White_Owl
White_Owl
About
- Username
- White_Owl
- Joined
- Visits
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Comments
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Trapper, since he's outdated af. Aside from the changes everyone wants (start the match with all traps for example) I would add skillchecks to disarming beartraps and struggling should be an action with a fixed time (plus skillchecks), so Unnerving Presence could have some synergy with the killer it comes from. I would also give him a huge speed boost when someone is stuck on a trap so he could reach them more easily. Basically I want walking away after stepping in a trap to be a rare occurrence kinda like wiggling out, I want beartraps to be scary. I would also make them bigger, so they can effectively shut down corridors.
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When I'm extremely bored I like to come here because this forum never fails to get me a laugh. It's also a perfect filler while waiting in between matches.
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Definetly. They're a precious source of informations if you know how to "read" them, and in some moments they can be crucial to win a match.
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Lockers are mostly used by newbies, good survivors rarely use them for hiding. Do we really want to punish more the newbies?
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When I play survivor 4 man slugs never happen, and there's a reason. Slugging relies on capitalizing on survivors' mistakes, if they are smart it is prefectly counterable. Only once I felt it wasn't counterable, and it was against a god-tier Nurse (pre-rework) with Infectious Fright.
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@Chilli_man2400 said:
Here’s side by side comparison
https://us.v-cdn.net/6030815/uploads/X7RA0CKC2149/79f5c478-7b6e-4fa4-a544-5de219f76cfc.jpeg
She looks more realistic and less "cartoonish"... honestly I'm not sure I like that.
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120% Laurie. She is really outdated/low quality and very different from the original.
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@Trwth said:
Recover... while... running...? Like, downed Survivors on their feet recovering...?
I think they are referring to Exhaustion recovery. I think...
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Sorry but that would be incredibly broken. You could finish repairing a generator / cleansing a totem / unhooking in the killers' face with no chance for them to counterplay.
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This is an idea I had a long time ago:
Contamination - Your weapon is fertile ground for germs, which bloom on bloody metal. Hitting a healthy survivor with your primary weapon infects them. After an infected survivor is rescued from a hook, that hook will become contaminated. Survivors who are hooked on a contaminated hook will receive a stacking penalty to vaulting speed and great skillcheck success zone size.
The idea is to promote a territorial, non tunnely gameplay. I also like the idea of a perk that affects vaulting speed.
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Hex: Devour Hope. In my experience, with most teams if it isn't cleansed with a minute of someone being insta-downed it's game over. Not saying it's OP, just that it can reach a point where it doesn't make sense trying to survive.
Also Franklin's Demise. It's a very annoying perk.
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Boringness is extremely subjective, there's no way it should be a primary stimulus for a balance change.
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I think some people are just entitled. Slugging is one of the best tool in a killer's arsenal and not using it when the occasion presents itself would be extremely stupid. It's also a very high risk strategy for the killer since it's easy to get greedy and lose all the pressure gained, so I don't really see the problem with it.
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EW1 is very good for stealth and often it helps Myers by allowing him to get an early grab, or just to find survivors earlier than most other killers. Also it's part of what makes him unique.
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The narrow FOV is intentional, I remember in early videos the devs explained they want killers to be very focused, in contrast to survivors who have full awareness of their surrounding. Your friend's hope is to use Shadowborn.
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Generally I like the new lore, I loved especially the Nurse's since it described her descent into madness. What I don't like much is characters bios which are too long, like Elodie's or the Twin's. The bio should be short and representing the character essence, not an essay on their childhood.
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Everyone except Trickster, but that's because lately I've been taking breaks from the game so it's taking me long to reach 9k (but I'm almost there).
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I deleted the file a couple days ago and had no problem... Maybe you could try verifying data integrity and after that retry.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/2137861#Comment_2137861
Perma breaks hooks after someone is taken off it.
Oh... that gives me 2016 flashbacks.
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I partially agree. The teleport is indeed his strongest power, with the ability to fake it with basically no cost, but the snare spam was a problem that needed fixing.
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Out of the loop, what's the problem with Breadown?
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I could see it happen if such a perk had limited uses and some conditions to be met for it to activate.
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Survivor. The amount of bullshit you have to endure as a solo is incredible. Nowadays I play survivor mostly for archive challenges.
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I don't have a problem with DLC prices because they often make discounts, and you're not supposed to buy everything at once anyway, so the cost is really not a real problem. Even paying full prices, with one DLC every 3 months it's a bit more than 2€/month, which is nothing for the amount of hours of entertainment the game offers.
I agree though on having more ways to earn shards. Since their rework on the second annyversary they haven't been touched anymore, the system could use an upgrade.
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@Huge_Bush said:
https://forum.deadbydaylight.com/en/discussion/comment/2131369#Comment_2131369
Not true, I've juked plenty of spirits with Spine Chill. All I had to do is slowly walk towards the direction they're most likely coming from while making sure I have LOS blockers to hide behind. She usually ends up phasing to the gen I was on and spends 30 seconds checking behind every tree and rock, looking for me. Many times they pretend to go patrol other gens but immediately phase back 2-3 more times, which just causes me to giggle.
