blue4zion
blue4zion
About
- Username
- blue4zion
- Joined
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Comments
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@amazing_grace said:
The price has always been this for chapters that come with 3 characters.
It's not much more than chapters with only 2 characters.
It's about $3.50 per character for chapters with 2 characters and $4 per character for chapters with 3 characters. It does cost more per unit, but not by much to cause complaint.
I don't mind, ill buy either way, but this is still a bit absurd. Why does having an additional character mean they all have to be more expensive?
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My friend loves it, granted she almost can't be without flipflop now as well.
I just don't like the idea of needing 2 perk slots to pull off a situational play.
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Such a sad change. Guess they want wiretap to take it's place.
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Was blastmine bugged? Like was it already doing this nerfed effect, and they just kept it?
Because i really hate when they do that, like The Shape used to have another unique sound while stalking, but a bug removed it and they kept that. Sure, it was a buff to him but it was AWESOME for character.
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Fog and the darker maps made this game feel so much better. For killers, dark was rough yeah, but still wish they coulda just brightened the killers pov. It's not impossible, considering shadowborn and or lightborn used to mess with killer brightness.
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@lauraa said:
last one to the killer queue is a rotten egg!
no faair the update isint here for me :(
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I won't
because I'm broke :(
But would if I wasn't so nah
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For real blew my mind when I saw it.
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Why didnt kindred come to basekit
this was the best idea they've had yet, and its never happened.
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Fengs do tend to be a bit iffy, but for me its Ace players.
They
Always
Screw
ME
Its why I have a very serious hate for Ace xD
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I'd love to see more of his base stats at least changed with tiers.
Maybe Tier 3 could also increase Pallet break, hit cooldown, or even movement speed. Make his tier 3 much more threatening if they keep his current playstyle.
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I'm curious on this, if it even still is a thing with the change. Sure as heck hope so if it's .5 sec!
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Yeah some pallets were removed but it wasn't specific. Totally cool if just one of them stays at a time tho.
More terrifying to see those in the PTB than it was to see wesker xD
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Always hyped for a new chapter. Don't care if its underwhelming or weak, its new content.
Either way I'll be going back to my mains anyways lol
oh and bloodweb changes, that's so exciting.
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Really isint necessary, but not against any cosmetics simply because you don't have to buy what you don't like
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@GannTM said:
Stridor Spirits are easier to go against imo. The perk is only a bandaid, it's not actually useful on her especially since Iron Will is gone. Stridor Spirits have three extra perk slots while not having Stridor frees up one more slot. This is why I recommend Spirits to not run Stridor.
Yup.
So much more fun perks you could be using instead.
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Triggered my bestie Jane is near ugly Ace,
but yes Leon is very hot.
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@RpTheHotrod said:
While you're pulling numbers out of the air, i will admit I have seen a scarily high amount of auto dead hard cheaters. I've started just swinging at pallets now before kicking them to trigger the auto dead hard on the other side to put them into a cooldown.
This guys. If you suspect, swing early to trigger it.
Other than that, the perk isint trash, you need to know timings, and every situation except when the killer waits and is smelling your hair, it can totally work.
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/3156153#Comment_3156153
https://forum.deadbydaylight.com/en/discussion/comment/3156158#Comment_3156158
What about a Wesker treatment?
As in 115 but 40m TR which gives survs more reaction time/earlier warnings to leave an area.
Actually yeah, maybe she should give more warning instead. Like the post above me said, she might get too weak with 4.4 since she can be countered with holding w sometimes.
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With her potential, I don't think I'd be against a test for a slower Artist.
I can't really say if it's actually a good idea.
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*Reads first line*
Couldn't agree more. I just recently decided to start playing him now that I have him on pc, sadly my mmr is too low because no cross progression but boy is he a blast to play.
