Warcrafter4
Warcrafter4
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This would just encourage bad saves just like how BT does.
Most "Tunneling" or "Camping" I have ever seen in the game comes from bad saves/Teammates running straight into the killer/Wanting me to heal them under hook despite being able to physically see the killer coming from across the map because they constantly were healing under hook.
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@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/1416383#Comment_1416383
Exactly what I was thinking.
Hay the devs say killers should be getting 2k on average in games so that's a number they are stuck with.
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To be fair: A lot of survivors ignore the possibility of NOED so while its in the same tier its an extremely distant second.
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In high BP events people tend to play killer more just for more BP.
Killer ques shouldbe much faster once the event is over.
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@Victor_hensley said:
https://forum.deadbydaylight.com/en/discussion/168999/howd-i-depip
you do not gain the emblem points if the survivor unhooked gets downed shortly after hook.
Correction: You LOSE points from a survivor who you saved gets downed immediately which is around 150% of the unhook points.
Also you lose points for survivor's giving up or DCing on hook(Which is dumb).
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@CornHub said:
Genuinely curious as to what that would be. For example at the moment with killer sided hit detection someone with high ping could get a fair hit on their end, but on your end you wouldn't be near enough for a hit. So if a survivor had high ping would they not be hit?
It would render the game nearly unplayable for the killer unless the devs doubled if not tripled the hitboxes of all attacks as latency would screw over killers left right and center.
Due to smallest latency(.10 of a second) would be the difference between survivors making a vault safely or getting hit though it. People forget how precise of a timer a killer needs to get vault hits without the attack being auto aimed into the vault itself(This is also true for dropped pallets).
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@Widden_G2 said:
https://forum.deadbydaylight.com/en/discussion/comment/1415168#Comment_1415168
I don't care noed users thought
I can't blame people for running NOED with the current match making given that its the only thing at times that will let you get any kills due to the massive skill cap.
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@Peanits said:
As far as mobility goes, it's negligible. Sprinting heats up the chainsaw at a significantly reduced rate, so you can do entire laps around the map no problem. More importantly, even if it overheats a few laps in, it doesn't cancel your chainsaw.
As far as curving and all that goes, your ability to do so is functionally unchanged. You'll only notice a difference if you miss a bunch of them or pull out your chainsaw way too early (something you don't want to do anyway because it means the survivors are going to widen the gap).
Given how the nurse "Just a add-on pass" went...
No one in their right mind should trust the dev's word at this point.
This isn't me being hostile its me bringing up the development team's history of lying through their teeth on this subject in the past.
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@Fiv55 said:
https://forum.deadbydaylight.com/en/discussion/comment/1414386#Comment_1414386
Chainsaw rev is ~33% and the sprint itself overheats slower than the rev:
https://i.gyazo.com/2beaf2f513019642d397ddfc1dab6c12.png
Chainsaw Sprint for 7 seconds ~15%
https://i.gyazo.com/752bd206ab3d939031d307c366ae0148.png
We dunno if they're gonna keep these values, but potentially you can sprint for ~30 seconds (66% of his powerbar) before the cooldown starts.
https://forum.deadbydaylight.com/en/discussion/comment/1414388#Comment_1414388
Cooldown: around 16 seconds is my guess:
https://i.gyazo.com/c695b68a68767152b24893a856dd5bb7.png
https://i.gyazo.com/7da88a2bb6713bc5946a4003f9b4db58.png
I think its going to be fine, you usually dont sprint for 30s. I guess they killed the drift king, if moonshine doesnt reduce the overheating :( I think his general mobility wont be affected, but rev'ing around loops :(
My issue is not one long sprint but you sprinting between different generators looking for survivors thus concurring the rev up heat and the sprint heat twice over.
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@CrowFoxy said:
Billy's mobility isn't being changed really. You won't even enter cooldown if you're mid sprint. This is mostly a chase potential nerf.
Even in the video shown just one normal map roaming sprint costed the billy OVER HALF of his over heat meter.
So from what we have been shown his mobility will be gutted pretty hard if he cant' even do 2 chainsaw sprints without overheating.
