WeenieDog
WeenieDog
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- WeenieDog
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The best (or worst) thing they can do is implement a working SBM, because as it is now. Survivors exist in the paradox of being way stronger than killers at high rank and yet ~70% of the group will die in those same high ranks.
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@GuyFawx said:
Arent killers all on their own mmr now instead of a shared one across all your killers?
not yet, it's something they want to do, but they have noted that there will be at least some base MMR across all.
Because M1 killers ( and some other) will all use the fundamentals of chases. It's not as if when we switch from Wraith to Ghostface we all of a sudden forget how to play entirely.
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I kind of see it as middle ground. It is a strong loop tile, but getting out of the basement is a group effort unless the killer just lets you get out.
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@The_BiggCheeze said:
https://forum.deadbydaylight.com/en/discussion/comment/2283083#Comment_2283083
Having to pressure other survivors. The killers can't be in two places at once.
Dedicating 40 seconds, getting nothing out of it, only to then ditch it to kick a gen sounds like a critical misplay than having anything to do with blast mine.
The mine just rubs salt on the wound.
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@The_BiggCheeze said:
https://forum.deadbydaylight.com/en/discussion/comment/2282999#Comment_2282999
If you don't get to the gen fast enough, it can counter it very heavily since you get stunned, and during this stun the timer for POP still goes down. So if you're too slow you could end up losing your POP.
My question would be: what was going on in those 40 seconds before walking up to the gen at last moment?
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@Botiz said:
https://forum.deadbydaylight.com/en/discussion/comment/2282999#Comment_2282999
Right, but with the stun and the damage animation in total means you're then spending 7 seconds total at the generator if you do decide to kick it again after the stun, which again, isn't a huge issue if it only happens once in the game, but if it does happen like 3-4+ times because multiple people are using it, that's going to stack up a lot.
True , it can stack up to wild numbers but what I do like about Blast Mine is that it pressures the killer to play more aggressively. Instead of situations where the killer rolls up to you on a gen, ignores you to use pop, and then either follows your scratch marks (or just sees you during the animation), and they are on you again. With Blast Mine, the killer has to wager losing you completely.
Pop is not a joke, it's really good and having a perk that doesn't completely stop them from using it, but forces a risk on them, I don't find that bad. Obnoxious, sure but I wouldn't say it's game breaking.
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I feel like the only time you're really getting punished is if you break off a chase to kick a gen instead of going for the down. It also doesn't counter pop, you can still pop it right after.
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@eloise said:
you just need to have ruin and a swf team so that in the end all the totems are made and the gen too
against a swf, Ruin is probably the worst thing you can run. You're better off running other perks, or playing ultra aggressive.
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I'd probably move twins and demo up, but overall, yeah IMO.
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Because, and let's be real, people would just stack them for some mega dumb slowdown.
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I don't think anyone will contest that it doesnt even take a swf to beat a good killer. Just good survivors.
Its just that matchmaking as we know doesn't always make that happen. And the nebulous relation between rank and skill doesnt help either.
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Dont they put a 10% on all linked skins on release? I'm sure the 10% just gives the impressions of a deal, but It was always going to be that price.
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It's more of a last ditch effort. Every now and again you'll get a whiff. But then they'll be on high alert. It's better to stick to fundamentals
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Kind of depends
If the match maker were working it would be killer in the beginning, then shift towards survivors at higher ranks.
But it doesn't, so its:
Swf>killer>solo
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It okay, I guess. I ran it a couple of times and more often then not, it didn't get much value. Either I had teammates that found totems before me, robbing me of stacks or the killer just wasn't running hex perks anyway.
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@TheStabbiNAngeL said:
https://forum.deadbydaylight.com/en/discussion/comment/2278554#Comment_2278554
Yeah it's annoying anytime survivors are annoyed by something, it goes so I want the blind part to go
My thing is that Blast Mine really only punishes killers when they break chase to kick a gen.
The stun lets the survivor make distance and the blind gives them cover so the killer doesn't know exactly where they went. Pop is a powerful perk, and if killer wants to break chase to apply it, I think it's fine they get punished for it the way blast mine does.
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@TheStabbiNAngeL said:
I don't think you realize how devastating this will be,bookmark this post when you get bullied and then tell me it's still fine
I just don't see how you can be bullied by Blast mine. If they start flash lighting you immediately after, it's like flash lighting while breaking pallets. It's annoying, but they're not making any distance.
I find it just that, annoying, nothing really else. I'm still using pop, but what it is doing is making me go for chases if I know I can get a down instead of kicking first.
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I"m not entirely sure what to think. A lot of the Nemesis's I've been going against are incredibly predictable with their power.
Like a Huntress that revs at every pallet, every time, and loses massive distance because of it. So I'm not sure if Nemesis is weak, or the players.
