Yung_Slug
Yung_Slug
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- Yung_Slug
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Comments
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@KingSavageGaming said:
Skillbilly is just what people call billy because he doesn't really require any skill but people talk as if he does. The bread and butter is very simple for run Enduring , infectious fright , PGTW and BBQ or whatever. You can slug and all that other stuff and if you find a survivor outpositioned it's gg for them since his chainsaw is one of the easiest things in the game to use.
@Heartbound said:
Skillbilly is a derogatory term for the Insta chainsaw add ons because he just needs to walk into you for a down.
If he misses he just has to walk up to you and try again. Get outplayed every time.
Never heard Skillbilly used in a bad way.
And Billy doesn't take skill? lol, whenever I try to play Billy the survivors teabag and tell me to uninstall the game. Insta saw maybe, but a lot of killers don't take skill if you use the best add-ons every game.
I've usually heard Skillbilly used to refer to Billies that only use their chainsaw, as opposed to Millies who use the chainsaw mostly for mobility and usually just M1 in chases.
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@Oicimau said:
Huntress and Clown are ambidextrous. So, they use their left hand with precision.
Precision? Not my Huntress lol
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Stop pampering baby survivors and fix the game.
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@LustForBP said:
https://forum.deadbydaylight.com/en/discussion/comment/1092792#Comment_1092792
Survivors do not need any more help with communication. You have the option to play SWF and you’re gifted perks that give plenty of information.
Exit Gates open or not, you’re warned when NoED activates. Either cleanse the Hex or get out.
You have the option to play SWF
Not exactly. It's not a true SWF unless you can actively communicate with your team in the game, and unless you have friends who also have DBD that you can communicate well with, you're gonna have to go out of your way to find strangers to team up with. And that's not even considering conflicting schedules.
You should have an option to play SWF or Solo without one being much worse than the other. Just because it's possible for survivors to play SWF doesn't mean we should simply balance around SWF and keep Solos weak.
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Can't believe you didn't include chain chomp.
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Trapper's finally unlocking 10% of his brain.
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I don't usually run an exhaustion perk so I guess I could pop one in there.
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You get free hits, what's the problem?
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@joeyprtr said:
https://forum.deadbydaylight.com/en/discussion/comment/1089685#Comment_1089685
Oh right your not one of those people that can see things from both sides you should go into politics. And I hardly ever play killer trust me I try cause I hate doing challenges against more experienced survivors but whatever you say boss.
It's not seeing both sides, you're talking about something off in a different direction.
The topic is whether survivors should be punished for completing their objective too fast. Killers are punished for doing so, but honestly neither should be imo.
And as for your original post, if enough survivors DC or even just kill themselves on hook the killer wouldn't pip either.
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@joeyprtr said:
https://forum.deadbydaylight.com/en/discussion/comment/1087896#Comment_1087896
Huh? You depip as a killer , I've tried and failed to depip awesome. But a killer quits and I depip as a survivor. Wierd
Clearly you're not actually trying to depip as killer lol. And a killer DC shouldn't result in a depip, but we're not talking about DCs here.
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@Schmierbach said:
https://forum.deadbydaylight.com/en/discussion/comment/1088556#Comment_1088556
Essentially yes, its probably the closest thing we could expect to get in order to preserve the tightrope that is balance in this game.
The only other feasible way a 2vs8 could happen is if they made the maps ludicrously large so killers would be encouraged to split up to apply pressure to discourage double tunneling and camping. This would further emphasis the need for map presence so high mobility killers would become even better in this mode leaving other killers in the dust more so than they already are.
SWF will also become more powerful. Sure you have 2 killers, but at most the killers can only chase 1-2 survivors at once resulting in 5-6 gens popping in 80 seconds all over the map if they bother to optimize themselves and even faster if they take toolboxes. Solo survivors on the other hand have an even harder time than they do now. This also compounds the issue that most survivors will be playing m1 simulator for most of the match.
I honestly would love for the mode to happen, but with the current game it would be a balancing and networking nightmare. I'd rather them fix the current game first.
Also getting stuck with a bot killer as your partner would be terrible.
Okay, I've addressed this before. I'd rather speculate about potentially cool synergies than discuss how 2v8 would be balanced all day.