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@EpicBigBrain said:
Seriously, I have bearly played any killer this season but somehow I still manage to be rank 3. Sometimes I occasionally play killer just to get a break from survivor but I why do I have to go against the same people killer mains do. If I had to say personally what rank killer I was, i would say around 6/7, but i cant get over the fact 3 or 4 good games can get you to rank up. I think the should bring back old rank reset. It also annoys me that if you're rank 4 you just go back to rank 5 at reset.
How easily killers rank ups is based on what killer you play:
You can be afk on legion and probably still pip.
Meanwhile if you constantly keep players broken as the plague then you can 4k and still DEPIP(This has happened to Otz on stream I believe that or Tru(Maybe both)).
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@TWiXT said:
Pig.
- Her RBT's ensure that a survivor stops focusing on doing gens and has to run around for up to 2 minutes trying to get it off of their head.
- If they don't get the RBT off of their head before the timer runs out, it kills them.
- Pig can bodyblock the jigsaw boxes to ensure an RBT will kill a survivor.
- Jigsaw boxes skillchecks are affected by Unnerving presence.
- She's stealthy.
- If she has 2 or more survivors with ticking RBT's she can focus on the survivors doing gens instead which stops survivors from doing them efficiently, which really slows the game down, and hands her an easy win.
"PiG OP, pLZ NeRf!"
The devs already nerfed her for no reason twice so thrice wouldn't be to far fetched.
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My guess would be either Trapper or Wraith by adding in a "Completely necessary and skill intensive" 10 second cooldown in their abilities.
10 seconds between each trap set/rearming and for wraith 10 seconds cooldown on the bell whenever you enter or leave stealth.
The Billy nerf was unnecessary and out of no where so would Trapper and Wraith nerfs so ya they'd be next.
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@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1410380#Comment_1410380
And literally, the EXACT same thing could be said about
- NOED, you do nothing. Free insta-downs by just eating a burrito from your desk.
- BBQ, you said it yourself "You just equip them and just do everything as normally as you always would, no change.
- Sloppy Butche, same as above, just strap it on and play normally.
- Dying Light, same as above, strap it on and play normally.
- Infectious Fright, no cooldown, great slugging potential.
- Nurse's Calling? Same exact thing, just strap it on and play normally for Aura Reading buffs.
- Pop? Same, strap it on and play normally.
- Coulrophobia? Same exact thing, strap it on and play normally.
You literally said, survivor perks have no way to activate, they're just automatically activated and you named 2.
I named you a crap ton that do the same, exact thing. Just strap them on, and play normally for added buffs.
I'm not defending survivors, I'm a killer main, but your post stenches of killer bias, fake, false sense of oppression.
Calm down.
For most of these you'd have to play differently to get the most out of them:
Dying light: Even if the obsession has the survival instincts of a lemming you can't get them out of the game or you lose your perk(Normally this is an advantage to get rid of a weak link).
Sloppy: Killer dependent if it changes your play-style as if you;d want to use it on huntress for example you'd have to force out melee hits which isn't easy.
Nurse's calling: Killer dependent again but best used by going out of your way to damage everyone instead of going for downs immediately.
BBQ: Try playing billy/spirit with this and tell me it doesn't change how you play them.
Pop: Encourages you to kick in situations where kicking is normally useless such as survivors being nearby and overall makes you kick vastly more then normal.
Coulrophobia: Its run in anti healing build which for an obvious reason require you to change how you build/play.
Infectious: O come on this is the posterboy of rampage builds for Michael,Plague and, Oni and requires you to play differently(Aka 2+ man slugging) to max out its power.
NOED: It requires you to suck/Play against SWF gen rush squad but more relevantly its used nearly end game build to get.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/1409945#Comment_1409945
No killer cooldown is over a minute, you joke about how hard it must be to not run for a minute, but you're upset over cooldowns less than 10 seconds.
You know without the blood orb/on hit mechanic oni's power takes over 8 mins to charge/cooldown right(.2 charges per second and 100 needed so 500 seconds).
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@Cheers said:
Hey @MandyTalk , sorry for disturbing you but if possible could you close this thread, it was meant to be positive but it's gone negative really fast.
Thanks in advance.
I don't think this is fair or accurate sense you made a false claim and people rightfully pointed out the flaws in said claim.
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@MrDardon said:
https://forum.deadbydaylight.com/en/discussion/comment/1409371#Comment_1409371
You think dead zones exist in the middle of the cornfield? Because that's where it happened.
