WishIcouldmain
WishIcouldmain
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/2372660#Comment_2372660
That wouldn't solve her strongest and easiest playstyle, which is about to creep into everyone's trials.
Well those are the safe changes that can be made to solve some noticeable issues like the standstill mind games and her add-ons allowing her to become a mobility killer. Anything afterwards would enter butchering her kit and need lots of testing
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That’s pretty much it an indication she’s phasing and add on changes would solve many issues. And keep her strong. No, it wouldn’t make her an awful killer if anyone tells me that you’re overreacting. The majority of Spirits will fall for mind games since they aren’t mastering her. Yes, you face a god Spirit you’ll loose but they’re as common as a god Nurse
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@Gnarly said:
https://forum.deadbydaylight.com/en/discussion/comment/2372620#Comment_2372620
Hag might need to be similar to Twins. Traps need more distance from the hook and she is perfectly fine.
Traps should disappear from the hooked location after an unhook. From so and so meters put an emphasis for Hags on good trap placement
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@HaunterofShadows said:
https://forum.deadbydaylight.com/en/discussion/comment/2372001#Comment_2372001
oh just you wait after spirit its slinger and hag
In fairness Hag can use some changes to the all traps around hook.
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@danielmaster87 said:
The only thing unfair about Spirit is her stand-still mindgame. Other than that, she's at the power level that all other killers need to be at.
Agreed powerful move with little risk for high reward with no skill necessary. But, I always thought her add- ones could use some changes.
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Yup, nothing better then stuttering while the survivor then gets tons of distance. Or the good ole lagging into the killer
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@Pilot said:
https://forum.deadbydaylight.com/en/discussion/comment/2372516#Comment_2372516
You have your answer at the end of my post.
You can do a basic attack as Hillbilly also, not just chainsaw every survivor you see.
It’s an unnecessary hinderance. Where it only works if M2s make the bad choice and M1 when it’s ideal they use their M2. As a Hillbilly I see a survivor my instinct say go for a chainsaw. And it feels dumb that Franklins only works on M2s if they make often the bad choice.
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@Pilot said:
Context
https://us.v-cdn.net/6030815/uploads/65EHRTU6M4SF/image.png
What has changed? From deleting an item after 90 seconds, it will deplete an item's charges over 90 seconds.
Why consider it a buff now? Well, this certain PTB update.
https://us.v-cdn.net/6030815/uploads/796XGNY4VF5C/image.png
Damn, bro, Plaque can no longer infect breakable walls... Sadge
Anyway...
Discussion
- So, with this change, hitting a survivor with a brown medkit and leaving the medkit on the ground for a few seconds will remove the medkit's ability to fully heal
- Hitting a survivor with a brown medkit & a styptic/syringe + 8 charge addon, if a survivor were to heal once, and get hit again, it will deplete the item in mere seconds, making the styptic/syringe useless.
- Counters perks that reduce the depletion rate of items, Streetwise & Botany come to mind since on the ground, it will remove the charges at a normal speed instead of taking these perks into consideration.
- Purple Medkit + 16 charge addon + 12 charge addon will be depleted in 90 seconds. The stronger the item, the more impact will be felt.
- Purple Flashlights + Green Battery + Yellow addon that reduces charges. Depleted in 90 seconds.
- Let's compare the old vs new Franklin's. Once you get hit, you knew you had 90 charges to pick up your item with the charges you had. Now? The more you leave it on the ground, the more charges will be depleted. This change added a sense of urgency to picking up your item before the charges disappear.
- Of course, after the update, keys will no longer be able to open the hatch once the charges are depleted.
- Here's another buff you might miss regarding keys, if you were to hit the key user with the old franklin's you had to camp the item or make sure it's not picked up after 90 seconds. Now? You're making sure that every time you hit them, the charges on the key will be fully depleted, aka, you can play the game normally and the charges will be depleted progressively. Also yes, I've had killers who camped my keys whenever I brought them with the old Franklin's...
- And to top, it all off here's another buff to franklin's regarding keys, when someone brings a key with the amber addon & they plan to use 99% of the charges to leave the 1% to open the hatch, getting hit, will deplete the key pretty much instantly, making it unable to open the hatch. Not to mention the fact that if you hit them at the start, they will not get much value of the addon because you'll deplete its charges.
