anarchy753
anarchy753
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@Wylesong said:
https://forum.deadbydaylight.com/en/discussion/comment/1393468#Comment_1393468
Well I mean if we are expected to escape and get out then they should have to kill at least 1 survivor. If not they may as well just give the crown to all killers for everyone right now anyway if there is no real work to getting it.
So what? Escaping isn't hard if you're half competent. Anyway, if you make it 1 kill, that just means the rate of killers camping person #1 to death on first hook goes way up. Kill 2 and the same happens to 2 people. Kill 3 or 4 just becomes excessive.
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I just can't stand the weird trot she and Susie do. Run or jog like a human.
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Yeah see that's the issue with how bhvr solves a lot of problems, they don't fix them, they sell fixes as DLC.
Problems with mechanics? Add bandaid perks like Hangman's Trick and Mad Grit that are so niche they never get touched.
Game goes too fast and more stalling is needed? Well that's when Pig got a power that stalled the game in a separate way to gens, but it didn't fix the issue for EVERY OTHER killer.
People have been asking for skill checks to replace mindless key mashing for years? Well don't change that, something that would make so many people happy with literally no drawback, no, sell it as part of a killer's power. Because it's just as well the survivors get to choose to go against Pyramid Head to get the better struggle mechanic. Oh, wait, they don't.
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I mean why does it matter, her default hair is atrocious and a crown won't fix that.
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@Zixology said:
https://forum.deadbydaylight.com/en/discussion/comment/1393408#Comment_1393408
I see killers going AFK after getting theirs.
Oh, so you'd prefer killer be motivated to deny you your crown every match because they HAVE to kill people?
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I'm not that experienced with him as I've just got back from a 6 month break, but my experience so far has been this; his power is decent, but seems like a lot of slow work just to get a basic hit with essentially no real benefit. "Deep Wounds" is vastly overrated by the devs. Compared to other similar killers like Huntress, I also find he's weak to most of the survivors' basic tools. Where Huntress capitalises on pallets, Deathslinger is crippled by them because attempting a shot can just easte your own time without even injuring the survivor you hit.
Combined with basically 0 map pressure, slow movement speed. All I really see in the plus columns is pseudo-stealth, while real stealth killers get better benefits.
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Because a killer's power should never prevent them from attacking you. It's their choice if they want to go after you and they're wasting the stalling ability of their power. However, a survivor who is dead accomplishes less that a survivor with an additional objective, it's still a net gain as killer.
Gotta remember, having a head trap doesn't make you immortal. I've seen so many people play so poorly when I'm Pig, running out in front of me, searching loudly while injured 2m from me while I'm chasing someone else. It's so often an easy hit and hook in a matter of seconds because people think I have to ignore them.
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That happens in the lobby. When the survivor does the fiery loading animation, the crown doesn't load all the way and keeps that orangey effect. If you unequip it and reequip it it goes fully gold. It's not a different cosmetic and it never loads like that in a match.
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@kylerabdcgamer10 said:
https://forum.deadbydaylight.com/en/discussion/166084/legendary-skins-are-pointless
- you cant mix and match parts of the character on Legion, you mix knives and masks...the character is always the default outfits character.
- with Heather's legendary skins ''Alessa'' and ''Lisa'' THEY ARE "NOT" the same character or person and would not wear each others clothes or have each others heads, Lisa is from Silent Hill 1, Heather is from Silent Hill 3.
- its not "pointless" its to be able to add more characters that fans of any series may like or want..example Hopper and Joyce, and others from stranger thing. other licence'd characters from old or new chapters may now be able to have a chance to be put in as a character without taking up a slot. this potential means up to 3 or 4 characters "PER CHAPTER" now.
- all characters are essentially just skins anyway with new perks and a voice .....(-_-) no new running, healing and animations and ect in that aspect, they also all are the same height and have mostly the same body proportions.
Yeah the only different is a $15 price tag vs $5 for less content.
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Honestly I just find them sad.
