Yords
Yords
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- Yords
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@Axx said:
I would like it to be base kit. He is too reliant on add-ons.
Agreed
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It is good and I don't mean to be the devil's advocate here (I think I am using this phrase right), but it took them years to implement this small change compared to other updates such as the endgame collapse (and the "startgame" collapse, we haven't heard any news on that at all for a long time now). They did take some feedback, but poor communication from BHVR is still a huge problem.
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@ImBrakingBike said:
https://forum.deadbydaylight.com/en/discussion/comment/1654417#Comment_1654417
I only managed to do this by accident, the first time I wasn't really sure what was going on or if that was supposed to be a thing
This is why I need a proper killer training area, a "killer for dummies" zone, I'm sooooo for it lol
omg I thought I was the only one. Back when I mained old freddy I didn't even know that you could "lunge" lmao
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Wraith - Increased movement speed (25% = purple windstorm) at base for cloaking. He will still need another change, something to help him in a chase though. His buff in the clown PTB was good, but he needed the speed to be added as well.
Pig - Guarantee that the first jigsaw box survivors will search can't get the trap off. Her RBT's need a full-on rework and ambush could use slight tweaking.
Trapper - Allow him to carry two traps at base. He will still need some changes though.
Ghostface - The cooldown for night shroud base kit should be 20 seconds with the addons reducing it should be adjusted.
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Going after only the person being unhooked. And ignoring everyone else.
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Spirit, deathslinger, and hag
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Honestly, myers needs some changes along with addon fixes. He is outdated and needs some love.
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@Mister_Holdout said:
This meme will never get old.
Bernie will tho
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Hex: Thrill of the Hunt
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1889632#Comment_1889632
Sure...
I’ll just stop and open every locker mid chase and let the survivor I’m chasing run off...
I meant when they are downed
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You can open the lockers if you feel you will be stunned by head on. It is really counterable once you know what they are doing.
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@QwQw said:
https://forum.deadbydaylight.com/en/discussion/comment/1889617#Comment_1889617
Not to mention slugging them does literally nothing if they have Unbreakable.
Or no mither
(jk who runs no mither lol)
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Not really toxic but strong
Ruin, undying, HTOTH, and thanataphopia.
Addons: Tampered timer + Jigsaw's sketch
Offering: Mary's letter
This on midwich is really lame to go against for piggy.
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Well, knowing where they live in your general area is useful knowledge. It is pretty easy to push them over since they are always very old. Just make sure you don't let them slap you. Once you push them over, they are unlikely to get back up so you can make a run for it while she calls an ambulance. Oh, shoot not that kind of hag, dbd's hag.
Never let her set up, medkits help with this as well as cooperation with one teammate. Always have at least one person harassing her traps and when she is carrying a survivor to a hook take out as many as you can. I say bring a medkit or work with another survivor because if you are triggering her traps she will probably teleport to get a hit.
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@Wiliam_Bill_Overbeck said:
https://forum.deadbydaylight.com/en/discussion/comment/1889514#Comment_1889514
You can down them, then go after someone else, it would waste unbreakable if they have it, or force survivors to heal them up, which is still WASTED time, you guys act like as soon as someone gets unhooked you have no other option but to instant try and down and hook them again. THIS Mindset is the reason you people have issues with DS, it is counterable, it can be, and it's not that freaking hard, if someone runs at you to get it used, or jumps into a locker, just go somewhere else, you shouldn't have chased them in the first place, play smart and go after the 3 OTHER people in the game
Slugging a survivor with DS is not a counter. You will not get a hook state out of the survivor so it is more favorable to them. It merely mitigates the perk.
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@[Deleted User] said:
I mean they kinda confirmed that the new HUD is here to stay even if we don't like it. Unfortunately.
Though to be fair, it's not bad looking stuff is just in the wrong spots, that should be a super easy fix assuming they read any of the hundreds of threads about it.
That still sucks. I would prefer to have all the information I need in one corner but whatever, BHVR knows best apparently.
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@QwQw said:
https://forum.deadbydaylight.com/en/discussion/comment/1889486#Comment_1889486
Do know how long 60 seconds is in dbd? Time is all that matters in this game, every second counts. 60 seconds of invincibility is wayyyyy to long. Ds should be turned into a proper anti-tunnel perk, it shouldn't just be a middle finger to the killer because their preforming well.
Decisive will never be a "dead perk". Even if you never actually hit the killer with it, as long as there's an obsession in the match, the killer has to assume everyone is running it.
I know you want survivors to "fight back" or whatever, but they shouldn't be invincible. Survivors should not have a perk that allows them to stab the killer whenever the hell they feel like it, old Ds had one of the worst designs for a perk I think I've ever seen.
