don't want the killer to be scary. Survivors prefer the killer to be loopable scooby doo chases. I am not sure what coconut is talking about in regards to bugs. Nightfall had no bugs in PTB from few games that I played. I'm sure appearance matched developer expectations.
As always... Well, a pity, they wasted another occasion for releasing something different
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@RaSavage42 said:
Good point... losing the perk due to others is bad
But being struck by DS after 59 seconds still sucks... even though I have chased, hit and hooked other Survivors
Right now DS is an Anti-Tunnel Perk and that's what we all wanted
Maybe at mid level gameplay, at high levels is still a free escape from the killer grasp (mostly in the final phase of the game, where being at this point the killer isn't tunneling anymore, yet survivors can still use it and even do one of their goal, such as opening the exit gates, without having this perk disabled)
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@CarbonaraCharlie said:
Hi everyone, I’m a killer main who play’s survivor on occasion to unlock new stories from the archives.
It seems that 30 percent of the time I play survivor, I find killers who camp hooked survivors which just ruins the fun for anyone who plays survivor. This really needs to be addressed in a way that actually motivates killers to stop doing it.
There should be a new status effect where killers can only inflict deep wound status to injured survivors if they have stood within a certain radius of a survivor for 20 seconds or so. This effect would be paused when killers are damaging generators and completely stopped when there are other survivors within the hook radius unless the killer is already affected by the status effect. The effect progress would not be visible to the killer but the effect itself would be visible when it is activated.
Doing something like this would stop killers from camping and decrease the chance of a survivor dying on their first hook and getting frustrated. This would need to be balanced with some other survivor reworks (cough… dead hard), but could potentially make the game more fun for survivors and killers alike.
never thought that it might be that killers don't have enough time due to the various problems (boon totems, genspeed paired with toolboxes, meta perks, maps, etc etc) and they need to use those tactics (i'll put also tunneling in the package) in order to get kills? how curious that noone ever thought about this...
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@Leonardo1ita said:
I don't know why, but it seems that the more time passes the more survivors are becoming more sadistic, tbagging, flashlight macroing, rage quitting when a bully failed, slurs in chat. Even when you play fair and you don't camp or tunnel.
Do you have any idea why?
Also, for some reason the word "sadistic" is banned from the in game chat. Why BHVR?
EDIT: also this happens with killers too, with some Nurses mains using range add-ons, or Blights, tunneling, eating DS and then hitting you on hook even if you played super fair without Dead hard.
It didn't happen this consistently in the past, I swear.
questo è quello che succede quando i devs ignorano l'enorme tossicità presente nel gioco (o la incitano per essere più precisi), si arriva al punto in cui te ne freghi di avere un match divertente per tutti e ti concentri solo sul vincere e umiliare il tuo avversario nel peggiore dei modi...
this is what happen when the devs ignore the huge amount of toxicity present in the game (or to be more precise they incentive it), you'll find yourself at the point that you won't care anymore about doing a fun match for everyone and you'll focus only about winning and humiliate your opponent in the worst possible way...
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@Obelt said:
The fact that dredge glows like a sunlamp should not be a thing at all devs if he becomes too strong just shorten nightfall people can hard counter nightfall anyway by settings graphics to low so this shouldnt make the next spirit
i want it to being playable and not the usual weak killer of the day that's viable only aganist potatoes (hello sadako)
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@PNgamer said:
hello,
in my opinion: we currently have enough perks and toolboxes that increase the repair speed of generators. So why still have BNP's? I don't understand that...
The same goes for the range of Maps. We all know there are maps that favor killers and survivors. To keep the balance and not influence, I would let the Entitus decide which map to play.
the diffrence between dbd 2016 and dbd 2022 is huge and alot has changed so far.
What do you think about that ?
greeting
I'll personally get rid of all the overperforming stuff overall (map offerings, hook offerings, strong addons and items, etc etc)
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Instead of thinking about those things you should think of the game's problems (since we all play this game a bit of balance wouldn't be bad) ... I'll never understand why people consider it so important to being represented in a video game... Oh well, whatever...
