WeenieDog
WeenieDog
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- Username
- WeenieDog
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Comments
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I mean, are we really entitled to an explanation? it's not like those of us that bought the DLC are losing it or being locked out of it.
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Let him grieve.
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🦀🦀🦀 No matter what side I'm playing, I ways give a disappointed sigh when I hear those little ratties.🦀🦀🦀
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Legacy 2.0 Demo X-clusive
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🦀🦀 Hawkins is Canceled 🦀🦀
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That would be so cool. They could reskin it be the alley ways of a big city.
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I wonder if they'll recycle demo's kit into a legally-distinct-not-demogorgon. Or maybe like a generic werewolf or something.
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https://forum.deadbydaylight.com/en/kb/articles/140-ban-appeals
No one here can help you, but the link above might.
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It really is a double standard when people talk about survivors DCing because they don't like the killer, but axing the match because they don't like the map offering is A-OK.
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@PapaThiccDog said:
@Razorbeam Fictional or not a white girl shouldn't have cornrows.
But why?
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Oh boy... here we go.
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@Rey_512 said:
https://forum.deadbydaylight.com/en/discussion/comment/2426908#Comment_2426908
It doesn’t really require communication. If a solo comes across a locked pallet, he can choose to unlock for future use by him or his teammates.
Only major advantage a SWF would have is if they are pushed off of unlocking a strong pallet by the killer, then they call out “hey, someone please finish unlocking Jungle Gym pallet by <landmark>”.
Do you really think that having 4 survivors travel to random pallets to check them because they can't be sure if anyone has or hasn't a minor thing?
I'm all for having mechanics that encourage strategizing, but you have to actually give survivors tools to strategize and not leave it to the just be psychic and mind read where everyone else is and doing at all times like we have now.
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Deathmatch servers are fun because you can actually work on a skill like aiming. I feel like that server would pretty much end up like one of those no kill friendly roleplay servers... except without the fun server chat.
What are survivors going to do when they load in? Sit on gens? Do pallets even infinitely respawn? Or just be practice dummies for killers and that's it.
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@Rey_512 said:
https://forum.deadbydaylight.com/en/discussion/comment/2426853#Comment_2426853
I disagree. SWFs will always have a built-in advantage, and that we cannot change.
A feature like this would still require any survivor team, SWF or not, to decide on whether a certain pallet loop is worth taking the time to unlock.
Lets talk about that instead of making this a solo vs SWF debate.
But those decisions on how they are done are going to depend on if the group is solo or swf. Obviously a swf isn't going to have moments where you have 4 people checking the same pallet to see if its unlocked wasting massive time.
Ignoring solos is like me campaigning for mettle of man to be reverted to its old stats and say " well some killers are going to deal with this perk better then others , so let's focus on the killers that have a damaging m2"
It skews the theory crafting too far from how the game is actually played.
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Another mechanic that only affects solos and barely does anything to swfs.
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You sure that isn't your true rank? Because my games have been the opposite.
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I never understand the skill arguement when it comes to this community. Nothing in the game is hard or greatly skilled in general. Heck, this game is pretty much bs stacked on bs.
Sure DH isn't hard to use, but neither is sprint burst, lithe, ruin, tinkerer or a hag that just puts down traps... and that's it. She just waits for people to trip them and hits ctrl.
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@Raccoon said:
Hopefully it is Doug Bradley and not Goodwill Pinhead.
my god, don't jinx it. Last thing I want to see is
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I'm happy to say my survivor games have been better (though I still get those random games where someone is farming people in front of the killer without BT).
I don't mind being camped or tunnel (if it really bothers me, I have perks for that), but what drives me up the wall is survivor inaction. If that's going to happen, please please please please do gens, and I'm happy to say that they are doing gens. But I have wrote in another thread that camping for 2k total has been happening normally, and it reminds me of Identity V. Strangely though, I don't mind it because I really do feel like they are doing the best they can (killer included) and aren't throwing. But I still want more time with it.
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My survivor games have been kind of been very reminiscent of Identity V where the games have been revolving around doing gens while the killer is camping then finishing off with another NoED kill at the end for a 2k.
Other then that, games feel more thought out. Like, you can tell each side's pathing around the map is done more meaningfully and not just like headless chickens hoping to (or hoping not to) bump into things.
Killer still feels like a mixed bag though.
\whether it's better or worse... not sure yet.
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Hopefully he gets the ability that when he backs up on a pallet, it breaks instantly.
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I mean... he does have nice legs.
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I don't think all of them do, as someone who watches OW streams I can understand some people not wanting to wait 5+ minutes for a game. At the same time, having long streaks of 4ks or 3ks with hatch shouldn't be this often.
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@Junylar said:
https://forum.deadbydaylight.com/en/discussion/comment/2420219#Comment_2420219
What ranks do you play in? Aim on trickster is mostly irrelevant since you still get random spread which nullifies even the most perfect aim skill.
Trigger warning: Basic-B build
Red rank, and the off set is pretty small, especially compared to how he was on release where it felt like it had the recoil of an smg. I just tap fire and reset my aim a little. You could also nullify it by stacking throwrate add-ons as he becomes more accurate the more knifes you throw. It's really nice if you just want to laser someone down as fast as possible. I like to use double movespeed so you become 100% in power to keep up with survivors while back reving them or pinging them around corners.
