danielmaster87
danielmaster87
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Comparing new killers to old killers in the fashion that everyone keeps doing is quite pointless. Of course Huntress may be a stronger Deathslinger, of course Nurse may be a stronger Blight. But their strength comes from their lack of complexity. The newer killers have to be fun and interesting, which doesn't mean the old ones aren't, but they have to be different and not carbon copies. And that sometimes means being weaker but more fun than an existing killer. Add-ons and perks make up the difference also, since they're different for each killer and make their base abilities stronger.
I agree with the OP. If you hate on the new killers, you're not only being anti-fun, but you're also discouraging the devs from trying new things which is what we all want from them when designing new killers.
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@katoptris said:
You don't like strong women then?
He never said that.
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I agree that people need to get off the high horse of "this new thing doesn't fit the theme of DBD". We crossed that line long ago. If you liked original DBD, of course it's not the same game as it once was, especially when it comes to new aesthetics. They started adding in more realistic buildings with Myers and Freddy's maps. Each new map feels distinct, sometimes including small but noticeable things like different hook designs.
They have come up with so many interesting original killers and licensed ones. I'm assuming the addition of Spirit's chapter is what got people first thinking that we were going to have an increasingly diverse killer and survivor cast. For me, who joined later (around Legion or Plague's release) it was Deathslinger that stood out with this cool new wild west theme. The fan suggestions have also been amazing with things like aliens, knights, monsters, etc.
So don't hate on other people's preferred themes because one day it'll be your new favorite killer from your favorite genre who's getting the hate. Chapter 19's style is not crazy out of place either. Have you seen the devs' strange but charming fashion sense with these survivor's cosmetics we've got over the years? Yui came from the same neon lit streets type city and nobody batted an eye at that.
Anyway, I'm trailing off. You get my point.
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@Raptorrotas said:
I also read in another that it drains ammo.
"Hey you get infinite knives but you throw your stock first."
I would hope that wouldn't be the case. I'm hoping it's a bug, one of many in the ptb I hope won't make it to live.
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@DontNerf said:
https://forum.deadbydaylight.com/en/discussion/comment/1990255#Comment_1990255
Yay 3 months to wait
Time flies. It feels like the Twins were released like last month.
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@SleepyWillo said:
https://forum.deadbydaylight.com/en/discussion/comment/1990185#Comment_1990185
Most of the horrific pushback gets removed. There is indeed a lot of pushback... Even at just the idea.
Well normally I'd agree that the kind of representation we're talking about gets shoehorned into things, but it really wouldn't feel that way with this game. It would just be another survivor, who also happened to be LGBT.
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Y'all need to stop being so pessimistic, saying this crap every time a new killer comes out. Having a ranged attack does not mean he has "the same power" as the other ranged killers. And I don't care if 2 killer's overall game plan is the same; that is so vague to say. Like, Trapper and Hag control an area with Traps, but they have way different powers even if they're both called "traps". Every killer that has been added into this game is unique enough for me.
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I think he's fine. If you don't like him you can wait for the 2-3 other killers we'll be getting during the rest of the year.
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I still have to say Leatherface is better. He can guarantee a facecamp death, he can eat through Borrowed, he can down multiple survivors in his chainsaw attack, he can turn corners way better, he has much stronger add-ons than Hillbilly, etc. Hillbilly is good for his movement speed across the map, but the additional precision required to land the chainsaw and for it to only ever down 1 survivor at a time, I'd say he has less downing power.
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You can counter him by holding forward aka keeping distance between you and him. Eventually he will catch up though and that's when he's the strongest: at loops. His ability to shoot through walls can seem overpowered at first, but it's really not. I think the thing that makes him broken is range add-ons. This is a killer that combines the ability to do damage with a ranged attack, like Huntress, combined with the ability to hit survivors through walls, like Doctor. Survivors can't see you or maybe even hear you coming, and you can get sniped through a wall. It's a bit too strong with that extra range.
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I keep seeing these posts about the pushback against LGBT characters, but I've never seen that pushback myself. Are you sure these people you're talking about even exist?
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It's unfortunate that we have to make this differentiation, but Trapper is better against solos and wrecked by SWF, and Wraith isn't as hard countered by SWF but isn't overall stronger than Trapper.
