WeenieDog
WeenieDog
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- WeenieDog
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I for one am glad I can see the name "Cardi b" enter my lobby and nope the f out of there.
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Idk. Dbd is a heavily perk oriented game. Both sided are coddled by perks, but noed is ,imo, at the bottom of the list of "instant skill" perks.
I think the bigger question is "does dbd have to be skillful?"
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@Ghouled_Mojo said:
https://forum.deadbydaylight.com/en/discussion/comment/2798929#Comment_2798929
I feel it. I hate it too. It’s interesting from a visual esthetic but I hate the gameplay.
It is absolutely amazing visually, but the middle having multiple "must break" doors, a safe pallet on top that also has a clear los of where the killer is, and safe loops/jungle gyms can spawn right outside that building too.
I away get an urge to give a depressing sigh when I see it appear.
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Eyrie of clowns 🤡 really be grinding my nerves as well. To specify, I just hate the center building.
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Huntress:
You cannot lunge attack.
Hatchets regenerate passively.
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Why not a soothing game of entity roulette hosted by the "friendly" wraith?
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No, I don't think so with cross play being a thing. Everyone plays on the same patch.
The most they can do is put limitations in a way that bring pc in line with console. But would that "feel good" to play as? Idk.
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I wish they did, but no. From what I remember.
Survivors: David pants, Kate hat, Jane shirt
Killers: nurse dress, clown face, artist head and body, trapper machete
2 charms. One a tiger medallion, and a golden tiger statue.
I just speedran the event by taking off all my perks, and went rancor wraith.
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Bhvr is an indie company
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@dugman said:
I enjoy playing basic attack killers more than ranged killers but it’s just a playstyle thing. 🤷♂️ The only time it’s an issue is when a map has a super strong tile area or building and the survivors just keep running to it over and over. Most of the time though not every survivor in a match plays like that and if you break off the ones who do and switch to the ones who don’t then you can down and eliminate the out of position ones and that allows you more time to catch the stronger runners afterward.
But yeah, if you have a full squad of people running to the same super safe tiles over and over it’s a rough time.
I definitely find m1 killers more rewarding when you out play them on loops, but uhh dead hard to pallet exists. So more often then not, I'm just playing killers that just eat through the e to outplay perk.
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https://youtu.be/dPY1IvAGnAM
Just replace his line with "killer is fnaf".
Not saying it's impossible or that I'm even against it. But it's practically a meme at this point.
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@Moplington said:
Yeah solo queue is actual hell, I've had so much more fun playing killer lately.
If imma be real. IMO, They both feel like a chore.
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I kind of feel like jumping into a locker to dodge an attack is a tactic as old as time
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@Azshhh said:
Killers: we need ways to stop survivors slamming gens
Devs: adds a new mechanic that preys on survivors overly altruistic behaviour
Killers: nerf that
"Overly altruistic"
An overly altruistic perk would like autodidact because it does nothing for the person running the perk and is soley for your teammates. And it also has to be built up.
COH is 14 seconds, in a game where most of the time, you'll be spawning near a totem anyway. 1 person puts 14 seconds into a totem and 3 get to heal for free.
Mega value for barely a price.
It's like the snarky "just apply pressure lol" response in perk form.
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Sometimes I feel like the biggest problem with Billy is that he's been power crept by other killers. Billy curves can do some wild things, but they also take a lot of effort and are punishing to miss.
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That game was one of the only games to make me actually depressed.
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I'd suspect the flood came from the pinhead release the month before. There were some people that were convinced that it was going to be some fnaf collaboration (even when it became obvious it wasn't going to be) and not the costume itself.
Because I don't remember anyone saying much about fnaf when the costume originally came out. Most people were upset about them patching out the old cosmetic swap glitch/locked sets.
