Zarathos
Zarathos
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- Zarathos
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@Exult said:
Yeah I really enjoy it too. It's exactly what you'd expect a big indoor map to feel like.
What narrow corridors gimps ranged killers). Massive area with an inability to track gen progress and weakening further low mobility killers. Its all style no substance. There is no clever outplay or cutting off survivors the map wasn't built for dbd. They should stop doing license maps if they insist on adding maps that don't play to dbd's strengths as a game. Claustrophobic environments like narrow hallways are terrible.
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Slap a cooldown on tinkerer job done. I have been trying really hard to vary my builds in dbd but the games is so horrible for killer players high up nerfing ruin undying just makes my slower killers feel awful.
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@baseballfan4877 said:
The overheat mechanic shouldn't even be in the game... It punishes people trying to use his power. Heaven forbid a killer play by only using a killer's power. But Billy is just a terrible killer that is super tilting and super punishing
He also got nerfed by a lot of added debris in reworked maps. Even if they removed overheat he still has to contend with trash map design.
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So actual fixes I would recommend splitting the map in two from east wing and west wing. The center remains the same and then after we do the bare minimum of making this map playable we can actually looks at the pallets and vaults.
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Nope you can't mess with a person resolution and its probably a bad idea. I think we need to take the reveal mechanic out of ghostface or hope no one uses this type of resolution. Also I always advise avoiding killer with powers that a survivor can put on a cooldown. I.e. plague and ghostface. They could give him a shorter cooldown on his ability to enter night shroud. The pen itself feels way to baseline for ghostface.
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@wxnickxw said:
https://forum.deadbydaylight.com/en/discussion/comment/2504710#Comment_2504710
The people aren't happy to grind but there business model kind of requires it. Also as much as people don't think the grind is great skinner boxes are a thing becuase they work ti some degree or another on just about everyone
Not when you can get the same quality of play from somewhere else. The progression obsession is a fallacy when applied to the entertainment industry. So many pieces of media is vying for your attention and a grind one takes to the extreme will reduce player retention especially when baseline game mechanic's like bt and ds is unavailable to newer players.
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Take out the tiered perks. Purchase a perk at its final tier for double the price. It must be a nightmare programing different tiers for every perk might as well do away with it. People aren't playing your game for the grind. Tier 1 devour hope vs tier 2 dh is crazy in terms of power.
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@[Deleted User] said:
They have said they are reworking keys and moris.
They also said they were having an early game slowdown period two years ago.
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His chase potential reminds me of clown. You hit them with your slow so they drop the pallet. Then you continue hitting your even harder to land power to slow them so they have to drop the next pallet. But because this continues till a load of the pallets are gone all the gens pop and you lose. Its not like huntress, blight, or slinger where there's gaps in the chase where you can down em. He definitely has absurdly powerful add on's but with his summoned chains just being straight up awful for actual securing the down he loses to hold w and camp pallets.
That's against weaker survivors against excellent survivor they can evade your power with ease as there is an indicator to the approaching gate. I love this idea because you as a survivor have warning and can react but if it lands its a very weak slow for what can be significant effort. Then we get to indoor maps with pinhead this has some cool advantages. You can see through floor to check on what gens are being done but unfortunately it means his chains are extremely ease to break via the environment. Then there the lunge bug. It might be getting fixed but for the time being it is soul crushing.
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Noticed a delay in terms of a killer being able to look away. Whether its a bug or intended its not a net negative.
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@Schardon said:
I'm wondering why there are no survivor challenges like that.
Idk...something like "Escape the trial without touching a gen and totems for the first 3 minutes of the game".
Would be kinda funny. :D
Basically the dwight challenge where you stick close to the killer without being spotted. To some degree the tomes can put you in position to throw games in general. It is disappointing to see challenge space being taken up by gags rather then explore cool build options but I guess they ran out of ideas.
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@Aven_Fallen said:
Players who play like scumbags decide to play like that. They are not forced to do so.
