WeenieDog
WeenieDog
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- WeenieDog
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I doubt it would change much unless they banned an entire category.
If one exhaustion perk is banned, use another
If a gen regression perk is banned, use another
We have a few meta perks that do the sameish things
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I hear if you land in someone's frag video, you are legally theirs now. mind, body and soul.
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@Tboneisyourbro said:
The only things about it I don't like is it's asthetic and the killer's power. Like how does k-pop fit into a horror game? You might as well add a cocomelon themed chapter while your at it. 2nd, I can imagine his power being super annoying. Like, just a bunch of knives being thrown at you? Sure it takes multiple hits to injure/down you but it must be really hard to dodge. He is basically huntress with extra steps.
I agree with the one post I read somewhere that said something like
~the new killer is literally Sander Cohen from Bioshock
The horror part is the artist going above and beyond the realize their work. Going as far as killing to do it. But that's kind of it.
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If it was going to be radius based, I'd hope it at least receives a hardy cooldown with it or go for their new token based system they put on everything.
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To be 100% real, the game does have moments where you can feel robbed either by bugs or just bad luck. I dont blame people getting upset about kills/escapes because when I was starting, i used that to gauge whether i was improving or not... but then you see it. You see the duality of the phrase:
"Rank means nothing"
And you either let your bad teammates/horrid RNG eat away at you from the inside out because you feel like there really wasnt anything you could do or just stop caring.
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2:30 for a trap to pop, she might have as well camped the guy on hook and then stood around doing nothing for 30s after.
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@shalo said:
https://forum.deadbydaylight.com/en/discussion/comment/2053233#Comment_2053233
What are they based on then?
I think they were going for something like "matchmaking times are based on killer/survivor ratio and not what number the steam player count says " but I mean... the ratio depends and how many are playing each side.
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Hag should be able to eat the survivors as part of her base kit.
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I'm kind of just not into the look... or the gameplay, or movement.
Whacking the killer over the head with a stick of incense looks funny though.
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I think the gen tapping bit should stay as they put it. and it indirectly buffs kicking gens from complete waste of time to might as well.
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@Phasmamain said:
With how bad survivors are usually any killer is viable in red ranks
I want to say you're lying .... but my time as an m1tress begs to differ.
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2 killer
20 survivor, after my first 700 hr of being nothing but a survivor, I've kind of lost interest in it.
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@AVoiceOfReason said:
https://forum.deadbydaylight.com/en/discussion/comment/2050712#Comment_2050712
@WeenieDog Even Huntress has to completely ignore a survivor and wander off a pretty good distance when out of hatchets giving a good survivor some time for reprieve and to get on a gen. Gunslinger can just stare at you while you're at a pallet and keep reloading until he hits you. THAT isn't fun. It took me a long time to figure out WHY I hated going against a Gunslinger. I learned that the slowdown isn't enough since if he decides to reload at a pallet, you can't make the distance to another. You need some type of distance between you and him. Having a Gunslinger literally reloading 20 times at the same pallet until he hits you is the most aggravating thing in gaming. If Huntress could just stare at you while reloading her hatchets in front of you after 5 misses, people would lose their #########.
But hatchets offer more value than a harpoon hit and they also have a pseudo save the best for last effect for quick downs at point blank. The loop thing is something that all ranged killers can do and, tbh, it makes me wonder if ranged killers really belong in this game. Autohaven in particular has loops that you get hit regardless if it's huntress/deathslinger. If you crouch, they walk around, weapon hiked and hit you. If you run, they let it go and hit you over it.
I get it sucks to be downed by someone you think shouldn't deserve it, but I have to ask how long did it take for them to down you? and how did no gens get done? I do think deathslinger needs to be changed a bit, a nerf here a buff there, but sometimes it comes off like some people want 1v1 counterplay that works near 100% of the time. He's simply not good enough to give a flat nerf.
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I think making deathslinger's reload take 4.75 s is pretty extreme considering that he doesn't do anything but excel in chases. The man already loses generators really quickly because, though it's really hard (impossible at some distances) to dodge, it's slow to down because of his chase>shoot>reel>m1>reload>chase>shoot>reel>down>hook>reload cycle. without some buff, he's dead.
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I kind of got used to it. lol, I used to play on terrible loptop where I had to fiddle hardcore with the setting to get it to run smoothly. Playing killer was like looking at an oil painting that got smeared in mud, so I became heavily reliant on noticing movement + sound. Man, when I got a proper set up, my brain couldn't understand what I was even looking at the first couple of games. sensory overload.
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I honestly don't blame them for taking a break. I can't even stomach 4+ games in a row, much less 7 hours of it. Every. Day.
