YaiPa
YaiPa
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- YaiPa
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yeah it should be pink, it is very strong and it is basically old spirit's prayer beads (maybe that add-on was purple because rusty shackles are purple too?), and even while not paired with the mint rag, are still a very strong tool.
as many said, just swap it with the waterlogged shoe
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@LegionOfDumb said:
https://forum.deadbydaylight.com/en/discussion/comment/1187996#Comment_1187996
That would only really apply if you forced people to do First Person. I get the motion sickness, but it being an option that isn't forced won't gonna kill the game, that's absurd
you have the legion pic, did you forget the riot survivors did to nerf legion to the ground?
if you force people to have first person, hence w/o a particular game mode, the game is soon gonna die/revert its change.
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many downsides, first of all survivors movements should be changed, because they're so badly made (like super fast neat turning, moonwalking) it would cause a lot of motion sickness, then all the stealth killer would rise, it would be so hard the first 6 months for the survivors it would probably cause a riot (like they already did in the past), and the game would die. Unless you make it a separate game mode, in this case only that game mode would die.
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it would increase lobby time for you, maybe even globally. and it could be super abusable to rank up faster, by blocking every toxic player or pink addons killers.
I can just already see killers using this to avoid facing swf since their lobbies are faster.
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I didn't say he's not good, he's just another living proof of how little devs truly understand about the game balance and meta, just like plague, where they clearly didn't even remotely consider not cleansing as an option.
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that's why Ghostface is probably the worst killer in terms of gameplay design
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@Kikki said:
I mean aomething like zubatlel did in this Video https://youtu.be/dhmUwiZ1RGw
He was running a Jungle gym and sometimes stopped for a little second only to look behind a wall @FireHazard
if I understood what you said, yes. Sneak peaking as survivor, which I think you mean using (or abusing) the 3rd person cam to see the killer during the chase, is a very common practice. there are many spots in the pre-set loops where you are pretty safe and you can view the killer, if you want I might tell you which one.
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"Killer wins almost 100% of the time in higher ranks"
I swear these baits lose taste during April fools
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@zimer said:
https://forum.deadbydaylight.com/en/discussion/comment/1187476#Comment_1187476
Yes, but (i assume) a big part of the casual gamers might pay only if they get the full level 70/70 done. That's the part where devs are losing money.
yeah I get your point. you are kinda underestimating the importance of pixels for casual gamers, but yeah, maybe adding a double exp would boost the early season pass buys, and in the case somebody couldn't finish it, he may drop more money on it.
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believe it or not there are so many people willing to spend money on useless pixels (every week a crying console gamer thread pops up, where they ask for the deathgarden mask or legacy...), and isn't the entire point of making a super grindy season pass forcing casual gamers to pay for pixels?
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1186996#Comment_1186996
Dash is better as a first hit, rather than a chase ender.
It's still time off generators, and there is the psychological element to it. Having that trap on your head can be stressful, especially with the stereotypes of the tunnellers or a literal death clock ticking.
GF does have faster stealth, and an instant down, but there are minute audio queues and instant downs do actually hurt players in the long run by having less Chaser emblems. Him being faster in crouch is an issue that a lot of Pig players, myself included, do bring up quite a bit. It's one of my QoL changes that would help boost Pig up quote a bit.
the important is ending chases, legion has probably the easiest first hit in game, but who cares?
fine we understood you judge killers based on chances, also "psychological element to it. Having that trap on your head can be stressful", it's probably judged over less experienced players who find this game scary...
are we really considering worth emblems?
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1186955#Comment_1186955
It still forces people off generators, it can be turned unlike Shred and crouching leads jnto her dash. You also can't be taken out of it by survivors.
has much less viability in chases than shred since you have to crouch, can't cover well shack or L T walls unlike demo and to avoid the dash you can just leave the loop, so her chase potential is weak to inexistent.
it might force people off gens, but it's rng so inconsistent.
Ghostface's stealth is far better, stealth on command, grants instadown, you're not slowed by it.
