Warcrafter4
Warcrafter4
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Ah another crying about wraith thread.
As for lis extra lunge range at weak pallets: Just throw the dang pallet.
Its less his lunge and more of people refusing to prethrow them.
Also his lunge is there to make his stealth work as a chase mechanic as he can't use stealth in chase without it as uncloaking would make him lose too much time(and his uncloaking speed add-ons are worthless once you see the actual numbers).
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@Kirkylad said:
https://forum.deadbydaylight.com/en/discussion/comment/2244461#Comment_2244461
Thanks but I'll believe people who play the game for a living and also my own experience from playing the game for four years.
Sounds like you can't have your own opinion nor do your own research on the topic as all of mine research points to nothing having changed.
People are fallible including the creators you seem to worship.
So get your own opinion instead of echoing what they have said.
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@Kirkylad said:
https://forum.deadbydaylight.com/en/discussion/comment/2244442#Comment_2244442
So people who play this game for a living and pretty much play him daily just made it up. Okay gotcha 👍🏻
Given how many people(Including content creators) think freddy has a longer then normal lunge range...Yes!
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@Kirkylad said:
https://forum.deadbydaylight.com/en/discussion/comment/2244387#Comment_2244387
It was changed because I watched content creators comment on it thinking it was a bug and it wouldn't go live, but it did.
You probably just never saw Wraith enough to notice how strong his post stealth lunge is.
Literally nothing has changed about it from everything I could find on it. You're just seeing it enough to notice as pretty much no one but tru played Wraith.
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@Kirkylad said:
Wraiths buffs were great from him apart from the crazy lunge, that's just to much.
His post stealth lunge is literally unchanged from the buffs.
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@EntitySpawn said:
BTW I feel most people dont get this DBD matches you within 7 ranks therefore you can match with rank 1s.
But we all know ranking and matchmaking is awful.
Unless it was changed it should be only 5 ranks up or down.
So this match making would be abnormal with a 7 rank difference.
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@Brokenbones said:
Do what I'm gonna do
Run Haunted Grounds instead of Undying for a while
You'll get the bones, but at what cost
Can I just point out how perfect your user name is for this idea!
Also after the nerf I feel like haunted ground is just generally better then undying to be paired with ruin.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2242412#Comment_2242412
So the killer does have to kick it twice if they want it to regress??
Yes because its effectively a lightburn effect:
If it successfully blinds it also stuns the killer for a few seconds.
So since the stun happens before the kick can finish they'd need to kick it twice as the first kick is interrupted.
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The issue with totems is the fact that most are under-powered for being totems:
Every hex defence perk is weak:
Thrill was never viable at any point in the game's history...Even with old Ruin.
Retribution does too little for be a proper deterrent/punishment to hexes being destroyed.
Undying... Just run Haunted Ground its nearly identical at actually protecting ruin as undying but also makes survivors exposed.
Or simply have irrelevant effects:
Third seal only really works on solos.
Crowd control just doesn't last long enough.
Blood favor actively helps the survivor team most of the time.
Huntress Lullaby only really works on doctor or against rank 20s.
The only relevant hexes are ones that give exposed to survivors: NOED, Haunted ground, and Devour hope
Or is a strong regression hex: Ruin.
Mind you this is all BEFORE the new anti hex perks are considered.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2237919#Comment_2237919
If you would have actually read my previous post, you would know that BBQ does not discourage anything. In theory it should, but the practice is completely different.
As long as Killers can camp and tunnel one Survivor out of the game early and still get 4 BBQ-Stacks, it does not discourage anything.
If you don't make use of the aura reading your effectively playing the game with 3 perks to have a free survivor pudding.
Seems like it encourages them to leave given that if they don't they effectively lose their 4th perk.
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@GoodBoyKaru said:
I mean, yeah it was probably unfun as hell, but you still got a 4k. Despite the stacked toolboxes and maybe a farm map? Idk that or Macmillan, but you still for a 4k.
So, ironically, this shows that even when survivors bring really strong things they still lose, and is (also ironically) actually supporting the notion of killer nerfs.
There are a lot of games or Screenshots you could've used to show "killer isn't as great as it could be can we nerf some of the things survivors have" but this wasn't it.
Its not overly telling about balance when its near full power wraith vs near full power survivors.
They both went all out and skill became the deciding factor.
Also we simply don't know if this game was a down to the wire 4k nor if its an over altruistic 4k(3 man escape turned into 4 kill because of overly altruistic survivors).