When the game objective is to win which is the general thing anyones want to do in a multiplayer game. Making a variety of competitive approaches to victory is importamt. Dbd dosent have that. Im not saying the game needs to be only competitive but it is jarring how the weaker killers have only one real strategy to win.
A large majority of People play multiplayer games with the objective of winning. So I ask you how are you going to win without engaging with the tactics listed above on badly designed maps like rpd, hawkins, etc.
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I would like to say i could live with most of the assinine advatanges for killer and survivor if the baseline game wasnt so poorly designed. Maps are the biggest offender on this regard. Many of the most frustrating awful maps are usually licensed because the devs creative asthetic vision has no room for actual gameplay. E.g. Midwich, laboratory (thank entitiy its getting pulled), haddonfield(which is how old now?) and the game which is 60% god pallets.
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@xenotimebong said:
Killers never run Sloppy anymore and they seem to run back to the hook 90% of the time and interrupt altruistic healing, so Self Care came back into favour a bit since it lets you patch yourself up without any real hit to efficiency as long as you don’t use it like a baby Claudette.
The cure for the Self Care epidemic is Sloppy Butcher.
How many survivour do you think ratio wise use self care in a smart manner vs a light scratch 2 peope on hooks must self care. If killer are coming back to hook run iron will or lucky break. Well make it from an ally is insane. But nah megs gonna self care in a corner while the rest of her team dies.
The amount of survivors who dont realise how bad there throwing a game self caring even when anti heal is present is so bafflingly huge.
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@Barbarossa2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/2496169#Comment_2496169
It was upstairs in the lab. I.E a Closet. The gen literally had 3 walls surrounding it, im aware it was on me, just didn't hear him at all was all i was saying.
So your saying you dislike the wraith not the historically problematic indoor maps. I can do an essay on why indoor maps suck ass for dbd. But tldr audio sucks ass for indoor maps. Tracking gen progress is nightmarish for killers. There often made of narrow corridors so there is no way to cut of your opponent as killer, a killer can block a save with a ridiculous amount of ease as the area to rescue requires running down a narrow corridor, Survivor's can be so far out of reach due to labyrinth like pathways resulting in deaths due to breakable walls not being destroyed, ranged killer suffer from asinine limitations despite there power having a massively gimped range due to narrow corridors and a lack of ability to utilized ranged attacks. Stealth killer and smart survivors are the only ones who can utilize these maps which begs the question why do they exist?
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You get the best incentive of all. Less games of dbd! Maybe it my poor luck but my god does it take ages to get a god damn game.
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@bubbabrotha said:
https://forum.deadbydaylight.com/en/discussion/comment/2496128#Comment_2496128
How does the joke go over your head this hard?
Because the context of the joke coincides with the release of a new killer whose perk is favored by some killer players. Also you post is three sentences long with no examples to work off of. No opinion is expressed on the matter either bar its bad. Not everything needs a massive explanation but a deadlocked dbd game definitely needs clarification. Instead of oh my god you people are dumb for not knowing what a deadlock is? Good idea for a terminology for a dbd gameplay state.
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@Purgatorian said:
https://forum.deadbydaylight.com/en/discussion/comment/2496161#Comment_2496161
I have played over 50 matches these last three days and the games are not balancing at all.
I have no doubt the system is working albeit inefficiently. Likely changes and iteration will get it there but there one insurmountable problem the system will face. Loop sided matches. Skill level actually means surprisingly little in some matches. If you get haddonfield with semi competent survivors you could be the best wraith in the world but the odds are just so heavily stacked against you its just doesn't matter. If your on laboratory with a ranged slow killer like huntress or slinger your in for an awful time. Your rng matter's more in dbd then the mmr system and the mmr system does nothing to fix or address that. I keep saying it again and again but maps design specifically the licensed maps is straight up terrible. In most games a poorly designed map is often disabled and adjusted since a lot of its core gameplay hinges on its design. Dbd is a bad craftsman that implement aesthically pleasing content with abysmal gameplay. Again there artistic talent is incredible but there actuall skill crating engaging well designed maps is pathetic.
