Zeus
Zeus
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- Zeus
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Comments
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I dont think it's something the majority of console/PC players would get into.
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@Taingaran said:
Add the ability to kill zombies from behind by approaching them on your haunches. Zombies will be killed by twisting their necks)
..
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/2300759#Comment_2300759
To be fair I don't think survivors wanted it either. I know I didn't. I was on the forum before they started talking about changing him and I don't remember seeing anyone complain about him. I'm sure there could have been one or two post but ultimately I didn't see any.
If they nerfed Billy I'm sure they did it out of their own volition and not because they listened to a side (I could be wrong though)
Thats what I mean. Devs really don't listen to one side or the other and they don't favour any side either.
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@megthomas_ said:
latly Dbd not enjoyable anymore thanks to all these bugs and unreasonable nerfs and buffs
i follow otz and I noticed every single thing he complained or point at is always heard
he complain about DS and its useless now
And killers still slug anyway
loops that reworked and change due to his opinion
bt is also change
like high ping and bugs aren’t enough
listening to Otz as the most powerful streamer killer in Dbd is like letting AI run the earth and dominate it
Dbd now is unbearable frustrating
please consider main survivors streamers opinions too
its hard to play fair game when only main killer is the only side devs listen to
Yeah, thats why they nerfed hillbilly. Because killer mains wanted it.
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@HATCH said:
ok so nemesis needs one change and its the cooldown between taking the tentacle and using it.İt just takes 0.5 secs to use the tentacle.For example pyramid head has to ike put his sword down to use his m1.But nemesis dont have something like that.He pulls out and bam easy window or pallet hit.Survivors dont even get a chance to finish the vault.Long story short they need to add a cooldown between pulling out the tentacle and using.And no one can say that its not broken.
Nemesis already has a lot of counterplay and you are saying he needs more. Have you even played him?
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@VonCrow said:
Definetly should block around the killer, not the gen completed. Would be kinda playable, after all while you are chasing the other survivors are working on gens so it makes sense.
It would be annoying for the survivor who is getting chased I suppose. Imagine you were doing well vs a bubba and someone else pops a gen right before you try to vault and get instadowned.
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How about just blocking the survivors from moving beyond 32m radius of the completed gen? For 30-45s probably.
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I think he should be able to break pallets and hit survivor at the same time or multiple survivors at T3 while making sure they don't lose much speed boost while in dropping animation.
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@MrsGhostface said:
https://forum.deadbydaylight.com/en/discussion/comment/2294265#Comment_2294265
They cannot farm you. If you haven’t noticed, you cannot get chase points if the killer is standing still now. Look in a corner to avoid flashlight blinds. The only points they can farm is objective and totems at that point.
Never went against an afk killer and I dont usually farm so its definitely news to me.
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@Another_LegionMain said:
Just AFK
Even worse. They will farm you hard and prolong even more.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2294124#Comment_2294124
Except unless it's broken. It doesnt hinder them at all. And they go flying away
Yeah that's what I mean. If it actually did hinder them long enough, it would be fine.
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Gen speeds are fine. You increase gen speeds and people combine it with more slowdown perks to make life hell for solos.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/259646/the-current-state-of-nemesis
I think he needs the sprint burst removed from infection and he's perfect.
I guess the point of hindered is to reduce how much speed boost you get from contaminating survivors. I think it'll be a fair trade.
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Need to get hook saves and heal others (altruism points) chase the killer for a while (chaser points) and then escape (survival points). Generator points cap at 8000 and so does every other category mentioned above.
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@DBD78 said:
Well deserved being so underrated, strong and all!
Trappers traps seems bugged also they have a bit different color suddenly.
Trapper got his graphics revamped.
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@Pilot said:
If u hit people directly with your bottle they will not be slowed down.
Won't be a problem for me then.
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It affects killers more than survivors because of the diversity in their power. I dont think it matters for survivors like, at all.
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I think they are perfect and the best map rework so far. Lighting is insane.
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@Laluzi said:
Let's survey the damage.
-Raccoon City Police Department disabled
-Temple of Purgation disabled
-Frequent crashes
-Console experiencing debilitating stuttering and freezing
-Glitched window vaults
-Hindered status effect completely broken, taking Clown down with it
-A paid cosmetic that's the exact same as the default
Am I missing anything?
They've done better this chapter.
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I prefer dead hard. I really don't like walking around the whole map having to use it and of I use it early and let it recover, I end up getting chased.
But it's just personal preference. Every exhaustion perk is.
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@Grunder said:
He should get rocket launcher.
I was thinking more along the same line. 3 boxes with one rocket launcher shot inside and his whip should be at T3 to open them. He should go back to T2 after using the rocket and need to build up again to T3 to get another rocket. Rocket is instadown at maybe, 3m? And damages from 3-6m. And does splash damage onto multiple survivors. Maybe a timer to use it so it isn't used for facecamping.
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I think the point was to prove that wraith is viable at top level which isn't true.
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Knock out without an M1 requirement would just be annoying with bubba and like before and encourages slugging.
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oof..thats rough.
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4 games I guess. Must reach T3 4 times.
