WeenieDog
WeenieDog
About
- Username
- WeenieDog
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I think the only thing that would get me to stop for good is if I woke up one day and EVERYTHING was gone. If my account reset, I'd probably flat out quit.... maybe.
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@Trickstaaaaa said:
You can counter the perk with these right here...๐๏ธ๐๏ธ
Yo, I was getting jebaited so hard on RCPD by the "fake" blood pools in some of the hall ways. But that's more to do with the map, imo, the perk is fine.
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Not without addressing the core reasons each side uses them. It's boring to feel like you have to bring in slowdowns perks, just like it's boring to have to dedicate slots for bt and ds or whatever so you dont end up with 5 min games in either direction.
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I kind of think Furtive chase would need to become a hex perk for an effect like that, but it would be really cool to see.
also, I think rancor is fine as it is. It already does double duty as a tracking perk + endgame 5 stack devour against the obsession.
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I'm just wondering if they are going to retcon Adiris from an unwavering faithful priestess that would sacrifice parts of her being for her people to psycho cult leader that does spiked juice antics.
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"If survivors have an ability to get extra life per every chase, at least give killers a perk which grants one instant down per chase too or something"
They kind of already do in regression perks.
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Probably because they are entirely passive, so it's hard to gauge how much value they give and if at all.
Kind of like spirit passive phasing. Because you cant see or control it, it's easy to say it does nothing ever.
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I actually kind of really like Trickster's laser beam survivors down power a lot. And I'd argue his quick downs is a form of 1 v 4 pressure.
For me, he's fun to play and decently strong but to go agaisnt? Well, it's not like I can deny he's just another addition to the on going killer design trend.
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I'm kind of surprised people have never seen a reverse pallet stun before, as if they have only just been introduced.
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The only thing I've noticed as killer is that in some games, pallets seemed to have a bigger stun range, but that's it. I have yet to have a false pallet hit.
Though I take the nuke stuns the same way as when I hatchet/spear people around the corner, I guess it hit on their screen.
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I wouldn't say they overbuffed him, just multiplied everything good and bad about him.
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Add more customization in KYF so comp dbd can balance itself differently.
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I feel like the only overlap that nurse and trickster have is a bad one is useless and good one feels obnoxious to go against on certain loops.
I'd definitely put him in low B, but s tier seems too generous.
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I'm glad you found closure.
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Personally, it's not even the killer that makes the game boring for me. It's when you get put into a group of braindead survivors. I'm fine playing games out against a spirit or hag, but i cannot find the strength with teammates that just fed her downs and hooks.
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I definitely feel you on the matchmaking. One of the problems is that ranks dont really mean anything and the difficulty is pretty inverse in respects to each role.
Killer is easier in the beginning, but everyone hits a wall where you realize that you haven't learned anything about killer because the game just handed you lemons game after game (but that also applies to survivor gameplay as well). I had a big "wake up" moment when I was maining nurse and really got into ms. Piggy years ago.
Hopefully, the new mmr will allow newer killers the gradual increase in difficulty that allows them to learn and not get discouraged.
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@kate_best_girl said:
https://forum.deadbydaylight.com/en/discussion/comment/2393408#Comment_2393408
Depressing but fun :D!
Definitely, but man, do I still feel bad when I think about Amanda and her need to be accepted by the club members.
That whole experience was "too much ######### for a child to deal with"' - the game.
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God that game was depressing
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18 votes and 7 comments so far on Reddit
"It just looks better"
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Same streamer's 50 4k streaks
*ignored*
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@DelsKibara said:
Personally as someone who plays on PC, the recoil is never really an issue for me.
But I can see why console players get ######### over it.
Same. For me, just tapping the power and resetting my aim a bit right after is enough for it to be barely noticeable. But a character that requires tracking to be effective might be a call for BHVR to implement some kind of aim assist for players using a controller.
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That seems a little too powerful to be an offering imo.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2390503#Comment_2390503
Is this meant to be relevant?
It is to me
Light ย ๐๐ป as ย ๐๐ป a ย ๐๐ป feather
Stiff ย ๐๐ป asย ๐๐ป a ย ๐๐ป board
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Stress does that to a person.
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@Apollos said:
Stretched res isn't even a mod is it?
Just because someone on twitter deleted music doesn't mean the majority of people were doing that. Most were just making custom cosmetics and using music from other IPs in place of the chase music, some of it more busy than the music already in place.
Idk why people are so paranoid about it lol
It doesn't matter whether or not a lot of people were doing it at the time. Leaving a huge hole where people can cheat and cheat 'safer' is still pretty silly. The last thing you ever want to do (unless there is no option otherwise) is leave it to good faith and hope people aren't doing things they aren't supposed to be doing.
The most we can do now is hope that they hire some team to greenlight mods, but I doubt it.
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@loopsahoy said:
It's removing the terror radius from your game, not theirs.
because chase music is there for balancing reasons, not just cosmetic. It's supposed to muffle some sounds the survivor makes.
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https://twitter.com/i/status/1417297537782923281
because people could use it to cheat in 'safer' ways.
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I hate to say it, but I kind of like old trickster better but my complaint is more so how you can use the power. Though, long range shots weren't that great, you could still use them to build stacks on distance survivor and then close in on them to top it off.
I think it's a net buff, but by how much, I'm not sure. I understand why they did it. -2 knives is huge, so they took away his ability to build and maintain laceration stacks with throw rate and laceration decay.
IMO, Base trickster is better, but his dependency on maps hasn't changed and will struggle on maps with lots of high tiles. On the flip side, favorable map generation (even on some average map generation) and the -2 stacks makes the 100 - 0 knife combo a lot easier to do.
