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beatddb
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@Fantasy said:
When they start removing the crows after about a second the aura disappears. The aura will only stay showing if they aren't trying to remove the crows. Unless you are saying they weren't trying to remove them and the aura still wasn't showing?
Yeah they werent trying to remove the crows, because it happened on survs working on gens or inmediatly after i swarm them, so its easier to tell its a bug instead of them trying to repel the swarm
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She gets slowed when placing and throwing crows, if you bait her to shoot then she's already on cooldown and slowed meaning you can move to another loop or escape the chase.
If she does uses her crows in a shotgun way, then she has even a longer cooldown and you have more than enough time to repel the swarm, meaning that she won't be able to hit you again.
She has the perfect amount of counterplay, she doesn't need a rework.
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@Malkhrim said:
https://forum.deadbydaylight.com/en/discussion/comment/2676068#Comment_2676068
Wait, he is worse than Myers and Clown now?
I haven't played him after the nerf because... well, because it was obvious he was going to suck. But I didn't think he could get worse than Clown.
Myers at least has great snowball potential, a well timed tier 3 can turn a match upside down. Clown is pretty bad but on smaller maps you do just fine. Deathslinger is the worst killer in the game specially because of the iron sight mechanic, its crazy slow now and a survivor strafing left or right will always move faster than your turning rate. He only has zoning left, but for that you already have every other ranged killer so no reason to play him anymore.
It's sad cause I used to main him since he was released, it was a good break from huntress. Hopefully one day the devs will reverse the nerf
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2676090#Comment_2676090
No good Survivor is going to get hit by a long range bird.
The shotgun approach slows you down a TON and puts your power on a long cooldown. It's more difficult to avoid, but not impossible.
She's okay in chase, has really good info, but zero map control.
B-tier and that's pushing it.
think you're underestimating long distance shots with the crows, predicting where a survivor will be far away isn't impossible, and huntress mains will have an easy time with it. And the thing is, you don't just get one cross map shot, you get 3. So you can predict where the survivor will run, where they could try to move to avoid the hit and another one just to be safe. In some areas of the maps those 3 shots are an unavoidable hit because of the crows hitbox.
The whole shotgun approach is the most effective way to play her, I've tried playing her crow into 1 crow, or just m1 until crow on loop, but none of these strats helped me nearly as much as the shotgun did. You basically get 3 punishment of the damned from PH but easier to hit.
If you use the festering crow and ink tar (i think thats what they're called) addons which are yellow and brown, you get enough cooldown reduction to be able to hit the shotgun even if survivors start to repel the crows inmediatly (which is what they should be doing)
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@Weasdat said:
https://forum.deadbydaylight.com/en/discussion/comment/2676087#Comment_2676087
If you're getting cross map downs it's not because you or the killer is good it's the survivors being bad. You get a map wide audio cue when she summons birds, when she launches birds, and she has to hit you twice. Survivors have all the time and warning in the world to not get hit cross map.
It's pretty hard to avoid being hit if you're not in a very open position and she throws 3 crows at your general location, in some cases you can't move quick enough to avoid them, unless it's a big map and she's on the other side where it gives you a lot of time to react
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With the strat of 1 crow into shotgun it gets pretty hard to avoid her attacks, and for far away shots you can use one crow and the follow up with another one (or 3) to get the hit. Those 2 strats and some gen slow down perks are carrying my games
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@landromat said:
She's not even close to s tier. You can just hold w and you can't do nothing with her. She's Top B - low A tier now
Holding W is more of an issue with the game and map design rather than her tbh, most of killer powers are countered by holding W. At least with her you can down people from the other side of the map and have a lot of info
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Yeah, after his nerf he's literally the worst killer in the game
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I noticed gen sounds got way louder, specially completed gens now sound 10 times as loud
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@UnknownKiller said:
Lmfao thats broken as hell 🤣
I couldn't see anything past 5m, had to really on blood to follow people lol
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@Mandy said:
You also have to consider that we take feedback from many areas, not just forums. And feedback in general is very varied - whilst some players are unhappy about something, others are happy with it. It's just that the negatives often shout louder than the positives, which happens in all parts of feedback.