It's a character they have the rights to, and the only thing stopping it being a full blown playable character is a paywall larger than a full chapter, and a lack of perks, what a waste.
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Why are so many [pick a colour] rank survivors using Decisive Strike? I've counted and seen survivors using it every game for the last decade.
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I can't believe people are actually voting anyone but Nea the ugliest. She's the pig-faced girl and most of her cosmetics just make her worse.
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/1388488#Comment_1388488
uhm. Nurse, David, Legion and also Ace kind of.
Yeah because a company that feels the need to announce that they are actively making characters LGBT for PR will definitely not be heavy handed with it.
Edit: Like have you read Zarina's lore? These aren't the masters of subtlety.
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@BigBrainMegMain said:
.....she has the mind of a child. She throws fits. She throws tantrums.
You decide.
She doesn't have 'the mind of a child,' her lore doesn't say she has any sort of intellectual disability like that, only that she is more animalistic from growing up alone without socialisation. She raised herself and is an adult and behaves as such with maternal instincts trying to find a daughter, her mind didn't hit pause just because her parents died.
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I'm gay and I agree that sexuality doesn't belong in a game about murdering people like this.
NONE of the original survivors has lore that talks about them being in a straight relationship, just like none have and lore about being in a gay one. The fact that a survivor will be released with lore saying "BY THE WAY THEY'RE GAY!!!" and most likely their entire back story will be 'supported gay rights,' 'bullied for being gay' and other gay stereotypes sucks.
The entire point of LGBT rights is to be treated as normal, and the fact that people demand characters' sexuality has to be dragged out front and center, and often made a characters' entire personality, is completely detrimental to that goal.
Even worse is we're probably going to get the same ludicrous stereotype of a femboy that most media portrays which does not represent many of us, and only further serves to alienate us from others.
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@LapisInfernalis said:
Sadly the best totem spots won't matter if everyone knows it could be there. The best totem spawns are those you cannot see. The Saloon Map or Lèry's have some of these.
The basement would be a good totem spot, because it forces you to go somewhere that; a. you wouldn't often choose to go (compared to "I'm just running from one gen to another, may as well check 6 totem spawns on the way there") and b. the killer can turn to an advantage, such as through territorial having a more general value than specifically aiming to go into a basement defender build.
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Really, avoid using your power. Infecting people means less chases and less hits. It sucks, and it's a massive design flaw of adept, but it's how it goes.
That or kill 2 people and slug the last 2 and let them heal each other up a few times to get extra hits then murder them. Sadly a good time for this is events where survivors are looking for someone who wants to cooperate.
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@[Deleted User] said:
I think Blindness is a fine effect because it counters lot of survivor items and perks and deprives them of information. It blocks auras from Object of Obsession (and therefore gives the killer free wall hacks), Kindred, Bond, Empathy, Aftercare, Alert, Windows of Opportunity, Saboteur, Rancor, Dark Sense, maps, keys, hooked or dying survivors, etc. My problem with Blindness isn't the status effect itself. It's the the fact that most add-ons only inflict it for a very small amount of time. I think increasing the Blindness duration a bit would be useful enough.
As for Haemorrhage, I agree that it's hot garbage. The only situation in which it's consistently useful is if you're running Bloodhound or the add-ons for Spirit and Wraith that give a similar effect. Even in that case, though, it's just a "nice to have" - you should still be able to follow blood trails with the normal bleeding frequency. You might get a slight benefit from it on some tiles against Iron Will users, but when I say slight I mean slight.
I still think they could rework it without fully removing it. For example, you could also make Haemorrhage start a timer, similar to deep wounds, and if the timer runs out before you heal it could apply the Mangled status effect. You'd have to rework perks like Sloppy that currently apply both, but I could see that being useful for time wasting - people might opt to heal rather than just do gens because they know that waiting will just make their heal time longer.
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Haemorrhage and Blindness add-ons are both actually stronger than you give them credit for right now, though. Applying a status effect while hitting a survivor will consistently cause the game to freeze for half a second, which will often result in them sprinting into a wall and wasting their free speed boost. Working as intended? No, but they will still give you some free hits.