My guess is given how bugged the game is its probably trying to put you outside of the corn prop(Which it can't sense the fields are massive) thinking the corn a solid object when its not.
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@Cheers said:
https://forum.deadbydaylight.com/en/discussion/comment/1409271#Comment_1409271
https://forum.deadbydaylight.com/en/discussion/comment/1409273#Comment_1409273
Which we complained about upon release and then got changed.
Dude the attack cooldown was change was announced rather quickly long before it went live because people rightfully pointed out how bad it was.
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@CrowFoxy said:
https://forum.deadbydaylight.com/en/discussion/comment/1409224#Comment_1409224
What? Legion is quite worse than they used to be. Sorry.
All their add ons especially just got nuked from orbit.
Also legion STILL isn't at release Feral Frenzy speed either.
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@Cheers said:
https://forum.deadbydaylight.com/en/discussion/comment/1409232#Comment_1409232
And yet people said that he'd be rubbish before they even tried him.
They also massively buffed shocked theorpy by HALVING ITS COOLDOWN(it used to have a 3 second cooldown now its 1.5) in between swinging normally.
No when he was first shown he was nearly useless so they flatout had to apply a massive buff to him.
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@Mandy said:
I'm not sure if it's just over reacting or that people are resistant to change in general. I just hope that people go into the PTB with an open mind and test things for themselves not just make an instant decision on something - I think that's what I find the most frustrating.
To be Fair: Its hard for the community to give the developers a Good Faith chance when they have acted in Bad Faith in the past on a similar change(Nurse rework).
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@LapisInfernalis said:
https://forum.deadbydaylight.com/en/discussion/comment/1408907#Comment_1408907
Like I said: Anti Slug-Billy. And I'm completely fine with that. No fun depipping because Billy happened to have Infectious with everyone around.
My point was the overheat will be gutting his ability to roam around the map given how much overheat just using it once gives.
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@LapisInfernalis said:
https://forum.deadbydaylight.com/en/discussion/comment/1408605#Comment_1408605
the 15s cooldown is initiated when you hold your charge for too long instead of using it directly. It is meant to be anti slugging, so Billy can't chainsaw everyone quickly (which isn't fun).
It was shown in the video that even without addons you overheat for over 25% of the total overheat meter just to use the chainsaw to dash with.
It also was shown to have an extremely slow overheat reduction in said video as well unless your fully overheated.
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@Cheers said:
Don't assume something is going to be bad until you try it.
Don't like it after you try it? You have the right to complain, but wait until you try it.
Yes and last time they pulled a stun like this it as to the nurse and people said the same thing...
Guess what happened?
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I think the devs know the nurse is under-powered and extremely bugged but probably because of one of the heads doesn't want to deal with her they prevent the rest of the team from fixing her.
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@LetsPlayTogether said:
A cooldown which pretty much does nothing. Complaining about some minor adjustments is really hilarious.
People said the same thing about the nurse's cooldown and guess what happened...
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@Splinterverse said:
https://forum.deadbydaylight.com/en/discussion/comment/1405122#Comment_1405122
The difference is you don't NEED to do any of the things you mentioned to get the gates powered. You NEED to do gens. Call it a gen rush if it makes you feel better but it is how the game is designed to move forward to the end-game collapse. These comparisons to slugging/tunnelling/camping are false because they are not REQUIRED or NEEDED to cause end-game. They work, but are NOT required. So, again, if it makes you feel better to cry Gen Rush, go for it. I'm done reasoning with killers who suck.
You clearly have never played killer if you think that slugging/tunneling/camping aren't required.
There are circumstances where all 3 are justified.
Ps: Healing makes it more likely for you to survive and thus help you do your objective of escaping. While not technically required it greatly helps your objective enough that ignoring it in most circumstances to do gens is just rushing the gens while putting yourself at disadvantage in chases.
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It got disabled because of hackers forcing multiday long bans on people using it.
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@Todgeweiht said:
https://forum.deadbydaylight.com/en/discussion/comment/1405384#Comment_1405384
I dont get it. I have recently started playing nurse again and I find her new add-ons a massive improvement over the old ones. Her new omega blink is low key better than the old one in my opinion, the only thing that annoys me is that she has 2 meme add-ons and her ultra rares suck ass. Oh, and I also miss the speed add-ons, they were pretty fun :T
New + blink add on is better then the old ones?