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1186909#Comment_1186909
You don't play Pig for the RNG element. You play her for the stealth and for her amazing stall potential.
ah yes, rng based stall potential, a weaker dash than demo shred and a weaker stealth than Ghostface...
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"almost guaranteeing that it's an automatic free kill for the pig"
no, just rng, which is basically why pig is a bad killer, she's rng dependant.
also, it might be off meta since 2019, but you can still 99 gens against her
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@PapiQuentin_ said:
https://forum.deadbydaylight.com/en/discussion/comment/1186261#Comment_1186261
Jesus dude.
Your comments are so biased it's blinding
stop replying then, tired of talking to the a wall
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@PapiQuentin_ said:
https://forum.deadbydaylight.com/en/discussion/comment/1186071#Comment_1186071
Yes but what are the chances of your team taking hits to ensure you don't go down? Play solo queue before bringing that up.
Throwing pallets aka screwing my team over later during the game
I'm certain you don't play survivor if you seriously think these 2 methods are viable to "not going down"
not the killer's fault if the team isn't optimal.
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- play the game (250 protection hits), hoping it's not a bugged trophy like wounded healer;
- farming game (left behind trophy)
- wait till many ranks reset (tombstone Myers)
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@PapiQuentin_ said:
https://forum.deadbydaylight.com/en/discussion/comment/1185970#Comment_1185970
"Just don't go down"
Do you even play the game? No matter what map the killer WILL catch you if they want you. It's.... what's the word again? Ah yeah, it's called Bloodlust
bloodlust can easily be avoiding by taking hits or forcing to break pallets, if killer is focused on only one survivor gens can finish in roughly 3 minutes. adrenaline, borrowed time, last minute save to look for a possible noed, dead hard, ds locker stall, and as I said, the best killer can get is 1 kill.
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why do so many survivors expect a free loss cause noed?
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no. just don't go down, on some maps it isn't even that hard. with so many meta perks it's pretty easy, and in the worst scenario killer gets 1k only.
on the other hand you can kill as fast as you want, but if the last survivor hides with key and left behind there's no counter. also with the key you can lose in a 3 gens game, which is pretty #########, considering survivors made huge mistakes.
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in a 4 man slug you can still escape through hatch and the killer can still get cucked, OMEGALUL
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both are achievement related. I don't think you can change achievements, and even if you could, they won't do it anyways, like bill's one it basically impossible nowadays (except farming or braindead killer, but that's more like luck rather than skill), or nurse's one requiring a pink add-on.
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@Respectfulnancymain said:
https://forum.deadbydaylight.com/en/discussion/comment/1184757#Comment_1184757
Thats a really sad mindset you have
it's sad but it's true
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@Cheers said:
https://forum.deadbydaylight.com/en/discussion/comment/1184689#Comment_1184689
The assumption that survivors are bad due to you winning isn't necessarily true, but rather the survivor made mistakes or the killer was really good.
making mistakes, being bad. same story, you didn't win, rather the opponent lose.
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math should change your mind. applying pressure is the biggest bullshit people invented to justifiy this game total unbalance. If you win, survivors are bad, period. With how many tools survivors have, being the power role in terms of numbers, objective and loop power, on paper is impossible for them to lose.
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what's the point? it's basically unhooking but requires a perk? which pros this would give? the time would be roughly the same and it would only confuse baby survivors even more, which is something devs clearly don't want since they're slowly removing every unique interaction or feature...
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@Dwigtht said:
https://forum.deadbydaylight.com/en/discussion/comment/1183745#Comment_1183745
Thank you for sharing your valuable opinion about how should I take an advice.
np
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"making him a very powerful killer in the right hands"
this is probably the most overused and abused argument in the entire forum. Because if you deliberately use the best doctor to make judgements over his strength, then you have to compare him to the strongest 4-man swf around, and I'll tell you that there's no game, ever.
doc is decent, period, nothing special nor awful. but it is pretty funny that devs deleted his passive madness increase, because it was annoying for baby survivors, just to give him the static blast, a stronger, and probably more annoying version.