We make regular reports with regards to feedback that we receive and a lot of this is acted upon. The issues with The Artist in the PTB for example, with the changes made before she was released to the Live build.
What about the issues with boons? I don't think a single person has ever said anything positive about boon totems since they were in the PTB, and killer matches are more stressing every patch. Is that feedback you are looking into?
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There's also a spot on Haddonfield. Near one of the high fences I couldn't pick up a Nancy for some reason. Luckily I was playing PH and still could send her to a cage
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@BenZ0 said:
https://forum.deadbydaylight.com/en/discussion/comment/2657814#Comment_2657814
I dont really get what you mean by that? As soon as erruption blows up with a survivors on the gen you can use pop right after that, the regression will not be on the gen after the explosion but the gen still lost 6%, then you just simply kick the gen with pop and regress it with 25% more damage.
Also yes this combo is situational, just as Ruin undying or Corrupt? All the meta perks are situational perks that CAN buy you some time or give you some extra time. This argument can be applied on literally any single perk on dbd.
"as soon as eruption blows up with survivors on the gen you can use pop" what? Its funny how you tell people on the thread to do some work and go read the wiki when you havent even read the perk yourself. Eruption blows and makes the gen start regressing, now tell me, how are you going to kick a gen with pop when its regressing?
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@BenZ0 said:
https://forum.deadbydaylight.com/en/discussion/comment/2657709#Comment_2657709
Just like ruin with undying you can "upgrade" that perk with pop together. With pop together you actually kick gens so you trigger erruption while you pop a gen, this means after you down a survivor you get some free bonus damage on it. Secondly, idk why ppl always tempt to forget it since this is actually the most important effect on it. If a survivor is repairing a gen while the explotion comes "which happens pretty often especially if you popped a gen which is very far" they get for 16 sec incapacitated. Which means they cannot repair gens. Now add this together, 6% damage + 16sec.. this is roughly the same time pop would give you with the 25% which means you have a double pop on 1 single gen.
Now keep in mind that erruption triggers on any gen you have kicked before the down. You can go around at the early game "ofc without corrupt" and kick any gen survivors started working on, even if it is like 1%. You have the gen "marked" and the next time you down someone boom you get like 3-4 gens (depending on how much you kicked ofc) regressing and stopped anyone to further repair it. These 16sec are enough for most of the mobile killers like Blight, Nurse, Spirit, Oni, Billy etc etc to get to that gen (keep in mind that survivors also scream when they get the incapacitated effect and reveal therefore their location too) and kick it with pop after you hooked the said downed survivors.
To put it simple: Kick early game gens up to 2-3. Now go chase and play as normal, down the first survivor and you get insantly survivors that screamed, you hook the downed guy and run to that gen and pop it, you have then AGAIN another erruption rdy on it. And this cycle repeats over and over.
*edit: You DONT HAVE TO kick the early game gens but it does make sense to set up your erruptions and it will pay off trust me, but even then if you dont want to do it erruption can give you alot of value.
You probably know this really annoying moment when you have pop and survivors finish gens infront of you? Well erruption is EXACTLY that what stops this from happening. Erruption + Pop is a very terryfing combination and it won me ALOT of games just with these 2 perks.
I recommend this combo on mobile Killers like (Blight, Spirit, Nurse, Billy or Oni) but you can ofc use it on any Killer.
About brutal, I agree that on maps like the Game, Haddonfield and Springwood this perk wont do that much, well and? Same goes to many other perks that get countered by some specific Maps like lets say Wreckers Yards, this map is so small you will constantly find survivors and therefore you dont need tracking perks like BBQ, Whispers etc. Every perk has some downsides, even Meta.
What you're saying is really situational, with pop + eruption you can't kick gens with progress before pop procs because otherwise you risk yourself to have the gen regressing and thus being unable to use pop, which is the main perk in that build.