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for whoever question how much strong this perk is: https://forum.deadbydaylight.com/en/discussion/260885/dead-hard-must-be-reworked/p1
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i have a personal rulebook for my matches:
1 if you bodyblock with bt despite i'm trying to chase the unhooker i'll be your worst nightmare (if you use only to get away from me without getting advantages you won't have problems with me)
2 if you abuse certain mechanics (like forcing ds in lockers) i'll be your worst nightmare
3 if you use dead hard i'll be your worst nightmare (you'll have a personal place in hell for this)
4 if you choose the map, i'll be your worst nightmare (most of the maps are too much safe anyway, but if you remove the few rng left in order to gain an advantage and prepare your perks based on that map, you'll get what you asked: a boring/unfun match)
5 if you point at me or start tbagging, i'll be your worst nightmare (i don't forgive toxicity like devs did... this is valid for both in game actions and the endchat)
6 if you abuse certain loops that cannot being mindgamed and are infinites, i'll be your worst nightmare (one thing is being a good looper who kept you busy with relatively safe and unsafe pallets, another one is to abuse the map rng to being uncatchable)
7 if you complete a generators under my nose despite i'm start a chase with you, i'll be your worst nightmare (since you don't fear me, i'll teach you some things...)
8 if you are using broken stuff (such as instaheals or bnp), i'll be your worst nightmare (genspeed is already too much fast and healing is already boosted due to the boon totems)
9 if you are a (sweaty) swf, i'll be your worst nightmare (or at least i'll try to be more annoying as possible)
10 if you keep trying to use your flashlight for a save even when you are already injured, i'll be your worst nightmare (to quote a famous phrase: "Do not come between the Nazgûl and his prey")
i think that's all
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swf and meta perks
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nea (after all the survivors are the best killers in the game if they want, especially if you are a solo player)
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@GiveMeTheBox said:
I've only seen Deathslinger a grand total of three times since the nerf. It's crazy how rare he is to see these days. I mean, I've seen more Twins than Slingers. An oddly large number of Twins, even. Where has the angry cowboy gone?
overnerfed and killed by the devs
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@Deathstroke said:
https://forum.deadbydaylight.com/en/discussion/comment/2978689#Comment_2978689
Those perks punish tunneling and camping simple as that. Play some survivor so you see ds is needed and even too weak. If you play actually killer you also know how easy it's tunnel one out without those perks it takes less than 2 mins in the game. Only in endgame they are problems as agains't good survivors is hard to secure kill because of them. But noed solves that most of the time.
they do more than that... they reward BAD gameplay from the survivors... how many times i was ds'ed cause i finished a chase with someone, hook him, go for another one, and right after seeing the previous survivor going for the save (already healed by someone else) and getting d striked for doing fast downs... or bt, who most of the people use for bodyblock instead of a free pass to go away from the killer... the idea behind those perks isn't bad, but as always people tend to abuse it... ds is too weak for people who play casually this game, but for regular players who know well the maps, items, addons, etc etc it's more than sufficient (and usually this will lead us in the endgame, where people use it as a free escape)...
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@ElizaSteph said:
Every time I see a post about a surv complaining about a killer perk like noed, I always see killers bring up the same four perks as a counter response. Ds, bt, unbreakable, and dh. Now I definitely see how dead hard is a fair comparison or at least understand their pov because it does deny fair hits most of the time and overall I can see why they argue that if noed is unfair so is dh.
I, however, cannot get how bt, ds, and ub are in the same realm??? They’re always brought up when killers discuss unfair perks as counter points but I genuinely don’t understand how these are unfair. They always call them second chancey and a back up for bad plays, but the perks are made to counter otherwise highly difficult situations to escape from.
They’re in the game to make a certain game play style more fair for the other side bc other wise being tunneled and camped would have no legitimate counters, and this is even more true for solo que. It would be nearly impossible to get saves and escapes semi regularly if they weren’t in the game.
And all of these perks can be played around as long as your play style isn’t hard tunnelling and camping. And even then a good bit of the time they don’t help much depending on the killer. Ds? Only used once with a short timer and if you go for the unhooker you don’t face any consequence. Same for bt. Go for the unhooker and you’re fine? Also, on highly mobile killers these counter perks do not do very much to help and only become majorly viable in endgame. Plenty of blights and spirits have still mowed me down a few seconds after a ds stun before I could get to a gate, and fast killers like that can tank a bt hit and down you right after with little recovery time. On slower killers who can’t shoot projectiles I can understand the annoyance at end game more, but it still isn’t very difficult to avoid those perks if you don’t aggressively tunnel and camp. I’m not saying those strats aren’t fair or are toxic, but I am saying they only should be allowed because counter play exists against those strats within these perks.