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I don't think he should be 110. He should be 115 like Plague or Pyramid Head. Having a ranged attack to me doesn't automatically merit having a 110 movement speed to compensate.
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I'm also excited to see people make use of the range of these knives, with or without the bounce add-on. It could be pretty insane.
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There's nothing wrong with him.
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@Xayrlen said:
There's already The Twins for that. Enjoy.
Charlotte is not old.
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/1986215#Comment_1986215
Yeah, actually you did. I sort of copied off of that forgetting who originally said this because they were good points. Sorry about that, I'll give you credit.
Here is what you said a few comments ago.
"Yes because unlike the other exhaustion perks, it's unconditional. Lithe requires a window, Balanced requires a falling spot, and Sprint Burst needs to be saved by walking around slowly or 99ing it."
Thank you, friend.
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I think the point he's trying to make, guys, is that you're punished for playing too efficient. It's not just do-nothing teammates who survive and depip. It's also people who were able to do the gens in 5 minutes and probably got in 1 chase each. What are you supposed to do in that scenario? Let the killer chase you and toy with him just for the points?
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Garbage challenge design strikes again.
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@Mazoobi said:
If you have a buddy, make them run Soul Guard and you use For The People to pick them up. Completed the challenge on first try :)
But you had to use SWF to do it.
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It is clear as day that PC Blights have way more control over the turns and swings than we do. You can literally tell. I'll be watching a Tru3 video and I'll be amazed at the lethal rushes he gets away with. It feels the same way with Nurse and Wraith on console. Their lunges just seem so short and/or slow. Maybe there's a bigger underlying issue here.
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@Mat_Sella said:
and already one pallets been used, leaving just one there and another section of the map completely barren.
Bait.
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That can happen on that map. It shouldn't, but it does.
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Maybe I'm just being overly skeptical but I could have sworn I posted a comment containing similar terminology and talking points to what you said. Then again, maybe there's simply not much room for differentiation in criticizing this perk.
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I've been part of whataboutism but it try not to. But if something needs nerfing I'm just gonna say it, and I usually refer to the other side's equivalent of whatever I'm talking about. I'll just be glad that after moris AND keys have been nerfed, we won't have to compare them or even talk about them anymore.
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@[Deleted User] said:
You work hard to get good with nurse, suffer through loss after loss after hard loss. Everyone calling you baby nurse ggez tbags all around.....
.....Only to get good and be told you're scrub at the game because you play "ez mode OP nurse"
Because Nurse is the power role killer once you've got good with her. I don't find her particularly fun to watch or even play as, but if I could just master her, I'd be able to switch over to the power role at any point.
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I don't agree with limiting perks, because if you do it for one side you're gonna do it for both, and killers can't take that hit. It's scummy that survivors can put on DS, Unbreakable, and Soul Guard together, and it's lame that Ruin disables gen kicking, but I think people should be allowed to run the perks they want. I'm gonna give them hell if they DS me after I hooked someone else and they were working on a gen while injured, but they have the right to run that perk. But yeah, if y'all want the que times for survivor to be better, you've got to stop abusing perks in that manner, and never tbag or click at the killer.
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@Fantasy said:
https://forum.deadbydaylight.com/en/discussion/comment/1985839#Comment_1985839
Dead Hard requires you to be injured unlike the others and you don't get much distance as the others.
That's kind of the point of the perk. What, do you think healthy survivors should be able to Dead Hard? And it's not like you must stay injured the whole match to get use out of DH. You get hit once, like in a regular chase, use it to avoid a hit or get somewhere otherwise unreachable in time, and then maybe you go down, but that chase had to be horribly long for the killer. You can stay injured, which is what confident survivors do anyway, because DH acts as that extra health state. The lack of distance it makes compared to other exhaustion perks is the trade off, and it's not a large one at that. Nobody complains that DH makes too little distance because the way it allows you to greed loops, and killers needing to bait it out, and the i-frames far outweigh that downside.
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@GodLikeTerror said:
https://forum.deadbydaylight.com/en/discussion/comment/1985817#Comment_1985817
You just spam windows that's all it is.
I don't know what you mean.
