White_Owl
White_Owl
About
- Username
- White_Owl
- Joined
- Visits
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Comments
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Because it's not fun for the killer too, and it's better to finish the match asap so you can queue for the next.
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I bet the meta would become to hide for the whole debuff duration, needlessly prolonging the match.
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My guess is you will be able to judge only the direction, not the distance. Kinda like old Huntress.
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As an avid Iron Will user I wouldn't mind a little nerf, especially after the huge buff it got recently. Personally I would make it remove 100% of the sound only when crouched, while standing makes the reduction partial.
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Yeah, in an ideal world every change should happen at the same time. But this is the real world, it doesn't work that way.
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I already have all the masks, but honestly I would be fine if they reduced the requirement. Jakes in particular are very rare, and Dwights too are disappearing, and it would be a pity to lock those cosmetics behind a "luck-wall".
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The game should behave to a DC as if it was a sacrifice, so that the hatch takes some time (I believe it is now about 10s) before opening. That would give the killer time to react and would prevent survivors from abusing the system.
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Huntress imo is one of the best to have fun with, she is balanced and rewarding. Another good pick would be Blight and the Demogorgon.
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I always found the "hold W to win" argument stupid. Not only killers are faster (not counting Nurse since she is beyond game mechanics), but the maps are closed. This means a survivor can't run eternally in a straight line but must move on a curve, and that allows the killer to cut them off and save a lot of time. Of course it doesn't work if you mindlessy follow survivors step by step. The only time the argument is valid is when talking about Midwich, since the map layout makes cutting survivors off impossible.
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I think it was summer 2020, I took a pause of a couple months. I just needed a break from the usual routine. Funny thing is that when I came back the first match was against one of the sweatiest SWF I ever faced and I had to stop playing for that day.
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Latency aside, if it hits is because the killer predicted your DH and outplayed you.
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Tbh I found the Huntress' challenge fun. The Clown's one I agree was bs though.
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Unfortunately yes it is. Until it's fixed it's best to circle around it.
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@BastardKing said:
When you PX a killer/survivor, it should auto unlock their teachables at that rank. P3 David, all your survivors have No Mither 3, Deadhard 3, and We're Gonna Live Forever 3.
P1 Trapper, all killers have Brutal Strength 1, Unnerving Presence 1, Agitation 1.
This would reduce the grind in a way that would still satisfy people who have played for a long time as well. It means each new killer/survivor that comes out automatically has all the perks they want.
I love this idea. Doesn't destroy completely the grind and gives more purpose to prestige.
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More and more survivors are just getting better and better at the game
Killers on the other hand don't? I miss the logic here...
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I like the concept, if it turns out well done it will improve the game.
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Almost verbatim, every time: "get good" or "ur just bad"
Every time actually.
Not to be that guy, but in my experience survivors reserve that kind of comments for campers or tunnelers. Most of the times they just mistakingly think the killer camped or tunneled, but if you get these messages every time maybe you should consider changing playstyle.
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I thought it was for taking a look into the pallet problem of that map
No one ever said anything to make it seem that was the case. Sorry, but you tricked yourself.
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I played him all evening and after I got good enough to land most of my chains he is not bad at all.
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MOST games are versus SWF's. MOST SWF's are hyper-toxic. MOST SWF's are also only mediocre.
Assumption much?
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To answer some of the questions:
- long story short: my internet sometimes drops, but never happens more than once per day. That's enough to keep the timeout at 15 mins, so no, I'm not a serial rage quitter.
- the game didn't crash and it's not my PC's fault (which I built less than a year ago). The match froze and I got kicked out out of the blue. I deduct it's due to the last patch because it never happened to me.
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@Dsalter said:
https://forum.deadbydaylight.com/en/discussion/comment/2484819#Comment_2484819
YESTERDAY.
as in, before the SBMM went live? you know, the thing that wasnt activated yesterday?
so you are saying you had BETTER matches BEFORE SBMM?
Yesterday when I played killer SBMM was already active.
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I just got in a team that managed to get caught in every beartrap in the map. The problem was that it was an "ash" Trapper who didn't even try to hide his traps.
As a killer yesterday instead I only got pleasant matches.
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The chat filter is embarassing, it censors a myriad of innocent and normal words, so that even normal communication is almost impossible sometimes. Honestly one if not the worst addition to the game.