If I missed any buffs, do comment down below.
If you are thinking that the basic attack requirement must be removed, you are nuts. Franklin's is quite a powerful perk as it is & I don't want killers running it 24/7 whenever 2 or more survivors bing items... Would make completing challenges like depleting x item a pain. Oh, you use 90% of the item but got hit with Franklin's? Damn bro... Good luck next match because you weren't the one who depleted the item. Not to mention, killers will not run this perk to counter items, they'll just run it be absolute A-holes about it.
You all cried when this perk was changed from delete items to deplete cause you were all focused on keys & nothing else, but refused to accept the fact that it was a nerf to keys as well, to be more precise, keys will the blood amber addon & those that allowed to see your teammates. The charges will be depleted making them have less value, aka if the charges got depleted, you couldn't use them as much for the purpose you brought them in.
Still think it should loose the basic attack requirement I mean it’s already useable by Nurse,Spirit, and Hag. Some of the best killers in the game. Would it really be that bad now if it worked with Hillbilly’s chainsaw?
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@Sadsnacks said:
https://forum.deadbydaylight.com/en/discussion/comment/2371845#Comment_2371845
Omg right, it was cute for a little while now ive lost patience with them. Im glad theres new people but not if it hurts lol
It's always been this way for licensed survivors but not like them.
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The billion baby Leons and Jills are so bad it hurts my heart.
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@GeneralV said:
That is evil...
The tea bagging is powerful especially. It unleashes my frustration against laggy survivors
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Looping good made a good trick then lag bails the other side out rather it be optimization or their connection. Aka current DBD
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@NoOneKnowsNova said:
https://forum.deadbydaylight.com/en/discussion/comment/2370833#Comment_2370833
To me, Slinger is stronger due to three main reasons.
The first one is the TR. Slingers is smaller, hard to hear, and he can shoot you from outside his TR if hes using M&A. Huntress has a small TR but a huge lullaby, relatively easy to hear, and on most maps you cant be hit outside this lullaby area.
The second reason is their zoning. Huntress can only zone once she's drawn out her hatchet, as she isnt a threat beforehand. Slingers existence zones survivors. He can scope quickly leaving little reaction time, causing survivors to take different movements.
Finally, Slingers power is useful on almost every loop due to his ability to shoot quickly. Huntress on the other hand is a 110 killer on many loops.
This isnt to say Huntress doesnt have her own advantages, but to me Slingers advantages outweighs Huntresses.
While Slinger has a stronger 1v1 with some good stealth. He is too weak to me in he other two pinnacles of strong killer mobility and snowball. Huntress comes with a good 1v1 but also great snowball potential. While Slinger’s is quite bad. Additionally Huntress can give long range shots to negate not having mobility. But Slinger can’t. And a pre dropped pallet can delay him while Huntress can hit over
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@NoOneKnowsNova said:
Remove every killer except Nurse and Spirit from that list and you're mostly right.
Blight is too map rng, PH both has too much map rng and has no map mobility, twins isnt strong enough after their nerf and Huntress is just a weaker Slinger.
That's not to say you cant win with these killers, it's just that they arent extremely reliable unless you're really good with them + with some get a good map.
Always considered Huntress stronger please explain
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Well thanks to my original mains being unplayable I discovered Ghostface is my favorite stealth killer to play as
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/2369771#Comment_2369771
The 2 story house isnt that strong of a loop tho, and yeah, survivors NEED nice loops. The average loop is supposed to last about 50 seconds in the start. If you spawn close and break that wall, or if you happen to patrol the area and break that wall, the average loop around the house lasts perhaps 30 seconds.
And no, there is a pallet at the car loop, pallets are not infinites unless you leave them dropped. Which would be on you.
3 can easily be guaranteed, let me give some examples of the most survivor sided variant: House, Van, Tree circle. House, Shack, Street. School, Street. House, Van, house of discomfort. House, Street, Van. School, playground, dumpster. Dumpster, street, house of discomfort.
And yeah, the biggest issue is chainability, but here is my biggest counter argument of all: You dont need to keep chasing the same survivor. If a survivor is too good for you in chase, you need to back down and find a weaker link. You often tend to find the strongest link first as those survivors dont mind running cross map, while weaker links tend to hide and walk a lot. Let alone that, again, due to lack of communication, those people do not know that certain pallets are gone, they do not know that certain loops are gone, they do not know what loops can and cannot be chained. If you were to chase 1 survivor, sure, you could chain the loop for 5 gens. But that is killers forgetting its a 1v4 and just tunnelvisioned into the 1v1. That's their mistake.
