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Xbob42

Xbob42

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Xbob42
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  • Sorry, you seem to be confused. The "legendary" status does not denote the quality of the skin, or its actual rarity. What it means is that you will pay a legendary price, and your buyer's remorse shall also be legendary. Thank you for paying, er, playing.

  • All they need to do is lock survivors at like 30 seconds until the game starts, and if everyone readies up pause the countdown timer for 10-15 seconds to give the killer time to pop in a Mori to teach the keyboys a lesson.

    You'd need even less time if the game had a better lobby UI where you could swap offerings/add-ons without changing pages. Just have that stuff on the same "page" you hit ready on, rather than specifically clicking loadout. Could save some time and make things just a little bit smoother.

  • @NovaDuck said:

    The best tip is don't play trapper. Play hag instead. She is similar to trapper but almost strictly better in every way except her move speed.

    Sure but if I wanted to just be "good" I'd nolife the Nurse or something.

  • I did actually see an Otz trapper video the other day, which, despite not being a tutorial or anything, did help immensely. I guess I'll watch some more. Thanks for the tips, guys! This is some good stuff.

  • @NESv1 said:

    So, there's a Killer I love to play as. And now I've figured out a build that would go great with my favorite Killer. However, a few of the Killers I would have to play as and level up in order to get the Abilities I need are Killers I detest playing as and find very boring. One in particular for sure.

    I wish there was an alternate way to level up the Killer without having to play as him. I suppose I could play as a different Killer or a survivor and put bloodpoints into the bad Killer instead of what I'm playing as... is this even viable?

    Of course it's viable. Your bloodpoints are universal. You never have to play as anyone you don't want to!

  • You have a lucrative Twitch career ahead of you then! Can't wait to see your epic clips!

  • @mentalpopcorn said:

    https://forum.deadbydaylight.com/en/discussion/177399/i-still-dont-understand-why-letting-a-survivor-live-is-considered-strategy

    Your goal as killer isnt "kill one survivor" it's preventing all survivors from escaping. The best way to do this is by not wasting time tunneling 1 or 2 people. If a chase is going to take too long just give it up and move on to the next couple survivors to prevent them from progressing gens.

    Well, if you know you're not gonna get them all because they're strong loopers, might as well guarantee the ones you can get. Let the memelords complain in the post-game chat, but you can only do so much against a really strong team, especially since it also depends on the map you get, the killer you selected (and the combination of these two can dramatically swing the outcome towards or away from your favor) and all that good stuff.

    Sometimes you just know you don't stand a chance, so take what you can get. If they don't like it, who cares?

  • I think it should probably take into account the level of each killer, how many perks you have unlocked, maybe even how many games you've played with them, etc, to establish a base MMR. Even if you've never touched a killer (like when a new one comes out) if you're P3 on 7 other ones you should get a boost so you're not matched with new players, but not so much of a boost that you need to stress too hard while you learn.

    Also maybe consider adding an unranked practice mode that isn't just Kill Your Friends.

  • @Carpemortum said:

    https://forum.deadbydaylight.com/en/discussion/comment/1494547#Comment_1494547

    Which, atm keeps those people higher constantly? Right...

    https://forum.deadbydaylight.com/en/discussion/comment/1494549#Comment_1494549

    That's a lot of faith in "done properly". And why would you assume outlier low level games wont happen with the new mmr?

    The random low level games now arent because killers are bad, it's because matchmaking is garbage.

    But yeah, for a few games, on every killer, rotating monthly. Because people dont depip on purpose already after a few games.

    It's not faith, it's just me stating that they could be going that direction. I don't know if they are or not. MMR doesn't reset monthly, that's already been confirmed. Although if people really want to lose on purpose so they can get a few easy wins... uhh, okay? There's no perfect system I can think of to remedy that issue.

  • @Carpemortum said:

    https://forum.deadbydaylight.com/en/discussion/comment/1494496#Comment_1494496

    So on the flipside, someone who gets good at any killer, can now pick a new one to roflstomp new survivors with. Great.

    Sure, for a match or two. You already randomly stomp new survivors. And vice versa. Yesterday I was in two separate survivor groups where we were all rank 5ish and twice in one session we got matched up with rank 20 (20! Not even 19!) killers, both were very confused and upset because they were still learning.

    I'd assume if the MMR system is properly developed, a small portion of your score will bleed over to your other kills, to help get you out of the "new to the game" pool. But even if not, you'll quickly leave that bracket.