I highly recommend you educate yourself by watching this video by Scott. In it, he explains why Ds is such a strong perk.
I am also pretty sure the devs have said they want the ability for survivors to fight back to be very minimal.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1889457#Comment_1889457
To play the game. A survivor should have ways of fighting back, it is called trying to survive.
I'm not delusional but if someone has something in their hand to break free from the killer, you as the killer shouldn't dictate when it is used.
It's not unbalanced. A person only has 60 seconds to use it. You are always guaranteed to hook the person and if you don't try to hook them again within 60 seconds, it is a dead perk and they played the game with only 3 perks. That is a huge sacrifice. Of those 60 seconds, you can occupy yourself hooking someone else and the timer is almost always gone. I think since it is only a 1-time use perk, it should be used at any time, pre-hook or after-hook.
60 seconds is huge when playing killer. For a full minute, a survivor with DS activated could do a generator in your face and get away with it especially if they use lockers. I mentioned this in the discussion. Also, the huge sacrifice is not that huge when you think about it. That is only one of four other survivors. As killer, your time is very precious and you can't afford to waste ANY time.
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@Sluzzy said:
It is called decisive strike. Read the perk description, understand Laurie's lore.
What do killers expect the perk to do? You answered your own question, its been nerfed to hell. If anything, it should be re-buffed so the killer has no idea it is coming.
Conclusion: You aren't supposed to win every game and killers are not entitled to put someone on the hook simply because they downed someone.
I feel like you didn't even read the discussion.
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Please stop complaining about people complaining, especially in this case because they have valid arguments.
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@dspaceman20 said:
As a survivor main I can 90% agree that DS should be nerfed to be more fair. I have witnessed times in which DS has caused killers their kill and after spending some time on the forum I can see why it's frustrating.
However I have a concern. I'm concerned about overnerfing it and it sometimes seems like that's the direction many killers want to go down. I'm also concerned with the fact that nerfs suggested can destroy legitimate instances of tunneling.
If you think my concerns are unfonded please let me know.
I agree, over nerfing it is definitely not the best way to handle it.
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I did not see the second trailer. But being able to intimidate the cannibals like that seems pretty cool and fun.
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1/5 games, so pretty often
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Possibly colorblind settings for people who need them and if we are lucky perk loadouts, but that is it.
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Almo says a lot of things, but this was unexpected.
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@DragonMasterDarren said:
https://forum.deadbydaylight.com/en/discussion/comment/1888755#Comment_1888755
strangely i have yet to get any badges like that, but then again i exclusively play at greens where SWF are rare so guess i'm just lucky :/
At reds ranks there is salt left and right if you play to your strengths.... which is dumb because why would you not play to your strengths
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@DragonMasterDarren said:
just ignore it, people only care about checking profiles if they suspect a SWF and nothing else, and besides, consider it a badge of honour that you made a SWF really angry
that's what I do lol
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You could probably fill out the 12-minute survey while you wait for a survivor queue.
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@AetherBytes said:
Kind of. Theres a system called LoD (level of detail) which reduces resolution and polygons of tiles and props. If its not implemented well it doesnt really help and isnt optimized
I assume that it isn't optimized well then, since all the new maps have bad frames for a lot of people.
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The game is already suffering from unbalanced killers, as cool as it would be, unbalanced survivors are the last thing this game needs. Even if they are small buffs.
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@Shirokinukatsukami said:
https://forum.deadbydaylight.com/en/discussion/comment/1887070#Comment_1887070
DH doesn't need a nerf. It just needs to be made consistent with latency. Same as Huntress hatchets and other stuff that feel like they screw you over due to latency.
Why do you think Dead Hard being usable more than once per match is problematic? It's a exhaustion perk. Should all exhaustion perks only be usable once per match?
I just really don't like the fact that anyone can just press E to extend a chase for an even longer time. If it was solely used for doing, I wouldn't have a problem with it. Dead hard just takes no skill to use to get so much value by pressing a button.
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@Toybasher said:
I wonder if it'd be a big improvement if Dead Hard didn't gain you any physical distance, but instead gave you endurance for a few seconds (and deep wound if hit.).
It'd be more reliable, arguably stronger (you get the speed boost when hit and killer has the weapon wipe animation) when hit, but can't be used for distance anymore. (No counterplay, although doing this effectively requires a fair bit of skill to know when to use it)
Also no more dead harding over trapper's traps. That irritates me.
But giving another health state is both extremely powerful and gives even more distance lol. I feel like we should give this kind of effect to no mither on protection hits.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1887830#Comment_1887830
That's what you gotta do to play demi at rank 1.
That and almost never miss shred.