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Yes because unlike the other exhaustion perks, it's unconditional. Lithe requires a window, Balanced requires a falling spot, and Sprint Burst needs to be saved by walking around slowly or 99ing it. Plus, none of those give i-frames and Dead Hard does. That's why I call it OP and a third health state. It's also dependent on connection. Some people try to argue against DH being strong by saying "But 99.9% of the time, it leaves me exhausted on the ground." But that's not Dead Hard's fault. It's the game's for having bad servers, or it's yours for waiting too long to use it. Assuming there is a stable connection to the server, meaning you can react just in time to use Dead Hard to avoid the killer's swing, it's absolutely busted. 1 person having Dead Hard is one thing. If 3 or 4 have it, your chances of winning as killer drastically go down. It's been the best exhaustion perk since it was put in the game, and that's why all the best survivors use it.
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Lery's feels like one big loop, similar to Hawkins.
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Lery's feels like one big loop, similar to Hawkins.
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This has just felt like 2020 matchmaking again. Rainbow ranks every time I play solo, so I'm pressured to play SWF.
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Close enough. Gen speed prevents me from playing killer builds I like, but I have fun anyway.
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I've been saying this. Console skill checks are sometimes stuttery, especially in indoor maps. But they're also inconsistent. Sometimes they're generous because they give you a great skill check you clearly didn't hit, and sometimes they're stupid because you hit it right on the great mark and it blows up the gen.
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Just give him stitched bag at base, and maybe not have his traps spawn at all corners of the map.
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He's absolute garbage. Not even this rework could save him.
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@Zaytex said:
It's BS, idiotic and completely impossible sometimes.
You basically need to go for 12 hooks, have many chases, stop gens flying, stop the survivors healing all whilst trying to do this with some crappy perkless killer like trapper, against x4 DS/UB gen rushing SWF.
You're better off throwing till you're around rank 20, then going for it.
They should really just change it to 4 kills only, instead of making it so you need to double pip, which requires 10-12 hooks and all the other shenanigans that don't happen unless the survivors are potato.
And the devs are probably falling into this fallacy once again that "Well, players who already got the achievement will feel cheated. We can't change them now." Yes you can. You haven't cared about what people wanted most of the time anyway, so why not do that again for adepts?
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It does happen to me. Blight, Huntress, Hillbilly: 50% of games an indoor map.
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Maybe you could run Windows or Lithe to help you with it, even though it doesn't account for bugs not letting you complete the challenge.
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Those gameplay buff ideas are a bit ridiculous, though the bloodpoint bonuses less so. I do agree people should be able to see SWF. Heck, at minimum allow the 4th wheel survivor to see he's being queued with a 3-man team.
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@Grandpa_Crack_Pipe said:
Feel like that's a really good way to superpunish the solo queue guy who found himself in the wrong game.
We're talking about high ranks here, so I'm assuming someone who's playing solo knows what they're doing. His teammates may not, but 1 or 2 good survivors can carry solos. And it is a team game, so bad teammates should result in a bad game, naturally.
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If nobody is on my same platform, or there's a TTV, I'm assuming it's 4-man SWF. I may dodge and I may not. It depends on how good or bad my last match was.
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@PhantomChimera said:
https://forum.deadbydaylight.com/en/discussion/comment/1982692#Comment_1982692
It's not just rank 20. I have seen people as high as rank six do this. Hide in lockers most of the match. Letting the other survivors carry them.
That's why they should be at rank 20 instead of up here with us pros.
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I've run into 1 hacker a month like 2 months in a row. I don't have it as bad as y'all but it's still unacceptable.
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I buy every licensed killer/survivor when they come out. Spend iridescent shards on everyone else. Never spent money on cosmetics or anything. That's my contribution I guess.
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They need to try to do gens still. Rank 20 cowards wait it out for hatch. I'm gonna get my gen or chase points, and maybe one of us gets out. Me dying in a chase immediately is better than dying in a chase later, or from EGC after hatch gets closed.
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My shots literally go through their bodies sometimes.
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You can't chase with Hag. They trip a trap, you hit them, they run away, reset the trap. Occasionally they run into a second trap and get downed, and that's when you can generate pressure, forcing the team to rescue that person off hook.
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@ThePolice said:
I think they should just add addons that increase his range
No, his base range needs to be increased. I hate the add-on idea because if you're not running it, it's like you're missing out on something major. That was my problem with Leatherface/Hillbilly's old "increases the reach of the chainsaw" add-on.