And sometimes eruption and pop can damage you instead of helping, if you find a gen with like 90% or more of progress with no one around you'll have to kick it otherwise the next survivor to find the gen will repair it in 5 seconds. But by kicking gens like those you're invalidating pop for the next time you have it activated.
It would be an okay combo if killer had 5-6 perk slots, but for now I don't think you'll get more value with those than other gen regression perks
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@BenZ0 said:
You do really misunderstand how to use half of these perks thats why they seem underwhelming for you.
Especially brutal and erruption, they are close to meta perks even.
How is eruption close to meta? It's a ######### perk in most killers, you have to go out of your way to kick a gen and then after you down a survivor you only get 4 seconds of regression, which is nothing. The worst part is that its counterproductive with PGTW (probably the best gen regression perk in along with ruin). The only time I can see it being effective is if you're a Nurse on Midwich where every gen is a blink away so you can kick them pretty fast.
Maps like Springwood, The Game, Haddonfield have so many safe tiles connected to each other that Brutal won't help you in any way, and its not even near a meta perk, I don't know what you're talking about.
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@BaschFonRonsenburg said:
I was gonna say if you put unrelenting in this post you don’t play Hag or spirit lmao. But I love these kinds of posts. BHVR NEEDS to recognize meta shifts are healthy for a game. Make monstrous shrine a scourge hook perk that doesn’t allow escape attempts, or makes basement hooks count as scourge hooks for other perks. There is so much potential the devs are sitting on.
I've used unrelenting a few times and the reduced cooldown can take even good survivors off guard some times. I would've thought it was ######### if I didn't used it though, as it seems more like a perk for newer players at first glance.
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@thebrentster911 said:
What gives me the killer jitters and anxiety is the toxic behavior from survivors when they outplay me. I get looped for days and whenever there is an opportunity for the survivor to BM, they do it.
I just feel like crap when like four people are bullying me, even though I'm the killer! I'm still considered a beginner I guess (around 200 hrs), but every game as killer, even when I don't want to care about winning, I just worry about getting harassed by survivors.
It's so funny when people start saying survivor queues are longer, and then they treat killers like crap due to the broken balance and matchmaking.
Maybe I'm just having the beginner blues. It just sucks being outplayed all the time and I feel powerless, even though I'm supposed to be the big scary killer.
I have 1600 hours on the game (most as a killer main)and it doesn't get better unless you play Nurse, which gets pretty boring after a few matches.
Quit while you can
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Mmm, I wonder why people feel the need to play a strong killer at high mmr? surely the same op meta with coh has nothing to do with it
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I think it would be better if hexes were blocked by the entity for a set amount of seconds, like 60s or so
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No, it only adds 4 seconds to a heal. But with CoH you'll never get any value of it other than the occasional blood tracking
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The problem is that the game is staying with the same old mechanics but the players keep getting better.
I would like to show you a clear example of this: back in 2018 when the spirit came out, most of the people who tried her on the PTB said she was weak and hard to use, but she became top 2 a few months after, competing with nurse herself. Now the Artist has been on the PTB and people inmediatly saw her potential and calling her A tier and predicting possible nerfs due to how strong she is. This woulnd't have happened if she was announced a few years ago, because the playerbase wasn't as experienced. And if the Spirit were to be announced now, people would be seeing how strong she is with just 2 days of trying her.
The point is, players and perks keep getting better and stronger, but the core mechanics aren't keeping up with this. I would even argue that 5 gens shouldn't even be a rule and instead be map dependant (bigger maps should have 6-7 gens IMO, low mobility killers just cant keep up)
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The only way to enjoy the game as a killer is either camping bubba or slug plage. "Fun" playstyle (12 hooking) is actively being discouraged by the devs
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The only way boons would be balanced is if they took at least half of the time it takes to do a gen
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@SuperSaiyan4GT said:
So what about when survivors actually get a decent killer that puts pressure on gens or has hooked everyone at least once and not a single gen has been done? You have plenty of perks out there to control gen progression. Use them and change your tactics. Obviously they aren't working out for you
If you actually read my post you would see that I stated I know that's not always the case, but just because in some cases the killer has an easy time putting pressure doesn't mean that the contrary doesn't happens. Also, if you keep reading you'll see another issue is having to use multiple gen regression perks (which most of them are garbage anyway) completely removing any freedom to actually use a build that you want, thus making already unfun killers even more unfun.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2653490#Comment_2653490
There is a lot of wrong with "whining" because whining isn't constructive criticism. Saying something is OP while not giving an intelligent balance idea, is just clutter.