The issue is though best pressure is obviously downing a survivor, but this map does allow for ones who aren't even that sweaty to perform quite well. Yes survivors need loops. And I'm not saying car loops are infinites but in general the school is if you are positioned well which isn't hard. And often the car loops can cover you if you're out positioned quite easily. But, how can the 4v1 perform well with let me mind you not all killers well designed for the 4v1 when majority of pallets are next to a safe area. And the two story house is still strong you can waste an incredible amount of a killers time there both floors. With the top one easy to loop. And "just drop chase" isn't always a viable option when the map is spread out the way it is and a survivor is next to a loop constantly on this map.
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/2369322#Comment_2369322
1* powerful loop, which is the pallet downstairs. 1 very annoying loop which is the car. The rest isnt really that powerful.
The house of pain isnt the house of pain. Look at the variant that is on Haddonfield. THAT is the house of pain. Badham has the house of discomfort.
Two story house has 1 powerful window that is 100% negated by breaking the wall, the rest is only favourable if the survivor runs Balanced landing.
School has no infinite. If you think it's an infinite, you're not thinking outside the box.
Genspread is fine, you're not supposed to stop 5 gens. Anyone thinking they need to prevent all gens are people wasting their time. All you need to do, is make sure that any generator done is outside your chase zone. You have 4 potential 3-gen scenario's and 2 potential 4 gen scenario's depending on gen spawns. You dont want to loop at the school if there are 0 gens there. You dont want to loop around the house if there are 0 gens nearby. The less gens are left, the less you can afford to leave that area. You leaving that area is you voluntarily removing your pressure to a different part of the map, and then being surprised survivors took advantage of that.
You're cherrypicking statistics here. I'm using red rank specific statistics. You're using global statistics. Badham starts being a problem once there are 3 optimal survivors being on comms, which, FYI, is a rare occurance. 95% of the time, you're facing 3 people after a long workday drinking some alcohol with friends while playing games rather than a 3 man death squad. Just like 95% of the time, you're not facing a tryhard competitive Huntress.
Yeah I would rework and balance maps differently if I were in charge, but that doesnt take away that for more than 90% of your games, those maps are balanced. Solo survivors cannot communicate that they are in chase untill they have been hit. Solo survivors cannot communicate the killer has dropped the chase untill their teammates hear the Terror Radius(if there is a TR at all). 2 teams of duo survivors cannot communicate their plans to each other. They cannot know if their teammate is sacrificing their life for a 3 man escape, or if they expect a flashlight save for a 4 man escape. Miscommunications like that are what turns a survivor win into survivor losses.
So if you want to balance maps to be more forgiving against deathsquads, you'd need to HEAVILY buff survivor communication capability. And I mean heavily. As in, any squad of 4 solo survivors would only be slightly less threatening than a full 4 man death squad.
Since communications are lacking, all reworked maps are balanced as they are. Ignoring the lack of survivor communication is ignoring a massive part of the community that consistently plays solo survivor.
The house of discomfort still produces nutty spawns, the two story house even with the walls broken which if broken during chase you can make it to another loop, can still be looped well, preschool has the chance to become an infinite where if you catch up a car loop can bail a survivor. Gens are still spread far three gen can’t be guaranteed with spawns a gen in the top house in the school or in the house of discomfort which still isn’t easy to secure. I always escape on this map in Solo Q and I’ve been stuck with baby Leons for ages. Once a survivor gets a simple understanding of looping this map is an issue for most minus a few select killers. And many videos have been shown that detail the nutty loops of Badham. This is from my survivor experience seeing the loops at preschool I know I just need to run in and since there’ll be a god pallet I’m safe. And once again these loops are disgustingly chainable
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Spawns are awful, looks awful, survivors have dead zones in between the buildings where killer can be looped for ages
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/2369230#Comment_2369230
Badham 4 is, but Badham 4 is still balanced. The average killrate is still in favor of killers. Once the killrate is less than 2, then it's truly in favor of survivors as that means 3 survivors escape more consistently than a killer killing 2 or more survivors.