Before you call me out about that possibility just remember gen rushing gives very little points and in both games I have been in(as a solo with a 3 man) and against 3+ BNPs all 5 gens can be done before any survivor gets over 15k as the rush gives very little time for BP gain.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2237901#Comment_2237901
I mean, I have read it often enough that Killers get more BPs because it is harder. But it has become easier over time and there is not really the need to get average 30%-50% more per game and have easier access to double BPs at this point.
I mean, sure, you can throw a game to get 4 WGLF-Stacks, but then again, Killers only have to play for their 4 BBQ-Stacks. And they can do that in the most scummy way and still get rewarded for it.
IMO the higher BPs are no longer justified for Killers, yes, it is a bit harder than Survivor, but not that hard that you can have basically 1-2 Bloodwebs worth of BPs each Match (if you are using a Pudding as well).
Ok first your really trying too hard to justify your spite against killers as killers BP is irrelevant to survivors and how scummy killers play is irrelevant to BBQ as the perk actively discourages it with the aura reveals.
Secondly if WGLF is too hard to stack then make it easier to stack instead of nerfing BBQ.
I mean the developers said they were adding in new stack generations to WGLF but never actually did.
They only updated the text box to include the previously unstated but always there ways to get stacks.
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@Aven_Fallen said:
I agree with you.
BBQ should encourage Killers to go for other Survivors, but it does a poor job doing so. The problem is that a Killer can still camp and tunnel one Survivor out of the game and will still be able to gain 4 Stacks of BBQ - this is like offering a little child a reward for behaving nicely, but giving the reward anyway when it does not behave.
This is my biggest problem so far with this Perk, Killers get way too much BPs for scummy playstyles, because BBQ rewards them. (E.g. I once went against a Wraith, camped every Survivor and morid them (old Ebony Mori)... He used Silent Bell, purple All-Seeing and the Ebony, had an investment of 20k BPs but still had a profit of around 18k, because he had 4 Hooks with BBQ and got more than any Survivor in the Trial...)
But, I dont know a suitable solution for that. I was thinking about only awarding stacks as long as all Survivors are alive, but there would be the need of something which avoids Survivors suiciding to prevent stacks.
In general, I think that the super-high BP-gain of Killers compared to Survivors is not justified anymore. The game became easier and easier for Killer and still they get around 30-50% more BPs at Base, have an easier access to double BPs, have less stuff in the Bloodweb (aka more chance to get what they want) and have less Perks to learn (I think with the next Chapter it will be 9 Perks less).
But BBQ is the one that grinds my gears from time to time, since it does a poor Job in encouraging people to not play scummy.
Ok if your complaining about BP gain that killers have your just being spiteful.
The amount of BP killers gain is irrelevant to the survivors and there is no reason other then pure SPITE to try to get the BP part nerfed.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2237401#Comment_2237401
No it wouldn't.
You are fooling yourself if you think most players only run bbq for bp. The aura reading is a useful effect that makes it worth using. It might not be someone's main motive to using but the aura reading is certainly a factor.
Monstrous Shrine with the bp effect would never have anywhere close to the same usage as current bbq because it is a useless perk itself.
People regularly run BBQ on the trapper.
A killer who has no effective way of ever using the aura reading making it useless on him.
This means people are literally playing with 3 effective perk slots to get the BP gain bonus
Heck as for your example to the trapper moving the BP to Monstrous shrine would be a buff to it with him with BBQ.
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I usually do my sabos for the challenges when there's already a forced sound notification like when a generator I am working on is completed or when a teammate is unhooked.
Usually for the unhook one I try to do it in the opposite direction to hopefully bring the killer away from said hook if I happen to be closer.
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@Beelzeboop said:
I feel like the "Basic Attack" requirements should only apply to effects that are particularly strong (so that you have to work for the reward at least a little) or things that could be easily abused (Sloppy on Legion or Knockout on Huntress).
Hysteria and Eruption don't really fall into either of these categories.
Knockout did work on huntress in the past.
It was fine and even considered kinda bad due to it being no better against solos then any other killer with knockout along with trying to mass slug with a 110% killer.
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@indieeden7 said:
People always forget that an increased FoV is a HUGE advantage for stalking killers
I don't think FoV has any weight on how stalking killers can well stalk.
As I have stalked plenty of survivors outside of my FoV(Usually by accident) already so it seems to be a set cone instead of being tied to what the killer can see.
Also vice versa where I can clearly see the survivor in my FoV but can't stalk them because of them crouching behind a comically small rock despite most of their body being exposed.
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Mine is the spirit as a lot of people massively under rate how hard she can be to play and how much she can get punished for misusing her power.