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@SirCracken said:
https://forum.deadbydaylight.com/en/discussion/comment/2281330#Comment_2281330
It does cause them to regress. But only if no survivor was repairing them when the perk was activated.
Oh I didn't realize that. I thought it'll still regress while they wait for incapacitated effect to tick down.
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It's just like every other season. People will eventually move on but you'll still find some people who play nemesis every once in a while, like one of their main killers.
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Wraith's add-ons have always been good but you couldn't use most of them because you almost always use windstorm for the speed. Now that he doesn't need it anymore, he can use other strong add-ons and that's why he feels oppressive. It's like playing a killer with 3 strong add-ons.
And his lunge buff is something he should have always had. A good anti loop tool. Has mindgames involved. It seems fair to me.
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@Zozzy said:
Pyramid would be better because he isn't denied by even low wall loops
Pyramid and nemesis aren't really that close. He's more comparable to demo with a shorter range and PH zoning kinda ability and agile pallet breaking ability. He can get a hit even before PH finishes putting his sword on the ground, let alone launching a slow shockwave that is based on prediction compared to nemmy's attack which are more based on reaction.
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@miketheratguy said:
https://forum.deadbydaylight.com/en/discussion/comment/2280139#Comment_2280139
I've heard that before. I wonder what causes it?
They refuse to update the PTB and force all the changes they want to implement to the new content when it comes out live and accidentally break stuffs.
I wonder why they don't update PTB regularly. Siege does it and never had a buggy live DLC so far.
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@miketheratguy said:
Strangely the PTB had absolutely no problems at all. Not during the day that I played, at least. That includes the map.
Devs have a history of putting out a good PTB and then breaking the live version.
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@Pilot said:
Is so they can continue the Redfield Bloodline.
R34 artists are gonna have a field day with this one, ohoh boi...
Edit: I was waiting to make this post for a while.
Nah
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His main attraction is the zombies. Unfortunately it's not something that players can learn and get good with so he feels a bit bland. He's kinda agile though. A little more spice to his T3 and he'll probably be good enough.
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All this and survivor still escaped with a key. Sad life.
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@Adjatha said:
Having survivors who die from any means while still contaminated add 1 to the number of wandering zombies would be DELIGHTFUL. I'm kind of shocked that's NOT in the game.
I'm pretty sure adding more zombies is something the engine won't allow. Atleast that's what the devs said.
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@KingFrost said:
They test on console, but I imagine they test on their dev kits rather than an actual console.
They did test it out on an actual console. It seemed to be fine.
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There is an addon to get undetectable after killing a zombie.
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It's probably consoles crashing. Try turning off crossplay and see if games start properly.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2272221#Comment_2272221
You can return later on the trial to collect it
Say you bring in an event item, you can still collect it later and keep it
Yeah but why would a survivor escaping with an empty item affect you? It's good for both survivor and killer now the way I see it. Besides they only will die trying to collect their item.
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@FrndlyChnswSalzmn said:
https://forum.deadbydaylight.com/en/discussion/comment/2272184#Comment_2272184
How in the world is that a buff? it's a nerf. it no longer destroys items and removes them from the game entirely. Survivors can go get the item any time; they aren't pressured to get it before it disappears anymore. That's a nerf.
@Ruma said:
https://forum.deadbydaylight.com/en/discussion/comment/2272184#Comment_2272184
How is franklins a buff? Before it completely kicked the items in the entitys face, now it only drains them. But yea, lets keep keys how they are.
I personally bring 16 charges with medkit or 32 charges for 1/2 self heals. One hit on someone with a medkit and you lose 1 full heal chance. So that's a direct nerf to medkits. You recover a toolbox and you will have less charges now but in old case scenario, if you get it before timer runs out you get to keep full charge and "wait..killer has franklins. I'll use all my charges now" will be the mindset.
Besides what's the difference between losing all charges and losing the item altogether except for keys? And keys will eventually get changed so it wouldn't matter in the long run.
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To be honest, some of demogorgon's addons were a bit overtuned. I think he'll be in a good place now.
And why do people say franklin got a nerf? Isn't it a buff? Except for key.
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People take the example of a "good" spirit to show how strong she is and neglect every other players who play her and if a spirit loses then they are apparently a bad spirit. It's quite similar to that.
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It's not always about losing the killer. You can waste killer's time long enough by using pallets and windows and give enough time for other survivors to finish generators or recover from a bad spot. A good killer will usually leave you if you go towards a really strong loop that can potentially waste a lot of his time.
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######### is this FOV
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Probably xenomorph at this point.
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Cap is 60 fps. Not worth uncapping it personally. Game runs smooth anyway and it isn't a super competitive FPS.
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@Shroompy said:
You can see her idle animation do a little skip/reset as soon as she starts phasing, most likely a bug but I use this all the time
If that's true, all I would need to do is tap my M2 and the tactic immediately backfires doesn't it. Doesn't sound too reliable
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@GeneralV said:
There is indeed a little trick with her shards, but I am not sure if it is 100% reliable and it only works with her default skin.
In conclusion, blame the Store for the lack of counterplay xD.
I've heard of it before but I don't really think that's what is referred here. It said something about animations.
It can be considered pay to win to an extent if that's the trick.
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At this point I am convinced the MMR system will never work.