    @VonCrow said:

    My english is bad but...as I understand, the Killer lock is ON but the new MMR system is not in the game already...right? at least not on PC.

    Correct. But it's one less point of failure for the MMR update. Killer locking and MMR are two different things from a feature standpoint, so it's good to make sure it works before introducing a second big change with it, at least that's my understanding.

  • If they were a bit more customizable and a bit more varied I'd like them more. Let me choose to hook them to different locations, give me some patches/stickers for my clothing, etc.

  • Yeah, I think it needs to degrade slowly over time. Simply because if I don't play for 6 months I don't want to come back and be matched like I've been playing the entire time.

  • What if it caused hallucinations? Like causing you to repair a phantom generator or something, or seeing the killer as a teammate? As usual, SWF would kind of ruin it, but I think it'd be fun nonetheless.

  • They're definitely not a small company in terms of money. They often talk about their millions of active users, which means they have tens of millions, if not hundreds of millions of dollars. That's a big company. Maybe they need to hire more people?

    At the same time, the dude making a roar for Billy probably didn't stop fixing critical bugs to do so. The issue is a little more complex than that. While money and manpower can definitely help get issues fixed faster, it's not as fast as people would like. It also comes down to realistic business priorities. They need to keep people engaged and talking about new things. So we need new characters, new maps, new cosmetics, new rifts, new trailers, etc. Those things have a far bigger impact to the general public than "we fixed some bugs." But they also want to retain players by making sure there aren't bugs that completely destroy the game. But for anyone that knows anything about game development, fixing something breaks something else. It's practically a law of programming.

    But then they also have to deal with legacy code, aka spaghetti code, and refactoring that is no joke. At some point it might actually be easier to just chuck the whole thing in the trash and rebuild the game from scratch, which I assume is what they did with DBD Mobile, and is probably why that has some more advanced features than the "real" game. But, again, time, manpower, money. And yes, money is a critical part of doing business, it doesn't mean they're a bunch of money-grubbing villains, they have livelihoods to consider and probably want to continue being able to work on this game and more games in the future.

    I'm not really defending them or attacking them, I think they're between a rock and a hard place and are probably trying their best to get the things we want out as quickly as possible. Whether that's being managed well or not behind the scenes, I have no idea. Game development management is notoriously poor industry-wide, so it wouldn't be a surprise at all if something was being bungled, but that's an assumption I can't in good faith make because I don't have the information to determine that.

  • What if ebony moris were grayed out most of the time, but upon joining a lobby you'd hear a little ding that meant your mori could be used. What would be the use case in this scenario? Going up against a 4-man SWF! So they can either drop their advantage down to a 3-man to avoid moris, or can enter as a 4-man knowing that there's a fair chance it's going to be tremendously more difficult.

  • It kind of irks me because I bought the game the first week it was out. And I stopped playing because survivors could infinitely vault windows, which made it apparent to me immediately that the game was broken. I hung around for a short while but the fix didn't come for months, by which time I had already quit and only came back like... last month, since I wasn't aware it was fixed and figured it was intended after waiting quite a while.

    That said, I really don't care about cosmetics, it only irks me because I feel like people were rewarded for sticking with an, at the time, busted game. The first time someone infinitely vaulted me as killer and there was literally nothing I could do, it was just like... yup, this isn't gonna work. Now I really like the game, but feel like being an early adopter was an actively negative experience that had me writing off the game for years, which I consider, personally at least, a bigger issue than "grinding real hard."

  • @Catt_xo said:

    I suicide due to crappy team mates. Get over it. We deal with worse. Go for a hatch escape if you have team mates suiciding. It's their loss even if sucky for you.

    Psst. If you're suiciding, you're the crappy teammate.

  • @SloppyKnockout said:

    https://forum.deadbydaylight.com/en/discussion/comment/1490451#Comment_1490451

    And if someone full on DC's, they are penalized.

    But if you're going to tell people that when they get hooked and see the rest of their team urban evading or self caring in a corner that they have stay and can't just die and move on to the next match? We're not your babysitter.

    There is a difference between a DC and dying according to the rules of the game.

    And, as this thread implies... what if those rules were changed? That's the point. We want the rules changed. We want the mechanics changed. We want teammates that are committed to giving their best each match (or at least have the rules and mechanics encourage them to try), rather than deciding that the match isn't going as they planned so it's time to bounce.