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@Marik13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2496126#Comment_2496126
My thing is I DON'T want to be a top player. I'm not f***ing Otz, I know I'm no where near being a top player and that's fine, I just want to play the game, chill, and have fun. The problem is, it's kinda hard to have fun when I'm getting matched against survivors who completely eclipse my skill level and just roll over me completely. Say what you want but no one enjoys getting completely destroyed in anything and that kinda makes things hard to enjoy when it happens frequently.
Mmr means you gonna eat a lot of dirt. But I guarantee you provided you don't tilt to oblivion after two or three losses (whatever winning might be) you will have a much chiller lobby. What I'm more annoyed by is how absurd queue times are and I don't think its pinhead increasing killer population because I see only a few pyramid head.
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@Marik13 said:
The game is in dire need of a shake up imo. Unfortunately that takes a lot of time and effort being put in to make it happen and I'm gonna be honest, I don't think BHVR really gives a s*** either way. I mean if they do then they really don't show it all that much.
I had a lot of fun recently messing around with arsenal tap build. Blast mine, flashbang, iron will and dead hard/head on. Stop playing to win and try and vary your builds. If you lose that's fine no point fighting to get to the top of dbd's mmr ladder. All that awaits you is short matches and long queue times. Martial arts bobo the clown with dragons grip, brutal strength, pop and tinkerer.
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Bump been having a similar issue. I hope this is related to pinheads release but even then my survivor games aren't all pinhead so I doubt that.
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@TheDarkTyrant said:
https://forum.deadbydaylight.com/en/discussion/comment/2492517#Comment_2492517
I can't main any other killer. As much as I absolutely hate Nemesis in EVERY WAY as an RE fan I already told myself I'm gaining whoever it is even if I hate their guts.
You could always give bubba a try he basically a jack baker if not demo is his playstyle pbut much more powerful. I understand your feeling's I really liked the idea of pig but then the reality hit on how bad her power was so I moved onto slinger, huntress etc. Nemsis does have a fun effect of smashing through walls but I do think the dev's are to frightened to actually make nemesis a strong killer.
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Sbmm is gonna suck regardless of what killer you main. Nemsis is likely to receive changes by next mid chapter. We will have to see what happens but according to dev's who reply to a forum post they think infecting and also taking a health state is too strong? So expect him to wallow in mid tier. I highly advise maining a killer with more potential if you don't want your dbd main to actually scale.
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@Rivyn said:
https://forum.deadbydaylight.com/en/discussion/comment/2491886#Comment_2491886
It's not. Pinhead just dropped, so there are people trying to play him. This happens with every killer release for the following weeks.
I'm inclined to agree. Depending on how fun the killer is to play and how strong they are will decide how long many pinheads are running around. That being said I see little to none in what I assume is average mmr survivor play. (I wish I knew where I am in the mmr skill braket.)
I'd say pinhead has an uphill struggle maintaining long term main's because of how difficult he is to play coinciding with the fact that his payoff for learning him is quite low. He combines the difficulty of huntress aim + nurse blinks. This might sound ridiculous but he might just be the hardest killer to play in the game assuming you don't just m1 and ignore his power entirely. I'd say in about a week things should be back to normal until then killers are gonna suffer from long queue times.
Also be extra careful with performing too well. If you play optimally there's a real chance as killer or survivor your gonna have crazy queue times. As finding killers or survivors of a similar skill level will be hard. I advise giving hatch or giving a killer a kill to potentially reduce mmr gain if you regularly perform well.
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@VikingWilson said:
https://forum.deadbydaylight.com/en/discussion/comment/2490721#Comment_2490721
Slap on Hoarders and continually contest the box. It's bonkers.