I agree that blindness in and of itself isn't entirely useless. The issue is almost none of those you mentioned are affected by an application for ~30 seconds usually on a hit of some form, and those that are affected are rare at best. It's also something you have to sacrifice other add ons for, so the decision comes down to "do I take an add on that gives a tiny benefit IF they're using X, Y or Z perk," or "do I take an add on that will have an effect no matter what happens in the match" and basically nobody goes for the first option.
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David and Quentin.
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Which of Lisa's perks is best?
Personally I think Ruin is the most impactful as people tend to not commit to getting rid of it any more. Devour Hope is great when it works but so unreliable. Third Seal is still very weak against any form of SWF.
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I wish they'd put it on Susie/Joey's default too. I know they're paid skins but it's not like it'd unlock the characters, just their masks.
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I'd like them if it didn't mean giving up any decent head cosmetic to use.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1382144#Comment_1382144
I play Oni sometimes because he's fun, not because I'm a tryhard. Also, there's nothing wrong with being a tryhard in a competitive setting, that's literally what "competitive" means.
No there's not. What's a problem is balancing things in a way that benefits different sides based on which killer you pick, rather than what the other 80% of maps do and use RNG to at least give less mobile killers a chance that gates won't ######### them over.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1382119#Comment_1382119
Nah, a high mobility killer can still get you.
That's still a free lost survivor if you don't want to play the same 4 killers as every other tryhard.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1382112#Comment_1382112
How is it fair that the killer outplays your entire team, yet is punished by increasing your odds of escape?
Even more so on indoor maps where the gates are preset and guarantee a killer cannot get between them. Unless you play incredibly poorly those maps are a free escape for at least one survivor.
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On the plus side they force you to use the default head look, so nothing lost if you don't get them. I'm on my last killer one now, so much more pleasant to go for than survivor.
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@indieeden7 said:
I personally don't use many META perks unless I'm doing a very certain build (DS in a locker build, Dead Hard in a vaulting build, etc.) But I completely understand why people don't want to shift from the META, the other perks that they are given are awful, the devs have given them so many restrictions in order to avoid abuse when the perk would have already been situational. Even then, that's not to mention the perks that are simply just useless, most red rank survivors wouldn't really find something like This Is Not Happening or Technician very useful would they? If people want survivors to shift from the current META, the devs need to do a serious overhaul of perks because frankly, a lot of them have been useless on release.
I completely disagree. I love running off meta builds, and I hate this attitude that "anything that does not give me a fixed +1 hit is trash."
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I can't believe how little benefit there is to the event. No blood hunt, no "event gen/hook" score event. Just 750 bloodpoints for picking it up and earning the crown, it's pathetic.
That and the fact that in order to use the cosmetic you have to use the default head. Obviously with how it works there could be no issues applying it to every other skin in the game (unlike prestige that needs a unique texture for every piece.)
As it is I'm gonna earn them on all the killers day 1, a couple of survivors that I care about, and the only one I can think of that I'd ever be tempted to use is Plague because I use her p3 head anyway. And maybe Legion but even then, that's iffy.
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I just wish the map selector would choose between realms, THEN pick a map from the selected realm. That way maps like Badham wouldn't be 5 times more likely while still being insanely similar. Also maps like CORN wouldn't be every other match despite playing the exact same way.
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Yes, most things have worked like that.
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@DwightOP said:
https://forum.deadbydaylight.com/en/discussion/comment/1377895#Comment_1377895
Ask this the cs go community if you find this here serious already.
CSGO actually has a market where cosmetics have value, none of these were tradeable or anything.
The only cosmetics that had value were ones that had one-use codes that players would use to extort others out of insane amounts for them. It's only a positive thing that exclusives are gone.
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I've been out of the game for like 6 months, but I believe at one point there was going to be a breakable wall in the shack? Did that get scrapped or just never mentioned again.