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/1489440#Comment_1489440

    Yeah, you actually can. That's what DC penalties are there to do, to punish you for not staying in the game. Every other multiplayer game not only punishes you for DCing or suicide (usually called feeding) or griefing etc. But they do so VERY harshly. Many games will suspend you from the game for several days or weeks for repeat offenders, moving up to permanent bans if people do it enough.

    Why can't we do that here? You can't say "but you are forcing people to play a game they don't want to", because you are right, i am. You signed up to play a game of DBD the moment you hit that "ready" button. If you get into the match and you don't like how it's going, it doesn't mean you get to leave just because things aren't going your way.

    Yeah, most games that have ranking systems have harsh punishments for terrible sportsmanship. And we can see in this very thread the level of god-tier entitlement (which is a word I don't even like using since people use it incorrectly so often, but dear lord it fits here) of them saying not just "if you punish me, I'll quit," but quite literally implying that if any sort of punishment encouraged people to actually finish games, that the entire game would enter a death spiral. The egos on these people, man. Never been told "no" a day in their life.

  • @SloppyKnockout said:

    https://forum.deadbydaylight.com/en/discussion/comment/1490414#Comment_1490414

    It is an argument. One you can't counter. Proven by your foot stomping and curse laden responses.

    https://i.pinimg.com/originals/47/97/f3/4797f32159e8c26b1f62b00f254ede1d.gif

    (I normally wouldn't do this - but for your own sake, take a chill pill and come back when you're less abbrasive, angry and sarcastic - then I'll allow you to have a civil conversation. You have zero chance of looking good at the end of this with the road you're going down, lol)

    Can't counter? It's the easiest counter in the world: You're playing a team-based game with a team of other people. Intentionally ruining the game for them by quitting like a baby --by any means-- should result in punishment. Don't like it, don't quit. If you're such an incomprehensibly unhinged child that you can't put up with a match you don't find fun (a match you signed up for) for like 10-15 minutes then maybe this isn't the right game or genre of games for you. And the community would be drastically better off if all the quitters actually quit the game entirely rather than just whichever match they didn't deem personally acceptable.

    And don't mic drop yourself, it's sad.

  • @SloppyKnockout said:

    https://forum.deadbydaylight.com/en/discussion/comment/1490409#Comment_1490409

    You're giving off a lot of negative, and authoritarian vibes, man.

    So aggressive. You're clearly someone who doesn't want to have a conversation, being that you're coming from a place of anger. You hadn't even attempted to counter anything I said in this thread. All you've done is scream and stomp your feet like a child, and hurl curses and insults at me.

    I'm sorry - you don't get to call me out for anything when you conduct yourself in that manner. You're just a terribly rude person. Poor guy.

    Still nothing of value. You're arguing about me. Give me points beyond "because I shouldn't be 'forced' to!" -- because that's all I've seen, and that's not an argument.

  • @SloppyKnockout said:

    https://forum.deadbydaylight.com/en/discussion/comment/1490401#Comment_1490401

    Oh man, someone had a bit too much coffee today.

    The only one behaving like a "manbaby", whatever that is, is you. Pushy, stomping your feet, saying "NO I DON WANNA!"

    I'm sorry you're wrong, man.

    Take a chill pill, my dude! :)

    Still waiting for something relevant to the topic at hand.

    And yes, thanks to events beyond just this game, the concept of a bunch of morons going "BUT I SHOULD BE ABLE TO DO WHATEVER I WANT AT THE EXPENSE OF OTHERS WITHOUT CONSEQUENCE" is an especially annoying subject right now. I'm gonna need to see massively better arguments than that on this subject.

  • @SloppyKnockout said:

    https://forum.deadbydaylight.com/en/discussion/comment/1490391#Comment_1490391

    I didn't start this thread. I'm not the one crying.

    Besides, anyone with a brain would look at your post, and mine - and it wouldn't be me crying. You're the one throwing an eTantrum.

    Calm down, duder.

    Yes yes, I used bad words and it let you make a completely irrelevant argument not based around the discussion at hand that you're convinced is a gotcha, keep pressing on that front because at least there's something resembling logic to that, unlike the manbaby muh-consitutional-rights-to-ruin-the-game-for-others angle.

  • @SloppyKnockout said:

    https://forum.deadbydaylight.com/en/discussion/comment/1490384#Comment_1490384

    We're not referring to penalties forcing us. We're referring to the ability to die on hook being our own prerogative. Taking that away is effectively forcing you to stay in the game.

    If we're going to call out people for acting like a child, read your post, study your conduct, and look in the mirror.

    Okay, pumpkin?