Not every strategy in Dbd against a killer needs to be looping. Stealth is a strong option as long as you know when to use it.
I was referring to chases, since that's when Stridor is most problematic.
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Spine Chill vs the Spirit just lets you know a few moments in advance when you're screwed.
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@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/comment/2106712#Comment_2106712
Usually hitting someone with a big axe kills them not makes them run faster lol, it's a game it's not meant to be fully realistic... when half the map is a yellow wall it's not good for playability
I never talked about realism... the point is that corn is corn, just like a tree is a tree. Even in a game.
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I think it's in the very nature of corn fields to obstruct the view, unfortunately.
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@SpaghettiYOLO said:
https://forum.deadbydaylight.com/en/discussion/comment/2103210#Comment_2103210
Which means they weren't close enough, didn't react in time, or were out of position. All of those things are the survivor's own mental errors. So why is a killer being nerfed for a player's ineptness?
It's easy saying they made a mistake when they were escaping trying to not being downed in the first place before having to make a U turn to kick Victor. 3 seconds weren't that much if you consider this.
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The totem counter would be useful only for the purpose of preventing NOED. If you want to counter a perk it seems fair to me that you should use a perk, especially considering that NOED is mostly used on lower ranks (at least in my experience), where you can afford to sacrifice a perk slot for that.
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I played them extensively and honestly I'm not against this change. Victor is a slugging machine and once his snowballing starts it's very hard for survivors to stop it, I've seen so many survivors try to kick Victor just for the animation to cancel because they had no time...
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I'm saying it: people will still DC when being instadowned with Iridescent Hatchet
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Imo it's ok, totems are an optional objective so there is no need for a counter most of the times. Introducing it just to counter one perk feels unnecessary in addition to be sort of a nerf.
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I think they want an atmosphere a la Texas Chainsaw Massacre (since Billy is shamelessy inspired by it). At first I wasn't a big fan, but after thinking about it it would make the game feel more varied to have each map in a different time of the day/night.
Also, the thing about the Entity fearing light is pure speculation by the community, nothing official mention anything about it. Killers get blinded by flashlights because their eyes are adapted to the darkness, mechanic which I agree would be a little ruined by a daylight map.
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@Lakshya01 said:
https://forum.deadbydaylight.com/en/discussion/comment/2092587#Comment_2092587
Yeah they have but tell me how many players using brand new part+Alex Toolbox+ Very rare offerings in random lobbies?
That's not the point. The point is that survivors have already an equivalent for the killer's power. Items don't have to be OP to add an ability that otherwise survivors wouldn't have.
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4- Enjoy sliding off literally half the objects in the [BAD WORD] map
Shelter Wood is good for this too.
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Survivors have items and addons. Case closed.
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Remove them and make the thickest fog the default.
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I say Wraith because he's my favourite.
Trapper has already his own, I consider the default music his music, since he's the default killer.
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@cacatua00099 said:
https://forum.deadbydaylight.com/en/discussion/comment/2085030#Comment_2085030
Necesito hablar con gente que sepa lo que es jugar en el papel de asesino. Estoy hablando con puros supervivientes.
And I think I would have a more interesting discussion with a donkey. At least he knows he is a donkey.
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Absolutely yes, slugging is a key element in the killer's arsenal of tactics. People who complain about it are just entitled imo.
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@cacatua00099 said:
https://forum.deadbydaylight.com/en/discussion/comment/2078483#Comment_2078483
I like to speak the truth. But if you want to imagine that the murderer has the upper hand ... You are welcome.
You need to refine your reading skills...
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As others said it was once directional, very cool but made stealth extremely easy against her.
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@Boss said:
Someone on these forums compared the noises she makes while on the Killer's shoulders to Goofy noises.
When i picked up my first one, i couldn't help but be reminded of that post.
To me she reminds me a groaning tube
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When it happens, try to learn how they play. Playing against much more experienced players can be a great learning experience.
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How many times do you Self Care twice in the span of 20 seconds? A cooldown, for making sense, should have a 1-2 minute duration.
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Aside Stridor and the stand-still "mindgame" she is fun. I play her with Predator (which still leaves ample opportunity to mindgame) and never fake using the power and I never see survivors complaining.
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@cacatua00099 said:
https://forum.deadbydaylight.com/en/discussion/comment/2077119#Comment_2077119
You can tell that you have no idea what it's like to play against rank 1 survivors and that they don't even give you time to set traps if you're using the trapper. The memento mori is useless, the totms is like playing with one less perk.
I'm rank 1 actually, but if thinking otherwise makes you happy you're welcome...
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I play on ultra and personally I don't have a problem with the map being dark, on the contrary I wish other maps were as dark as Autohaven.
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@Aven_Fallen said:
Unpopular opinion:
Players who say you lose as Killer when you do just a slight mistake are doing way more mistakes than they think they do.
I do mistakes all the time and still 4K most of my games. So either I am the exception or others are doing more than "one little mistake".
Plus they have no idea how it is playing survivors, where getting downed at the wrong time can escalate in the whole team going down. Both sides can get cucked by one mistake.