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anarchy753

anarchy753

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anarchy753
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  • @SloppyKnockout said:

    https://forum.deadbydaylight.com/en/discussion/comment/1485289#Comment_1485289

    The only streamers who get "4ks every game" with Billy are the ones running Crackbilly, Drift King Billy or Insta-Saw Billy builds; and nobody is saying those didn't need to be nerfed. The COMMUNITY, as a MAJORITY is was against the nerf to his *base kit*. His addons were too much.

    Lmao get nerfed.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1485244#Comment_1485244

    No it wouldn’t be correct. There are some very vocal forum members, but there’s no indisputable data proving the majority didn’t want hillbilly touched.

    Yeah, what a surprise that streamers always say he's fine when they get big viewer numbers while they 4k every match with him. Oh, there's no possible ulterior motives there.

  • @SloppyKnockout said:

    https://forum.deadbydaylight.com/en/discussion/comment/1485238#Comment_1485238

    He should have said "the majority of the community didn't want a Billy rework". Then he would have been right.

    If you thought there was anything wrong with his base kit, you're just a bad player all around.

    Lol, bet you unironically say "billy was the most balanced killer."

  • "Nobody asked for a hillbilly rework."

    Correction, you didn't ask for one. Plenty of us are very happy he finally got fixed.

  • I mean with what's come out so far I'm just questioning why "Goddess of Victory" looks absolutely nothing like depictions of Nike, and why "Lord of the Underworld" looks nothing like Hades. Let alone how that pertains to "Clown" or tossing bottles of gas in the slightest.

  • I don't want them to fix this.

  • @Seiko300 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1483814#Comment_1483814

    ^^^ This. So much this.

    Another reason that people are so miffed about the Linked cosmetics idea is purely because there's not enough content out there to make an accurate assessment of the feature with truly unbiased fair critique. Everyone is angry at a new system that has hardly seen much use yet

    What I'm saying is that we've actually yet to see what the devs have planned for what they want to do with the linked cosmetic sets and we're only just now starting to see what plans they have for the feature. The Minotaur Oni is a PERFECT example of this, and I don't think anyone will deny this looks absolutely badass:

    https://us.v-cdn.net/6030815/uploads/0A0TXNPKBXZG/image.png

    https://us.v-cdn.net/6030815/uploads/AUP4SHT2U04X/image.png

    https://us.v-cdn.net/6030815/uploads/R1A9MUVWFID0/image.png

    (EDIT: I'm a Goddamn Genius with these screenshots...)

    This kind of thing only scratches the SURFACE of the potential linked cosmetics have, I haven't even touched on the fact that legendary linked skins open up so many doors with in terms of licenses. Characters we might never get to see as a full chapter, or just didn't have a chance to see because other characters were selected may now be perfectly viable options to get in the game.

    Robin could be a legendary linked skin for Nancy, Billy could be a legendary linked skin for Steve, Detective Eric Matthews from SAW could be a legendary for Detective Tapp. Hell we may unfortunately never see an F13 chapter because of the lawsuit which concerns only the first movie, but we could very well see any of his appearances from the subsequent sequels as legendary skins for Trapper. Who knows

    All I'm saying is give it a bit more time before people continue to jump hard on linked cosmetics before you've even given the devs a chance to see what they could really do with the feature. More likely than not, the best is yet to come.

    That's the only set besides Lisa that I've seen be jsutifiable in locking it. Personally I might actually get that one because turning off the weeb factor might make Oni playable.

  • @thrawn3054 said:

    I don't care for it. I wish it was a banjo theme. Especially if they could have made it slightly unnerving.

    You mean it's not just some epic banjo slamming? WELL THEN WHAT IS THE POINT?!

    Personally I wish we had a toggle for default vs killer specific terror radius and chase music. I absolutely hate play as and against doctor because his chase music is just migraine inducing. Just because he inflicts madness in the game doesn't mean I want to feel it every time I play him.

