bjorksnas
bjorksnas
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- bjorksnas
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Its still boring to win that way though, I don't slug for the 4k anymore and I still get 4ks no hatch escape like 80% of the time
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1799068#Comment_1799068
To the survivors? After you man handled them as blight didnt allow a single gen done and I think even killed a baby claudette. (Ignore that claudette bias). But seriously you are emotionally damaged after destroying a team? If I do that as like oni I laugh. "Guess I tunneled 8head."
It happened again on mount Ormond resort, I hooked a survivor, then two of their teammates (no they weren't slugged each one was chased and downed then hooked individually) then they came across the map to save injured I went after the unhooked and got dsed for playing the game too fast and tunneling the entire team I guess.
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1799032#Comment_1799032
I did see you play blight...and absolutely destroy a team at 5 gens. so now tell me what's one 5 second stun gonna do ontop of your skill as blight, ruin undying, tinkerer, and oh yeah apparently 180 flicks. Please tell me how you are losing the match.
it does emotional damage
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1796110#Comment_1796110
Why are you chasing the recently unhooked survivor again?
youve seen some of me playing blight, it isn't even a matter of chasing a recently unhooked survivor, I have hooked half a team before going back after the 3rd survivor just to get dsed anyway, its not a matter of tunneling its literal blanket invincibility even when not tunneling that makes people upset
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depends on how much I tunnel or how long my slowdown lasts
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@ILoveDemo said:
https://forum.deadbydaylight.com/en/discussion/comment/1796714#Comment_1796714
DS is not a issue just don't Tunnel.
sure, however having games where you hook 2 players then get dsed by the 3rd because you hooked them 58 seconds ago still shouldn't happen though, they need to figure a way to make you not get punished as if you tunneled when you didn't, saying a blanket answer of "just don't tunnel" isn't the issue in those cases its survivors are invincible because you played too well
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toolboxes were nerfed because they were overpowered, current toolboxes can be overpowered if you bring them in with good addons/perks but old toolboxes only needed to toolbox themselves instead of commitment to them to make them op example
old commodious toolbox had 180 charges, and with addons 140% speed boost, so you could get 180 seconds of gens done in 128.571428571 seconds, which is close to half the teams total repairs on gens done in 2 minutes, and this is one survivor with only and item and no more investment into their build than that
current toolbox max output is 52 charges at 150% speed, its faster by default but you don't get immenseness value without devoting more of your build to it streetwise for 25% more charges, built to last for 50% more ect
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Change your tv/monitor settings for brightness/gamemode or play on low graphics all of them should brighten the map a bit
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which is why I thought his basekit should have less utility, no faking teleports, no dream snares without addons (most people consider it the stronger ability so giving up an addon slot makes it more balanced no more swing chains red paintbrush + snares)
sleep taking longer passively but faster actively
seeing him a little bit at a range and making it so the oblivious is weaker
overall just weakening his kit but not removing any of his tools completely would make him a more balanced killer and actually make people have to play the game well with him rather than get an easy win from all the utility
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Some of the bosses are too big for most conventional gameplay, I think the smaller more humanoid ones are really the only options for representation, but even then most of them need to be a bit smaller because they are usually 2-3 times the size of an average killer
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Increased rates so they can gather data on it faster for both bugs and stats
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I feel we should include people for the characters they played rather than the celebrity themselves
also this is in the wrong category
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@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/1796714#Comment_1796714
It's unhealthy that so many people depend on this one perk to play the game. When they reworked ruin I was upset but I wasn't as affected because I was using Intervention. It sucked for awhile but once they nerfed tool boxes and killer's adapted. If they truly balance DS the majority of survivors won;t adapt. They'll just quit and the devs know that. Hence why they won't touch it.
The groups usually just take a break, I don't even know any killers that threatened to quit when ruin nerfs were announced or anyone who actually did leave. And if they needed that perk strength just to play the game normally maybe they just weren't good players and won't really be missed and the survivors who still play get the faster queue times they would deserve
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@BigBrainMegMain said:
And can you believe killers want the perk nerfed?
@Bard Tell this poor soul how badly you want DS nerfed.
We just don't want survivor 60 second invincibility bubble off every hook we just want an anti tunnel perk
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@ILoveDemo said:
A Ds Nerf would kill this game the Devs know that.