Yeah just like how corrupt purge plague is op. You just need survivors to be stupid enough to play into it. Hoarder and franklins is a joke meme build. The minute you know the basic counterplay of pick up the box whilst the killer is away and immediately solve it close to a vault or pallet the minute you have just wasted two killer perk slot's.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/2490838#Comment_2490838
Fun fact: When Blight was released, I immediately became a Blight main due to the prevalence of predrop-and-W on AU servers and lost a grand total of my very first 2 trials. And then spent a few weeks murdering literally everything, to the point where I started playing him with bad builds and still kept winning.
Blight was not bad when he was released. He was one of the best killers in the game.
Why the hell are you lying. I was there for his launch and the amount of slipping and sliding his power had was inexcusable. Last thing we need is someone giving behavior copium for there god damn awful buggy killers releases. On average you would have 4-5 slip and slide incidents unless you actively knew which walls were pinballable and even then nothing short of a head on collision was going to a allow you to bounce of some surfaces. No its frankly unacceptable to excuse blight's power failing to perform as described and say well with trial and error you can figure out which walls/structures actually work.
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Bad comparison to deathslinger and huntress. He's more akin to a pyramid head or a stronger clown. Limited range but with some inbuilt slowdown. Hoarder and franklins is only good now because similar to plague on release survivors haven't cracked how to play against it. You only go for the box when he isn't close by and has to Teleport. YOU DO NOT CARRY THE BOX AROUND! SOLVE IT THEN AND THERE. But of course everyone wants to carry the box and mess with the killers power so of course they need several of these games to show them why you don't give pinhead an opportunity to knock the box from your hand. It so simple to counter but a survivors ego will often outstrip there desire to play smart till they have eaten a sufficient number of L's and adapt.
I know this because I did the same thing thinking I was an amazing looper and got my entire team killed. By your logic people would give plague her power and cleanse all the time but a in lot of games people don't because they know how dangerous it is to give her corrupt. This build is a meme with rudimentary counterplay.
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Sbm and competitive matchmaking is bad for an unbalanced slow to update game with a dev team more obssesed with aesthetic and look then actual enjoyable gameplay. This need to be repeatedly reiterated. Its gonna take likely at least 50 games on each killer to get a balanced matchmaking experience for that individual killer. So many people are throwing around there experiences despite only playing 5 games which as any game dev and they will tell you that sample size is too small. If you play a wide swath of killers its gonna take a long time for each killer to get the correct mmr for each of them. Make no mistake mmr is not functioning now because a lot of people haven't played enough games yet. But don't worry in a week or two you'll see what sbm means for dbd and probably two months from then you will see a low effort balance patch that fails to address the large number of dbd's issues.
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Rpd east wing, rpd west wing split em up. Central area remains the same in both east and west wing map's and the vault on the bottom floor east side should be positioned in the middle of the wall not at a corner. Map will still need more revision's but this would be a nice start. In general the dev team needs audio with regard to gens to be louder as tracking progress on gens via audio is a blatantly unfair when not using gen tracking perks.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/2488005#Comment_2488005
They're not just a loud minority, they're an extremely prevalent one of which many people you see here on the forums belongs to despite you not even realising it because of how reasonable they appear to be.
The content creators aren't the community. The community are the ones you play against. And where I'm from, my average trial length is 4 minutes and I often get told to play Nurse or Spirit.
Sounds like a rough streak never continue playing when you feel frustrated give yourslef time to relax dbd hilariously is not a game to chill with as killer at least. I firmly disagree with the whole content creators aren't the community, the influence they have on the community as a whole is crazy. This isn't just dbd look at games like among us that randomly exploded because a few streamers and content makers started to create interest. Many companies have turned to sponsorships for content creators in other games being launched. Content creators and "influencers" have great potential to sway general opinion on dbd when there arguments or perspectives align with the general feeling of players.