  • It is earnt, you lose up to 75 seconds of survivors not doing gens to get it.

  • Personally I think they're great. They're saving me a whole lot of money by removing any temptation to buy anything.

  • I like the appearance of them but that's no excuse for them being so difficult to see, especially at long distances and on specific maps.

  • The other one, McLean, too many Mc's.

    Also wow, it's pretty obvious I got them confused, everyone else seemed to get it, no need to come in and call me a liar and say I'm making ######### up to call the map bad.

  • I watched McLean streaming when he talked about it and he was like "it's easy, if you want to go upstairs just go to the corners."

    Well every damn time I go to a corner it turns out to be the one the killer has to open up first or some nonsense.

  • @DragonMasterDarren said:

    https://forum.deadbydaylight.com/en/discussion/comment/1481680#Comment_1481680

    not that your wrong, but given the series' entire shtick i highly doubt a large amount of children play the games

    No you're right about that. The main audience for the entire franchise was like 5 people playing the game while uploading it to youtube where about a billion twelve year olds giggled every time they faked a scream.

  • @Customapple0 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1481684#Comment_1481684

    Why? Killers aren’t entitled to a 4K even if 3 survivors are dead, same applies to survivors if they complete all gens, they aren’t exactly entitled to escape. The game is never over for both sides.

    Survivors aren't "entitled" to an escape for not doing gens AND having a teammate decide they can't be bothered finishing the game.

    The survivors should not have a "let my friend uncounterably escape instantly because I got downed" button that loses the killer a significant amount of points just because you don't agree with how they're getting them.

  • Only if suiciding while slugged keeps the hatch locked for the time remaining on your bleed out.

  • It's a kids game. Plenty of childrens things have dark themes, most of it flies over children's heads while they still enjoy the series. The main audience for FNAF has always been preteens and there's no denying it.

  • I'm generally skilled, or not seen enough to determine.

    Ace should be in toxic though. They like to think they're unicorns but they play exactly the same way as Neas.

  • I think that hag set is the worst thing they've dumped out yet.

  • Because survivors see adrenaline as a reward for already winning, and noed as a reward for losing.

    In reality the endgame is neither a win nor a loss for either side until everyone's left or died.

    Noed is like a reverse stalling perk, rather than slowing generators down, you prepare for them going quickly and capitalise off that. However it relies on the laziness of survivors whose mentality is "5 gens = win." Funnily enough it's those same survivors who tend to be the ones who run adrenaline as it means they can get the last gens done while risking being injured because of the free heal.

  • One of the biggest issues seems to be the devs still going by this principle from when the game first came out that they want you to feel alone and scared. Not knowing where survivors are, not knowing each others perks, etc. The issue is that the game has come a long way since then, there's no atmosphere of fear, and SWF already communicates everything to each other. Not putting in features like this only serves as a point of frustration for solo players or groups less than 4.

    These aren't hard things to add and would generally improve the quality of the game.

  • Yes, but also remember Dark Devotion's Terror Radius will always be 32m, it won't be affected by anything else.

  • I think you've got Spirit's back to front. Spirit Fury is an excellent perk on like half the roster, especially paired with Enduring. Rancor on the other hand is pathetic. Its tracking is far outclassed by most tracking perks, and its exposed/mori effect is cheap.

    I'm never gonna think Corrupt Intervention is a good perk. There's like 2-3 killers that should even consider it. On the other hand, Infectious Fright is far more widely valueable both for chaining downs and being aware of flashlights.

    Blood Echo is nice, but I'd say Nemesis is better just for how much it opens up other obsession perks for use.

    I would also put Dead Man's Switch as Deathslinger's worst. It's a niche effect. It disables the strongest stalling perk in the game. It only works on 1/4 of hooks. And it relies on survivor mistakes.

  • I generally don't have an issue with 360s at all. I usually get close rather than lunge to make sure there's no Dead Hard, so when I attack it's a basic attack and those generally ignore 360s anyway.