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@lonesomekill said:
https://forum.deadbydaylight.com/en/discussion/308763/losing-as-killers-sucks
Depends on what you consider a win. I only play killer, to me if i have fun its a win, if its a cool group its a win , 1 kill its a win, i dont get hacked or bullied, win. You dont need 4 kills to win. It all depends on what you have fun playing as.
Same. For me, I'm more about match time. I don't mind losing if it's really apparent I'm doing badly. At that point, I deserve to lose.
But some times you'll have games where you've barely had a chance to anything and it's already more than halfway over (though imo, it's heavily map related).
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Personally, I think Plague is good without add ons. Though she obviously way better with cooldown/ vomit effectiveness.
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Just a protip:
If you're worried about the last guy kobying off, let the hooked person die first (or die while you are picking the last guy up) and then because there's only one person left, it'll by pass the first hook stage and kill them instantly.
Even then, though unlucky with the hatch spawn, you did tunnel her.
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Some parts of Trickster is like facing bubba in that it's better to force him to m1 you through a window (though realistically that's only going to happen if by some miracle the window is in such an angle that he can't just shoot through it) than to let him get close enough to 100-0 back rev you.
But he's more of a killer that you counter by burning his time. Keep an ear out, run early, keep things in between you, and sadly accept that if he wants you dead, you're probably dead as Oli London is up there with Bubba in terms of hook defense.
I love playing Trickster (especially with how COH is the way it is) but yeah... I don't think he's the most fun killer to go against.
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Aa far as I remember, I thought you get to lvl 30ish or something by only doing challenges.
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@DemonDaddy said:
My concerns are with the wiggle drag stopping killers from moving in any direction on controller. Literally makes my controller unresponsive until it switches back to side to side drag.
Does it actually stop receiving inputs, like a technical problem?
The wiggle work around is still the same as last time where you would turn your camera and strafe in the direction of the wiggle. Though I think that changing the wiggle strength would be too much of a nerf.
@ASurvkillivorer said:
What exactly got changed? The perk looks the same?
It's depends on current wiggle progress instead of a flat bonus. So if you wiggled 25% and then the killer dropped, you'd be at 33.25% and not 50%. The more you've wiggled the bigger the bonus when they fall, but you still have the bonus kick to give you more time to wiggle.
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@dictep said:
https://forum.deadbydaylight.com/en/discussion/308576/oh-thank-the-entity-on-the-boil-over-change
Are you going to use it as survivor?
The problem is that perks have to be flat out busted in order to be "good" because that's the only way they can compete with meta perks.
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I think the time wasted from remembering and juggling items is intended. Like a built in mini slowdown for that specific killer.
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I mean, I'm not a fan of the skin either (I kind of like the head piece though, lol set locked), but I wouldn't call it a hate crime.
My foreign thought:
That last part is what my question is. How do we jump the gap from just an ugly skin to a targeted hate message? What specifically about it makes people feel like that?
And I mean that as a genuine question, because I could have missed something as a Hispanic gay man living in the Eastern US.
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Hmmm
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@Friendly_Blendette said:
https://forum.deadbydaylight.com/en/discussion/comment/2785147#Comment_2785147
"absolutely game breaking and can crash the game or be severely exploited where the game cannot end" how is not being able to destroy totems either of these. Yes it can be exploited but its still possible to win with a totem up.
I was going to ask the same thing.
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Leave my beautiful knife throwing twink alone.
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I kind of doubt it. Nice to see that they listened when the community questioned whether or not the minotaur was worth 15$ when games like league give you a new look , sounds, and particle effects.
But we can always hope.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2783554#Comment_2783554
Really? Every time I've look away or just walked the other direction I've never been blinded.
Yeah, it happens when the survivor plops it down right under you. Like if they throw it down at the back of your heels even though your facing away from it, you still can get blinded.
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* guy with microphone in mouth begins to speak*
Insta-mute
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The old work around still works for the wiggle part too.
You just crab walk to the direction of the wiggle. So, if they wiggle right , turn 90 degrees to the left and strafe right.
