ZoneDymo
ZoneDymo
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I Know What You Did Last Summer killer outfit for the upcoming Deathslinger with a traditional harpoon rifle to go with it.
with the killer's signature hook attached underneath for the M1 hits (instead of the bayonette)
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yeah oof 5 minutes.... get a cup of tea or something jeez
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Why quit tomorrow when you can quite TODAY
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Play killer then instead?
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its quite situational and its super obvious you have it, so its not as good as other exhaustion perks, but it is good fun
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@Mattie_MayhemOG said:
There is no reason to remove them, they keep you engaged when you have nothing else going on. You don't have to mash your keyboard/controller like a mad man. I honestly don't see the upside of removing these mechanics.
but do you see a downside? we dont like having to click a button fast for no real reason, why cant we, if we MUST have input, not just hold the button?
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@SkeletonWitch said:
New ruin is actually an incentive to keep repairing a gen which results in gen rush.
yeah enjoy doing that when someone is on the hook....
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the imbalance, playing killer is just not fun at all while survivor is.
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Nurse, people write her off completely because of a little needed nerf, but she is sitll pretty much the best killer out there easily.
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As im trying to give every survivor its own unique set of perks, yes I am using Lightweight (or will I should say) on my Ace to be exact
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@MysticMusician said:
I'm a survivor main, and tbh I don't like the ruin nerf. I think they could have nerfed it, but still kept it somewhat more powerful. Playing before the nerf, seeing that ruin was like a panic and you HAD to go find that totem. Now when I see ruin, I'm just like "oh dangit, ruin I guess" and don't feel the need to desperately find that totem.
really? ruin made you panic? its the most basic thing....
If anything the rework is far more panic inducing, here you are, 70% on a gen, and the killer comes and chases you off, bye bye progress.
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1125976#Comment_1125976
Frenzy could also be regarded as a sprint mainly, that applied Deep Wounds to your basic attack.
If you chose to break the chain, nothing happens. They need to "wiggle" free. Still your "base attack" applies the Deep Wound when reeled in, same as Frenzy does. We can argue back and forth, it is up to them to decide if it is a basic attack or not. I just put my money on "they will change it"
well then the game would simple quickly turn to reeling them in, breaking the chain yourself, aka no fatigue, then just M1ing them, same result but in a less smooth motion.
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I merely want this for playing a side tbh, get rewarded less and less the more you play for example survivor, and playing some killer games will then balance that out
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legacy anything that turns out to be a complete scumbag
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I have not derived pleasure from playing killer matches for a while now, do well, do poorly, its all pretty meh
playing survivor is most def more fun
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@DamienDuff said:
https://forum.deadbydaylight.com/en/discussion/comment/1126011#Comment_1126011
yes remove the loading screen entirely to prevent people from disconnecting before the match starts to avoid DC punishment.
medkits and toolboxes being visible has nothing to do with offerings
we talking offerings not items . if a killer dodged a lobby because he saw 4 toolboxes that won't make us wait same as when a survivor or even killer alt f4's after seeing an offering.
If survivors see the offering in the lobby, they can choose to stay and go against that, or dodge.
Same for a killer regarding keys etc, it has the same type of working.
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it should run in 4k by default no? it should just conform to your desktop res because it technically only runs in borderless windowed mode.
Also you dont really want 4k, the HUD does not scale well because the devs are extremely lazy when it comes to stuff like that sadly.
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Mori's should be visible in the lobby, just like toolboxes/medkits/keys/maps are.
Same for any offering.
Then we should remove the loading offerings screen entirely, it adds nothing.
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1125941#Comment_1125941
You kinda miss what I was talking about in this quote.
Regarding your point, I highly doubt that his reel in hits will count as basic attacks for too long. If they argue with consistency while removing Frenzy attacks synergy with Sloppy etc, then I'm pretty sure ranged almost-insta hits are not meant to trigger exposed effects either. Also that you get a free first hit on the obsession without losing a PWYF stack (and further: gain a stack if you shoot at your obsession) will probably also be changed until release or with the next hotfix. Bubba may not break pallets with his chainsaw without losing a stack but Deathslinger keeps the stack and Bleedout applied as bonus.
And don't get me wrong, I would like this to stay, as I don't think he is the strongest killer and could use these little tweaks (just as Legion could use the Sloppy Butcher effect). I'm just pretty sure, as they argued on Legion, they will do the same to the Cowboy
Frenzy hits etc count as special attacks, for the deathslinger it is the harpoon that is the special attack, you can choose to break the chain and it works like a frenzy hit, aka injured and bleedout but no basic attack perk functions.