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@kosmi said:
I am all for geting keys only in the match but not be able to bring it in the match. Since so many toxic swf bring keys only to gen rush 4 gen and esc. While on the other side so many killers using mori and tunnel for no reason in some games...
I disagree. At least if there's a key in the lobby I can plan accordingly. Plunderer's gives way too high a chance to get a key that the killer may never even SEE, not in the least that it's a very hard item to spot if you aren't looking for it, and 3 people just vanish the second someone dies through no fault of the killer's.
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I think it's pretty tacky. I'm gay and I don't need constant voiced approval from all sources to feel ok with myself.
Plus it becomes a slippery slope. You add something that supports pride month, then "why do we have that but no black history charm" then every cause no matter how minor has a reason to complain that they aren't being represented and BHVR are forced to produce cosmetics for every different thing of be labelled as racists/sexists/every other ist in the book.
Better to keep politically neutral in general than weigh in on something.
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@BoiltOver said:
https://forum.deadbydaylight.com/en/discussion/164409/the-1-sided-nerf-that-nobody-is-talking-about
How could you even remove flashlight clicking?
Make flashlight use last 0.5-1 second minimum. When you click it it would actually drain a bit before going off rather than allowing instantaneous on/off without costing anything. It would have no impact on the gameplay of using a flashlight to anyone except people who clickety-click.
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I have more of a problem with what comes with fnaf than actually having fnaf in the game. The community for those games is awful and downright (I know the word is overused) cringey.
Combined with the fact that it's the absolute cheapest, lowest-common-denominator form of 'horror,' (using that word lightly) makes me believe that it doesn't deserve a place alongside timeless horror icons.
With the amount of 'scary mascots' that were around before fnaf, the clones that have followed it, and the amount that will come in future, I don't ever see it being something that is memorable across generations the way most of what we have so far is.
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I don't think so, or there's no chance any of them could repair a generator.
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I don't like the idea of not seeing the cages. Beyond camping it's an extremely important part of the information of the game to know where your survivors are hooked. That's a major disadvantage to killer who don't camp to not know where survivors are aiming to go. It goes from knowing "this gen was worked on but there's no one here, they probably went in that direction" to "nobody's here, guess I'll wander aimlessly and hope someone jumps out in front of me."
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I played survivor, I was too intimidated to start as killer. I didn't know what to do so I was too scared to go against 4 people (not knowing how inexperienced rank 20s were) on my own.
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"It's really not fun to go against someone using 4 perks that all do the same thing."
(Ignores that it's really fun to play against 16 second chance perks every match.)
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@NoShinyPony said:
https://forum.deadbydaylight.com/en/discussion/comment/1027583#Comment_1027583
That's not logic. The bigger the map, the bigger the difference between Billy and, let's say, Trapper.
If the devs would make maps smaller and killers would need to travel shorter distances between gens, hooks etc., the difference between Billy and Trapper would become less significant.
Smaller maps would not make Billy "more broken". Is Billy broken on Coal Tower, for example? Clearly not.
Did I say "smaller maps" or global changes?
There've been countless discussions about secondary objective and such that would globally give killers more breathing room, which would give slower setup killers a bit more time work with, but would push Billy even further ahead if his mobility still allowed him to pressure both objectives. If Billy is brought in line with the same form of balance as every other killer, it makes universal changes much less polarising between the killer cast.
People complained about Ruin on high pressure killers so it got nerfed. Who does it hurt? The lower tier killers.
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@illusion said:
It's funny how the Ruin nerf got everyone talking about map pressure, now we are going to talk about nerfing one of the few killers that can actually apply some good map pressure? Yeah, that's going to sit well with killers. 🙄
I have never played Billy. I have seen videos of him being played countless times, and played against him countless times. I see much better players than me struggle with his turns, so I imagine that it is even tougher for newer players. He's great at maps with a lot of open area, not so great on other maps.
As survivor, just stay out of his way. If you want to teabag him at a pallet, you do so at your own risk. 🙂
Amazingly the game should be balanced around all killers having the potential to pressure the map, rather than having one killer with near infinite map control making global changes impossible because he'd be even more broken with it.