Same for unbreakable. It doesn’t stop you from slugging, it only stops you from slugging for an immense amount of time before you face consequence. What reason would one have to slug for approx 25+ seconds when objective is to get hook sacrifices? That’s plenty of time to chase someone away in case of a pallet or flashlight save. It stops killers from bleeding out lobbies or preventing the other side from having no counter play for killers refusing to hook and denying saves.
If all of these perks were gone, what would you recommend to do to escape a face camping/hard tunnel situation? Or even have a CHANCE to escape? Letting the others gen rush while someone takes the L and dies because there’s no chance of a save isn’t fair at all.
Yes it’s true they can be abused, but a lot of perks can be abused. Star struck on nurse with infectious can easily give a good player a three man down because of her speed if she felt like it. Make your choice on a hag makes camping so rewardable especially with the add on that allows her to chose where to teleport without having to have traps triggered. Depending on the player and the build and the map many perks can be abused.
My point is these perks are always called unfair for killers during any discourse about broken or cheap perks when they have counter play and, depending on the killer, hardly work.
I genuinely don’t understand why these are always brought up as stupid and unfair and on par with cheap perks like noed and dead hard. They aren’t there to reward mess ups and bad plays. There are hook states in the game for a reason, survivors aren’t expected to never get hooked. So why should getting downed once automatically mean they shouldn’t have a way to avoid getting targeted immediately after a save? Why shouldn’t teammates have a way to ensure someone getting saved can last at least 10 seconds afterward?
I hear stories about bt saves with ds in the killers face to be annoying and all of that, but I rarely see this in my games? Survivors usually don’t do that unless the killer is actively camping, because our whole objective is to survive and willingly getting those saves just risks dying.
Plus you don’t get any points for unsafe rescues? There’s no real motive to do this besides being toxic, but that doesn’t tend to end well on our part anyway and because of that I don’t see any of that “oh well they unhooked in my face before I could even leave the area so I downed them” nonsense. I’m sure it happens and plenty of lower rank players have probably done it out of lack of experience, but in my mmr it doesn’t happen commonly at all.
The only answer I could think of is that the people who hate these perks are people who solely play with a camp and tunnel style. But I don’t wanna assume all killers who say that only do so bc of that play style, because it seems unlikely and that’s a narrow minded view to have. Surely there’s more reasons. So if any killers who don’t tend to play like that have an answer for why they hate these perks anyway I’d be happy to try and understand. Sincerely.
the short answer for you: try to keep playing killer most of the times for at least 3/4 months... you'll see instantly why killers DESPISE those perks (i'm also not a fan of those perks since they reward you for failing)
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2977708#Comment_2977708
Actually there is counter, do not tunnel. If you tunnel, that's your risk. If they remove locker part, everyone will just slug survivors. This will not be healthy change for game.
And DS is already band-ait because survivors have not any mechanic against tunnelling.
Maybe opening gates should deactive DS too but except this, DS does not need any nerf.
"do not tunnel" in the meantime the saved survivor bodyblock with BT, denying a chase with another survivor... Honestly at this point I wonder why people still consider it a anti tunnel perk when most of the people that I faced until now just use it to annoy the killer or to use it as a UNDESERVED 2nd chance toward the end of the trial
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@Deathstroke said:
https://forum.deadbydaylight.com/en/discussion/comment/2977310#Comment_2977310
Not everybody is like that don't let them get in your head. When I have rough match I usually tunnel and camp more easily and then the I end up stomping the survivors usually so I just give the hatch to last one. Because with that playstyle I don't think I deserve 4K and I don't want to feel im terrible person so I just let one go at that point.
I'm more inclined to think: if they didn't put moral rules for themselves, why should I? You see, this kind of matches happen daily if I should start playing again (guess my mmr is too much high or something like that, idk, but the only thing that I know is that I'm tired of what the game throws at me)
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2977313#Comment_2977313
Yeah, let's remove locker part and then let killers slug survivors. And then survivors will need to use 3 perks all times: BT, DS and UB.
No thanks.
