Zuiphrode
Zuiphrode
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- Zuiphrode
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Ghoul has gotten three massive nerfs so far. Can we just start closing these whine threads?
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Sadly you're not going to get much from surv players because they feel utterly entitled to force you to play along with their little humiliation ritual.
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You can't even adblock it!
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Don't use invocations if you don't want to be broken for the entire game.
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"The community" meaning a certain vocal minority.
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So, basically, you want to bring back the thing where a surv can just beeline into a corner of the map far from hooks with complete impunity?
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Turn on your monitor
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You can already make yourself anonymous in the options.
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opening the gate for the survs to leave after politely standing under every pallet, evidently
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PH was slightly improved overall though the slow while using his power is harsh
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Knight is toast
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The changes to the clown's bottles shows a lack of understanding of when and why they were actually used. Most of the time you don't want to use the fast gas- it's a very niche thing basically for catching someone before they got to a vault in certain map squares, because if you use it too much then you buff the survs more than yourself.. The slow gas is Clown's bread and butter for good reason.
The Knight nerfs are going to make him even more dumpster tier than before. No one's chasing with Carnifex, jesus. -
I'm skeptical of these knight changes. He's already pretty bad and you're making it easier to just negate his power by holding W.
Actually in general, these killer nerfs are unneeded. The clown one especially is bad, as the fast gas helps survs way more than it does him. -
It's ilterally what he does in his own home game
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More specifically, the game is balanced around -killers- being the 1%. Surv gameplay is balanced around casuals who can't be bothered to learn the basics. Also comp SWFs don't exist and we have to think about the gameplay experience of weed.vegeta2010 who listens to rap on full volume at 138 decibels while he games then cries that Springtrap is too op because he keeps grabbing him off a gen.
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Trapper basement playstyle isn't really a game winner since the Trapper has to waste a large amount of time and resources setting it up while the survs get to do gens largely unimpeded. You're looking at at least 4 traps, 2 for the stairs and 1 for each of the shack doors. On maps where the basement isn't in the killer shack, the basement strategy is largely ineffective.
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There's this double standard where killers are expected to be balanced around top 1% while survivors are balanced around casuals who can't be bothered to learn the basics. Also comp SWFs don't exist and we have to think about the gameplay experience of weed.vegeta2010 who listens to rap on full volume 11 hours a day at 138 decibels then cries that Springtrap is too op because he keeps grabbing him off a gen.
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Typically it's impossible to prove someone is any kind of phobic or ist unless they say it in endgame chat.
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Daily survivor whine aah thread
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@Rapid99 said:
This but for me with garden of joy and ormond. I get ormond went through some changes, same with garden of joy… but everytime I get these maps as killer, I just roll my eyes. If I'm not playing a mobility killer or something with a teleport, I already know it's done.
How garden of joy's main building still exists as it does it unfathomable to me. It is the freest, no effort loop you can have as a survivor because it has the god window of all god windows that goes directly into a T and L wall, or loops back into a god pallet if the killer managed to get close.
The new Ormond Mines is somehow even more awful for M1 killers than the resort.
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There aren't a ton of Houndmaster mains because she's one of the worst killers in the game right now, mostly due to Houndsense being virtually useless and the buggy pathing issues the dog has.
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So it would basically… just do nothing?
Literally the entire reason it exists is to prolong EGC. Your suggestion makes no sense.
This also literally isn't even a strong perk in the first place. -
Mabye you shouldn't be playing a game that, as part of it's mechanics, requires lots of flashy notifications.
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@GoodBoyKaru said:
https://us.v-cdn.net/6030815/uploads/DUB47TKO2SVP/image.png
The eyes I can't comment on but dude is clearly missing a hand. Like that's a golden gauntlet moved by lich magic his hand is not underneath that
You can literally see the fingers sticking out bro
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@YamamuraVideoRentals said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3952760#Comment_3952760
He's not a "D tier killer"
Use your own brain, and stop allowing other big content creators to think for you.
Try playing him and you'll see how "good" he really is.
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@UnicornMedal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3952711#Comment_3952711
Because slugging affects gameplay and autonomy. Are the survivors at the gates preventing you from playing or are they hurting your feelings? It's an important distinction to make.
