WeenieDog
WeenieDog
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- Username
- WeenieDog
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Comments
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Hard to say without you posting a vod of your gameplay.
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Speaking of prestige, I once queued into a game that had a level 74 Ace.
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@mischiefmanaged said:
The intention of the exit gate blocker is that if you throw them against the exit gate you'll be able to pick them up. If they're not injured or they're not fully infected, the gate doesn't block for long enough to do anything.
So it's the same as Pinhead and Deathslinger. If the person is injured, then you can kill them in the exit gate. If they're healthy, then they'll just escape. Twins also blocks the exit, but that process forces you to be injured so getting hit in that case is always a pickup. And if you are injured in the exit gate, Victor doesn't help at all.
Yeah, that's what I assumed too. Rather then zooming up to them and just throwing them out instead, it blocks briefly for a slam.
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The order of the tinfoil hats believe wiretap put out the hit.
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6.99 are the usual price packages, 4.99 for single character releases totaling for 12 ish USD for a 3 character bundle.
Even though I find the price consistent, 11.99 is a lot more of an upfront cost if you're not sure you're going to like all of it.
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I thought that was pretty standard. Stranger things was the same for 1 killer + 2 survivors.
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My killer queues are probably still going to be dead. Sadness.
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@cyniChris said:
https://forum.deadbydaylight.com/en/discussion/comment/3152706#Comment_3152706
They don't even need to be co-ordinated cos you can see the bar flash to indicate the hook timer's paused AND the survivor glows white under the effect.
Then how are you going to effectively cycle Reassurance? How are you deciding who goes first and not all run to the hook at the same time?
Bare minimum, you'd want everyone to run Kindred + Reassurance, and each running a different survivor. If the random people in your lobbies even own those anyway.
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@cyniChris said:
It amazes me how most survivor mains are completely ignorant to the fact that the perk can be abused against non-campers.
Someone hides near the hook, pops Reassurance, goes back to their gen. The next person in chase runs to the hook, pops their Reassurance, and keeps going. There is no threat to the hooked survivor's life and the survivors not being chased can finish gens. The killer is not camping, but they're being punished for camping.
If you think scenarios like this won't happen, look no further than base kit BT and OTR - both intended as anti-tunnel measures, but both often used to body block for rescuers or other teammates. Remember how often old DS was used aggressively and had to be nerfed into the ground? Just because something is intended to be used one way doesn't mean it won't be used in other ways.
And this is without even taking into consideration the fact that it can be abused to hold a survivor hostage. Can't wait for the 3-man SWFs to run past the poor solo on hook just to keep them there.
I don't think anyone ever questioned the power of coordinated swfs.
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Just make it so the hooked survivor and killer can play pong, connect 4 or something.
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Hook tech is back I see.
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I find tracking with his power to laser people down fun. But I enjoy all of the ranged killers. Even deathslinger.
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Survivor mains complaining about rpd
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Define "win"
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@Emeal said:
https://forum.deadbydaylight.com/en/discussion/comment/3140107#Comment_3140107
I rarely play him now cause hes so weak and you want him even weaker? 😫
I honestly think it could be more of a buff. Similarly to Huntress, 40 meters is big enough to not know where he is exactly, just vaguely around you somewhere .... And then there's starstruck.
Also: give me 28 meter pig back
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Depends on queue times. If killer is still as bad, probably not.
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Solo queue be like:
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But can she order pizza with her mind?
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Easily corrupt because it has some brain scrambling effect on my teammates.
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@FridayNightPizza said:
Would it be too OP if the ambush could instadown?
I think it would when considering all the other stuff going on in her kit.
But I remember fungoose's suggestion that an ambush could set a rbt, that could be a neat time save. When you downed someone with an ambush it did that, while also not being super out there to destroy balance.
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@Dreadmanapool said:
One aspect that I’ve felt has been mostly left to be would be the limited amount of items able to be acquired in chest and the blood web.
Like what? And why?
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Windows of opportunity. Far from op, just scarred from the WoO + the game map death combo.
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But is it better than infectious fright?
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I think Doc is fine. Wesker doesn't really gain or lose anything by having a terror radius that big.
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Here's to hoping the new survivors have any good or interesting perks. Anything to entice survivor play time.
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At this point, they could partial revert it to version 1.0 with it requiring 2 basic attacks and it still wouldn't be good.
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Samus's zero laser.
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@Oscarnator said:
https://forum.deadbydaylight.com/en/discussion/comment/3082341#Comment_3082341
Thats just wrong. For example Left 4 Dead 1 and 2 you can carry your team, same with Back 4 Blood, Aliens vs Predators, Friday the 13th if you get lucky with the item RNG, Secret Neighbor, Tick Tock a tale of 2, and Natural selection2. All symmetrical multi-player games where you can carry your team if you’re good enough. The only thing stopping is bad RNG or in DBD’s case if the killer goes for the weakest link first.
Good players should not be punished for BHVR’s HORRENDOUS MMR system that arguably does not even work as intended which various of YT videos have pointed out.
being able to solo carry in an asym is the most nightmarish thing you could you could ever try to balance around. Like, how strong does the killer have to be in order to compete with 4 survivors that could all solo carry? I'd expect it to be like deathgarden where: once you're downed, You're completely dead. like, booted back to the lobby dead.