Really, he is so terribly map dependent. Certain maps he has a lot harder of a time applying pressure, shoot I'd say even his own map is kinda rough. If they can retouch those maps with empty areas, or possibly add more lockers in dead areas when it's the dredge, like 5 more added similar to Pig boxes; even if they spawned in those spots.
Haddies Calendar tho- this is for sure feeling like a Oni's knot type of addon. Very strong, almost feels needed since it cuts the time in HALF.
If not the full addon basekit during nightfall, then maybe 50% of it basekit period and change the addon from -1 second to -.5 seconds.
Also wanna add I can't get enough of Make your Choice on him.
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@Spirit_IsTheBest said:
I'm still somewhat new to the Forums and I've met so many awesome people on here and I was wondering who your favorite people on are here.
My list is:
Glad to make a lot of new friends on here!
thanks <3
I love my fellow Spirit mains to the moon and back <3
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Honestly I'd just increase her recharge time. This makes killer mistakes/survivor plays more impactful on a killer who brushes off literally every mistake.
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@Thusly_Boned said:
https://forum.deadbydaylight.com/en/discussion/comment/3151999#Comment_3151999
Absolutely. Being able to boon the same totem over and over is ridiculous.
I'm not a booner, but I was doing the challenge where you had to run Exponential the other night, and ran it with CoH and booned the same totem upstairs in the main building over and over again, and the game drug on waaay longer than it had any right to as a result. I was literally laughing out loud at how ridiculous it was as I was doing it.
That poor killer must have snuffed it six times.
I think the argument to this being okay, is the time it takes.
But the time COH saves anyways does not make this a problem.
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@malibu_barbie_26 said:
Killers have an incentive not to tunnel it’s called Make Your Choice. They don’t run it nearly enough. So even with positive reinforcement to not tunnel killers will still choose to tunnel.
I can't get enough of this perk, especially on dredge rn.
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It's just a case of SWF will have too much power with it. Similar to killer perks getting nerfs to avoid High Tier killers from being too oppressive with em.
It's a sad cycle thats getting really old.
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Sad, boring. I've been dabbling in newer killers like Dredge and Onryo last couple days and it's a much better time than before.
So boring to go full meta all the time for me, i can thank HybridPanda for that habit xD
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pls pls pls killswitch!
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@Biscuits said:
https://forum.deadbydaylight.com/en/discussion/comment/3150170#Comment_3150170
LOL, imagine thinking 5 more seconds of a useless mechanic makes it not useless.
Imagine thinking base BT is useless
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For real this.
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@Spirit_IsTheBest said:
I agree, they need to throw Nurse into the dumpster and play Spirit instead, best decision they will ever make, guaranteed.
This one, yes.
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Longer recharge time- Survivors would get more value out of plays that make her miss, and lower her impressive mobility, when her chase is already incredible.
Not to mention, killers with weaker powers can have almost triple Nurse's recharge time.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3149998#Comment_3149998
"she took a lot of skill back when she was full of bugs"
🤡
She's nowhere near as hard as people thought. Im guessing part was the bugs, but also its about knowing map layouts and knowing survivors. The less knowledge you have of both, the harder she is.
I was on the "super difficult" train with her, but that was on console. I tried her on pc, after 3 games I had her base blinks down ez. Believe it or not, she's super easy to someone who knows the game already. She's literally 1st Blink-line up, 2nd blink- hit
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@Friendly_Blendette said:
https://forum.deadbydaylight.com/en/discussion/comment/3149572#Comment_3149572
Is it the whole forced condemned yoke?
Nah, much worse
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I'm all for more weapon skins, even one that changes to fists if possible.
But its not like a knife doesn't suit him at all
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For real this, or remove the insta cooldown. Cooldown after Sabotage finishes.
My goodness it's the most frustrating stuff.
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His chase power is weak.
When you use it at the wrong places.
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It's to keep the top killers from getting too op.
This trend is so rough, it just continues to kill perks with potential.