You should gave some counterplay for the killer... And as far as I know the only way to get more time is to slug the survivor with DS and go for someone else... If you go in a locker you'll deny the only counter that a killer can do (without mentioning that his sinergy with unbreakable and soulguard have no counters at all... It's a lose lose for the killer)
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@SimplyPixelated06 said:
I just went against a killer that was complaining that there was 3 ds' (keep in mind only 1 ds got used and it was at endgame so he just got salty)
Are killers still upset about the existence of this perk? Because as someone who plays both sides pretty equally if not a little more killer lately, I find the perk to be at the perfect state, doesn't need a buff, doesn't need a nerf. Simply if you are chased within 60 seconds of being unhooked and then downed and picked up, you stun the killer and escape and this is only active if you don't progress the game essentially, you can't heal, unhook, do gens, boon and cleanse totems. It really is just an anti-tunnel perk, if you don't go for them you have nothing to worry about or if you do, you don't mind getting a little stun before continuing on so they can't use it later.
Ds is kinda just a necessity in all survivor builds so I always expect it and also always use it.
Dead hard, I can see why people complain, ds I don't.
ds still have issues to fix... it should be completely disabled once the exit gates are powered or when going into a locker (without mentioning that people can still abuse of that perk when paired with other perks like bt or unbrekable so...). after all there's a reason if "dbd tournaments" have certain rules to respect (one of those is the limited/completely removed use of full meta perks... even the same devs know how much broken they can be if putted together)
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@[Deleted User] said:
Because survivors don't deserve respect.
unfortunately this... i tried to do some matches after a long break yesterday (i regretted this shortly after of course)... useless to say the 1st match toxic swf with instaheal, meta perks and the game as map offering with a weak killer like wraith, while the 2nd match 3 hooks, all gen completed despite they put 2 bps... wanna know how many points did the player with the highest score? 13000... as far as i know people are ASKING with those kind of behavior to be aganist bubba facecamp in every match that they'll do
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@GlamourousLeviathan said:
Omg, are they finally gonna understand that gen defence is meta because gen speeds are broken? Is this a dream?
don't count on it, or better... they always knew that, but they don't care (as long the people keep whining but playing the game they won't have reason to change)
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@WaveyTrey said:
Allow DS to work just before the killer hooks a survivor for the last time. This initiates a “Decisive Strike” mini animation game. Causing continuous skill checks zones for both the killer, and survivor like Merciless Storm. Each time an opposing side succeeds the skill check zone it appears again. The zone gets smaller, and appears faster. Inevitably appearing without warning. This continues until it’s settled.
If both sides succeed it’s a “Draw”. Draws offer 10% extra BPs post game. The mini game continues.
If both sides lose the killer automatically wins.
If killer wins survivors are thrown on the hook, and survivors die on the spot. This offers 100% BPs post game to killer because a killer is locked into place when it happens. So even if some survivors escaped the killer gets double BPs for who they managed to hook this way.
If survivors succeed they stun the killer, and will have a second chance. Survivors get extra 100% BPs post game if they escape the trial upon doing this. They become the new obsession upon success.
If someone becomes the new obsession through any means DS will deactivate; However, if you were the obsession when the match began you can DS one time.
DS becomes what it was meant to be. A means to stall their fate with a chance of survival if ones tries hard enough. Survivors can reactivate DS for their allies through perk synergy like For the People. Which would punish tunneling. Killers can also prevent this synergy through their own perks. Making someone the new obsessions when didn’t want to be via Furtive Chase, and Nemesis. Everyone is rewarded in some way whether they win or lose as well via extra BP.
you can't make a perk that force people to play in a certain way fun... imagine if killers get a perk that after someone complete a generator in their terror radious, that survivor will be exposed and killable through mori... this will force people to not do their objective under killer's nose... this is ds in a nutshell
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@Warcrafter4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2975754#Comment_2975754
They are giving the dredge an exhaustion add-on so they are clearly not against it and the exhaustion changes clearly had no impact on making them.
Which is why its so confusing that out of every killer CLOWN lost his exhaustion add-on.
they feared to make him too much strong... i still have to see a proper rework that wasn't a hidden nerf overall... aside the bottle recharge, the old clown was MUCH better than the actual one (the yellow bottles are useless... or to be precise it can be an indirect buff for survivors)
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@drakolyr said:
I have no problem removing brand new parts, if we remove irisdent addons from killers.
personally i would gladly delete all the items and addons, keeping only the brown and the yellow ones...