    Your other prerogative is to force-quit the game and then go cry on the forums about how your constitutional rights to ######### in a game because you were throwing a tantrum were violated by mechanics that actually encourage people to play the game and work with their team instead of being spoiled little children.

    God, the idea of a bunch of manbabies actually quitting because they're "forced" to play the game is one of the most exciting changes that could possibly happen. Imagine how much better the community would be if we could actually get into games where people could take the first M1 without rage quitting.

  • Having penalties isn't "forcing" you to do anything you ######### entitled manbabies. If you don't like it, alt+f4 and eat the penalty like a grown goddamn adult and maybe don't play if you're gonna react like a child. "I should be able to do whatever I want without any consequences because I said so!" ######### off.

  • I really dislike any single item or perk having such a powerful effect on the likely outcome of any match. I feel like the perks aren't even perks anymore, they're all crazy abilities that dramatically change your relative power level. A perk should be a little bonus, not a defining trait of how you win. That should be down to your skill and playstyle.

    And then items like Mori are basically a "no fun allowed" item you chuck at the other team. You don't get a ton of them, but it doesn't matter if Timmy only has 2 in his entire inventory, when the survivors are then going to face Ted, John, Cindy, Tommy, xX_Sephiroth69_xX, etc and they all use one, too.

    I'd really like a rework to the nature of the power things like perks and items bring to the game. I think even add-ons for killers should just be different playstyle choices rather than obvious power jumps. They kind of are on some killers, but it's really inconsistent.

    And the nightmare that is dealing with sweaty SWFs (vs solos or extremely dry SWFs) is an entirely different balancing act that is similar in terms of how the players encounter it, but from a design perspective is a completely separate subject.

    I just want some damn consistency!

  • Your idea is slightly different than I instantly pictured when I read the thread title. Here's what I imagined:

    The DCer has a deficit of 20,000 BP baseline.

    If they made 20,000 or more, it's distributed to the team, and that's the end of it. They contributed a lot even if they quit.

    But if they made less than 20,000, everyone else still splits the 20k, but whatever the difference is comes straight out of the DCer's personal bloodpoint pool, up to and including running them into the negative.

    So if you accidentally DC every once in a while, it's not a huge deal. If you frequently quit the first time you get hit with an M1, you're gonna feel the burn.

    Maybe even give everyone a freebie that resets after X amount of time, with a warning that they'll face the penalty if it happens again, and to make sure their connection is stable.

  • I've actually found like 90% of the Gunslingers I've gone up against have terrible aim. I found his gun laughably easy to dodge, and since I don't have him, I assumed he had a slow aim thing like Pyramid head or a windup like the Huntress, but then I watched some videos and it looks like you can quick-scope pretty easily. Maybe I've just gotten lucky? The videos I saw had the Gunslinger absolutely ripping through people, but I don't think that's ever happened any time I've played against him.

  • Sorry to bump an old topic, but this is the first rift I've seen and it honestly seems really lame. I searched for info on the rifts and found this thread. Really had to lol @ the people talking about how giving away $2 worth of fake currency is somehow actually giving away real money. Like, dude, no. There's a reason every mobile game under the sun (and literally any game with a paid currency and a battle pass) gives away that premium currency: Because it's never enough to actually buy something you want, so you either save up for multiple events in a row to get a single item, or it encourages people who would otherwise never spend a dime to tell themselves that they can't let that premium currency "go to waste."

    The fact that this company doesn't do it is frankly astounding. You ease people into spending money, and once they make their first purchase, it's a well-known fact for over a decade now that they are TREMENDOUSLY more likely to make more purchases in the future, because the friction of the first purchase is gone. You lubricate that first purchase as hard as you possibly can without actually giving it away.

    It's honestly kind of scummy, but so are battle passes in general, but here we somehow have all the scumminess of a battlepass without any of the meager benefits provided by battle passes in other games.

    If it's a licensing issue, just flag free auric cells and make a red-text disclaimer saying you cannot purchase licensed characters with free cells, and put that same text on the licensed characters. But even that makes no sense, because you get auric cells from the premium rift, and you can already use those to buy licensed characters, so do they just give away the money you spent on the rift to the license holder? I have no idea, but I do know that I really like how bad the rifts are in this game, because I'll never be tempted to waste money on them. It's nice to not have to be tempted by microtransactions.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1488123#Comment_1488123

    The entire point is that their appearence won't change because they're recycled over and over from a single point in time whenever they die.