I can also come on here and just say "x or y op pls nerf", how does that add to a discussion at all? Even if it is OP and needs a nerf, saying just that is not constructive.
I never mentioned boon perks being op/bad, I didn't give an opinion on that.
Like someone said above, gens aren't the issue, specially when you have 10+ gen regression perks that you can just use. It's mostly map sizes, which low tier killers with bad mobility can't keep up with. Why do you think blight and nurse are high tier? Both have really fast mobility. Same could be said about spirit and old hillbilly.
You seem to have been on these forums longer than i have, considering how many posts you have. If that's the case, you should know that there have been plenty of really good ideas to balance certain mechanics and devs never implemented a single one.
Whether gen speeds or map size is the issue it's just a different angle regarding the same problem: low tier killers can't keep up with gens. Gen regression perks are mostly useless outside of ruin and PGTW, some of them are a joke like eruption.
But lower tier killers NEED gen regression perks, taking off any room to actually use a build of your own, which makes the game less fun for the killer.
Starting to make maps smaller isn't an option, so the fix is either a) make gens take more (whether by adding more seconds or something else like having to collect parts) or b) give every killer a freddy-like ability to traverse the map.
Expanding on point B: someone on another thread suggested clown to be able to teleport to fire barrels, emerging from them in a "comedic" fashion. Giving killers similar traverse abilities would help release some of the pressure low mobility gives, and I think it's a great idea for a more stress-free game.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2653445#Comment_2653445
I still think EU killers are good. My take was that most people who are here on the forums whining, aren't really playing the game. The ones who I've been going against, are doing just fine, maybe because they spend more time playing the game than typing on online forums. Almost like playing more = you get better.
I never even mentioned NA, since I do not play on NA. But I'm sure calling me "an idiot" and saying I have "2 braincells" is totally your mature approach to the discussion, who needs to grow up?
There's nothing wrong with "whining" about unbalanced mechanics, just because the top players who play Nurse and Blight can perform well doesn't mean the game is balanced. It's not even fun to face the same killers every time.
Also, a lot of good killers "ignore" the boon totems not because they're bad, but because gen speeds are that oppresive that you just can afford to waste time snuffing them, which is the point of my post lol. But boons totems are OP and that's not an opinion, it's just a fact. Time management as a killer is crucial, anyone with more than 10 games realized that, and boon totems give one more objective to killers who already are on a tight rope in terms of time control.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2651579#Comment_2651579
Sloppy Butcher is a good Perk. It does not need Buffs, they made it decent when they added the Mangled-effect.
And I mean, there have been situations where I was not healed the whole game, since I nobody healed me after an Unhook and I was not able to find a Medkit in Chests. Survivors should not be forced to run Self-Care or CoH to avoid this.
Bleeding out twice as fast would also just make slugging stronger. Slugging is already strong and it should not get an extra incentive to do.
IMO the "fix" to Hemorrhage is that it should be basekit for certain things (e.g. (Reverse) Bear Traps or Chainsaw Hits) and the respective Add Ons should be reworked. And Add Ons which only apply Hemorrhage should have another effect as well, so that there is no Add On which only gives Hemorrhage.
Why is sloppy a good perk? 4 seconds more to a heal isn't good enough to waste a perk slot IMO, and with a lot of people now using CoH you don't even get that effect anymore, it's just a waste. I don't think sloppy should be changed, but the effects it has are outdated and it shows, mangled could be good if it didn't get destroyed by CoH.
Aa fot the slugging part, I think it's a pretty interesting topic that would need a more in depth look. If suddenly the bleed out timer was twice as fast, yeah it would mean the slugging builds would be more effective but would also mean the survivor won't have to wait 4 minutes (more if teammates pick them up and so) on the ground or doing nothing until you finally die.