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Firecrackers are harder to use than flashlights. The timing is more precise, and simply faking a pick up is enough to throw it off. Not to mention the really loud fizzle sound.
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Between those two, Bubba. Ghostface is more Scary Movie than Scream.
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I'll tell you what really hypocritical.
Them reworking balanced landing because of some problematic drops but releasing boil over as it is now.
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I've only seen it once two days ago on midwich. I had a three man slug and last guy lit up for me. Unlucky.
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@sizzlingmario4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2780799#Comment_2780799
This Killer probably realized they weren’t getting to a hook with boil over and tried to drop the survivor which instantly grants additional wiggle progress. In this case, it would’ve been enough to wiggle out.
Yeah, that makes way more sense. I kept watching to see if it would happen again, but it worked like it normal. So it must have been a drop. But man, That was the first time I saw it in action from the survivor pov and I didn't realize it could be that fast regardless.
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So while watching a stream, I noticed that in this instance the wiggle bar didn't completely fill up and they still got off the killer's shoulder? Has anyone noticed this happen to them when using the perk?
https://clips.twitch.tv/RenownedHyperPuddingBuddhaBar-t8Lq1M_JEygPjj5YEdit: false alarm, it's working fine. I'm still stunned how fast it is.
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I will say, I like it better then the raw unmodified version I heard but I do like the witch noises.
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The only thing boil over needs is a fall distance to progress conversion so falling the height of 2-3 steps isn't considered a "great height".
The rest is are just map changes.
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@WesCravenFan said:
It is US VERSUS THEM because it is a PvP game.
There are literally two sides.
It is literally "us versus them".
I have no idea why people get offended at this idea.
To me, its more so about people excusing broken mechanics because the other side has broken mechanics when they should both be gone.
That us vs them mentality is the wrench that stops any kind of productive discussion.
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In what universe does a queue of 1000 people go faster than a queue of 100?
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@BirdSpirit said:
https://forum.deadbydaylight.com/en/discussion/comment/2777697#Comment_2777697
This is a little bewildering. Why does such a function exist in the first place?
I can't say for certain, but I think it's them exploring ways to make cross saves a reality. I also think it's more experimental than anything.
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@BirdSpirit said:
Wait wait...if you unlink your account the game just deletes your progress and you need to wait 2 months if you want it back?
._.
It doesn't completely wipe it, but revert to what ever you had before you had linked. Still feels awful as it just comes out of no where.
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Spread pressure as a whole died.
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@NoOneKnowsNova said:
https://forum.deadbydaylight.com/en/discussion/comment/2776700#Comment_2776700
Personally I feel doing that was actually intentional.
I think so too. I could be reading it wrong, but I just assumed from the story that they might have been supernatural as they saved her on the bridge, and then straight up jumped a grown man at the end.
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There are no crows in South America.
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My biggest problem with the whole playing fun debate is that it's always centered around how the killer plays. The killer is the one that needs to obviously and purposely misplay in order to uphold it.
Survivors don't have to do anything. IMO, because there isn't really anything they can do that feels as directed or unfun as being camped or tunneled.
Though, I do think that the devs should step in and do things to address those kinds of tactics... among other ideas and changes that effect both sides.
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@RainehDaze said:
https://forum.deadbydaylight.com/en/discussion/comment/2776662#Comment_2776662
I mean, this is The Game the map, where even if they predrop every pallet there's such an abundance of them they won't run out anyway.
Oh sorry. I though it meant the game in general and not "The Game" map. Though, I do have more luck on it as Trickster. Mainly because you can lazer beam them down on any loop on the top floor. Bottom floor however, all you can really do is break pallets in a way that keeps them in the room with you or zones them into a place where you've already broken pallets.
But saying "just play X" feels more of a cop out than an actual solution, so no. There really isn't a way... and God help you if they have Windows of Opportunity.