Reel them in and it is a basic attack, that is just waht sets him apart.
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Iron Will does not work on downed/dying state
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1113686#Comment_1113686
The gun slinger is just slightly faster than the Demogorgon shred for example. You can use the Shred charging to bait while Demo is much faster while aiming and is a 115% killer. So why is Demo not regarded as that strong? You show a PTB video, and you show a Monto video. Monto can get 4k with walking Nurse and Burger King Myers.
Again, Shred is not a basic attack, hence a lot of perks dont work with that, Deathslinger on the other hand reels you in and then applies an M1...
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I love it, DCing is so rare atm
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ok? what is hte point of this thread? are oyu feeling bad and seeking validation?
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@TDZ_Luke said:
https://forum.deadbydaylight.com/en/discussion/comment/1125908#Comment_1125908
Most of the time you can tell roughly what rank a killer is by how they play, there are exceptions obviously. Ranking isn’t the best way to determine skill but it’s better than nothing, the issue I have is when you are put into a match with people who are a much higher or lower rank than you are, you should be paired with people who are in the same rank bracket as you.
yes well that is an entirely different discussion involving how little ranking makes sense, how ranking was made easier for survivors because of complaints, how that resulting in tons of survivors "undeserved" reaching red ranks but killers dont so lobbies take forever and you eventually get paired up with a low(er) rank killer that might or might not be of the right skill level....
Rank just means someone played a lot, thats it.
The point of the new system is to not rely on the emblem system but something hidden. it rewards you for "beating" someone who is rated better then you, changes a little if they are rated teh same as you, and does nothing if they are rated lower.
Makes sense apart from that we dont know how these ratings work OR what it means to "beat" someone....
But again, whatever magic is going on behind the scenes, the point is the outcome.
If this results in matches where on average there are 2 escapes and 2 deaths, then mission ackomplished, we just have to wait and see.
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its easy to talk casually when you are in the position of power.
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While I think you can probably still get it to work via the config files, it is extremely silly how the game has individual settings in the file...but not present those ingame.
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My biggest problem is: if we, the players, here on this forum, through purely debate, cant even really decide on what is and what isnt a good player....then how is some program suppose to figure it out?
But really, we can talk about this till the cows come home but it is a pointless effort.
We will just have to wait and see how it works out, if we all a month after its implementation get matches with rather consistent 2 escapes and 2 kills then we should agree the system actually works.
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ITs logical, the game is currently very survivor sided if we look at how ez it is to rank up.
(you can blame insecure survivors for that btw, they felt inadequate if the game did not reward them with a rank up for mediocre gameplay, so the devs ermm listened to this whining and voila, every survivor to the red ranks!)
So, Survivors easily get to red ranks and killer stay behind.
The system tries to pair Red ranks with Red ranks but there arnt any Red rank killers...soooo it takes a while, keeps looking and as time goes on it broadens its search parameters, suddenly purple rank killers are fine as well, searching.....searching....hmm no purple ranks, FINE, green ranks it is, searching searching....THERE WE GO, finally, enjoy your match.
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@TheRockstarKnight said:
https://forum.deadbydaylight.com/en/discussion/comment/1124989#Comment_1124989
That also makes him a lot weaker.
Unless the Survivor is within 18 meters he's not going to damage them. He also has to go through an M1 hit cool down animation even when using his power.
His sole benefit is that his Terror Radius is incredibly quiet.
If it were like a default TR Huntress would have him beat there too; since her's is 20 meters instead of 24 and her lullaby is now non-directional.
He's not bad by any means; but at his core he's a Huntress with extra steps.
Yes he has to go through a cooldown, obviously, how insane would it be if he did not have to...
The point is, the huntress cannot apply Sloppy Butcher, or 3rd Seal, or Dark Devotion, or freaking NoeD through her hatchets, where this guy can, ranged attack to reel you in, then do an m1 with the added effect.
That is the trade off, that is the balance.
Yes if you are a great huntress who can down players pretty instandly with 2 hatchets back to back then yeah, Huntress is better, but then we get into the argument of "if you are a good Nurse, why would you play anything else, nothing is as good as she is".
Most players arent THAT good a huntress.
Lastly, lets not judge too quickly, lets have this discussion in like a month after release.
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sooo self proclaimed "killer main", do you ever play Oni? because if you did you would know his weaknesses.
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idk i think most are super generic.