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@Schmierbach said:
If they ever made a 2vs8 mode, it honestly should be 2 maps connected by a gate. So 2 separate matches would be happening with 5 out of 7 gens on each side needing to be completed to power the gates for escape. If a killer killed all survivors on their side they can open the gate to the other side to help the other killer, and those gens are no longer in play or needed to escape.
You'll just be playing a normal match for most of the game but one of the killers gets backup in the end.
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Fine, I will accept pizza but only from Dwight.
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@28_stabs said:
https://forum.deadbydaylight.com/en/discussion/comment/1087712#Comment_1087712
Math is not bad, but good luck finding all 4 survivors. If you get at least one immersed Claudette, a mori will never activate.
Keys, lol, all 4 survivors can take out keys. Then, only 1 key must be allowed to be used. The first key breaks and other keys dont fit in. :D
https://forum.deadbydaylight.com/en/discussion/comment/1087723#Comment_1087723
The same problem. Also, tunneling one injured guy to death would be easier than finding and hurting 4 healthy survivors. Nobody would use green and yellow mories.
If one or more survivors are being immersed the whole game, you don't need the mori.
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Hitting the survivor twice and then hooking them. The nerve.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1087905#Comment_1087905
Sorry, I didn't see the point. My bad.
All good. And sorry if that last comment was a bit toxic, I'm a bit of a smartass :P
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1087811#Comment_1087811
This. You have it, what more do you want?
Game balance should never be solved with a single perk. Devs will just take it away from us if we use it too much anyway.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1087896#Comment_1087896
Wow, the emblem system is broken? Thanks for letting me know mate!
You're welcome, thanks for criticizing my point earlier when it was apparently obvious to you!
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1087890#Comment_1087890
Noed doesn't exist? Also DS won't punish you unless you pick them up. If you're applying good pressure like you claim, you can afford to slug and stretch out a little bit more.
You literally depip if you kill all of the survivors too quickly.
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It's amazing how each patch seems to introduce more bugs than it fixes. I actually thought there was a chance they wouldn't fix the bug from the PTB where Doc randomly couldn't lunge at all until the last gen was repaired (might not describe the bug perfectly but that was my experience with it).
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@Marcavecunc said:
https://forum.deadbydaylight.com/en/discussion/comment/1087744#Comment_1087744
It definitely would be a pain to balance. Doubt it would even work, honestly. Would be too easy for the two killers to chase the same survivor and double hit them for instant downs, and survivors could genrush even harder, if they know the killers are both across the map. (and maps would need to be larger, too, otherwise it would get too cramped up)
Maps would definitely be bigger. I suppose survivors could get invincibility during their post-hit sprint, but you could still double up on a survivor. However, you'll risk getting gen rushed if you only focus on one survivor. That's also why I think it's best for it to be released just for KYF, so it can just be a casual mode for friends to play.
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Gotta love rainbow lobbies.
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I had a game a couple weeks ago where there were 2 survivors left. Kate was hooked and Meg was camping hatch. I found Meg, she ran to the hook while I chased her, went down during the unhook, then I waited out BT and downed Kate. Hooked them both afterwards.
Then the Kate has the audacity to complain about me "slugging for the 4k". lol, wut?
Point is, some survivors will always find something to complain about.
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Depends on whether they fixed the game by then.
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@Marcavecunc said:
https://forum.deadbydaylight.com/en/discussion/comment/1087729#Comment_1087729
Yeah.. let's go back to 2vs8 , that was the better idea :D
I'll admit it'll be an absolute mess to balance, which is why I think it should be exclusive to KYF, at least until they make it playable for random matchmaking (and queue times aren't too bad).
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The Entity likes Its hooks.
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@Marcavecunc said:
https://forum.deadbydaylight.com/en/discussion/comment/1087710#Comment_1087710
Mhm.. yeah.. or just, you know..
Two identical maps, same exact spawns for generators, totems and whatnot, killers start at the same place on both sides, survivors too.. and whoever wins first.. well.. wins
So whoever escapes first, or whoever's killer kills them all first.