You're being selfish by assuming a map isnt balanced unless you consistently win.
It has three very powerful loops the Preschool, two story house, and house of pain. Some of the best in the game. School an infinite. Not to mention many pallets in-between that allow for safely reaching the next loop. One brutal set up was House of pain into pallet, into shack, into more pallets, and to top if off went into the two story house. And that's normal. Gens are spread far apart and in positions with many escape routes. And good stealth. And I'm so selfish because I escape on this map every time just did it against a Hillbilly and Deathslinger. And once again kill rates said Nurse was the worst killer in the game and Pig and Doctor some of the best. In a game of Meg Heads and Blendettes. Badham is easily some of the best survivor maps in the game.
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/2361629#Comment_2361629
What do you mean? There is at most 2 walls you need to break on badham. Heck, the breakable walls on badham remaining closed is in general a bonus to the killer. The only killers that benefit from breaking all the walls are killers with speed and mobility on their side.
https://forum.deadbydaylight.com/en/discussion/266285/badham-needs-a-rework
Dont use Myers' current state to blame maps. All Badham maps are quite balanced. Myers' will likely receive a buff. Reworking Badham based on Myers would end up with Badham needing a rework again after the Myers buff.
No Badham is in the S tier of survivor maps.
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@GeneralV said:
So it has always been.
Some don't believe so.
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@Northener1907 said:
https://forum.deadbydaylight.com/en/discussion/comment/2368416#Comment_2368416
Most of them dc'ed after they down.
One killer chased me so long. And middle of chase, i stunned him with Head On (Q&Q and Head On combo). And he dc'ed. People dc'ing so much.
Well that's simply how I got downed or hit so much. And the Y button looked so appeasing.
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I don't know if the DCs are people being selfish over a killer or map they don't like. Or the game runs bad they get hit because they froze or lagged and don't want to put up with it.
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Tunneling=Gen Rushing both focus on finishing the objective as quick as possible and have enough counters.
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Nemesis
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I wanna play Nemesis so bad. But, it's impossible.
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It's currently fine as is the aura reading is very counterable and only a few killers can truly utilize the aura. Majority use it for BP that's why I see it on Trickster.
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@coppersly said:
You basically just get looped and pallet stunned for 5 minutes by any decent SWF if you aren't downing them in a few seconds with an S tier killer. You have to play every single tile 100% perfectly or they can restart it at any moment, and they're able to make a serious amount of mistakes before it punishes them. I just don't understand how people enjoy the lower tier killers against the sweaty survivors.
Well the majority of this game is Solo Q. SWFs are uncommon with even fewer being depip squads. And since the majority of this game is Solo Q pretty much all killers can perform well. We do know what happens when Legion faces a depip SWF they loose. But, as long as CCCs (Corner Care Claudettes) exist they'll make it.
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An indication of when she's phasing. This is the most frustrating thing in the world. There are only a few god Spirits so most mind games you see will work. Yet, this is only possible if you know she's phasing there's too many moments where you can't make proper mind games if you don't know if she's phasing and eliminates the brain dead standstill "mindgame". Also, add-on changes notably MDR which makes her an insane mobility killer. And allows her to recover from a wrong read too easily. So an Add-on rework would do. Any other ideas afterwards periodically seeing her in phase or hearing her footsteps need extreme amount of testing.
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"Oh no; they need more time to fix bugs. Heaven forbid! It's been 2 years so it should all work because some person on the internet who has 0 clue how it works says it should work! 🙄" That's what I was told and it's these comments that keep the game in it's poor state.
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@Power_Guy said:
https://forum.deadbydaylight.com/en/discussion/comment/2366855#Comment_2366855
JFC, I'm done here.
I love how people just act like 'It should be easy! So why is it not done?' is somehow a got-ya for 'They're being LAZY!' or 'They're out of their depth!' or 'They're being greedy!'
Giving a time frame does not magically make your argument right. Oh no; they need more time to fix bugs. Heaven forbid! It's been 2 years so it should all work because some person on the internet who has 0 clue how it works says it should work! 🙄
2 years. Not weeks years do you not realize how much happens in two whole years. This has been the greatest white horsing for behavior I've ever seen. It's fine that they haven't fixed a product in two whole years. You're unreasonable. Man you have such low standards for behavior.