Its literally objectively worse sense its the same addon but now has a massive downside.
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It looks like the nurse and given that the nurse barely works(Gamebreaking bugs) this doesn't make me hopeful.
Why even bother putting weaker versions of perks on addons? What is the point when you can have 4 perks but only 2 addons and you can just run the normal better version of the perk anyways?
It really does seem like the devs have learned NOTHING from the failure of the nurse rework.
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@Hero_awesome said:
https://forum.deadbydaylight.com/en/discussion/comment/1405209#Comment_1405209
Im assuming you didn't read the whole thing. Not to make noed basekit but a movement speed or something.
https://forum.deadbydaylight.com/en/discussion/comment/1405216#Comment_1405216
That would be amazing! Great idea gen's regress so why not doors. Imagine this as a hex perk. Like noed the exit gates cant open or the entity blocks them until the hex is cleansed.
NOED grants 2/3/4% movement speed based on perk level while NOED is active.
So your suggestion is a level 2 NOED like speed buff but without the exposed part of the perk.
Or another way to put it is a baseline but weaker "Hope" for killer.
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@LetsPlayTogether said:
https://forum.deadbydaylight.com/en/discussion/comment/1403816#Comment_1403816
So you blame the unhooked survivor, whos the only one innocent, but gets his game ruined by both other parties? Hilarious.
Firstly He's blaming the bad savior not the victim
(I am going to be using "you" hypothetically) Secondly If you don't give the killer time to leave the hook before you try to unhook then yes you are the one in the wrong not the killer.
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I don't even get a lot of the tunneling crying as his ability to tunnel hasn't changed much.
His camping ability got gutted but not his tunneling.
If you get an early torment on a survivor you hook them instead of caging them sense a hooked survivor doesn't lose torment. Once you get unhooked he cages you bypassing DS.
Then he just Death hooks you sense you don't get DS or BT from being saved from a cage.
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@Splinterverse said:
https://forum.deadbydaylight.com/en/discussion/comment/1403804#Comment_1403804
Justify it however you like . . . it doesn't change the fact that slugging and tunneling are NOT required. Call it gen rush all you want. It's the objective. It has to be done to get the gates open. At this point, any time I see "gen rush" I will just translate it as "I suck as killer" because that's what it comes down to.
Gen rushing is doing generators above all else.
there are games where its more or less required such as playing against iri head/belt Huntress or perma tier 3 Michael sense healing becomes a non factor in those games.
However if your doing gens over healing or doing totems heck I have seen it over doing hook saves when the killer wasn't camping me(The killer was chasing the obession so the spiderlegs were twitching on their icon) aka rushing the gens over everything else then it is objectively a gen rush.
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I like the doctor.
As someone who likes being chased as a survivor and as well as liking the querkiness of the madness effects the doctor is one of my all time favorites to play against.
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@CrowFoxy said:
Surge is actually a pretty damn good perk. I don't think it needs a buff, I'm content running it as it is.
Here's the thing about surge is it can't damage already damaged generators so its cooldown is meaningless as it currently stands.
Sense you can't re-surge a gen until a survivor starts working on it again why does it have a cooldown?
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There's sadly are a lot of games where no matter who I am playing as i have to give up 4 gens and just try to force a 3 gen dead lock that tends to drag games out to 15+ mins simply because if I don't I will automatically lose within 4 mins.
Its not very fun for me or the survivors but if I am forced to make a forced 3 gen situation then my hands are tied in those games.
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While I don't think that DS should work on grabs on any kind as you shouldn't be getting grabbed during its duration and if you do the killer deserves the hook.
That being said DS being infinite while on the ground would mean killers could be put in situations where the last survivor on the ground has DS so for the killer to have a 100% chance of a 4k they'd leave the survivor to bleedout for the whole duration as picking them up would result in DS going off a potentially losing a kill for no reason.
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@Sonzaishinai said:
I never really understood this statement
If a killer is strong enough without addons, how will you stop it from being overwhelming with addons?
A killer that relies on rare or ultra rare addons is a bad thing i agree. But i find that yellow addons should be the baseline
If addonless is baseline then you either get huntress that get's crazy over the top with her best addons, or nurse that has horrible addons
The idea isn't that they are "Strong" with them but just not "Weak" without them.