Like any killer, you can't afford many mistakes. Maybe a missed swing here and there but for example, if you go to an area of the map as huntress thinking survivors are there because you assumed they would go there, you can lose a lot of pressure if they aren't there. Playing killer is hard because you are massively punished when making mistakes.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1887802#Comment_1887802
He was just relentlessly placing portals and teleporting at every opportunity and constantly using Of The Abyss to see if anybody was near any.
Oh I see, I have done that but could never find the survivors because they were using urban immersion around the map.
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@Shirokinukatsukami said:
All killers have potential.
I have seen strong Demo and Pig players at Rank 1 that decimate survivor teams.
Also what's this about survivors only being able to puzzle boxes when RBT'd? That's not true. I've seen many survivors work on gens while RBT'd and still escape at the end. I have also escaped with an RBT on my head on several occasions and that was both before and after the EGC nerf.
Some more than others in their current state. I said that survivors 99.99% of the time don't work on generators when they have an active trap on their head.
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@TauNkosi said:
https://forum.deadbydaylight.com/en/discussion/comment/1887793#Comment_1887793
Is it just me or does Freddy's lunge feel unnaturally long? There are so many times his claws don't even connect to my body and I'm still hit.
It is just because his character model makes it look worse than it actually is, but it is still pretty bad.
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@ALostPuppy said:
Demo charging shred with rat liver is 101%, not 105. And Demo's portal are absolutely not what's holding him back, the only thing that's holding him back is his reliance on rat liver if you want to zone survivors at every loop (And his add-ons being underwhelming if you consider that a downside). His portals are the strongest thing about his power. If you're smart with them and don't place them in obvious locations, he has the best map mobility in the game with deer lung.
Demo doesn't need any changes (except rat liver movement speed as default), and if people learned how to use both aspects of his power properly, people will finally realise just how good he is.
ah, I forgot how fast he was with the rat liver. What I meant to say was that the noise survivors can hear when he enters a portal makes it easier for the survivors to tell when he is using it every time, in fact his portals aren't the problem and I probably should have read over that part.
I wouldn't say he has the best map mobility because survivors can get rid of his portals and he has to place a portal where he wants to go before he can use it to travel to a certain part of a map. I feel like billy and freddy have the best map mobility., and freddy on indoor maps.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1887802#Comment_1887802
When Demo charges his shred; it reveals the heartbeat of any survivor that is on or fairly close to his activated (previously used) portal.
So all you have to do is randomly charge shred and you'll give away locations if they are on one.
ik but he made it seem like he made that happen more often, I can forget to do that sometimes.
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@TheClownIsKing said:
I was up against an incredible rank 1 Demo the other day that didn’t use any perks, and only rat liver. We were on Haddonfield and he decimated us. He was excellent with Shred, and used the portals to great effect as a tracking tool and set little traps for us. The best Demo I’ve ever seen.
Sounds nice, but how does he use the portals as tracking? Did he place them in spots where he knows you would immediately try to destroy them?
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@Clevite said:
https://forum.deadbydaylight.com/en/discussion/comment/1887564#Comment_1887564
Certainly . You are correct. And as a Spirit main. Having played tons of survivor.
Hats off to all of you maintaining high ranks, keeping it fun, kicking our ass, with killers that don't get enough love!!!!!
thx, I have been trying to relearn billy after his rework, his chainsaw is still funky but I am working on it.
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I run to the middle of the map and do a gen to prevent a 3 gen, I feel like it always happens to me if I don't do that in solo queue.
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S***boxes
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I am tired of DS not being nerfed. Correctly.
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Clown
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@Clevite said:
I agree. I have seen some amazing Demos just ######### ######### up.
Perhaps we don't credit enough the skill needed to be really god tier with the old demodog.
And pig, her dash can be very strong (in certain loops of course) and if she predicts when you try to leave accurately it is really hard to get away from her
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I am very unsure about this, but for the most part, it seems fine.
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It is as toxic as any other game can be. Just look at CS;GO where you can play a game and be called the N word in the first 2 minutes of a game. I think it is just the right amount of toxic lol.
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@Mileena_Kahn said:
https://forum.deadbydaylight.com/en/discussion/comment/1887087#Comment_1887087
“You mean you actually use the perk for trying to dodge a hit? Lol.”
Boy let me tell you how many times I’ve dead harded to a window and a pallet to not get dedicated yet I end up getting smacked from the other side. Don’t assume things. I’m just saying it’s not an op perk like everyone says. Good survivor squads that love to hold their sprint burst at 99% and know what tile to run to next is what makes sprint burst an overpowered exhaustion perk but not dead hard imo.
I was just joking. I definitely don't think it is OP and you can't win against it, but I do believe that it is a bit too strong and lame how it works and what it does.
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Name doesn't add up.
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@horrortale_sans said:
dead hard is fine ware its at
I respectfully disagree for reasons I have already described.