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@Power_Guy said:
https://forum.deadbydaylight.com/en/discussion/comment/2366848#Comment_2366848
Being mad is fine, but being a jerk is not.
Is it okay to say 'That man made me mad, so I punched him'? So how is it okay to say 'It's broken, stop being lazy & fix it'? Moreso since they're not 'being lazy'. That's just a childish insult used by someone who does not have any awareness of anyone outside their own bubble.
If they're not lazy from revenue and being the sole ruler of this game genre. Then how come the devs haven't fixed issues that they acknowledged in 2019? Because it's too hard for them?
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@Power_Guy said:
https://forum.deadbydaylight.com/en/discussion/comment/2366838#Comment_2366838
Your mistake is thinking you have a right to criticize everything just because you're unhappy.
It's called 'being an adult' and either waiting for the fix, or writing off the product. Saying 'You're lazy; fix it now' is not criticism!
But given you just made a thread attacking BHVR; I doubt you really care and just want to scream.
I spent money on their product for a working game. My money is currently wasted. I'm entirely justified. It's not fine that people's hard spent money is currently poorly spent in a game that barely works. Why do you believe it's okay people shouldn't be mad at behavior for having their money poorly spent?
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@Power_Guy said:
https://forum.deadbydaylight.com/en/discussion/comment/2366820#Comment_2366820
No it is not justified, and no, 'do better' is not valid criticism.
OP basically said they are not trying to fix it because it has not been fixed, as if devs can just wave their hands and magically fix code. They think it should be fixed because they want it fixed, which is not how anything in life works.
'about how you havent Been Bothered to fix this Massive Issue'
That's not 'Please fix the issue; here's the problem.' It's clearly 'I think you're being lazy'. Which is not constructive.
Then how can we criticize the devs? If saying fix it isn't valid? Suddenly get a complex understanding of coding? The devs have let issues that have been present for too long persist accumulating in the game unplayable on console. The devs can fix it but they are too slow.
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@Shirokinukatsukami said:
I don't know this.
I have no problems with lag, freezing or bugs outside of the usual silly bugs.
I think you people have potato PCs or something, if you're having performance issues. My PC is pretty bad and old but I have no problems. You guys are probably playing on laptops or something.
Not PC, console
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@Power_Guy said:
https://forum.deadbydaylight.com/en/discussion/comment/2366795#Comment_2366795
People can criticize but saying 'Just fix it' or 'there's no excuse' is not constructive criticism.
Imagine being a youtuber or twitch streamer and someone says 'Your videos are inexcusable. Just be better.' Not really much to go on in that, is there?
Or imagine owning that restaurant and someone says 'Food sucks. They should be better'. Not really helpful, is it? Was it overcooked? Undercooked? Was the waitstaff rude? Were things overpriced? Was the wait for a table long?
'Just do it' is the scream of children and Karens who don't care about the employees; they just care about wanting something now, now, now! No talking, no breaks, 'no excuses'; just fix it NOW so they, personally, can be happy.
But, saying the product isn't working when there is plenty of evidence to show it's working. Saying to fix it when they've been here for years. Is a justified criticism behavior shouldn't be white horsed for making a failed product. So is behavior justified in the product being unplayable on whole platforms? No they aren't and this is deserved criticism. Not everyone should be expected to know how to code but when behavior unleashes the game in an awful state. The consumers can criticize. Do better means do better look for improvements.
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@Power_Guy said:
https://forum.deadbydaylight.com/en/discussion/comment/2366755#Comment_2366755
Become a coder, then try the 'no excuses' line. Anyone using it has no idea how coding and bug fixing works, and is just acting like a Karen screaming they want something 'now' because they don't care how people do their jobs.
They just want the end result, and there's 'no excuses' that will make them care.
They're aren't justified for why the game is unplayable for whole platforms. Yes, I'm not a coder. But, we aren't allowed to criticize someone for failing their job. I shouldn't leave a bad review at a restaurant for making bad food because I don't know how cooking works. So we shouldn't criticize companies for failing to make a goo product.
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It's lonely being one of the last Hillbillies,
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@Power_Guy said:
https://forum.deadbydaylight.com/en/discussion/comment/2366740#Comment_2366740
Except that money is for the entire company, not just the coders.