But yeah if one game goes horribly wrong on one side and they all die within 5 minutes, it really sucks up the fun for the other side, I guess
At that point you're just playing a normal game but it has a chance of being cut short if the other side finishes first.
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@perezkarlo37 said:
How about Ebony Mori only activates if all 4 survivors have been hooked and keys only allows 1 survivor to escape?
Green mori does the same but only kills 1 survivor as usual.
Skeleton key only opens for one survivor. Purple keys only open hatches (also just for one survivor) that have been previously opened, making the achievement still possible but much more difficult.
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@Marcavecunc said:
https://forum.deadbydaylight.com/en/discussion/comment/1087664#Comment_1087664
Makes sense.
Then again, if they're in the same lobby and see which perk the other is using, then it would be up to them to decide if they want to use the same perk twice or have one of them change it.
And I guess with perks like Devour Hope, each killer would have their separate stack, so for them to both be able to mori, they'd need 5 hooks each, not 5 in total. (so one of them could have 5 stacks and the other 0, or have had his totem destroyed while the other still stands)
There would definitely need to be changes done to the way exposed works.. have it tied to the killer, not a status on the survivor, otherwise one killer exposing them all with 3 stacks of devour hope would be devastating.
Oooorrrr... 5v5.. Two teams.. 4 survivors and 1 killer on each side. Both sides on the same map. Different colored generators and totems, and two sets of gates.. because it would suck if a team 99'd a generator before getting chased off and the other team just finished it and it counts for them even if they didn't do the actual work. Killers could chase survivors, or attack each other maybe.
It would be a little weird. If the gens were split down the middle, the teams would probably just stay in their respective sides and play normally. If they were mixed randomly, survivors would have a hard time telling which gens they need to repair (or if survivors could tell, they might still have a hard time finding their own gens).
I think it should be huge maps with 3, maybe 4 exit gates (just enough so the killers can't just pick an exit gate and stand there), 10 or maybe more gens (even with 2 killers it might be hard to pressure 8 survivors), and maybe even have both basement spawn locations open (some maps like the Game would need a second basement location. but that map and rotten fields probably need a rework anyway. worst case scenario just make a second bathroom/killer shack).
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@Marcavecunc said:
But.. what about totems..? 2 killers.. 4 Haunted Ground totems, and double ruin regression and stuff like that
There would be 10 totems. Certain perks would be adjusted for 2v8 play. Ruin wouldn't stack, but you would have to destroy 2 totems. Perks like Thanatophobia would also be adjusted so you can't have full double thana on 8 injured people. TOTH's speed penalty would be halved to account for double totems and would not stack. Both killers would need TOTH if they both want noise notifications though. Each TOTH totem would be linked to a different killer, so Destroying one would only remove the noise notifications for one of the killers.
Lullaby would not stack and the one with the most stacks would be applied.
Devour Hope would only affect one killer each (again, they'd have to handle Exposed like Tier 3 Myers).
For Haunted Grounds... 4 trapped totems wouldn't really be too busted in a 2v8 game.
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@Carlosylu said:
Go to autoheaven as GF and go inside of the gas station towards the gen (you know which one), hide behind the car in stealth mode, as soon as someone enters go for the insta grab from the generator. WORKS EVERY TIME.
Post game messages:
"What the hell is wrong with you! I almost had a heart attack"
"Dude... My cat attacked me cause I sreamed because of what you did..."
"Why do you do this to people! Are you a psycho?!"
"OMG! That almost made me break my screen and controller!"
"I'm gonna start doing that as GF! The biggest scare jump I've ever had!"
These messages are what I play the game for.
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@Cornpopers_Evan said:
I like pizza :)
How dare you ruin my perfectly good discussion by bringing up pizza
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@Waffleyumboy said:
Are other killers affected by Clown's gas?
Probably not, since killers have superhuman abilities that would probably make them just as immune to the gas as the clown. If anything, Nurse would definitely be immune.
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@Marcavecunc said:
https://forum.deadbydaylight.com/en/discussion/comment/1087585#Comment_1087585
Oh God..
Wonder if Myers' or Ghostface's exposed could be taken advantage of by other killers, too..