You can just wait for four minutes to die, or your friends can save you. After all, it's just four minutes, right?
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@UnicornMedal said:
I don't say this to be mean, but you just have to get over it. It's like smacking on hook or smack-talking in chat. Issues with gameplay should always take priority and that's something that's on the devs. Our psychological well-being is on us and us alone. Now if t-bagging is preventing you from playing the game and affecting your autonomy as a player, we can talk about that. But if it's just rude or insulting, then it is what it is.
You, and survs, should get over slugging then, because "you'll just have to get over it".
Why should only the feelings of survs matter? Toxicity is toxicity.
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@melissayeti said:
here's a thought: don't let "teabagging" bother you. it's just a game. it's not that serious.
You're on record whining about slugging, hypocrite.
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A bloo bloo bloo a killer is using his power nerf it NERF IT - survs, literally every day
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The thing that annoys me is that you literally can't even control tunnelling sometimes. Like if the surv who was just unhooked sometimes crosses your path randomly a short time afterwards. And killers need to be allowed to punish if the survs go for an unhook while he's still in the area.
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TBH survs won't be happy until he has a 60m terror radius, is slower than hag, and takes 30 seconds to charge his power. And even then people will still complain.
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@YamamuraVideoRentals said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3949386#Comment_3949386
Why should the killer be entitled to a 100% secured kill, and/or more free downs and hooks just because they hooked ONE survivor?
Why aren't you doing gens while the killer stares pointlessly at a hook?
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Why should you be entitled to a 100% safe unhook?
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They weren't great even when those two statuses lasted until healed because sloppy butcher is a thing.
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The vast majority of tunnels happen either when someone goes for the unhook while the killer is too close, or because the unhooked surv is just dumb/unlucky.
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@Orthane said:
They tried it before and it was super overpowered. The issue is that it can make winning as killer nearly impossible if the downed person just stays under a pallet and someone hovers. It would have to work like anti-camp where there's a secondary meter that fills up but only when another survivor isn't within like 24 meters or something.
So basically, it would never work properly at all, then.
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3940423#Comment_3940423
Exactly this tbh, Killers who've reached a higher MMR by using these strategies, will slowly adjust to an MMR where they're more able to compete without them, same for Survivors with the extreme hiding. Their MMR will all balance out.
You should mabye play the game once in a while before saying silly things like this. Tunnelling and camping are both nuanced issues.
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Gee what a surprise, new killer and survs complain about him instead of learning his mechanics
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Lmao this mostly makes him worse than he is now. Nerfing honing stone and bloody coil? Add-ons that actively punish him for using his power? This rework sucks.
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Miss me with this lame rework that nerfs him into the ground and also removes scratched mirror and the current tombstone playstyles.
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Just like in real life, blind people have no business trying to kill other people in any context, because they'd be awful at it.
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Essentially, traps, even if survs know where they are, serve to limit the surv's movement. We had destroyable traps once— you could remove them permanently with Sabotage. It didn't go well.
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100% no to destroying the trap.
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If I see someone TB even once that kills my motivation to play any further
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That min distance is way too harsh. You wouldn't even be able to efficiently trap both doors of the shack with that.
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Why should you get a 100% safe unhook?
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@TheSingleQuentinMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3938513#Comment_3938513
I'm a bit confused by what you mean. Just to be clear, I know he can't place traps such that the stairs are entirely walled off. I'm trying to make overall harder to camp the basement, and not something trapper can typically do, especially if he's going to have all his traps basekit.
I'm not trying to judge you, I'm just trying to figure out where you're coming from here, but do you think trapper should be able to basement trapper like he can now?
…yes? If he wants to waste a large amount of resources to keep one person in the basement, the rest of the team could be off doing generators unimpeded.
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The main good thing about xeno tunnels is that if you're up against a bully squad and give up you can just hide in the tunnels and they can't teabag/flashlight click at you
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Some of this interests me but you instantly lost me with the basement nerf. It's not possible to completely wall off the basement with traps, you can only make it hard to get in and out safely.
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Singularity is fine. He just isn't some killer where you can turn your brain off and hold W to win.