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@justalilbit123 said:
^ this guy got owned 1 time by a zombie and wants the killer nerfed because of it
I mean... He'd definitely be easier to buff if he didn't have some random x factor that either does nothing or bodyblocks at the worst moments.
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It feels weird as a survivor too IMO. Feels like a stand-in animation or something, like something else is supposed to be there.
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I'm still getting zoned by them.
I thought in ptb they had a detection issue. I guess they may have fixed it, but maybe it caused them to wander onto survivors way into the distance and end up sometimes doing nothing at all.
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https://youtu.be/J7K6k4FjBNY?t=18
I haven't tried it, so thrower beware.
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I can only dream so
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for mine, I got an error and it said, ~51 gb of data needed, but when I started making room it shrunk down to the regular 3
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@PigMainBigBrain said:
https://forum.deadbydaylight.com/en/discussion/comment/2270900#Comment_2270900
Hell nah....
Your idea is to basically nerf the current stronger slowdown perks so that you can buff the weak slowdown perks to be as bad as the new nerfed slow down perks? You should work for a korean dev studio.....1 step forward and 2 steps back is their go to for development.
I think it's more so to tone down stacking potential like the DS nerf.
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Another viable option? So we can throw in another big slowdown into the current forever builds?
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I'll do it if I feel like I'm against gen efficient survivors that like to get the most out of hook states.
Like, they work on gens for 40 seconds and then go save at the last 20.
At that point. I'd rather secure the hook state/kill.
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Not really. Imo, sometimes you want the killer to see you. In a swf m, it might be different but in solo, I'd rather get spotted by the killer and try to loop then risk them constantly going after the survivor that sits in one place and goes down in 5 seconds.
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Probabky like 11.99 USD
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Adding a quick play option isn't going to make people sweat less.
My entire overwatch experience was finding that people tended to try harder in QP then they ever did in competitive.
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BLAST MEME 100% must get
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When it comes to Nurse, my stress is more so about map generation but that's where it stops.
But I find her less stressful in general due to her not being perk/add-on reliant. At that point, it's just nice to be able to experiment.
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Bbq, ruin, undying , corrupt.
That's a twinked out build if I've ever seen one.
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I kind of think they may need to incorporate some loose "Soul Memory" system to equally stop twinking.
A new player shouldn't be put up against other players that have characters beefed to hell with BP but don't play them. Besides, I thought there was going to be some baseline MMR because a lot of killers use the same fundamentals. I
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@FIEND8LOODED said:
I mean, MMR did just get reenabled? I imagine that everybody probably has the same MMR right now and are being matched up accordingly, hence the huge skew in experience.
I would have thought that too, but they always say something like ` mmr is disable but still working in the background ', then what's the point of those months and months + of data collected when it doesn't really do anything?
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All I know is that I'm straight up not having a good time.
Solo was at least manageable , now it just feels unbearable.
I'm hardcore out this one. For survivor anyway.
If you thought BHVR couldn't make killer any easier, guess again.
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They could also just make the first two chests searched have to spit out a green key, like how pharmacy does with medkits.
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I don't know which makes my eyes roll harder, that locker aoe nuke or the spicy laggy deadhards where they just sit in place for second, then slingshot to their ending position.
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All I keep thinking about is another killer that ignores pallets and windows. They straight up dive bomb you through everything and because of that, the killer could never be powerful.
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Why do killers dodge?
Because they have the luxury of doing so.
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I do see people complain about it, but queue time issues have been a thing for a while that it's pretty much a "it is what it is".
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Pig just has too much counter play.
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what it mean depends on the context, but usually something good like a "thank you" or them comforting you after a rough match as killer.
It's the polar opposite of tea bagging.
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I ready up once I've seen there are no keys in anyone's hands.
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Unbelievably, that's how I feel about the new farm maps. At least I could see scratch marks more reliably
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OggS
I never really noticed it, but then again, I haven't see him all that often as survivor.
If the link doesn't work and anyone is wondering what it sounds like, it's just sounds like an amp reverberating.
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I switched to slinger to take a break from the breakneck gameplay of pre throw pallets and hold w.
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I still play him every now and and again, but constantly sliding off surfaces just takes the wind out of my sails. I had a moment where I was running in place and I can only suspect that I was running into hatch while it was invisible.
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I have to hand it to anyone maining Blight. Super fun but losing a down because you just slide off surfaces or flat out run in place is worlds more frustrating then anything I've ever experienced as Nurse.
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@TicTac said:
https://forum.deadbydaylight.com/en/discussion/comment/2243003#Comment_2243003
Can you do a 35 winstreak with no addons like otzdarva?
Or dowsey is not that bad: https://youtu.be/36QXv9thyhI
Imo. He's a good generalist but every kill streak video is pretty much alway just ruin, undying, pop, tinkerer with one perk variation here and there.
It's great for keeping a kill streak going, but its practically a killer monkey build.
Though, he's alway said that he does it for fun and not to prove how good he or a killer is.