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@A_Skinny_Legend said:
https://forum.deadbydaylight.com/en/discussion/comment/2234539#Comment_2234539
He's still powerful, not saying a nerf is warranted but it's so transparent to see that people that enjoy him are downplaying his strength to hopefully avoid a potential nerf.
People really aren't underplaying him its just the fact he's always been like this and its an issue now?
I mean wraith has been like this for around two years and people are only complaining about him because he's the current "Flavor of the Month" killer.
Also please keep the conspiracies theories to yourself as no one is intentionally underplaying him. Heck Wraith's supporters have been trying to tell people he's underrated for a LONG time now.
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@A_Skinny_Legend said:
He's obviously powerful now. People are just trying to downplay his strength because they don't want him nerfed.
Wraith's power is unchanged and in fact with his best add-ons he was EVEN BETTER BEFORE THE CHANGE!
He had the same speed with add-ons but the add-ons never actually had a downside(The Value at all tiers was set to zero).
So not only was he as fast with as many strong add-ons he was even faster uncloaking then he is now.
Ps. Before you talk about the post stealth lunge: Its completely unchanged from the previous wraith to the current one.
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/2234465#Comment_2234465
I beg to disagree. I played a lot this weekend and watched Wraiths in Purple and Green tear Red Rank teams apart.
You also have to realized very few people played wraith before the buff and thus very few survivors actually have experience against good Wraiths.
Wraith is currently the "Flavor of the Month" killer so I give it 2-3 weeks and everyone will have stopped talking about Wraith again.
Much like they already have stopped talking about Demo being supposedly OP with Demo's add-on rework.
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I think part of the issues is on maps like Hawkins there's a good chance that you'd get out of the chase before you hit the bottom(When it counts I am guessing) meaning you won't qualify for the challenge.
So I believe the chase requirement is probably the issue as a lot of the good long falls breaks chases.
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I can see pink working hilariously well for a tier legendary April Fools/Valentine's day skin for the Doctor:
Changing all electricity effects to pink electricity hearts that makes anyone shocked scream/Laugh hysterically for joy when hit and when they get downed/sacrificed.
Its both hilarious and extremely morbid given that he's literally shocking their brains so badly it causes overpowering positive responses from horrible torturous things happening to them!
Ps. I know this will never happen given the devs couldn't even change Oni's club or trapper's traps for their legendary skin's power along with all the voice lines needed. Its a fun idea none the less.
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The main change I'd make to No Mither is to make it so if you haven't been hit in the last 45 seconds against Oni you don't spawn blood orbs.
No perk should kill your entire team by just existing like No Mither can against Oni.
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@Mr_Slick546 said:
https://forum.deadbydaylight.com/en/discussion/comment/2233713#Comment_2233713
There's some problems with what you just wrote. First of all opinions are like a$$holes, everyone's got one some are cleaner than others. Plenty of dumb opinions, here's the definition of the word valid:
Valid: (of an argument or point) having a sound basis in logic or fact; reasonable or cogent.
Secondly, the only thing deep wounds is "meant" to do is force a time sink, you can try to justify the black screen but at the end of the day it's bad gameplay, you shouldn't lose a chase because you literally can't see your screen.
Here's the thing though: The darkened screen is Both a Punishment and a Tradeoff.
Deep Wounds regardless of who applied it requires the killer to hit you and in the case of Slinger/Legion its their Punishments for you for getting hit.
For BT its a Tradeoff as you can use it to body block one hit/Tank a campers hit but your screen darkens as a trade off to make getting hit the 2nd time easier for the killer because they had already hit you once.
You survived a hit that should have downed you and you expect there to be no Punishment or Tradeoff to that?
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I'll swap when David stops being my favorite survivor.
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Twins are:
Dull: They have counter play but its less interesting then trying to out-stealth a spirit nor can they do the fake outs like freddy can.
Predictable: They are a one trick pony that can't really do much else other then their proxy camp/slug.
And ultimately unrewarding to play against as most of your normal chase BP you don't get with the twins and grouping up to counter victor doesn't feel like I outplayed them and thus is unrewarding.
This may sound like I want them nerfed but quite the opposite in fact; I want them buffed to make tag teaming plays the best general way to play them without completely gutting their proxy slugging and camping.
Which should fix all of the above issues as it makes chases more dynamic and makes them less one trick ponies along with making countering them more rewarding in both the skill and literal BP reward.
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I have been getting bad maps for killer for so long I just laugh at them because I know the devs will NEVER fix them.
Its also funny and sad that pointing out to survivors how survivor side the map spawn was offends a LOT of survivors for some reason.