  • Just a reminder that the game is being converted to "Blendette's Paradise."

  • @[Deleted User] said:

    Totally agree with this. I'm a casual lazy player when it comes to dailies/'side-quests', I'd love if the tome would auto-select the next relevant challenge after completion (I'll grab the BP later), and as you say, auto-open to the tome of the currently selected challenge when going into the archive.

    It does if you have a challenge selected but as soon as you complete it, it goes back to the last page of the most recent one, so you have to hunt it down again to collect the reward and select the next one.

  • Because every killer has a basic attack, so every killer is able to benefit from those perks equally.

    In general, killers who use non-basic attacks to injure or down have an easier time in chases, so allowing those perks to work on those attacks too means widening the gap between them and M1 killers which isn't something healthy for the game.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1479123#Comment_1479123

    Well, look at it this way. If you're having success, you probably don't need the perk.

    Cool so just disable decisive once a couple of gens go off?

  • @Snowbawlzzz said:

    I think it's mostly fine as is, just make it so that dead survivors count towards the slowdown

    Exactly. It's ######### that perks punish you for success.

  • I didn't even use it that much because I'm not a fan of temporary perks, but some characters just feel like absolute ######### without some form of early game stalling, and I loathe corrupt intervention.

  • @SkeletalElite said:

    https://forum.deadbydaylight.com/en/discussion/comment/1478862#Comment_1478862

    What this person says is correct. While I wouldn't call this a bug per say, it definately seems like an oversight. You are affected by the negative effect of a hex perk, it should be considered a curse in my opinion, like NOED.

    Nah, cursed is pretty consistent as it is, it means "there is currently a lit totem inflicting a bad effect on you, find it and destroy it."

  • You have to have the cursed status, I believe. Haunted Grounds never has one, you don't see you're affected before it's cleansed, and when it's cleansed it's gone, you're exposed not cursed.

  • And here I thought FNAF couldn't get cringier.

  • I am so ready for it. Gonna be the highlight of my year.

  • I started by working on teachables for both sides. I would play each character while I levelled the next up to 40 then switch over.

    After that, I got one survivor, David, to P3-50 and got every perk maxed out on him.

    Now all my points are going into getting all killers P3-50. I do it one killer at a time, absolute cheapest possible webs until P3 when I care about add ons and offerings on them.

    After that, it's going to be between prestiging survivors, and unlocking all perks on all killers.

  • Love them. I think they have a really different atmsphere, and the Game and Midwich have some of the best references to the source material. They're way more impressive to me than most maps that seem to have a heap of reused assets especially with multiple variations of the maps.

    Not a huge fan of Lery's though, way too big and confusing.

  • It's soooooo overrated. People say it's good on "setup killers" but those are the same ones that suffer the most from having the later gens split up at a long distance.

    If you block the 3 furthest gens, you end up forcing survivors to do the gens grouped up in the middle, and spread out what's left. It also basically kills off any chance to use hexes because survivors have time at the start where they're on the lookout for them.

    It actively makes the game harder for you if you don't absolutely crush the early game.

  • From a killer perspective, not at all. Even when I'm NOT expecting it people just fail SO OFTEN. It's a hard timing to get, and the amount of time you waste trying for them instead of progressing the match stacks up. You make like 20 matches a lot harder for yourself and your team for the 1 match where you luck out and get one, and it's not like that decides the match, though it is a large impact.

  • You were the last survivor, and you were caught and hooked.

    You have lost.

  • Personally I never expect to see auras. It's such a common perk and there are SO MANY ways around it, that not seeing an aura doesn't mean "there's someone here."

    The people who complain about BBQ are downright lazy. They stay doing exactly what they were doing, they don't take the many options to counter a simple perk, and then they come have a cry because they got caught.

    There are far more detection perks that are harder to avoid, harder to realise they're being used, and better for the killer, so honestly you should be happy that a mediocre one is the one that comes with all the bloodpoints.