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Probably because they play ONLY one side...
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@hatchetChugger said:
https://forum.deadbydaylight.com/en/discussion/comment/2973822#Comment_2973822
J-flick is patched. I don't see why curving was unintended and a bug, but is now an accepted feature. Same with 360ing as survivor. So why not hug tech/hug bug/ bug hug/ whatever?
For me neither of those 2 "tech" was accepted from the beginning... It's like the map "tech" (I won't explain how it works since it's another exploit that must be fixed) for the survivors
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@Carrow said:
I don't. If you can't 3k 9 out of 10 games, you need to learn how to play. With SBMM feeding sub 100 hour babies to 8k+ hour nurses, there's no real excuse to losing most of the time.
For your logic then the killer can nod, hit the survivor on the hook and being toxic in the end chat just because he has few gameplay hours and the survivors that was facing had a lot more hours than him... Please don't say idiocy, toxicity should be punished, no matter if from killers or survivors, but as people said more than once the devs actually incite this kind of gameplay...
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@Ladyinadress18 said:
https://forum.deadbydaylight.com/en/discussion/comment/2973817#Comment_2973817
I’m curious why you are still on the forums?
To give a warning to the other people who still think that this game could change for the better... Also to give my opinion on the actual state of the game generally speaking
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@caramelpudding said:
Is there ever a good time to play killer? (genuine question, because honestly, playing killer stresses me out like nothing else)
When the old ruin was still with us... I had a great time, with really few people being toxic and without the feel to camp and tunnel in order to do my good amount of bp
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@lonewolf8376 said:
So i took a break from dbd when elden ring came out, Here we are in Late may and i decided to come back to see how it was from a killer only perspective, Well i lost my first few games understandably, But a couple things were ticking me off ever since coming back, One being my mmr didn’t seem to change from last time i played, idk i could’ve swore they said there was gonna be like some decay feature for players who took breaks but whatever, another thing is the increase in deadhard gamers, yea ik dead hard has basically always been a high pick rate but last time i played i would see about 2 a game, but now im constantly having 3-4 which sucks because we all knew how dumb dead hard is since validation but anyways im like seeing ALOT of Prove thyselfs too which is new along with more toolbox gamers aswell, Idk maybe i just suck and im trippin but whatever, Also tried out sadako for a bit, (she was my first killer i skipped out on) and was disappointed if im being honest, power felt very underwhelming, but anyways fellow killers, how yall doing, still having fun as a killer?
Quitted from dbd, so finally have a good time. The game is in a REALLY bad state right now imo
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Addons are a thing that work as intended, hug wall "tech" and j flick aren't. Those are exploits and should be fixed asap
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You quote one of the main reasons why I quit to play this game: cheaters.
My last 5 matches as killer 4 were with cheaters (2 flying claudette in one of those matches)
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2973468#Comment_2973468
It's a great thing that there are different departments that work on different things then.
we should see how much resources/founds they use for the skins department and how many of those went into the bugfix/game mechanics department then...
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imo they should be more concerned about the game's mechanics/gameplay than the skin right now...
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*enter in the thread*
*read what op wrote*
laugh
*saw the screenshot*
*saw dead hard*
leave
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the REAL dbd issues... /s
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@Malkhrim said:
Honestly, I think the same should apply to BBQ. Come on, its probably the perk with the highest number of counters in the game at this point, and the BONUS BLOODPOINTS are one of the reason's it is used so much, it's a perk that combines high bp increase and good utility. Overused doesn't mean overpowered.
shhh... then people will say the same about dead hard despite it was clarified more than once why that perk is overtuned...
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@teuzdj said:
I don't understand people who complain every match still playing this game, or people who insult other people in endgame chat, why people find so funny telling a person to kill him self?
regarding the people who complain and still play it's probably that they think that things could change (naive people... once i was like them)... regarding the 2nd it's cause they actually enjoy to be toxic without concequences (for whoever will say that they take reports of those things seriously i just laugh in their face since with all the reports that i did noone of them was answered and the guy who wrote the bad stuff still playing)
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2972144#Comment_2972144
And then you have and equally ######### time playing killer. Guess the solution is just not to play.
Ding ding ding. Correct answer (what I did)