I can literally look at a map spawn and within 30 seconds tell whom is going to win unless they do massive misplays.
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@ShamelessPigMain said:
Mine seem to bunch up into these very hook-dense areas with hook deserts in between.
This is how a lot of my hooks have been spawning as well:
as I have had multiple games with 3 hooks the minimum distance from each other in 2-3 groups meanwhile most of the map is completely barren of any hooks.
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I just had the same thing happen to me but with spring wood:
House of pain with a god window spawn.
That's connected to the main building.
That's my only possible 3 gen spot.
That's surrounded on all sides with multiple random god pallets.
Has an insane amount of random LoS blockers making it impossible to rank up(I was Michael).
And finally the basement spawned in the killer shack instead of the basement meaning it was nearly impossible to hook anyone in said main building.
The saddest part is when I pointed out how the survivors got the free win map spawn they got offended!
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Wraith doesn't need a nerf and the Pig is the 2nd biggest bastard child in the game(Nurse is the first).
Pig has been in constant horrible states for years because of her trap mechanic(If they make it too good its effectively a 1 hook mori) that the devs refuse to rework.
So no don't cry that wraith is better at stealth then Pig. Call out the developers for not wanting to rework what makes her unbalancable.
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@valvarez4 said:
Bloodlust is for bad killers too, and I don’t see you killers asking for removing it
Given that it solely exists to prevent infinite loops which the game still has a LOT of.
I doubt it will ever be removed as it would require the developers to actually fix most maps including a near complete rework of Haddonfield.
Blood lust was never added to make killer's easier, it was to make the game work with bad map design.
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@xenotimebong said:
https://forum.deadbydaylight.com/en/discussion/comment/2227908#Comment_2227908
So old DS was fine and didn’t affect kill rates at all. Good to know so many people complained about it for no reason then.
It says in games were its used aka games were DS went off in which case its stun effect is unchanged and thus has no change on its escape rate which makes sense.
Anyways back to the topic at hand:
Spawns have always been weird in DBD as they have always made or break the game given how old spawns could and would literally spawn you in front of the killer dramatically disadvantaging the survivors.
Now we are having the flipped issue of spawns putting people instantly spread in front of multiple different generators dramatically disadvantaging the killer.
I feel like shrouds should be retired and spawns should just be set to a specific pattern(s) to fix this as this is a recurring issue now that has negatively effected both sides.
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I can understand the Scourge of the Plague because that's the only way to get it done at high skill levels.
However Fear is Your Weapon might as well just say: "Play one game as Michael Myers Or The Oni."
As both of those killers naturally complete the challenge in a normal game as Infecious fright is a meta perk on both.
Plus they are snowball killers so they naturally try to down two people within their power windows and guess what Michael's window is the same one minute the challenge asks of you.
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@Kebek said:
LP is the best one, getting into extremely fast early chase is very important for all killers besides knowing where all survivors are precisely has a lot of strategic implications.
Eruption might be ehhhh decent on some killers in some 3 gen situations, otherwise it wastes more time then it spares as you need to get to each gen and kick it which takes time and 6% regression isn't worth all that walking and kicking in most scenarios.
Hysteria is just bad because it activates even if it doesn't apply to anyone and it doesn't trigger of injured survivors getting downed. It either needs big number buffs or updates on trigger conditions.
Idk how you think Eruption will save you time or is even intended to save you time, given that its a "Time Sink" perk.
It rewards you for wasting time kicking generators for a future reward which is the extra regression/Incapacitation (which SWF can ignore by calling out when they go down so no one is effected).
Ultimately Eruption its the exact opposite of a time saver.
Remember regression perks are meant for regression NOT saving you time and I have no idea where the time saved idea even came from.
Anyways I feel like LP will be replaced with corrupt as they more or less do the same thing but corrupt also stalls.
Also hysteria falls into the same design trap as blood echo which is that its too situational with too much set up for how little it actually does.
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This would Cripple killers like Michael/Legion pretty thoroughly as Michael relies on people not knowing its Michael to get out of tier 1/get a multi-hit Feral Frenzy early before survivors spread out knowing its Legion.
It also cripples set up killers such as Hag and Trapper to as they have to properly set up in time without survivors knowing stop/destroy the set up.
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This is less a design problem and more of a match making problem as that Dwight probably shouldn't have been in your game at all.
Mind you 3 survivors vs 3 gens is still winnable albeit hard and yes I have won that against pruple/red rank Freddy/spirits before.
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@Mr_K said:
Slightly = Small amount
Moderately = Modest amount
Tremendously = Large amount
Hope this helps. 🤗
Except that's not always the case:
Demos' Black heart add-on gives a flat 20% cool-down reduction on successful shreds which is .6 seconds and is only a slightly.