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JUST LOOK AT SHARDS AND BONKED BY THE SWORD.
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They regress continuously until 0% so long as the hex is up and the gen is not being worked on. The tier just hastens the rate at which they decay l. At max it takes 160s for full regression from 100 to 0.
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@Nosferatu3145 said:
"JuSt BaiT or wAIt iT".
But yeah, it's one of the obligatory perk on red ranks. DS, UB, DH and BT/Iron Will. Every single game everyone has DH, ocasionally someone has SB, but it's rare. This third health state it's what made me stop playing nurse, too much trouble to make a perfect read just to be outperked and restart the chase
the thing is that I don't find it that troublesome when I play a killer with anti-loop/ pallet options, but incredibly obnoxious as an m1 killer.
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I was lucky enough to get it when I was still low rank and hatch was unable to be closed. The killer found it and just patrolled it while I did the last gen then opened the door.
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dead hard, to me, is a perk that exists in some paradoxical state. It either does nothing (trying to dodge a hit) , or too much (for distance). My main problem is how it exacerbates map issues on m1 killers.
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@Tillablerhino44 said:
https://forum.deadbydaylight.com/en/discussion/comment/2041113#Comment_2041113
If you chase an injured survivor that just got unhooked it is tunneling
What If I chase them down and slug them?
Is that tunneling or me just "giving them more bp"
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@Tillablerhino44 said:
https://forum.deadbydaylight.com/en/discussion/comment/2040771#Comment_2040771
It is simple don't tunnel people that tunnel n camp just make survivors depip stop taking pips for being camped n tunnel as for gen rushing just patrol gens it really is that simple
Can you just stop doing generators? It ends the game too quickly n takes pips away from the killer. Just get better at looping spirit, it's that simple
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I guess for the same reasons hoarder can't decrease the chances of higher tier items, the way it's coded.
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I'd expect regression perks in general be toned down for the addition.
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It's really hard to say what you should do without seeing what you usually play like.
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Sluzzy, I love a good troll every now and again, but this is getting boring.
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I feel like saying "camping is toxic" like saying "it's toxic for survivors to do generators while injured". They both have pros and cons but neither one of them is done purely to make the otherside miserable. If the player thinks it's advantageous to stick around a hook, then they can do that but losing generators comes with it. Just like an injured survivor sitting on gens risk getting hooked faster....except they have perks that let them do that coughExhaustionPerkscough while killers have.... uh .. i don't know, I guess a stacked devour totem right next to the hook.
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@StibbityStabbity said:
https://forum.deadbydaylight.com/en/discussion/comment/2036168#Comment_2036168
https://mobile.deadbydaylight.com/wp-content/uploads/2020/04/Steve_Small-Portrait.png
Judge of Hell Scoops:
Breakable Walls are not a killer mechanic specifically, so those are off the table. Adding mechanics to Blight that drastic is pushing it, but I'll allow it. For now.
https://forum.deadbydaylight.com/en/discussion/comment/2036163#Comment_2036163
https://mobile.deadbydaylight.com/wp-content/uploads/2020/04/Dwight_Small-Portrait.png
Jimmy DBD:
Oh hey, charge up time for Deathslinger! I like it! Huntress has a 3 second charge up on her hatchets, so we'll go with that for now. Lemme know if you need that changed! Not sure on the Blight changes, but I like the haste thing. So sure, let's go for it!
Main post updated.I feel like 3 seconds would be too harsh, but I do understand where it comes from. I was thinking maybe in the middle of her 1.25 - 3 second. what about 2 seconds?
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I feel like skill in this game is more so about planning. it's about recognizing tile sets and playing accordingly. That's about it though. Dbd is more knowledge based than mechanical (if at all).
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one change I was thinking for deathslinger was to give him a similar wind up to huntress (he holds up the gun and takes a deep breath) but let us configure his sensitivity. One of my main problems with him is that his sense is too clunky that quickscoping is 'the' way to play him. Let him flick his shots and let the ringing sound queue you get when he aims at you actually come into play.
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anything that can result in you winning is a dirty tactic regardless of which side.
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I am super hyped for trickster! I'm happy to play with another ranged killer, but as far as his balance. I'm still undecided. I know he seems weak, but maybe there's something I just didn't see yet.
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@FrenziedRoach said:
I'm trying to figure out why it would all be Nurse and spirit consistently - because it's my understanding that the MMR system they are looking to implement is going to give you a separate MMR score for each killer separately.
Anotherwords, your weaker killers will be put up against weaker survivors.
It really only affects people who go for consistent wins.
You can master an m1 killer, but you will reach a point where survivors know what they can do with the perks they have. Chasing a survivor around like a dog, eatting the pallet can only get you so far when multiple survivors, ones that dont cower at the first instance of a terror radius, are on gens.