A lot of people on this dbd forums is ultimately competitive because this corner involves a lot of players who want change. I'm not going to name name's but look at some of dbd's content creators/"influencers" video's and check on the forums a day after there posted you'll see a funny correlation. if you have high mmr you will face better players and naturally they will have a competitive streak. The best advice I can offer is to not be afraid to soak a few losses when you want to mess around with less competitive killers and survivor builds. Nothings wrong with trying to accommodate the odd competitive players tastes but if there changes would horrendously harm the experience for the majority of players then there ideas will have to be discarded.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/2487840#Comment_2487840
DbD is a very different game with a very different community. It would never work. People spent years trying to force other players to be competitive, gatekeeping discussions and outright attacking anyone who wasn't rank 1 whilst at the same time gleefully steamrolling weaker opponents and pretending they were just good.
So obviously no naming but I see the majority of dbd content creators making fun wacky builds. There might be the odd popular meta build video but the majority of popular videos are things like ninja doc, franklins pinhead and usain bubba. These are definitely not competitive builds. Many content creators insist dbd is at its best when its a casual experience calling out complaints about swf as people wanting to have fun with there friends. The is a loud minority who want's dbd to have some kind of competitive streak but they are not the majority. It's important to distinguish improving does not mean competitive. Wanting a more varied dbd is not inherently competitive. Competitive is optimized builds with being berated for taking weird builds in. I have seen competitive communities lol, mtg sure the genre is different but if you think dbd has a competitive community you have yet to see what a competitive community actually looks like. I can't count a single reputable person who actually believes rank matters in dbd.
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I would prefer if the summoned chains were enhanced and the passive chain hunt be dialed back a bit. Don't get me wrong I like the idea of chain hunt but the majority of pinhead's power should be in his aimed skill not his passive delay. Firstly pinhead needs to stop breaking his own chain's this is genuinely stupid. Making his add on that create chain's when broken via environment base would give some proper reward to landing his summoned chain's.
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Ya I encountered this as well. I assume its a bug. Seems to occur with the puzzle box increased length add on or maybe its more noticeable. I wouldn't mind the chains attacking if it didn't interrupt the solve action specifically.
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Steves, nancy's and laurie's. Obviously my experience can sometimes differ but they tend to appear with decent frequency. Claudette's are real hit or miss because they tend to dc more when they mess up so they can make games significantly easier. That all being said best not make assumptions in lobbies you might get a nasty surprise.
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@Mr_K said:
No one is saying you should. Play normally and the system will place you where you should be.
Its probably one of the reasons we're not told our MMR. To avoid human nature's will to compete and one up one another.
Hunt showdown recently added the ability to see your mmr. You can also hide it too. Its for the most part very helpful to let someone know how there doing and if you aren't competitive you can hide it so its not in your face. Its started off hidden while the dev team was adjusting it so here's hoping behavior follows suit. Even with mmr people in hunt play casually messing around with janky builds, because the game is built well. If the baseline mechanics of killer is bad meta builds will be used to correct this. Dbd has no comeback mechanics no means to turn a game for either side. That is dbd's core issue that and awful map design.
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Take a break. Wait to see if any killer gets introduced to fill in that gap.
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I get the whole noob stomping isn't fun but just imagine your in the upper echelons of dbd's skilled players and you have to face high quality players regardless of what build you want to explore. Imagine being locked into ruin undying on your killer because you played a couple of games with it and now are stuck with this build otherwise soak 5 loss games.
Tldr you better be willing to soak a lot of losses if you want to meme around and since that will derank you and screw you on rewards players will be more inclined to fight to keep there ranks playing killers and survivors builds that are cookie cutter strong meta builds. I saw what sbm did to lol and I see it happening to dbd. People say they want a skill intensive dbd game but when they realize the side effects and cost comes at a lack of diversity in characters and builds played, significantly more toxic environment where individuals turn on each other over losing then they start to realize maybe dbd is better as a casual fun party game.
Am I the only one who thinks pushing dbd to be more competitive and skill based might be bad for a game which is slow to update and a large rooster of characters who simply can't compete in the higher levels.
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@dreamsy10 said:
All i see half of my games are blights. Blights with ruin/undying/pop/bbq or corrupt and speed addons.. This guy has literally no down sides. Used to love playing against him but now i'm more digusted by him day by day. Spirit's pretty much gone and what.. you see only blights now. He became so oppresive to go against, plus he can turn like 99999 degrees like #########...