Aka you don't feel like your being handicapped by playing them without add-ons and feel like add-ons are an empowerment(No matter how small) instead of putting you where you should have been to begin with.
Ex. The trapper feels extremely handicapped without his bag add-ons but making the brown bag addon baseline(and adjusting the rest to make taking a bag the same as now) wouldn't break the trapper and it would mean people could bring his other addons more.
This is because a lot of other add-ons are clearly designed around being comboed with non bag addons like the yellow dye being useless without the tar bottle.
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@Neamy said:
Just used a cake, got 30k blood points for the match and 4k bonus points.... Lol I thought it was 140% for the one using it
For some reason there's a seperate bug that makes offering not go through or acts as if a different one was selected so that bonus probably was the game treating your cake as a random brown BP offering.
This can also effect moris making them fail to give you the kill by your own hand effect so survivors can at least know this bugs stops some moris from hitting them.
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Three things:
Pyramid Head who is a popular character got released as a killer so people are spam playing him.
People are getting their crowns/halos for their killers while they still can during the event.
Both time of day and people rushing to finish archives before the rift closes means more/less people play both sides based on a combination of these 2 factors.
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I feel like if they'd do a scare crow killer it would probably be like post Visual gameplay update fiddle sticks from LoL.
His ability would be to make illusionary scare crows that mimick him and can out right attack with illusionary attacks that don't deal damage but forces a survivor to scream.
He could have an alt attack create a vision hindering crow swarm for lets just say 20 seconds at the player while his illusions can also throw this but if a survivor stands still while under the effects of the illusionary crows the visual blocker is dispelled.
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Its ok to have exhaustion counters in the game when its literally limited to 2 characters who have to aim their ability from a distance to even apply it.
Let alone it only hard counters a single perk that being "Dead Hard" and has virtually no effect on another exhaustion perk which is "Sprint Burst".
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I consider getting a solo escape(from either hatch or exit gates) to be a personal draw but a loss for my team overall.
I however feel that if I die while giving my team enough time to escape(Looping a killer for 3-5 gens) then that's an overall win in my book.
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@Alify said:
Actually, I would really like to play on all the map with different weather conditions, but I don’t quite understand how this can be implemented normally on closed maps, but the concept is counted and it would be really cool and unusual!
I'd imagine for indoor maps is that they'd mainly have ambient noises/leaks(Most indoor maps are decrepit) and the outdoor parts if any would have a more noticeable effect.
Using Lerry's as an example: If there's a snow storm weather effect in play snow would fall in from cracks in the ceiling and some ambient windows(aka not intractable ones) would be open to let the snow in while the outside areas aka the gates would have the normal snow storm effect.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/1397007#Comment_1397007
What the Devs should do is make it so gens repair speed is increased while a killer is within 5 to 10 feet of the survivor and increase blood points by 2 times while repair gens. This would stop face camping.
This also fixes the complaint of Killers, who are camping because of overly altruistic teammates sitting in view of the hooked survivor and killer trying to make unsafe saves.
DBD used to have an anti camp feature.
It got abused so badly by SWF that it was removed and the devs never attempted it again.
SWF has been an issue for both killers and survivors since the game's inception sense making anything that would counter killer camping/tunneling against solo survivors would and have been abused SWF.
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Another part of the issue that the posters of these threads don't seem to notice is them being obnoxious about this only validates people who argue against FNAF's inclusion because the fans would be obnoxious.
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I just wish the devs would add in something small like 10 iri shards per unused slot on the free track.
It won't even give that many iri shards even if all slots gave 10 iri shards but it will be something other then empty spaces.
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@Iceman said:
They are much easier to use than flashlight. I personally think it would be a bit op. I still have over 30 fireworks from 2018 event.
The devs could balance fire crackers better if they were to become a normal item instead of being relegated to event only.
Heck they even seemed to have that being the plan for them originally sense there's an entire unused add on category for firecrackers.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1396064#Comment_1396064
I know it doesn't matter, that's why I asked how you could be sure that they spawned clockwise and not counter-clockwise, since they should be virtually identical.
Idk its just from what I have seen/heard is how they spawn.
It could be true it could not be but it doesn't matter ultimately sense its the same thing and its a way of convaying how they are laid out when they spawn in.