  • Her power sounds mediocre, because it's so heavily reliant on survivor choice. If they avoid looking at her directly (which from Ghostface we know is incredibly inconsistent anyway) then she simply has no power.

    Nothing Can Be Broken is literally just "Protect NOED." It sounds just awful. Not in the least because now you're going without 2 perks JUST to use NOED.

    Hex: Gorgon's Eye honestly seems more like a survivor perk, because all it does is motivate survivors to not be Blendettes that don't contribute to the team. If anything this would just cause you to lose faster because survivors are more active.

    Chase in the Dark would be good if not for the fact that it only hinders solo survivors. SWF completely counter this already.

  • No.

    I like maps like the Game, and there is 0 chance you get 4 survivors and not one of them is banning it. Same for killers banning Midwich and Haddonfield.

    It would simply stop several maps from ever being picked (which are also the only maps in their realm so that distinction is irrelevant) and leave us constantly on the boring AF rotation of Corn, Badham, Autohaven and MacMillan.

  • Honestly there hasn't been a set in a long time that's got me excited. Last one would have been Saw 3 Pig.

  • @Anara said:

    Can we recover from the For the people broken status with Solidarity? Or can we recover at 99% until the end of the debuff? Or Solidarity is completely useless with For the people?

    Did someone tried it?

    While you are broken you cannot progress your healing in any way.

  • @rottmeister said:

    I like the Meg skin a lot.

    It's something completely different from her sporty outfits and I didn't expect the dress to look like that based on the description that was leaked.

    And to top it off, it's not a bright neon colored outfit. You could look classy and be stealthy :p

    I'm expecting the back of the hair to be shaved. There's no way we get a nice Meg outfit without it being sporty, neon, or half-shaved.

  • @VSLl said:

    https://forum.deadbydaylight.com/en/discussion/comment/1477048#Comment_1477048

    I am Hag main and this outfit looks very terrible to me. No wonder this skin is called "Abomination". Although the tastes of all people are different and someone will like it.

    Yeah the conjoined twin (or whatever the lore is) could have been done a lot better. I don't understand the thought behind that hair in ANY way. Don't know how it will look in game, but the textures also look really blurred and low detail in that up close shot.

    I also don't like how default everything from the neck down looks either. Like there's lumps and an arm on her chest but there's just nothing springing out to me.

    @Justalittlepeeck said:

    https://forum.deadbydaylight.com/en/discussion/comment/1477048#Comment_1477048

    I mean, isn't that the point of the skin? It's supposed to be an ugly abomination

    It's hard to put into words, but there's a fine line between shocking, disturbing and creepy, and just unappealing.

  • I get what they're going for with that Hag outfit, but seriously that just comes off as ugly more than anything.

  • @Raptorrotas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1476806#Comment_1476806

    So why should the slinger be the only killer to inform other survivors he's "about to hurt a survivor" instead of "has just hurt a survivor"? Is he that strong? Survivors already kinda get extra time by his huge ttk, or rather time-to-injure. He doesnt need to have announcement that hes currently busy.

    Other killers don't have a wind up between catching a survivor and the hit landing. The closest would be Doctor and Clown who both generally use their power to land a hit on survivors, and both of them properly give feedback every time a power lands.

    The point is that the ONLY people punished by not having this noise are solo survivors, and the goal is to close that gap between SWF and solos.

  • @Raptorrotas said:

    Doesnt the UI already show you injuries?

    What difference do those seconds inbetween getting harpoon and getting injured/deepwounded make?

    In either cases you know "huh, someone is getting hurt somewhere, neat. Better do more gens". The delayed info is even better as you've already spend those seconds progressing the game instead of being informed you can now progress it.

    "Doing gens" isn't the only thing to do in the game.

    It can be the difference between getting in place for a flashlight save or not.

    It can be the difference between getting into BBQ range to go for a save without hiding in a locker and wasting time.

    It can be the difference between finishing the hex you're cleansing, and stopping to hide.

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