"not having my invincibility for 60 seconds off every hook would make me actually have to play the game and that's too much for me if the devs turn the perk in its current state from invincibility to an anti tunnel perk it would ruin this game"
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against decent solo survivors he is around a B tier which is enough to win almost all average games, against great solo survivors he manages maybe a low B tier high C due to them not falling for the tricks most survivors might fall for, A team of great survivors you stand no chance against as doctor due to both not falling for mindgames that get a hit with shock therapy and being coordinated
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@HellDescent said:
It's funny considering he is a 5 year old child. And then bhvr being hypocrite about it and telling you it's against TOS
ah yes the killer called the twins are 2 characters of different ages
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Devs stop making the game better unless its specifically making the game better for me
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@Steel_Eyed said:
This is a good thing. The updated maps have been much better at hiding places. We will learn there spawns eventually though.
some still spawn out in the open though, I had one spawn so far out in the open that it was basically a cornfield totem spawn without the corn
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blight, people think this guy has potential but that doesn't even scratch the surface, I have probably a 100 4k win streak with blight right now (would be more but I let some cute survivors go that one time in the middle)
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addon pass for some of his terrible addons (killer instinct range and those 2 purples you know the ones) and a small reduction in base cooldown or mechanic that reduces base cooldown would be all he needs to feel a little better to play
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@yobuddd said:
What if victor could grab a downed survivor and then be recalled to Charlotte, placing the survivor on her shoulder in the process?
- Helps with the “slug fest” complaint
- Killer has incentive to use this option since it’s faster than walking all the way to the slug.
- After using this option, the killer will have to leave the hook before reactivating Victor, which helps with the “camp fest” complaint.
that sound like another good one, but it doesn't solve the problem on how easy it is camp as the twins
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@Exerath1992 said:
So I tried the cannibals carburetor tuning guide for the first time yesterday, and I don't understand at all how it is helpful. You get a blanket slowdown, less control over when you get the speed burst, and I honestly can't tell if there even is a speed burst. Overall it completely nerfed my ability to win chases as i seemed to be going at survivor speed when using the chainsae. Can someone please explain to me why this is a purple perk, how it helps, and how to use it effectively?
bugged, what its supposed to do is use all charges in 1 sweep, but decrese max speed, its best paired with PWYF for a psudo old bubba with 1 charge that is extremely long and doesn't use up all pwyf stacks
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1793822#Comment_1793822
Close, but not quite. This would be a base mechanic. All dropped pallets are destroyed after 10 seconds, because killers don't want to break the pallets themselves. Would you support such a thing?
https://forum.deadbydaylight.com/en/discussion/comment/1794231#Comment_1794231
Agreed.
My idea behind the delay is so that you have time to actually use Victor. You also have to keep in mind that if Charlotte is stunned by a pallet, you are forced to switch to her.
thats why I said that mechanic for switching back if you get stunned should be removed but victor should still reveal and be able to be crushed when wandering towards charlotte
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/1794435#Comment_1794435
Thats still too slow and lessens them to just..hit..down with victor..rinse..would be a very boring killer tbh
it raises that aspect and lessens the camping aspect, they already are a boring killer, might as well make them faster and slightly stronger instead of keep them boring until survivors complain about them
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@BioX said:
If you miss a hatchet, recover and try again.
If you miss a blink, recover and try again.
If you miss a spear, reload and try again.
If you miss a Punishment of the Damned, recover and try again.
If you miss a pounce? Get kicked in the face, respawn as Charlotte, wait for Victor to come back, unbind Victor, find a Survivor, and try again.
You see the problem?
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If you miss a hatchet, go all the way to a locker, open the locker, get new hatchets, find a survivor again, try again
if you miss a blink, suffer cooldown, look at the ground, look back up, find survivor again who you lost due to looking down, try again
if you miss a spear,.... ok yeah reload and try again
The point is you are typing it up like nobody else has these consquences as they should have because that is what counterplay is...
Victor, miss a pounce, IF a survivor is close enough they can kick you, otherwise the chase is still on, if they kick you, suffer the animation, go back to charlotte move towards the target and you will have victor back in like 3 seconds, redeploy and try agian, it really isnt that much of an issue.
But here, there are pleny of other killers if you dont enjoy the Twins.
My only problem is that Ifeel survivors should suffer consquences for kicking victor, maybe oblivous for a bit.