Crouch around as Pig while one of the other two stalks and exposes people, and ambush attack them as they run towards you without knowing you have the Letter to let you see their auras while crouched, so you can see where they're going
Ambush attack is unaffected by Exposed now. They would probably also change it so Tier 3 only insta-downs survivors that Myers hits.
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The aim assist is pretty crappy sometimes, especially on console. There's really nothing you can do about it except wait for them to fix it.
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While it would be nice, it would be annoying if you just want some extra BP and the survivors expect you to farm because you won't lose your add-ons anyway.
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@Marcavecunc said:
https://forum.deadbydaylight.com/en/discussion/comment/1087570#Comment_1087570
Oops sorry guess I read through the first post too fast.
Mhm yeah I guess them seeing each other wouldn't make much sense.
Ghostface and Myers though.. getting stalked from two at the same time, trying to escape one and running face to face with the other
I would love to play a GF/Myers combo. Especially with Scratched Mirror so we can be stealth bros sneaking around.
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Lol, it would be funny to see other killers teleport through hag traps. Just imagine the Oni popping out of the ground.
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@Marcavecunc said:
Doctor could energize Huntress' hatchets. Missed throws would create a mini blast that make survivors nearby scream.
Plague could make the other killer's basic attack poisonous.
Demogorgon could bring the other killers with him when using portals.
Spirit and Wraith could both see each other at all time, even when phasing or cloaked. (Spirit's husk would probably show as a different color but then again it would be the one not moving so maybe not)
Doctor's Madness would create illusions of the other killer, too, not just Herman
Oh and Oni and Billy could have races around the map
Plague infecting basic attacks and doc's hallucinations being both killers were in the original post.
Spirit and Wraith seeing each other wouldn't make much sense lore-wise. Wraith travels through the Spirit World (similar to Nurse) while Spirit travels through the Ethereal Plane.
It would be funny to see Billy and Oni charging around the map.
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@I_Face_Camp said:
Itd be a cool concept adding more gamemodes would just add to queue times
I would be fine with it being a Custom Game exclusive mode. It's a low priority, but it's still fun to think about how it would work.
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Maybe there could be a Cellphone item. It obviously won't get any service, but you could place it somewhere and the Entity will cause it to ring occasionally, creating a noise notification. The killer will hear it ringing if they're close enough to it, so it would work best when used from a distance. If the killer finds out it's a phone, they can crush it beneath their feet to stop the ringing.
Add-ons could reduce the sound of the ringing (while still keeping the noise notification) and increase the range of the noise notification, among other things.
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Your past has come back to haunt you.
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Honestly Nurse's Calling is just a better perk than Coulrophobia. The survivors aren't immediately told that you have it unlike Coulro, and what better way is there to slow down heals than to attack the survivors who are healing?
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@Peanits said:
I'm not sure what this is in response to. We have no said anything about nerfing the clown, and I don't think anyone else has in a very long time.
I think it's mostly people memeing and asking to nerf one of the weakest killers, possibly in response to the nerfs to Pig and (more recently) Legion that we've been getting.
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@KornySon10 said:
Why do people think clown is bad? He is add-on relient sure, but with a proper build and some decent add-ons he is an absolute monster in the chase.
It's probably because people follow the stupid builds streamers like otz put out for him, with devour hope and haunted grounds and all that other RNG nonsense; instead of using their brain and creating one for themselves.
I usually do corrupt + bamboozle + brutal + pop goes. Bamboozle and brutal makes him terrifying to be chased by, corrupt for an early game slowdown, and pop goes for a mid-game slowdown.
There is literally nothing you can do against a bleach clown with bamboozle except feed him pallets non-stop, and with brutal you will cut through them like nothing.
A lot of killers can do the things clown does but better, or they do it just as good and also have a way of pressuring the map.
He's add-on dependent and map dependent. If you get a map like red forest, survivors can complete a gen before you can even walk over there. Fixing maps would help him out a lot.
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A lot of devs are bad at their own games, so the chef analogy doesn't work too well in this context.
Not everyone in BHVR is terrible, but there are some that are just... painful to watch.
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Favorite offering to use? BPs. Favorite offering to collect and keep? Salty lips.
It's the only item that makes so excited to see something so useless in my bloodweb.