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I can agree with this frustration honestly. There's quite a few perks that had potential, but because top killers such as nurse get REALLY oppressive with them, they get nerfed. It does not matter how strong it was on other killers.
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Well, dunno if they're ALL related, but some might now want to deal with Onryos abusing a current bug for her.
Don't really wanna explain it because it's nasty.
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Seems like a killer who was salty. Chased them too much, got mad, and now wants to make you suffer.
big baby killer
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Might not be a terrible idea. I'd be down to try this out in a PTB at the least.
Seemed like an unneeded buff back then anyways.
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@zarr said:
https://forum.deadbydaylight.com/en/discussion/comment/3146882#Comment_3146882
Yeah, right, "just do gens lmao". I won't go and point out all the ways in which camping absolutely is the most effective killing strategy in the game most of the time, I will just point to tournament play in which camping is a bread and butter play as well to easily demonstrate this fact. They are facing the most coordinated and experienced teams in the world on voice comms, composed of some of the best players, and they still employ camping, to great effect. "Just do gens" is a flawed sentiment pushed mostly by camping killers that want to keep their easy wins, because against most random groups of survivors it really is incredibly easy to win with camping.
And hook grabs absolutely play into how strong camping is, also blatant to see why.
Reckless saves are still reckless without hook grabs in the game, because at best you give the killer a free down, at worst they can down you before you are able to unhook. And they can also still simply tunnel off hook, they're right there. It would still absolutely be dicey and risky to go for saves in the killer's face.
As I've said, nerfs to camping (and tunnelling) would absolutely have to come alongside buffs to other killer gameplay aspects, because the game as it is definitely isn't balanced for the idea of consistently getting 9 hooks for your first kill, not for most killer characters and maps anyway.
"Pushed by camping killers"
That's a stretch, considering I'm speaking from personal experience as survivor.
Anyways, the outcome of survivor matches against a camper is much better if you don't throw yourselves at the camper, at least not in a proper group if you really have to. Afterwards, play it safer. Don't be cocky at loops, use what resources you can since they already wasted so much time. "Just do gens" doesn't work with bad teammates was prob a better way to put it.
That is where the problem lies imo, 80% of the time without swf, those situations go to ######### due to terrible teammates or poor timing by said teammates.
Tournaments was silly to bring up, as kills/hook states= points. Ofc they want to push it to get as much possible, not to mention if they get off they are guaranteed harder kills. Looking for a straight 4k isint the immediate objective, its to kill as much as possible with little hassle.
that 3% of matches aside, camping grants minimal points, not fun in the slightest, and removing grabs will not end it.
It'll just help those reckless survivors more than anything.
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Spirit right where she belongs <3
I'm so glad to have a Spirit main present on the forums spreading the love for her, for me. I tried back when she released and will never forget the barrage of "she's weak" "garbage" and what not. So silly to look back on with the outcries of op after.
Rin for life <3
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@Dead_Harder said:
I started replaying her.
Its a strange feeling. I suck with her, i can see how much i suck with her but survivors suck too so im getting 4ks.
I think i should ignore hooks and just practice. Maybe get into habit of sacrifice 2, let 2 go for a while.
Great Idea for practice, I tend to do games with only downs, never hooking when trying to practice.
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@ReverseVelocity said:
https://forum.deadbydaylight.com/en/discussion/comment/3146608#Comment_3146608
Yeah, you have to be injured to get a guaranteed Green Medkit now, but this means you can get multiple medkits per-trial with Pharmacy instead of just the one.
Ohhhh wow. I didn't even know that and that's a old favorite perk of mine. Time to pick it back up ig.
Does that work with Appraisal?
Edit: Oh ew. This change seems to also make it so you don't get faster speeds without injury either.... I hope thats just worded poorly.
"Whenever you are in the Injured State Pharmacy activates:
- Increases the Unlocking speed of Chest by 40/60/80 %.
- Reduces the Hearing range of noises related to Unlocking by -8 metres.