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I can't be the only one that doesn't have a problem playing Trickster. I don't think he's s tier, but he's pretty much like deathslinger in that he makes up with how fast he can down people ... if you can aim anyway.
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I'm kind of getting addicted to FlashBang + Iron WIll + Quick and Quiet + Head On again. It's like the closes thing to ninja-ing out of a chase.
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IMO, Old legion was relatively all-round garbage unless they had frank's + cold dirt, then he jumped from F to S+.
What Trickster reminds me of personally, is how Deathgarden was balanced. It really seemed like they wanted to balance it around hunters that have never played an fps in their lives, but it also made people who could aim absolutely unbearable to go against unless you were in a 5 man stack. If they saw you, you melted instantly and heavily relied on teammates baby sitting you with heals + cloak spam.
I went against three Tricksters today, but the major problem was that they couldn't land their knifes and then just went with an m1 playstyle. if you can't aim on pc and mouse, that's on you, but what BHVR need to do is to implement something like 'scoped sensitivity' to powers for players on controller so they don't have to choose between being able to track better but with movement that may as well be tank controls.
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How is a bad player going to get carried when the mmr will put them in games with other players that are just as bad?
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Obviously it's crashed space ship debris, Extraterrestrial killer coming through.
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I just don't think this is that great of an example. You probably would have downed her just as fast if not slightly faster if you chased her normally and broke the pallet in a way that boxed her in.
Like, nothing in this clip screams "it would have been different if BL3 wasn't a thing". In every universe except the one where you have a stroke while playing (god forbid), the situation would have ended the same.
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When it comes to bp, I don't see why not.
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I think the only killers I camp pallets against is clown/freddy on unsafe loops when I'm injured.
And it's usually because, either the loop is spammed with slowdowns that you go down if you don't or they do the thing where they throw their power down on one side and double back immediately.
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I've stopped running it slightly before its rework because a fog whisperer said that it was going to be completely changed.
That and even in my games when old ruin was broken early, i still 4k'd.
But god bless corrupt.
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For me, it's just the yellow on yellow on orange yellow, the color scheme that obfuscates scratch marks that makes it worse.
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I remember reading people think that Any Means Necessary would be crazy.
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Botched plastic surgery theme ? yes please.
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I mean... against better survivors she kind of is. Loop dashing does work every now and again, but once they catch on, you're probably going to start faking the dash, stand up and whack them over the head.
[Oh... nvm]
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Did the game immediately end once she disconnected? Sometimes I have games where it's like they disconnect while loading but the server took a while to register they weren't even in the game.
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They never went into detail about how it works to avoid people skirting around the penalty
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@OrionQc24 said:
https://forum.deadbydaylight.com/en/discussion/comment/2407939#Comment_2407939
When did they even boost killers ? We can’t even hit during a pallet stun. If you are even slightly dropping it you are like in BT ffs
How? The matchmaker. It doesn't do anything or even bother to put killers in a game where they can learn anything.
The new killer experience is often like this:
Easy game, easy game, easy game, easy game, then a sudden spike in difficultly because you're now against people that do loop and aren't afraid of the the terror radius. In that entire time in low/mid rank, the killer never had to learn how to play because the opposition was so bad they didn't have to and now that they do, it feel like they hit a brick wall.
That's why we need a SBMM.
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@OrionQc24 said:
https://forum.deadbydaylight.com/en/discussion/comment/2407901#Comment_2407901
There’s a difference between that and a full SWF. I was able to make it to red rank as a solo queue survivor, so should you.
But that's the problem. It's so easy that higher ranks are back logged with players that aren't ready to be there. And it affects both sides. The amount of times I see survivors doing blatantly silly things and getting downed because of it is pretty equal to the amount of times I see a killer trying to double down on mind gaming the safest pallet on the map.
Boosted survivors boosting boosted killers.
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Best: Nurse/Spirit. Nurse because blinks. Spirit is slightly less stronger than nurse, but also less punishing.
Worst: Trapper (though the thought of buffing him almost scares me, but he really does need it.) He just takes too long to set up, and the places you set up might become irrelevant if they manage to pop the gens around it.
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@Sleep_Deprave said:
@Th0ughtless what do you mean by perk line, I only have to get Third Seal on Hag cause I got the other 2 of her perks. Can you elaborate?
If you grab a tier 1 version of a perk, the game increases the chance of you getting its tier 2 and 3 version. I think that's what they are referring to. Maybe just wondering if you have a cluttered perk list and the game is trying to cap those out before giving you ruin.
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I don't think anything will top 4 laceration injuries/downs, or just looking down a long loop and AOEing the survivors that are hiding around the corner.
True that ricochet can make some box loops into an iron maiden. but double movespeed or double throw rate also help in those tiles because they either let you keep distance with 100% ms or just let you make a pin cushion out of the survivors before they even do anything. They're also cheaper and IMO, give an entire match of value.
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Old legion? Baby, legion in general only dreams of being able to body survivors this fast.
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*screams in TF2*