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@fulltonon said:
Why slowdown perks has to be treated like endurance perks when they are two completely different type of perks?
Because perk stacking has always been a major issue throughout dbd's life.
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They could nerf it to 10% slower speeds. With that, it would be the same before. Prepatch 80 -> 100s. Now 90 -> 100 s. Similarly with pentimento, nerf it in a way so it matches a same end time result.
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@CaulDrohn said:
Bc stacking endurance is way more busted, esp when all four survivors are doing this.
Sure there are still killers stacking gen protection, which is really not necessary. But the individual perks changed massively. Ruin is extremely rare, pop is rare, PR+DMS is barely used. I had way more Thana and Overcharge games, even jolt was used more often. BBQ is also used way less than before. So the meta did change, just not so much as hoped (yet).
But I feel the patch was the right direction. When playing a killer, I feel much more confident to run gimicky or meme builds adn not be totally stomped by the survivors to do so. Let's hope many "casual" killer players recognize this as well and experiment more with the lesser used perks.
Why do you think it is "way more busted"? For them to do it, they had to be standing around doing nothing or else the conspicuous clause would shut it off.
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The weirdest part for me was that they had the forethought to make it so endurance couldn't stack but not much into stacking slowdowns despite it getting just as many complaints.
But then again. Healing speed have already been able to reach busted levels, so I guess it's not all that surprising.
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If only dbd had a built in system to let survivors actually coordinate.
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Personally, no. Fearmonger has a weird relationship with sprint burst as is imo. It can backfire by letting them 99% sprint burst.
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Shout out to Yui for getting a fun cosmetic. Yes girl, you finally got one that wasn't just like... biker Yui version 40.
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@JibbyNeutron said:
https://forum.deadbydaylight.com/en/discussion/comment/3074958#Comment_3074958
Making the game more team oriented, what could go wrong with this. Lucky we have good matchmaking which gives you equaly skilled players on both sides. No need to solo carry anymore. Right? And lets continue balancing around SWF but forget the Solo Q exitence.
It's almost like it'll take some time for people and mmr to catch up with such a shift in paradigm.
As in like, more than 24 hrs.
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I definitely can sympathize with you. For the longest time, killer has just been exhausting for me. Back to back maps that are awful from a gameplay point of view ( even with the buffs, I still get semi tilted over garden of joy), DH every game. Medkits being buffed in general, COH, that brief time with boil over. The best thing I did was doing what you're doing now. Take a break and play something else. You dont owe it to anyone to continue playing.
That being said, I am finding killer fun again. more now that I can play pig with soley jolt and feeling fine about it. Win or lose. But there are some glaring problem. Strange enough that they are issues that have always come up so you'd think they'd think about it. Perk stacking.
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Jolt, by itself, is pretty good and now better then ruin.
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@Aztreonam78 said:
https://forum.deadbydaylight.com/en/discussion/comment/3074933#Comment_3074933
The repair being filled at the speed you can see now is a cherry on top of the whole solo q thing. I have never felt so powerless in a game.
Lol, yeah. I will say that the patch really did make survivors have to be more team oriented and what would have been perfect to accompany this, is the release of a ping system or something to help facilitate that extra bit of coordination.
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So... nothing really changed?
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I don't know if it's just me, but I feel like I'm progressing slower in the bloodweb.
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I'l have noticed quite a bit more toolboxes and medkits compared to flashlights.
Franklin's really starting to shine as one of the best slowdown perks now that my bbq slot is free.
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@Nameless said:
For some reason Demo's perks are all tier one for me, even though he's p3.
This is not the case on the survivors side with Steve and Nancy either sooo... Yeah...
Same, I really just wanted jolt on everyone. I guess because it's a common perk now, that might be effecting it's unlock status.
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Buddy. BHVR has consistently released terrible killer maps back to back and people still played killer. I have no doubt survivor will end up the same way.
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Thanata is in weird spot where many killers don't get consistent value from it. Unless your killer has some amazing speed or some ranged damaging ability that can keep survivors injured, I feel like most of the time time it'll be at 1 - 2 stacks.
However, the bigger problem has always been stacking.
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For real. Dwight looks like he's squeezing into a costume made for a child.
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I'm not surprised. Similar things happened when they let survivors see each other's ranks a while back.
Grey/brown loads in?
dissappears
But at the same time, part of me sympathizes with them. Solo queue can already be torture.
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I'm really having fun as pig again. Running corrupt, m&a, whispers, Jolt. Even if the base animation speed ups on paper seem small, they feel so much better.
However, there might be small issues here and there for both that kind of highlight dbd's snowbally nature.
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Absolutely loving the spine chill nerf. Thought I would never say it, but I think I'm going to go back to maining Pig.
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@Solomonkane said:
Unfortunately I leveled most survivors and killers to 40 and then focused the ones I liked. So I've been on a grueling journey this last week of just trying to p1 my survivors. RIP to my killers :/
Lol same. Right now, I'm just like "okay, who's perks do I use now and will still be good next patch?" But I remember them talking about perk tiers also factoring into the prestige bonus, so maybe we'll atleast get tier 1 unlocked.