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It's ok, you'll never get a genuine response out of people about Hillbilly.
They've had the mantra of "most balanced killer in the game" drilled into them by an echo chamber of youtubers and twitcheys that steamroll with him every match, because they don't want easy mode nerfed.
They also want to feel good about themselves, so pretend that he takes some unfathomable skill to move your mouse to the left or right.
Any tool can jump on Hillbilly and perform far better than most other killers in the roster. His power provides too much advantage at 0 drawback. His add ons take away the small amount of skill requirement (easier steering) while also making him completely broken (insanely fast charge up.) He simply does not fit with the balance of every other killer where high mobility comes at some form of cost, usually lower base movement speed.
People like to get their right hand lubed up and say they can magically beat Billy by looping and that 110 speed would somehow kill him off. Sure, maybe a baby Billy. Every other killer that has the insane mobility he has moves at 110 does just fine, Hag doesn't get 100% of hits from teleports, and comparatively, all the other 115 speed killers are expected to get ALL their hits in basic chases and don't have cross map mobility on top of a one shot.
The extent of "outplaying" a Billy comes down to guessing the coin toss of 'does he go left or right?'
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My games have been excellent. It's been mostly Dark Souls with some Warframe.
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@Lucama said:
https://forum.deadbydaylight.com/en/discussion/comment/1017741#Comment_1017741
Player numbers have been stagnant for a year and a half, with 20k being the average with a -4k/+3k variance. Now while these aren't awful numbers, the last half a year has seen constant nerfs against the highest tier of Killers and now the highest tier killer perk, there's been plenty of complaints about survivor queue times recently and once the hype of a new patch wears off in about a week or two I'd expect to see those get even worse. The game is being made to appeal to new players while ignoring the high skill level of play, which will turn it into the revolving door of players I spoke about in the above comment I made.
Hype over a new patch is optimistic. Looking at the steam charts for today it doesn't even look like a patch dropped at all.
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@ProfessorDunwich said:
I escape most of the time now. The killers get a few hooks and are usually a lower level than me. While I admit I am having fun as a survivor, I highly doubt the people playing killer are having any fun. Wonder how much longer people will deal with games that fly by and continue to play killer.
Oh yeah, and how 'fun' is the 30 minute queue for survivor for a 5 minute game?
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The Spirit mains saw a hint that Freddy was actually getting better kill rates so they jumped ship.
But in all seriousness, sound bugs plus the fact that she lost a bunch of obscenely strong add ons.
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@newavitar said:
https://forum.deadbydaylight.com/en/discussion/comment/1010151#Comment_1010151
If you legitimately have issues with Billy then you don't have skill with survivor. Anyone with any skill in survivor all agree that Billy has a seriously underwhelming power that is only useful for mobility, and then ######### him at loops because of his slow movement speed.
Recognize the double standard.
Slow movement speed.
Literally tied for the highest base movement speed of any killer.
The biggest issue is that he's one of only 2 killers who doesn't have a movement speed penalty to compensate for an ability that grants high mobility, and the other one actually has to hit people as an M1 killer to use their power.
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@thrawn3054 said:
He's also as easy to loop as any M1 killer. His power is perfect. Strong, but not oppressive.
Except those more balanced killers that move at the same speed as him don't cross the map in less than the duration of BBQ, have an instadown that requires 0 setup, can patrol every gen in 10 seconds flat, and can down people at the start of the match when the only counter is to literally cross your fingers and hope you spot him coming around blind corners faster than you can possibly outrun his turning. They also don't have training wheel add ons that remove any skill from the power.
Billy is gross.
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I hate it because of how unavoidable it is. I can know you have Head On, I can know which locker you're in, but my options are still 'hand you a free escape from the chase' or 'get stunned.' Trying to dodge it is incredibly inconsistent when servers can stun you from miles away, and grabs nearly never work.
Added onto that is when there's 2+ lockers and I'm already wasting a lot of time just finding the one you're in.