Devs nerfed billy to hell, for no reason but Blight? This guy has no down sides, is not like a nurse that NEEDS actually a real skill and don't forget she got nerfed many times also.
In fairness every killer basically runs ruin undying. Games go way too fast especially with the mmr matchmaking. People like blight because he allows for a lot of skill expression that matters. Killer players want speed and anti loop in there killers since most killer don't have both most people flock to blight. More and more we are seeing a problem with behaviors map design massive maps lot of breakable walls that demands mobility speed and powerful anti loop. The game has an underlying issues with low mobility killers and giant maps this drastically narrows the pool of good killers as basic strategies of spreading out is further enhanced by large maps and fast gens. Blight can set up the next chase almost immediately and can acquire fast downs. They need to implement some kind baseline of fast travel system for killers and survivors especially if the want to keep making rpd size maps. That or more sensibly reduce the size of maps.
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You've got a wide expanse of cool perks that just aren't good enough. So they don't get used. Don't get me wrong there are a lot of killer and survivor perks that are straight flexible and always strong regardless of how they play. Like most people I would love if we see a perk get pushed in terms of power for a week or two. Small tweak's to numbers just anything to bring in these perks that can add some spice to dbd.
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Once as Deathslinger they thought they were safe by the gate at full health. They gesture for me to come over and then point at me. I pull them out of the gates smack em once. Reload and at 5 stbfl stacks I manage barely to pull em out again and hook em. Lots of slurs soon followed but I got one hell of a chuckle out of it.
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@ThanksForDaily said:
https://forum.deadbydaylight.com/en/discussion/comment/2452423#Comment_2452423
Lacks of any evidence lol. I have 5k hours and 2k of them are only billy.
All billys used to play with insta saw add ons or crack Billy. That's why they're gone now. Same with Freddy.
Facts.
All right I'm going to let you in on an experience you can never know. You've just started playing Billy you have the following element's to master with your power. Close ranges saw's, map traversal and curving this was old Billie's learning challenges. Now if your new and play modern Billy you have to contend with less opportunities to saw due to increased debris on reworked maps, overheat management, more difficult map traversal for my first stated reason, Significantly harder curving training on account of overheat actively punishing you for trying to practice your curving.
If overheat isn't so bad then they should just remove it and use the leather face overheat method where threatening the saw for too long overheats it. You are actively punished for practicing with your power. That is a problem and I know this because behavior should have learned this lesson when they changed pyramid head. Pyramid heads ranged attack was initially on a much longer cd. It turned out this annoyed a lot of players who were trying to learn pyramid head because his power punished the player too much for practicing his power.
An experienced player has no idea what a new player or even a mediocre player is going through trying to learn Billy. Instead of tuning out and pretending there is no issue even though the community to this day agrees Billly is a boring killer. Ffs even the Billy man himself ohtofu said Billy isn't fun to play when he was playing speed limiter Billy. I can link the clip if you want it and that guys loved Billy. Not to mention a lot of modern map design is awful to play on as Billy. A lot of indoor maps like hawkin's, lery's, RPD, gideon meat plant makes his power very limited.
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Why would you play him when you can play slinger or huntress tho. Both are superior because all you often need is to hit them once. There's nothing unique about trickster that makes him stand out bar he's a k pop killer that unlike most other killers doesn't have any interesting aesthetics or lore to give him even a cult following. It feels like I'm beating a dead horse here but ricochet was the most interesting concept they had with the trickster as a killer. If they went all in on that concept instead of knife mc spam we might have something worth talking about.
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@GrimoireWeiss said:
https://forum.deadbydaylight.com/en/discussion/comment/2452335#Comment_2452335
I mean, Pyramid Head in the games isn't a buffed up guy who hits you through walls and sends you to cages. Freddy's power also barely has anything to do with the movies. I don't think being faithful to the source material is that important.