And those 700 employees are not all coders, and don't just do whatever job they feel like. So neither number is indicative of how many people fix bugs. 🤷♂️
They aren't some small game company this shows they have plenty of resources to fix things like making the game working under the simplest thing like using your power. There's no excuses for the game's current awful state.
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@Power_Guy said:
Yes, because all it takes is just doing it.
Apparently, whenever a game has a bug and it's not fixed instantly, it's because the devs are eating pizza and drinking beer. Not because it takes time to figure out just where the bug is in the code, figure out how to fix it, then fix it, and finally push the fix live on the various platforms...
Nope! They just need to be bothered to 'fix it'. Like coding is some magical profession where magic words are said and poof; fixed! 🙄
Ah yes it takes a company of over 700 employees and over 100 million U.S dollars in revenue to finally begin to fix an issue that was acknowledged in 2019 and has culminated in constant bugs, lag, freezing and unplayable on last gen consoles.
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Nurse. Spirit at the end of the day minus some pallets and windows is hear good. While Nurse has some weak maps, billion bugs, and the most extreme muscle memory.
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Only a few maps from the reworks had significant core issues fixed. Mainly Ormond.
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@gibblywibblywoo said:
I have 2 problems with it
First, if a survivor is scared off of the gen it will not regress.
Second, kicks during cooldown don't affect the perk
I found thirty seconds short enough
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/2366587#Comment_2366587
The only real limitation is the m1 condition. Something that a lot of killers don't have to care about despite ma y of them clearly getting hits while under the effects of their power.
Well, I'm one of the last Hillbilly gamers an plan to main Nemesis when the game works on console. But, I only use Surge on Hag it can use some improvements.
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@MadLordJack said:
It's not good. Chases are more important than kicking gens, so even with PGTW you're not getting much value. It's just 6%. And that's assuming it wasn't finished before you got a down.
At least Surge is completely passive. Eruption feels like a consolation prize for making the bad play.
Surge has too many limits for me.
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Myers gamers being toxic and always running Tuft of Hair and Memorial. I already disliked facing the stalky bois my suffering is immortal.
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This perk was only used on hardcore basement demo. Literally garbage on everyone else.
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@MegMain98 said:
No he isn’t OP at all. I’ve personally never liked his gameplay, he is very uninteractive because it goes like this “sneak up on survivor, uncloak, hit with an omega lunge, cloak, and run away.” It’s hit and run so you barely have any chase interaction with him.
The cloaked speed boost and “true invisibility” really make Wraith strong because you only have a 24 meter distance to spot a killer that is moving pretty fast, hard to see to begin with, and gets free hits on an uncloak. Most of the time I hear him before I can even see him.
With other stealth killers there are drawbacks like Myers is slower, Ghostface is still only 115% and slower when crouched, and Pig is slower when crouched. Wraith suffers no drawbacks because even though he is slowed when starting to uncloak, that lunge makes up for it.
The only thing I’d change about Wraith is slightly lessening the amount of distance he gets on his lunge. It feels just as long as a Spirit running Wakazashi Saya.
Found the lunge quite useless at the strong loops.
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Let's look at current Wraith. Best stealth killer in the game, great hit & run, good mobility,(below S tier mobility of Hillbilly, Blight, and MDR Spirit), good slowdown synergy. anti-loop in short loops, not map dependent as Old F tier Wraith, not devastated by exhaustion perks anymore, can use other add-ons now for strong combos. Good Strengths. Current weaknesses though weaker on the best survivor maps, his lunge is weak at strong loops useless at god loops, power purpose devastated by healing perks and Med-Kits, exhaustion perks are still good against him but not to such destructive extent, Spine Chill still, not good against SWF(they're uncommon however). So he's balanced. Enough counters and improvements from Old Wraith. Good spot although compared to most killer easy to learn and I find him boring to face and play. But, nerf All-Seeing Blood.
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@antgnstea said:
https://forum.deadbydaylight.com/en/discussion/comment/2359500#Comment_2359500
You were tenacious, I'll give you that. I had notifications on for the posts I participated, and I had to turn that off cause of constant alerts from this post. Kind of regret ever posting here.
I agree with Mandytalk. You made your point, they said they are aware and working on it. Just move on to other threads, let this one rest in peace.
Best to keep it going. Just in case since the last "acknowledgement never came through.