I haven't played against many hard sluggers but I do remember that being the most boring part of the game, so with a faster bleed out timer the killer gets the same result they would get anyway but I can move on to another game quicker.
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@Phasmamain said:
Nope. That would make sloppy butcher annoying as hell to fight against.
Sloppy is a ######### perk anyway, mangled only adds 4 or so seconds to a heal and with the boon totems is literally worthless. If this means an indirect buff to sloppy, I'd be more than happy with that
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@[Deleted User] said:
I wish lockers were, that would be scary.
I remember seeing a clip where the locker bugged and the streamer who got inside was in "first person" (the camera was inside the locker) it was cool af
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Yep. This game was always survivor sided (intentionally or not) but the addition of boon totems made me realize the devs aren't even trying to hide it anymore. They want group of friends playing survivor have fun, so they'll stick around and spend money on skins. But how do the devs do this? By adding 2nd chance perks all the time. Now it really doesn't matter if the killer is better than you or your friends, you have so many extra lifes in form of perks that is actually harder to lose than it is to win.
Now, I'll admit that even being a killer main since 2017, I'm still guilty of this. I play ocassionally with my friends (which 2 of them started playing recently) and all it takes is one of us running boon totems to secure a 3-man escape at least. And when I play soloQ, DS, DH and BT made me escape more games than I can count.
Not to sound crazy but almost every feature seems carefully made to benefit survivors more. Map oferrings having the same weight in both sides even though its a 4v1, boon totems being able to be used over and over again even though they can have more impact than some of the hexes right now (and with no risk, mind you), maps that still have infinites even though these should have been fixed years ago, and the list goes on.
And this is not a theory, these are facts. Behaviour has proven way too many times thay they just don't know how to play killer at higher levels. Otherwise boons wouldn't have made it even to the ptb, or nerfed already weak perks like lullaby or hangman's trick, or release every killer with bugs or broken features (Victor unable to open lockers on release, legion being OP on release, etc. Proving that they don't even test all the features correctly)
It's pretty sad because I still like this game, but if bhvr put all of their effort in making killer unfun, I might as well listen to them and go play something else. Oh, wait, there's already another asymm game around the corner and it actually looks good and balanced? How nice of BHVR to push players away to that game, very considerate from them.
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I've mained him when he came out, but playing him now feels really bad. I would maybe play him more if I had STBFL, but considering how outdated the bloodwebs are I dont feel like spending a few million bp just for that
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Ever since I binded my Q and E keys to turn left and right I dont think I've lost more than a few matches. You can easily get 90 degree turns without having to mess with your DPI, really catches survivors off guard.
But yeah pre-dropping pallets is literally a way of leaving him powerless, if the first survivor you find does this and don't drop chase inmediatly you have just sealed that match as a loss.
If every time you switch to a survivor they do this, and your build isn't heavy on the gen regression area, well, gg I guess
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@Mat_Sella said:
Stealth barely exists in this game, survivors can barely hide with the multitude of aura perks, persistent scratch marks, killer instinct and other mechanics to reveal them. If you can't find a survivor due to them having Iron Will, thats a you problem. If you dont play an anti-stealth killer, dont complain when you cant find the survivor with Iron Will, Period.
Stealth still exists in this game, i run iron will on claudette and in maps like dead dawg saloon or yamaoka you become invisible for the killer if you crouch on bushes. Blood trails are a joke and the only times they're useful for the killer is when near a source of light or in an indoor map with a clearer floor.
Aura perks all require conditions to activate them, and as far as I know, by playing stealthy you activate none of them. Killer instinct is so situational only a few killers have it, you can literally forget that mechanic even exists and your games won't change a bit.
Even if you dont play in a dark map, with iron will you can become invisible for the killer just by going behind a tree, or crouching and standing still. There's a reason this perk is top tier and busted not only against spirit, but because it removes a very important mechanic for the killer to find survivors.
Being injured is supposed to be a handicap, but with iron will I don't even brother trying to heal most of the times.