Meanwhile legion's cold dirt is also a .6 second decrease on their self stun FF cool-down but is labeled as a considerably.
Its not consistent at all.
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I like the interesting effects of iri add-ons but most are so useless they aren't worth bringing over their lower rarity "Boring but effective" counter parts.
Also no point in have QoL or niche Iri add-ons most of the time as you'd rather bring something that actually helps.
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Other killers have detections in their base kit and most of theirs are much stronger:
Doctor's...Everything is detection.
Ghostface gets detection on anyone who sees them while cloaked.
Victor gets blood hound baseline and a Killer instinct radar while inactive.
Oni's blood orbs reveal were survivor are through walls if they are injured.
Trapper when someone disarms his traps.
Plague when someone gets sick from an object or when they cleanse.
Legion's FF detection once he has hit someone.
Hag's traps.
Demo gorgon's active portals both when channeling shred or when sealed.
Beeping from the pig's traps and the laughing from her boxes.
Pyramid head's trail if not crouched over.
There could be more but I have made my point.
Most of the blood covered killer cast has detection in their base kits.
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@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/2217291#Comment_2217291
but with a power as strong as his, i just think it should be thought about
Not really given how long it actually takes him to get it to be any good.
He's already(Relatively) weak early game and making him weaker mid/late game would render him underpowered.
Remember this: The early game matters the most to the killer as a bad early game means there is no late game.
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@KerJuice said:
https://forum.deadbydaylight.com/en/discussion/comment/2217194#Comment_2217194
Yea, there should be more then. Maybe a minimum of 8 at least?
So you'd want potentially 12 3 hit chases from Nemesis?
You do know why old Mettle of Man(MoM) was nerfed right?
Because your just asking for old MoM against Nemesis/ effective immunity to his power.
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@Man_of_triangles said:
I think Repressed Alliance is to counter Pop Goes the Weasel and prevent it from being used, while Blast Mine is so if the killer kicks the generator before searching you're pretty much guaranteed to get away.
It actually also interupts the kick meaning you can lose a pop if you try to pop a trapped generator in the last 5-8 seconds of pop's duration.
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Given that being uncontaminated can give you a 3rd hit in chase against Nemesis.
I think its entirely fair that there's only 4 of them in the game or 8 possible 3 hit chases.
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@HaunterofShadows said:
https://forum.deadbydaylight.com/en/discussion/comment/2216842#Comment_2216842
and then people are going to complain that q times are super long without comprehending they helped in banning a bunch of the players.
Sounds 100% like what the DbD community will do and then when the false bans get over ruled. They will do it again!. And again!...And again!......And they will never learn from any of them.
I just feel so bad for spirit/Freddy mains and killers who happen to play "Flavor of the Month" killers like Wraith/Demo is currently as they'd be mass reported for just playing killers they like.
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I really don't see the issue as it effectively has the totem detection mechanic of freddy's clocks:
They are shown to be easily 30+ seconds away from you distance wise unless you run for them and potentially getting you caught and potentially hooked for your haste.
Also Small Game is still too weak for what it actually does and we'd need totem aura blocking Mechanics/perks to make it relevant as Small Game is the only non aura reading totem detection perk.
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They announced those buffs and even tested them on a PTB.
But as other have said that was a while ago and if you weren't paying attention to the news section you probably would never have noticed due to how useless they still are.
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@Dito175 said:
https://forum.deadbydaylight.com/en/discussion/comment/2210243#Comment_2210243
It looked like they threw blue/green paint over everything, now at least looks like a real place.
Eh they technically aren't real places in game as they are just constructs of The Entity.
However they(Originally) looked off because of being made by an eldritch being(The Entity) that doesn't fully understand architecture. Which is why they always change.
Its also why the moon is so close on several maps is that the entity made a fake moon but didn't know how far away it actually was.
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Your going full meme with one of the single best add-ons in the entire game(All Seeing Blood).
Being honest you were probably going to win those games either way and probably more easily with a better build.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/2209932#Comment_2209932
Only if there's a significant skill difference between the 2 sides which then it's not the ruin carrying anyway. Ruin isn't free regression, it requires skill with creating high map pressure otherwise it does nothing. Most games ruin is found early anyway.
I never understood the mentality of people getting "Carried" by ruin when it does literally nothing unless the killer is actively pressuring the survivors.
Pop/Surge are both regression perk that do nothing unless the killer is actively pressuring the survivors with Hooks/Downs respectively as well.