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Rank 1 actually. But yeah, keep belittlling people for using fun, non meta builds. If that makes you happy...
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@[Deleted User] said:
Please tell me that you're using detection range add-ons to make up for the lack of awareness in your power. You are using them, right? ... Right?
I'm not, and surprisingly I'm not having problems finding them
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They must be the ones to walk through the exit gate, you can't do that to force the kill.
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You seem to purposefully ignore the fact that that Nemesis would be broken af in this game.
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I think Nemesis is already strong enough without an additional mobility power.
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As a survivor I use items/offerings only for challenges and as killer I tend to use green/yellow addons. I also like to experiment with builds and perks and rarely stick with one for more than a couple days, so I'd say I'm pretty much non-reliant on equipment.
As per Otzdarva's worry, I get it. But who knows, maybe SBMM takes into consideration perks, items and addons.
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Not sure. During the last test I was taking a break from DbD so I haven't experienced it. I like the idea though...
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I agree with the people that say that only All Seeing - Blood should be nerfed. Imo that is the only addon that gives an gigantic boost at no cost. Every other addon is fine, even the Iridescent Clapper: the uncloaking is already silent for half the animation, experienced players obtain the same effect of not giving survivors a chance to react without the addon. In other words it's only good for inexperienced killers.
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Very close to 4k. It's my 2nd most played game.
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B tier. It's a game, fun is of the utmost importance.
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If the community doesn't see all the good work the devs do it doesn't mean they don't do it. This game has entertained me for countless hours, so it deserves to be supported by me. Besides, I love Hellraiser. I will just wait a bit because I still haven't finished getting all perks on Nemesis and Trickster.
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Honestly if I stop having braindead teammates that's enough of a reward.
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Weak. Nobody like nerfs, when a killer starts too strong and gets nerfed everyone complains. Besides, who said than the second option has to lead to a mediocre killer?
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@Bumbus said:
https://forum.deadbydaylight.com/en/discussion/comment/2467781#Comment_2467781
Hag is not vulnerable to bullying unless you are a bad Hag
Ah the good 'ol passive-aggressive insult argument... I missed it.
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I learned a couple mindgames from watching content creators, but I tend to form my own opinion. Of course if someone has good arguments i won't mindlessly stick to mine.
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Hags that don't camp are actually fun to play against, you have to figure out the area she chose to place her traps (kinda like with Trapper), and you need quick reflexes and thinking to react to a triggered trap. The problem is that they are a very, very small minority, and most of the times they use her most broken addons (cough Rusty Shackles and Mint Rag cough) that remove that fun factor.
I say this since a very long time: the Hag needs a rework. Her current state is unhealthy, for the survivors but also for the killer (let's not forget that she is very vulnerable to bullying and abusing by SWF squads).
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That's an interesting change. The only problem I see is that it would be heavily reliant on RNG: you could have it affecting literally nothing, or have the killer shack completely blocked for the whole game.
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I found a fun build for the Oni: Coulrophobia, Distressing, BBQ and Discordance. Survivors against Oni are pressured to heal asap, but with this build they can't so they waste a ton of time trying to get away from the TR, and in the mean time they drop a lot of blood orbs (especially if you use addons that increase them). BBQ and Discordance are good for tracking and keeping them on their toes.
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Honestly I don't think it needs a change. The build is as strong as the player, if you can't constantly push survivors off the gens while at the same time getting downs, those perks do little to help you. Besides, Tinkerer is counterable since it makes the killer's behaviour quite predictable.
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The community's been asking for a system to save builds for ages... maybe one day we'll get it.
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I agree. DH is extremely predictable and counterable and it's much more common for it to be useless than to "extend a chase by minutes". Against Sprint Burst or Lithe though there is little the killer can do except slowly catching up.
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I hope so, I always wanted a fire-based killer.
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Never seen anyone get flamed in chat for using it. If I were you I would worry more about the fact it often doesn't work.
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This combo seems a little strong to have a common in it
It still needs an UR, by itself "The Ghost" - Soot is not that useful.
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A 5% increase would be an insane buff to chases (it's a 33-50% increase to the speed relative to the survivors') while still achieving very little to map pressure. Some killers would be plain OP is chases.
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Sometime ago had a Nea tbagging at the exit, I pretended to leave but than made a quick 180 lunge with Coup de Grace, hit her and hooked her while no one else was there to save her. Pretty satisfying.