- Guarantees an Emergency Med-Kit when unlocking a Chest"
- Edit 2: Dangit, it does.... thats super disappointing imo
- "Nerf: this change also causes the increased Unlocking speed and reduced Hearing range to no longer function while healthy."
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Daang.
Hope he is okay rn playing that much dbd....
my mental health would crumble
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@zarr said:
Consider this post a bump, I'm just echoing what others have said in here and what I have said multiple times in the past as well: Hook grabs are a completely ridiculous mechanic and it's pretty mindboggling they are still in the game after all these years. They do nothing but incentivize hardcamping, and reward it ridiculously much. They are vulnerable to latency and therefore a random luck mechanic. They lead to awkward and silly "interactions" of dancing around the hook with survivors scared to commit to an unhook and killers refusing to hit them. And a third survivor can't even unhook until the grab animation has fully played out, meaning the killer not only gets the first free down but can still deny the unhook even if another survivor is there, or at the very least still down that other survivor as well.
The direction for a long time already should have been to nerf camping (and tunnelling off hook) and instead buff killers in other respects that encourage and yield more engaging gameplay, such as chases. They however don't even touch the most ridiculous camping "tactics", like these grabs or Bubba facecamping. Perhaps hook grabs are a mechanic the devs like because they make the hook a more "dangerous" place, they might consider it a horror-type power dynamic thing that adds to that quality of the gameplay experience... but it just objectively makes for terrible gameplay and only exacerbates core issues the game already has (some of the most uninteractive strats being the most effective, latency having a big effect on the game). Besides, hooks are still plenty dangerous without it, the killer can secure at the very least a 1-for-1 trade in the majority of these instances, so the rescuer is already throwing their life at them, and this is all the more true now that the hit cooldown has been reduced and Dead Hard nerfed such that it can't be actuated without moving. Save The Best For Last being in play can mean the killer melts through both you, any other survivor there to support, and the unhooked survivor, within seconds. Various killer abilities are also incredibly lethal around hooks. Hook grabs are just stacking crap on top of crap.
I for one think camping and tunnelling have their place in the game, so while it is possible to remove them as viable or at all available strats entirely, I don't think they should be. But they should absolutely be nerfed such that they aren't as effective and oppressive anymore, instead other aspects of killer gameplay should be getting buffed that encourage more healthy and engaging interaction, which most of all is chaseplay, play around pressuring and defending generators and juggling different survivors across the entire map. Camping and tunnelling are also particularly devastating for non-coordinated groups (so solos and duos most of all), which is another reason why they should be rebalanced, they exacerbate the core balancing issue of the gap between solo and SWF as well.
At least we are getting a band-aid for camping in the form of Reassurance soon, which will help make hook grabs less problematic of a mechanic as well, since it will make hardcamping less effective in general. But yeah, it's just that, a band-aid, these things should not be worked around with perks, but actually balanced.
They don't incentivize hard camping, if the rest of the team just does gens, killer is not gonna have a good game.
If anything, its there so survivors don't make reckless saves like that. It's almost always a lose situation when the killer plays it right. Doesn't matter if thats a tunnel or trade. This would just help those trying to escape, like old ds.
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@ByeByeQ said:
https://forum.deadbydaylight.com/en/discussion/comment/3146375#Comment_3146375
Are they really fans if they made a map that plays so poorly?
OH yes. The gameplay is the important part here. Not just having the concept AT ALLL. This is 1000% making it to live after all!
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@Regulus47 said:
https://forum.deadbydaylight.com/en/discussion/comment/3086901#Comment_3086901
That's such a toxic mentality. This is a video game, it's meant to be fun for everyone. Powers should be fun to fight against as well, or you have awful designed killers like nurse, old/current with addons spirit, addons blight, old deathslinger, trickster, nemesis w/ drag exploit, pinhead, etc.
So difficulty seeing isnt fun now? Man that's a lot of horror games out the door i guess.