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/2647770#Comment_2647770
As a full squad? Yes, Slinger was easy to play against. But you dont play with full squads. The majority of players play solo or duo.
Let alone that MMR bases your "win" on escape or kill, and as a solo player, you cannot really win against Deathslinger, hence a nerf is needed.
So yes, a nerf in his quickscope was needed, and due to M&A making his lethal kit even more lethal than it is, and a lack of him having a lullaby, caused them to change his TR untill they either create a Lullaby or untill they make him 115%.
"as a solo player, you cannot really win against deathslinger"? Being solo or in a full SWF won't make a chase easier unless the whole team comes to take hits, so it literally is the same to 1v1 this killer in a soloq or in a swf, and it definitely wasn't hard to escape him as a solo player, because the deathslinger didn't had any impressive kill stats
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@jesterkind said:
Yes.
It was needed, but it was mishandled. Quickscope and ADS fake were undeniably problems, and now there is a new problem, which is that he feels very clunky.
Personally I feel like all it was needed was a slight ADS tweak like they did with Wraith, small but noticeable. Even a very little number change would've made so survivors could loop a few more times in a tile, which is more than enough.
Instead they got rid of everything that made Deathslinger a good ranged killer, making it no reason to play him over huntress
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I don't think killers need something to counter them, boon totems straight up need to be nerfed. Even if the devs made a perk to counter boons, it'd still be an overall nerf for killers, there are many low tier killers that already need at least 2 gen regression perks, so now I would have to run another perk to counter a broken mechanic? No thanks. I like to be able to actually use my builds, not being left with 1-2 free perks slots only
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Yep, devs care mostly for SWFs who are bored but don't want to watch an horror movie, so they come play this instead. Devs then remember killer and SoloQ are actual players too and not bots, and might give them a little buff to keep them in the game. So, the role of the killer isn't to kill the survivors, but to entertain group of friends on a friday night. I can't wait to certain asymmetrical horror game to come out so I can finally play something that's not biased.
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@brokedownpalace said:
This seems really complicated and unnecessary.
Those who own Demo, Steve and Nancy will still be able to play as them. Those that don't own them won't be able to play as them, but will see these characters in their trials if another player has them.
I feel like it would be pretty stupid for Bhvr to say "don't worry, if you already own them then you can keep using them!" but then make it so everyone else sees your Steve, Nancy or Demo as an entirely different character?
I mean, I could be wrong.. but I think Bhvr would have been upfront about this if that were the case.
Thats not what I meant with the post. I was saying that, considering the license is about to go off, they could make the demogorgon into the spider killer shown in the tome so new players can still get the demo's powers through "another" killer, but those who got the demogorgon would still keep it in the form of a legendary skin for the spider replacement.
Basically turning the demo into a spider but keeping the demo as a skin
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@Bennett_They1Them said:
Maybe it's crypt TV's Ms. Amity?
that'd be cool, but I don't know.
I don't think demo's getting a cosmetic stand-in, unfortunately.
Well the devs said that whoever bought any character from the DLCs would keep them, so demo has to stay in the game somehow, and I doubt they would just remove it completely for new players, so replacing it with another killer with the same power seems like the way to go. Also, it wouldn't be the first time a legendary outfit is from a license, so players who have the Demo would probably keep it as a skin if I had to guess.
Don't know about Mss Annity though
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But... But... It takes a few seconds to set them up!!! Its perfectly balanced!!!
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So you wanna crap on literally everyone else just because you play on switch and it runs bad?
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No one is gonna talk about how he has literal recoil on his knifes? Like, he throws his knifes with his hands but has recoil? I wonder who thought this would be a good and fun idea
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2612057#Comment_2612057
Any FoV increase would be a killer buff though. Maybe rounding it up to 90 degrees would work. But again, it would still make any FoV slider pointless, because whatever upper limit there is, will be the default for everyone anyway.
I dont really think it would be a big of a buff as some people say, it would only affect certain jukes (crouching in a corner and running inside the killer) that are already last resort because of their ineffectiveness anyway.