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@Dizzy1096 said:
https://forum.deadbydaylight.com/en/discussion/comment/2034954#Comment_2034954
I don't get Scott. He finally admits openly that Nurse & Spirit are the only 2 viable killers, and yet half the time he does more to influence killer nerfs than anyone else.
I can.
Personally I think the game should lean slightly towards survivors. Too much of a requirement for teamwork leads to deathgarden, a game you only play if you have a group.
It doesnt mean that I think that survivors are in a perfect state. People will say that survivors have been consistently nerfed but that only sounds terrible if you didn't know that those changes only made sentient survivors actually mortal.
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Yes! The queen speaks!
BBQ = overpowered
DS = weak
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let us all remember on release OW where a widow onetrick had 10 + min queues because they were blocked by a majority of players they went against.
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Hey, I'm adding variety by playing deathslinger. You are welcome.
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@gatsby said:
https://forum.deadbydaylight.com/en/discussion/comment/2031219#Comment_2031219
https://forum.deadbydaylight.com/en/discussion/comment/2031221#Comment_2031221
https://forum.deadbydaylight.com/en/discussion/comment/2031226#Comment_2031226
So they should update the perk description then. Got it
tbf, perks haven't affected powers in a while. I miss the days of third seal legion.
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inb4 you steamrolled the last couple of games and the mmr just shot you up here.
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God, please no. but then again, it doesn't have to be a straight up copy paste.
but if it were, I'm going to need therapy If I ever see the inquisitor or veteran again
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I mean, if you want a rage switch killer Freddy can fill that role.
I personally LOVE Pig, but there are moments where you're really reminded you're playing Pig. People throwing down pallets at dashable loops so you just turn into an m1 killer. Spine chill's 36 m out ranging your 32 m whispers , so you'll backwards crabwalk but a timid survivor will be well on their way while you're still approaching at 90% ms. or people instantly uninviting themselves from your party first try. But having them all happen in one game is rare from my experience.
She's a generalist, she's got a lot of tools, but you will have to work for your meal.
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@PanicSquid said:
https://forum.deadbydaylight.com/en/discussion/235424/free-trial-week
They used to have something like that for the Licensed Killers, it was an iri offering that let you try out that killer with no perks or add-ons. They eventually discontinued those offerings, for reasons I don't know.
it was also kind of buggy.
Sometimes you could unlock the killer until you closed the game, and that way you could just rush them all to 40 and get the teachables without spending a dime.
or it simply did nothing. you would spawn as the killer you equip the offering on.
@AVoraciousLatias said:
https://us.v-cdn.net/6030815/uploads/061/3R807PTJ6F3G.png
https://us.v-cdn.net/6030815/uploads/630/HO3TQX3MLALW.png
https://us.v-cdn.net/6030815/uploads/547/FRM0MFUPDD96.png
https://us.v-cdn.net/6030815/uploads/379/XEHU814VW2ZE.png
https://us.v-cdn.net/6030815/uploads/407/ZALZ63YRFLNJ.png
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I just think they do for the same reason I run m&a on deathslinger, because though you don't need it, it's removes the itty bitty weakness they have in 1 v 1. With deathslinger it's them holding w early and spirit not being able to see them.
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@ilovedbd123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2028620#Comment_2028620
His terror radius is average size isn't it?
And also his shots are off centre again, so quick scoping isn't a thing. Just make him predict a false move in the start of the chase, it'll help you gain distance early.
Am I saying he's not powerful in the chase, no. But I am saying he's not oppressive or broken.
Also dbd is a 1v4 game, so whilst he does great in a chase, he sucks at map pressure and you can easily beat most deathslingers by staying on gens and only going for a save when necessary.
He could use a slight nerf, maybe give him a time to lift his gun, or make it so he is very slow when aiming (slower than survivor) so a missed shot is crippling. Same with reloading. Outside that he doesn't need anything.
Its 24 meters but most use m&a for 16 meter tr. One of the issues of his music is that it starts as a low violin (?) plucking that can be drowned out by the generator noise.
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I dont think it makes any difference if they slug 1 person or slug all 4 and just watch them. It sucks, but its not breaking any rules.
Though, you might be able to report them if it's like targeted behavior. Like they constantly queue into you and slug you out, but proving that might take more trouble than its worth.
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The way some people complain, you'd think this would be "working as intended"
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I only run bbq if I have a free slot for it. I won't run it for Pig for example, but even on the killers I do, it's pretty normal for no survivors to show up.
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If the survivor gets saved, does that count as a life? or do they have to die on hook 2 times before they are out? If it doesn't, I can see it increase camping.