    But congrats, you missed the joke <3

    The fact that there are cosmetics to begin with already breaks that rule, and I was adding to your joke, so uhh, thanks I guess?

  • @GoodBoyKaru said:

    See my issue with this is that he goes from looking like he's 27 to 96 and like, Bhvr this isn't the man I love what did you do.

    You spend an eternity being killed over and over again to feed the Entity and we'll see how YOU look!

  • Them killing themselves on the first hook at least means the killer has to pick them up and carry them to the hook and worry about them for a little bit. When they DC on first M1 they instantly die so the killer just makes a beeline for someone else.

  • @Chaotic_Riddle said:

    Dead By Daylight 2: Electric Boogaloo (Spaghetti Code Edition)

    Yeah, a pouncing Killer would be cool, maybe they could use the Hunter from Left 4 Dead 2 for this, since they already have Bill.

    I totally forgot about the Hunter, he'd be way too capable for this game with his complete moveset, but something like that would definitely be neat!

  • @SloppyKnockout said:

    I know it's not typical of BHVR to do hotfixes, but the aura issue really needs a hotfix. It absolutely decapitates the experience for colorblind players, ESPECIALLY colorblind killers. This isn't something that can wait until the next patch, or even 6 patches from now or however it will take for the sound bugs to finally be fixed. It's a game breaker.

    @Peanits @not_Queen

    Can you guys look into this?

    Say what?

    image.png


  • I was getting 100 FPS prior to the patch on PC. Still bad performance based on my PC and how simplistic this game is from a tech standpoint and how limited the scope is, but fine enough. Now it's not just lower, it's also stuttery and weird now. Jumping between 60-100 with no rhyme or reason, makes skillchecks super annoying because I never know what FPS I'm gonna get when one pops up.

    I'm sure it's still light years ahead of where I hear console performance is, but it's a massive reduction in performance for no apparent reason. With a game this basic looking and small, with such a tiny player count, I'd expect to be getting like 200 FPS easy without a hitch. That I'm dealing with hitching and stuttering and framerate fluctuations blows my mind. What is going on in the background of this game to make the performance so bad to its relative graphical quality and scope?

    For this kind of performance hit I'd expect the dark mist, for example, to be fully volumetric and interact-table by all survivors and the killer, with it swirling and reacting to real-time lighting and really obscuring things. Instead the mist is a bunch of flat 2D textures sliding around like a PS2 game and yet the performance says otherwise.

  • I'm not an amazing survivor by any means (only rank 7-8, and still fairly new), but every match today we've had against Leatherface has resulted in us getting utterly and completely decimated. It felt like there was no way to juke or dodge him at all. Every single match against him also had at least one of my teammates DC, so it was hard to say if his momentum would've lasted, but boy it seemed impossible to actually do anything once he had his eyes on you.

  • What if you didn't get the broken status effect until the first hit you take?

  • @Acromio said:

    Penalize gen repairing/pallet using survivors. :D

    You are penalized for repairing generators, by having to play the most boring version of Dead By Daylight.

  • I know it's probably not a popular opinion, but I think auras in general kind of suck and make the game worse. Takes away the horror vibe, makes you have to work infinitely less hard for critical information, etc. Sadly I think with no solo communication they're probably necessary, but I wish there was a better, more natural fitting way to sort of fudge this kind of information to players without literally turning players into neon signs.

    Would be kinda neat if killers could cut down bushes with their M1s or something. Would probably neat a few more bushes though.

  • I like them better, to be honest. They were comically bright and easy to read even across the map before. I feel like this actually fits the art style a little better and means you have to spend at least a split second paying attention to see what's going on, instead of having bright neon colors, crystal clear, from a mile away.

  • While I think stuff like FNAF could absolutely fit into this game's art style, Hello Neighbor just... wouldn't. The proportions alone are all wrong for this kind of game.

    Not that this game is scary or anything after you've put some hours in, but in this case it would just be a massively poor fit based on art style alone. It would look entirely out of place.

    That said, it might make for a creepy ass skin for Legion, if it was just like used as a mascot costume or something.

  • My first match of the day was against a Billy. Literally did all 5 generators with him hitting nobody until near the end, where he finally got a few of us pretty good. Only sacrificed me by the end and I still felt bad for him. He was trying so hard. He wasn't super pro rank or anything but you could tell it was frustrating.

  • @Victor_hensley said:

    https://forum.deadbydaylight.com/en/discussion/comment/1482669#Comment_1482669

    Why not wait until MMR comes live everywhere, instead of now?