It's like a give and take on extreme ends.
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The theme really does give me "Clownery".
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I guess survivors now have their own stand still mind game.
Did they move and you can't hear them, or are they just standing still?
But I kind of think it has to be a bug, otherwise, they would have said something. I feel like that's too big of a change to be intentional.
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@Leachy_Jr said:
https://forum.deadbydaylight.com/en/discussion/comment/2385058#Comment_2385058
They didn't change them add ons, only the USB and some other ones.
Then this is definitely going to be interesting. I guess we'll see how it all plays out.
@stikyard said:
https://forum.deadbydaylight.com/en/discussion/comment/2385058#Comment_2385058
I believe the add-ons to decrease knives is removed.
Yeah, I know the usb has been changed to be like deer skin gloves for huntress. It's just with those two add ons, we can remove 2 knife requirements. The idea is to aim at the legs of the survivor, 100% laceration applied, then explodes on the ground near them inflicting another 50% laceration. Right now, pre-buff v2, it can bring 8 to 6 knives required. After buff, it'll bring it down from 6 to 4 knives required.
I'm just wondering how that plays out .
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Now that I think about it ... Did they ever change the edge of revival + cut thru u combo?
otherwise, 4 knifes to injure/down is kind of ... yikes.
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@Lordofweed said:
https://forum.deadbydaylight.com/en/discussion/comment/2383717#Comment_2383717
Please read the whole Text. Please look closer at the example of the Matchmaking:
Survivor A : 976
Survivor B: 1100
Survior C: 734
Survivor D: 1490
Killer: 1075
The Killer has 1075 MMR so this represents his Skill level. Survivor D has a MMR of 1490 which is a massive difference in Game knowledge, experience and Skill Level! A Survivor with its strength, can make the difference, even though the Survivor Team is seen as Balanced for the Matchmaker. In fact it is not balanced at all. The Killer cant know which Survivor is good or not and Time is everything in DBD. Also Survivor C will get heavily overwhealmed by the experience of the Killer. This will lead to a total chaotic Match if this example Match goes live.
We don't even know how often a situation like that comes up yet. Ideally I'd assume the matchmaker would be searching for 5 player close in rating and not just the first 5 people in queue.
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Sweaty players are going to get paired with sweaty players. Isn't that how it's supposed to be like?
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@ringwinning said:
https://forum.deadbydaylight.com/en/discussion/comment/2383207#Comment_2383207
True.
Or just playing survivor.
I kind of dread playing with SWFs as a solo queue. You're treated as a meat shield and the killer has extra incentive to play extra 'hard'.
On a serious note though, that's pretty much all the signs. But they don't always work 100%. Some times swfs will load in more slowly rather than the insta-join and some times solos will jump in all at the same time.
That and the higher in rank you go, duos become pretty common.
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not playing the game is the ultimate counter
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On the subject of modifying chase music
https://twitter.com/hironmightcry/status/1417297537782923281Good riddance.
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Isn't that the Hym from the Witcher?
Hym is a type of specter that appears in The Witcher 3: Wild Hunt. It's particularly formidable in that it doesn't outright attack its target but instead feeds on the target's guilt, tormenting them to the point the person goes completely mad or they commit suicide. According to scholars who wrote Behind the Great Veil, hyms are one of the most dangerous demons and cannot be exorcised traditionally. They inhabit several spheres, including the real world and Gaunter O'Dimm's dark plane. 1 BestiarEither way, I just wonder what they could do? I guess they could try that 'killer disguised as a survivor' some people have been wanting.
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I don't think there is a way without making the game more frustrating.
You can take away the terror radius + red stain and it'll be scary at first, but you'll eventually get used to it and it'll become " I guess I just die now".
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When I read the title, this is what popped into my mind.
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Does ds really need another nerf?
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If nothing's changed, then no. Hopping into a locker and healing doesnt deactivate it.
But breaking a totem will.
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@tippy2k2 said:
I'm going to go out on a limb and expect that if the killer is replaced with a bot, you wouldn't get any BP from it since you'd have to go into the game with the intention of playing against an AI and if there's anything BHVR hates, it's survivors getting BP for some reason.
Though I don't even think this game would be worth playing personally against AI. There'd be no point to it if all I was doing was beating a computer in a Player versus Player game but that might just be me.
It kind of isn't. IDV had a thing where it would put you in a bot game after a losing streak.
It was so painfully obvious when it happened too. On one hand, its points, on the other, the round itself was really boring.
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From how bright and wide the Spongebob skin is, I find it hard for someone to argue it isn't giving a competitive advantage, unless they only play survivor and never are on the killer end.
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from: https://deadbydaylight.fandom.com/wiki/Nemesis_T-Type
under: Contamination
- Killer Instinctย duration:ย 3 seconds
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yeahh.. that reminds me of one of the reasons why I stopped playing Overwatch.
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I lost hope in simple solutions like that when Deathslinger and Co came out.
also, I'd rather they they do something about the killers being able to snowball with tunneling, camping, slugging in exchange for survivors being able to snowball gens through speeds or make saving urgent and not sit on a gen for 40 seconds, then save at the last second. I kind of want games over all longer for both sides than the escape in 5 min or die in 5 mins we have now.
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even before the nerf, running into high A - S tier killers with 3 gen + BBQ/tracking perks is the norm for me already.
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probably to save on coding. I guess rendering realistic chain physics would go by largely unnoticed, so why bother?
That and the counter to deathslinger is just running and putting objects between you two so he can't shoot you in the first place. Otherwise, you'll just get shot and he'll slowly creep around the loop and slap you across the face.