And I feel the "story telling" of the kick needs work, right now its pretty pathetic hearing a killer go "uerrhhggg" when a survivor kicks it...lorewise they are suppose to be monsters of destruction, so imo instead the kick should make Victor vanish like the thanos snap, go up in smoke like you never managed ot hit him to begin with.
I also would like it if Charlotte would say "frère" (brother in french) in a whispering creepy tone when unleashing Victor and Victor saying "soeur" in a similair fashion when returning or switching to Charlotte.
victor back 6 seconds after a 2-3 second dying animation just to do a 1.5 second unbind animation, that around 10 seconds just to then run across the map to try again with only 1 attempt
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They updated the new maps but they want to implement a new system to fix it because current spawns are random on a per tile basis instead of procedurally generated like they want it to because currently they cause a lot of deadzones to spawn
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@TheClownIsKing said:
Thank you so much.
And oh man, how exciting. Clowns getting at least one additional tonic, and by the looks of it, if gas clouds are mixed, it creates a third additional effect.
Ooh, my mind is racing with possibilities.
clown time fellow clown player, even though I don't main clown apperently I have played clown enough to be within the top 150 for clown downs while survivors are intoxicated
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/1794426#Comment_1794426
But then every time victor moves charollet will too, meaning it would only help if victor did ot one person at a time..and thats if it works perfectly
yes thats the mechanic I suggested
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/1794357#Comment_1794357
This would do nothing to help their slowness at all, it would just remove what they do have in map presence..this killer will always be a slugger without major redesigning..nothing can be done about that
having victor be closer to charlotte and charlotte be closer to victor after victor downs somebody wouldn't speed them up at all, now thats just not thinking with portals
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@immortalls96 said:
I'm not a fan of this..it would not only be glutchy and buggy but ruin the killers entire theme
ruin their theme of camping survivors on hook and being the slowest killer in the game and forced to heavily slug to stand any chance against even average survivors?
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@Orion said:
I like this idea, but I'd add a delay after swapping before this kicks in. Something like 5-10 seconds should do the trick.
would make it a little more interesting that way but if there was a base delay they should move a little faster just so their gameplay isn't slowed down as much
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1793349#Comment_1793349
Slugging with the twin's is kind of unavoidable, since most chase's where victor get's down's are across the map and charlotte will almost always come across someone else when heading there, it's free pressure to a degree. If you wanted to remove that having victor being able to teleport charlotte to him would negate that. You would have to slap a condition requiring a downed survivor within 16m of him so it couldn't be abused if anyone can think of a way for it to be abusable (I have no ideas currently).
There's also the time wasted from leaving a hook to use your power, i feell like it nees to be addressed in some form, maybe give a large movement speed buff after hooking just so you can get out of the hook range. But i might be addressing something that's not an issue, it just feels annoying not being able to use the power after hooking someone to when there's a survivor going for a dangerous save.
But yeah, some QoL changes, there's also the slowed movement feeling that's currently happening in game which could be affect opinion slightly more than intended.
they would still probably slug more than an average killer but this mechanic speeding up their gameplay and stopping camping would make them slightly more viable to play faster then they currently do
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@CashelP14 said:
I feel like this wouldn't be great. It would ruin putting Charlotte in pallets to block them.
Just thought there now it would be cool if you could swap positions as Charlotte and Victor. It might stop people slugging with her forever since the killer can teleport to Victor's location.
I think unfortunately using Victor to camp has very little fixes.
currently putting charlotte in a pallet is a gamble because if they drop the pallet on you, you return back to charlotte but also having both charlotte and victor wander that fixes camping with both of them
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@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1793242#Comment_1793242
Pop is a great backup if your Undying spawns on the survivors feet 50% of the time.
Pop as my 4th perk relieves the totem pressure stress that comes when you run Undying. I care very little if my totem gets broken, if I've gotten hooks and I'm applying enough pressure then Ruin has done its job and I can solely rely on Pop and BBQ for the rest of the match.
my great backup if ruin undying falls early is tunnel because it pretty much works just as well but it also gives space for stridor or some other fun 4th perk
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@[Deleted User] said:
I had the same thought, you really need deerstalker otherwise. I somewhat disagree with it though, i've found a bunch of spot's where i can place charlotte or victor and get alot of value. I would suggest maybe have it be a add-on itself or be a self activated action.
perhaps but the main strategy it seems with victor and charlotte to play effectively in their current state invloves a lot of slugging and camping just to break even with an average killer but this would make them much faster so they wouldn't need to camp as much and probably decrease slugging a little bit
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@BigBrainMegMain said:
I'll stick with Ruin+Undying+Pop+BBQ.
but why ruin undying + pop sounds like a wasted perk slot 80% of the time
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freddys stats also happen to be higher because he is the lowest skill floor in the game to his relative power, where even someone inexperienced can do well from the strength of the tools provided with minimal practice, so it makes sense to either make it more skillbased but the same strength or make it weaker
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@CashelP14 said:
Playing Charlotte would be boring.