Pyramid head is from the silent hill franchise though. The kinds of hazard's he creates and supernatural element common in silent hill fits an iteration of pyramid head that could exist. The art and aesthetic of his gameplay and animations fit him perfectly. His punishment power is a reference to silent hill 2's protagonist struggle and the aesthetic of these rotten cursed trails is very silent hill. Not only that but in the case of pyramid head they were adding supernatural element's to pyramid head's power as opposed to your suggestion which is neutering pigs traps to make her more generic agile slasher which has no grounding coming from the saw license.
Not only that but pinhead has shown the bar is much higher for powers and design that actually fits the character. Why not just make an original killer instead of lazily slapping on a license to a character.
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Just cleanse forehead XD. Im ultimately kidding but it can always be the reverse keep in mind you might face no mither squad.
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Less giant maps please as killer im sick of patroling becuase the survivor is across the map.
As survivor I'm sick of going on epic marathons to unhook someone cough rpd, midwich.
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@Brokenbones said:
Yeah it's not okay, especially when certain people abuse it by combining it with the other addons + map offerings
Same people who complain when survivors burn coldwind every match. Hypocrites
90% of the unfair trap situations emerge because of terrible map design. If a pig on midwich set a trap on you and you have to navigate the map using archaic routes and cross large distances that isnt the pig's fault thats just trash map design.
Imagine if you got rpd with pig and the boxes were evenly spread out across the map even without tampered or crate of gears you can lose to rng. We keep saying maps are to big and the minute a ppwer which is known to be very underwhelming on smaller maps is an issue we suddenly say "better nerf pig".
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@GrimoireWeiss said:
I'm totally against addons that make traps more likely to pop. These are just unhealthy as they can give the other side free wins just for using addons. Imo Pig should have a rework to make her traps less oppressive and RNG based, but buffing her stealth and chase in compensation.
Not really a saw killer tbh. Whilst I understand your perspective I do think pigs does not live up to her theme as a jigsaw based killer.
Her traps should be the defining aspect of her kit. Stealth is often a side note to a lot of killers strengths with there power carrying a unique way to enhance the experiance.
If pigs trap got even further nerfed only to improve her dash then she would feel even less unqiue. I dont think we would see an overhaul for pig given how slow content is released. But I would ask people to consider the fact she is based off of the saw license not the halloween or scream franchises.
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Would have loved to see spencers mansion instead but thats just hindsight tbh. Yea there would still be corridors but there are quite a few open area's with the upstairs courtyard and main entry point in orignal RE.
To be honest 90% of rpd's problems could have been avoided if they split the map up into rpd west wing and rpd east wing. We still have enclosed hallways but at least map traversal wouldn't suck for both survivor and killer.
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A lot of regression perks dont work. They require time investment or have low impact effects. Which an average higher level dbd game will nto allow. If your stomping as blight you wont need a single regression perk. But consdieringap rng and blatantly unfair map design (cough indoor maps) there are a lot of circumstances where you need ruin to offset these problems.
Surge has to long a cooldown and regresses very little of a gen. Pop requires investment of time doing a kick action for a frankly low active timer making it inadaquate.
Corrupt functions well but is often not enough in a lot of killer builds that sim0ly have slower downing speeds. Ruin, undying is imo the only gen regression perk worth using for a large majority of killers. Regression and delay perks in dbd are terrible bar ruin.
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@TacitusKilgore said:
Plague undeniably. The last time i saw a plague was at least 3 weeks ago. She is very mighty in good hands, but almost nobody plays her. I think its because shes pretty gross.
Unlike other aim killers her power is restricted to the survivor cleansing. So not a lot of oppurtunity to practise. Aimming with her attack is significantly different to other aim based killers. So her abilites dont translate to huntress or slinger.
Also this could be just my own opinion but she dosent evoke powerful prescence. There's nothing in her kit that makes you feel like shes a powerful killer. No oni roar, reeling slinger, etc. You could argue her purge has that impact but its again tied to survivor decision making. You have no agency in that matter.