Also, while patrolling, I personally don't remember a single time where I saw a survivor in the corner of the screen so i dont think it would be strong in that area either.
What I do know is, like i said in other comment, that this would make the game FEEL better for literally every killer player in the game, while affecting negatively almost nothing to the survivor side. This is, then, a literal no brainer, QoL feature that they should have added years ago but BHVR being BHVR made it worth a perk slot instead. It's like if they added a perk for the colorblind feature instead making it an option. Yes, some people do use them to "see" scratch marks or auras better but some people legit needed it. It's the same with shadowborn.
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@Kalinikta said:
When will people realize that perception and FoV are design choices in games, they are not Quality of Life or accessibility.
Don't get me wrong I would love a higher FoV as a killer, but I also understand why they are not going to change it. How much you can see influences the information you have to make decisions on. It influences map design, where one can hide how wide the map is to slip by the killer, etc.
It isn't that big of a deal in the "information" area, it'd only affect the shack juke where a survivors crouches near the entrance instead of running to the window, but killers with over 10 games stopped falling for that years ago anyway.
Also, I don't suffer from motion sickness but I literally can't play trickster without shadowborn because of his weird mechanic with the recoil and the screen shaking. It's the most unpleasant experience I've had with any game in regards of FoV.
Btw, killers can be blinded easily with shadowborn, so making it basekit would give killer players a nicer feeling and it would be somewhat of an indirect buff to flashlights. Other than that, I literally don't see any real reason why they wouldn't make this basekit
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@Nayru said:
have suggested this numerous times before ye, you shouldn't be having attacks/projectiles literally phase through you (now ghost hitting you apparently), iframes don't belong in a one-sidedly offensive pvp game
hit e = self mini styptic on demand, no speedup on hit, no lunge to reset chase
It sounds better that way, I agree that frames of invincibility make no sense so a change like this wouldn't hurt anyone. Also, the devs are pretty stubborn about ""consistency"" in this game so endurance to dead hard is a no brainer.
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Didn't the archives have a cutscene with a spider killer in it? I'm pretty sure it will be the new version of the demogorgon, maybe.
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@SlothGirly said:
why are you letting those survivors have their way? If they're both in a locker, they're not on gens and you're just wasting time. Also the frequency something like that happens is so incredibly low, it really is a non-issue.
The problem is not that they're doing it, but that they can do it in the first place. Also, I'm pretty sure that if 4 survivors did this it would be imposible for the killer to counter it. For example, the middle of midwich map has at least 2 sets of double lockers nearby, so a 4man swf could potentially abuse this to hold the game hostage.
Again, the problem is that this is even doable in the first place, which is why I think it should be fixed.
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Yeah honestly RPD is the worst map so far, and I thought BHVR couldn't get any worse than with Hawkins, ha.
In all seriousness though, did BHVR even playtest it before releasing the chapter? I would think they play a few matches with every killer to see how a map feels before releasing it to the public, so who the ######### played RPD as a killer and thought "Yes, this is fine" its honestly incomprehensible for me.
Hillbilly, Nurse, Huntress, Demogorgon, Oni, Deathslinger, Trickster and Blight (unless you're literally a god blight player) are incredibly affected by the layout of the map. That's over 1/4 of the killer roster that can't properly perform on that map. And if that weren't enough, literally every other killer is also affected just by the size of the map itself.
I will never understand how BHVR could green light a map like this. Like, I knew they don't play their game, but this was such a confirmation
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I really don't understand why they don't add this, it would literally make the game better for everyone. Killers who want to play fair and get more bloodpoints will prioritize hooking everyone to avoid accidental tunneling, and killers who really want to tunnel would do it anyway regardless of if there's a personal hook counter or not.
And yes of course you could just count yourself, but personally sometimes I play with my mind on auto pilot and don't really keep track of who I've hooked 2 gens ago.
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I main Huntress so any open map works, but blood lodge is my favorite.
On survivor I play a lot of Claudette and she's incredibly OP if you crouch in some of the bushes on dead dawg saloon