Also imagine matchmaking when two people are looking for killer together.
Lastly this is dbd could you imagine the bugs. People would be able to play two different killers in one game. Imagine Nurse and Spirit in one game.
yea but besides those factors of match making and bugs, would it be fun for 2 people "queued together probably no mm for solo twins" to play together as the twins
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@Hopesfall said:
https://forum.deadbydaylight.com/en/discussion/comment/1790527#Comment_1790527
they could make it where Victor can't attack while in Charlotte's terror radius.. then you wouldn't have insta down potential
but whose perk loadout would the game select? it's nice to think about but the devs couldn't manage a two player killer.. they can't seem to manage the twins with 1 person controlling them
victor is strong enough with communication to not have perks and only charlotte as an m1 killer should get perks
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I usually say gg and play along with toxic people so I can hold them in that lobby so they can't go spread toxicity to another lobby as fast personally end game chat is pretty good
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@Caleegi said:
I think it would be so cool if they were 2 people playing 1 killer but there would have to be a new gamemode and to make it fair have 6 / 8 survivors. When I thought of the killer originally I thought it was 2 players xD it just sounds like it was an idea originally but they didn't want to make another gamemode or whatever.
even with 2 people I don't think the twins would even have the potential to be the best killer in the game maybe top 5 for a 2v4
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@MythMage said:
They really need a 2v6 gamemode, even if it's only in KYF. 2v6 would be so damn fun
I remember when the bug was still around for multiple killers in kyf it was a lot of fun to have 2 burger king myers working together to try and kill the survivors
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@Schmierbach said:
If you think this patch was buggy, imagine the devs needing to redevelop how killers are built into the game to allow a 2 player killer and the net code optimization that would need to come with it.
they have a team of 600 people, I think they would be able to manage if they tried
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1790622#Comment_1790622
Yes I'll do whichever add me on discord Azame#5000. I wound like to spectate you in a blight match.
ok
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@darktrix said:
Twice the campage!
Charlotte can just camp while Victor just pressures the map - easy 4k every time.
And forget about ever escaping end game collapse.
ah yes victor the one who can only injure people and can be kept for 45 seconds can pressure the entire map
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@YaiPa said:
depends all if you keep the split between Charlotte and Victor: if the two players play at the same time, then it would be pretty hard to balance, at least for solos. If you keep the switch between the two, then it would be pretty much the same, it would be slightly better if you play with a "Victor main", but the issues with the killer would remain.
the two player is kinda at a balance itself already, victor can't hook survivors and neither has an easy time downing survivors without the other, they would be strong but probably not the strongest
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@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/comment/1790621#Comment_1790621
its around the top 15 on pc right now which is pretty high up, if you need some help I could throw you into a swf with me and show you the ropes or let you spectate a match or two with discord screenshare
just not right now because its bed time
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1790614#Comment_1790614
You gotta give me some tips as a new blight main myself I have been trying to improve. I honestly think he has a higher skill cap than nurse. There is so much to do with his power.
5k lethal rush hits is amazing for a blight. Those are the most satisfying.
its around the top 15 on pc right now which is pretty high up, if you need some help I could throw you into a swf with me and show you the ropes or let you spectate a match or two with discord screenshare
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1790592#Comment_1790592
Blight based grown alot on me. When I switch to pc I might even main killer. Bubba is fun for me too but I digress. Blight had potential even in the ptb that insane mobility was the hint.
along with that other guy I get so many 4ks on blight due to how far I have moved up the skill ceiling since ive started that its incredible, my only exit gate escapes I can even remember in the history of playing him on live were, 4 from my first 2 games playing him on live and 2 because 2 survivors were too cute to kill, for context I have around 5k lethal rush hits, and only about 6 escapes from all gens powered exit gates, thats probably around 250-300 games with only 3 occasions that all gens got powered and survivors escaped with the rest being 4ks or hatch, which is pretty good for a character thats only been out for 3 months