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"Thank you, this is a good advice in general, but no... no more doctors"
if you're not willing to take advices, even in a stupid ass videogame, then this is not a good mindset in general.
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@AChaoticKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/1183220#Comment_1183220
I mean if you suck at applying pressure then yea it's a nerf for you, I personally can apply enough pressure with a killer im good with to not have games that last only 5 minutes, that's also why i said the timer could be changed. Anyone with a brain knows that mori's need something to limit them, mainly to stop killers from instantly killing a survivor off a hook at the start of the game. As for killing power it does stay the same since you can still kill all survivors after their first hook, its just going to be later on in the trial to give them a actual chance at surviving.
happy to read somebody can control time, never thought it would be possible.
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"reducing the killing power of mori's is also unacceptable since at the core that is what mori's are used for and it's their purpose in this game"
and you nerf it so hard it would basically be impossible to use in games where is needed, i.e. fast genrushing games, or basically useless on death hooks survivors.
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I really don't care about anything related to dbd mobile, but building an AI able to simulate a decent player play style would be impossible. These bots would go down like flies in chase, and would only be useful to rush gen even more, hitting every great skill check.
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I'm speechless.
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just boring, exhaustion and extra hindering bottles every time. throwing early pallets make everything more boring.
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was this ever been scary in the first place? no, everybody was just not good enough to understand that survivors were (and are) the power role, so there's no reason to be scared.
also, with nowadays troll skins they're releasing it's impossible for someone to be scared.
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addons and perks are not basekit. hence he's not a stealth killer.
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no. if you're an experienced killer you will easily notice when a missed hatchet hit, or a ds, or a dead hard, or unbreakable, or auto aim, has costed you the match. One mistake and you're out.
while survivors can mess up, doing sloppy loops but be still safe with dead hard or bending other perks over their thought use.
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edit: forum double published the post for reasons
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he had no pressure at all. Having wallhacks and slowdown at the cost of not being able to hit survivor for ages and being cucked by skill checks, adrenaline, unbreakable, was never worth it.
everybody used to play him with the block combo, basically tunneling with noed. with nowadays decisive he wouldn't have any chances.
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that's another proof that keys are stronger than moris. You can bring as many ebonies as you want, but if you can't hook survivors and they genrush you, then it's over.
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camping is meta since 2016, since it's the most natural thing most killers do at their first match, same goes for tunneling.
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aren't you the user that just like 3 days ago said he stopped playing the game? lul
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LMAO, apparently a perk that: gives you free sprint burst, insta heals you, gives you free unbreakable, heals you after being unhooked and that works even while exhausted completely bypassing the exhaustion mechanics, it's balanced for everybody. yeah, totally not over-performing or a little too much strong with other meta perks...
and this probably comes from the same minds that think that dead hard is fine just because "you can wait and bait it" or just because dedicated servers sucks.
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if you came up to this point, then you already know the answer, inside you.
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you can play how you prefer. it's a game.
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clown can just be annoying if used with the exhaustion and extra hindering effect, otherwise is worthless, just earlier pallet drops in a world of pallets.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/1170357#Comment_1170357
The personal accusations are unnecessary, and very obviously untrue if you look at my comment history. The question was "how hard is it to program this" and the answer is "it's not about the technical difficulty". I don't know how you can say that I'm defending anything when I never made an argument or judgement of any sort, but simply answered the question posed by the OP.
yeah, i understand. I like red too.
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@Fibijean said:
Not everything that's a problem with the game is there because fixing it is technically difficult. Some things are more complicated, balance-wise, than they seem, in terms of other variables that need to be considered, and some things are too time-consuming or simply lower priority.
I don't know whether any of the above applies to this situation, although I suspect it does; my point is simply that it's a mistake to assume that the fact that something isn't balanced yet necessarily means it's too difficult to program.
of course one of the forum members needs to defend devs no matter what, even in front of an absurd issue such as this map that it's been in the game since 2016. also map balancing should be their top priority, especially this map, since from map balance the rest will most likely follow.
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stand still, that's a mindgame apparently.