    If I had to guess, to work out more bugs now, and have to make fewer changes (thus potential points of failure) in the future patch. Especially since MMR will be such a big change, best to worry about as few big changes as possible with that patch. I've seen this done with other games (not this specific situation, but big changes being staggered in parts) and it seemed to be largely for the same reason.

  • Buff 19 killers...

    Or nerf 1.

    Hard choice.

  • @Onyx_Blue said:

    You ask this as though dbd pairs to region servers appropriately. I play from UK and vs Arabic, American, Japanese, Russian etc players every 2 games. Actually ridiculous.

    As I said, I'm unsure as to whether it does or not.

    That said, I've frequently been checking profiles recently, and for me it's mostly folks in the U.S., with the odd Asian-region player. Definitely haven't seen anyone from the EU or Russia in any of my matches so far, unless they had private profiles.

  • I believe Evolve (man I loved that game, once you really understood how to play both sides it was fantastic, shame it taught you nothing) had a post-game map, just a 2D overhead map, that had little icons for where each player went and what they did throughout the game. It would play very quickly but it gave you a good idea of what happened each game. I believe there was also a replay system, but I'm less sure about that. It's been a few years. I would like one or both of these in DBD. Especially since as a killer I sometimes have no idea what the hell went wrong. And it would be great for when I'm survivor and the killer makes a beeline straight for where I am at the start of every game, no matter if I'm working a gen or just chillin' behind a bush waiting for him to patrol. Why me, killer? WHY?!

  • @gunslingers_potatoe said:

    https://forum.deadbydaylight.com/en/discussion/comment/1481756#Comment_1481756

    https://forum.deadbydaylight.com/en/discussion/comment/1481750#Comment_1481750

    I like people that argue eachother and make an interesting discussion but I feel like you guys are going slightly off-topic. I'm just saying that because the OP might feel bad because he asked for chase additions and you guys are arguing whether PH power has counterplays or not. Just saying...

    That's fair. I personally would like more consumable items in the map that you can't bring with you, but can pick up and use separately from your "real" item. Maybe a rock you can chuck as a distraction (I think this is a perk or something?) or climb-able ladders? It's hard, because each new thing has the potential to just annoy killers more, while the killer doesn't really benefit. I think more new interactions in the map should require some actual work from survivors. So maybe rather than it just being a thing you hit in a chase, maybe the survivor has to waste time setting up a trap ahead of time, which cuts into objective time and still requires you to lead the killer to it and the killer to actually fall for it.

    I would absolutely like more map interactions added, but always with counterplay so it's fun for both sides, and makes the game more strategically enjoyable, rather than just an easy to use stun or other annoyance.

    To be honest, and maybe this is getting off-topic again, I'd also appreciate more goals in the early game. One potentially being instead of starting with your item in your hand, maybe it spawned in a locker at a random point in the map. It would be generally pretty far away from you, but also highlighted white so you always knew how to get it. If you never take it out of the locker, you don't lose it, so it's another part of risk-reward. If you do take it out, you can't put it back, so you either escape with it or lose it. Maybe only have keys spawn with you so the killer knows ahead of time? I dunno.

  • I'm still relatively new, but I find accurately landing shots on survivors who aren't animation-locked is quite difficult, there's a LOT of telegraphing in his M2, and the aiming is really slow. Plus you can still dodge after the attack has gone off. On top of that, it only "lands" on what appears to be the first frame or maybe first few frames when each segment of the attack first appears, so you can immediately step into it after it has been activated without reprisal.

    Of course, I can also hit people through walls on occasion if I predict their movement and they're not expecting it (or if I'm patrolling gens and one's behind a wall and has some cocky survivors) so I'm not exactly complaining. I'm still too new to accurately determine his actual power compared to other killers in general, though.

  • @Голубой said:

    Nah. I feel like great survivors can draw out chases and the game already goes by quickly. There's no need to give survivors a chance to extend chases even longer.

    But if anything were to be added, I wish there was a way to cuck PH. He has 0 interacction with survivors, as he can just hold his power until the survivor is caught in animation or can be m1'ed.

    Well, not quite. Pyramid Head runs slower (5%, not much but it still buys you time) while holding his power, and absolutely cannot hold it indefinitely if he's moving. If he's not moving, he's not chasing.

    Not saying he's perfectly balanced or anything like that, just that this is not an accurate representation of his power.

  • Children do love FNAF, but it's absolutely not a children's game. I'd argue DBD is more of a children's game. It's friggin' hide-and-seek.

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