I guess I like the Doctor the most
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@meatisadelicacy said:
It's mind boggling that you don't think EGC does enough to help killers. Open the gate yourself if it's such a problem.
yes, lets leave the 1 person on the hook to open a gate, that will go well, do you ever play killer at all?
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I would just love to know what is considered to be a good player.
Like if a survivor runs a killer the entire game and the killer never leaves them, are they then a good player?
And what about the 3 survivors doing nothing but gens the entire game, becasue what else should they do?
Are they good players? on the one hand they merely held M1, but on the other hand they are the ones that progressed the match for their side.....
I mean this is completely up for discussion as a concept outside of the game, how the F is the game going to choose who a good player is?
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@Peanits said:
I'm not a fan of this whole us vs. them mindset, but in all fairness, this is the exact same thing that happened to Exhaustion perks. When they were combined together, they were far too powerful, so they were changed such that only one could effectively be used at a time.
Yeah and that is fine..... except DS, BT and Adren are not exhaustion perks, so those can happily be run together alongside a DH or SB or Balanced Landing or Head On.
And yeah, I'm also not a fan of "us vs them", but we are talking balance so you HAVE to look at both sides....
I play both sides and its really weird to just look at slowdown perks and not look, again, closely at the overused meta on the survivor side.
Especially since very few perks on the killer side has any kind of impact like the survivors have.
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I really dont know how often I have to tell you all this.... the difference is that the Deathslinger reels you in and applies M1, that makes him viable for so many more perks then the huntress.
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I made a topic about this some time ago, dont bother, the mind is made up already.
Its a real shame because the EGC can offer really fun fair and exciting gameplay, but ya know, #nofunallowed.
Ill put my then typed conclusion about there here again:
Ok soo lets see here:
It wasnt the most interesting gameplay....yes 99ning a gate and then not having to worry about that at all, that, that is some interesting gameplay....
It removed close calls? what do you mean, it would introduce close calls more then anything, survivors running to a gate HOPING someone is there opening it for them? THAT is a close call, 99ning means its open with a single tap, that removes the idea of a close call entirely.
People could have someone stand there and keep the gates ready to open....yeah...thats the risk....that is exactly what would make it interesting.
You can go out with 3 survivors to save the person on the hook with the risk of not even able to open the door in time
OR, you can have 1 person behind making sure the door will be open when it needs to be and just going in with 2 survivors which will bare its own risks...
ORRR, you DO open the gate, go in with 3 people, now you have the risk of bloodwarden and the pressure of the EGC but you are a 3 man team and no doors are in the way.
That is the choice, thats gameplay, thats the game... that is exactly why this 99ing is bs, it just circumvents any pressure the EGC or closed doors could provide, the fun pressure it might offer.
If the killer has to open the gate, then the person will just be unhooked and everyone escapes, so what does the killer do? they camp, and against what? a squad with DS BT and some bodyblocking to the exit gates which now opens with a single tap....aka no fun for anyone involved.
Again if you want it to be over after the last gen is done just end it, why this nonsense time wasting?
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It is simple too grindy
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idk bout you, I just die on the hook asap, even run up to the killer to die quickly.
"Good job killer, you won, good use of that add on."
And then you move on to a match actually worth playing.
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Getting value out of silly perks like Diversion or Technician or so.
Tence situations that have a plan ot solve it, everyone plays their part and it actually works.
Fashion by Daylight
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sigh once again, no.
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I dont think BHVR likes exclusives anymore so they will most likely come back later, probably just added to the sstore
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killers 100%
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I would love if we could all play against eachother, PC, Switch, Xbox One and PS4, would be great
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I just had the most amazing match of my life with some randommers so yeah, Im having tons of fun
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Not a fan of items no longer dissapearing when running out both for survivor and killer
Not a fan of the sabo changes, I agree that sabo needs to have a role in the game as it currently is a forgotten mechanic. But this seems like it MIGHT be a problem but we will have to see.
New killer looks fine, his perks are....I mean fine I guess, nothing really exciting.
New survivor is also fine, her perks are meh, they are ok but For The People can and will be rather toxic to deal with and I do believe it will be part of the new meta.
New map is.... idk hard to take seriously but fine as well, breakable walls seems like needless busy work.
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Nope, I knew
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nope, hate it, sounds generic to me and he sounds ermm special...when he is destroying a totem
heh? huh? eh? just everything like it has a questionmark behind it.
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all of them, considering I want to give every character its own unique set of perks
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I appreciate the effort, but dont agree with a lot of these suggestions


