danielmaster87
danielmaster87
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- danielmaster87
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Comments
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It would help but like someone said above, some survivors insta-DC because they see a certain killer is being played.
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Y'all just want free invisibility with Blendette and Adam.
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It would fix the grind by reducing it significantly. It wouldn't work for killer though except for their offerings.
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They're poorly designed. Unless I feel like slugging everyone, which is how you win with Twins, I don't want to play as them.
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I was looking for the fps issue question but there wasn't one. They probably think they've fixed it when they haven't.
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Whispers.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1877981#Comment_1877981
It's usually people with not many posts because they literally just made an account; and don't actually have many hours in the game.
Yeah the kind that say "I just bought this game for my wife and I. BBQ is too good." Like they're the ones best aquatinted with the game and its balance.
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Unbelievable. We say buff Clown, they give survivors a potential speed up. We say buff Clown, they add pre-dropped pallets to his map. We say buff Clown, they don't do the most obvious of buffs which is changing his loud vaulting.
Any loop that involves him vaulting, the survivor has a distinct advantage at because they can hear him when he does it. No mindgames at shack, none at jungle gyms, etc. It makes his own perk, Bamboozle, a super weak option on him. He will never even be close to strong just because this interaction exists.
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Like the Faceless from XCOM 2.
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@Kolonite said:
Bro... You couldn't 4k with ruin/undying?
Not many can when hatch exists.
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For me it's always Undying going down first, in the first 30 seconds as well, and then Ruin lasting 1-2 minutes at best after that. 2 perks slot wasted and no more regression.
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If you're on console, forget it.
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I've never understood how people can say BBQ is op. It's a Plain Jane aura reading info perk. Information means pretty much nothing to killer chase-wise. It doesn't matter if he can see where you are when he can't get to you, which is the problem with Object.
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@EvanSnowWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/1877771#Comment_1877771
No, it was the center building's "side room" outside of where the generator spawns inside the hay bales. The barn building.
You can search up the name of the map and we'll know exactly what main building you're talking about.
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I'd blame it on bad map design. What is a window doing that close to a locker anyway?
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@Zarathos said:
Oddly enough I think the key point that trapper really started to suffer was the update to his trap that made it so the hitbox was reduced. It was pretty far back but it dropped about the time trapper got his add on updates. His iridescent are bonkers but his power is simply lacking an extra element. I was thinking his traps being naturally added to his inventory some kind of cooldown. Of course this would have a cap but No pick up or map traversal would be involved and a rearm ability that allows him to call on the entity to reset a targeted trap within 32 meters being base kit.
The reduced hitbox is the most infuriating thing, because unless you have the trap pixel perfect in the center of a pallet or narrow walkway, the survivor can go to the edge of it and literally walk over it whereas you can't. It's basically an exploit that's been left in the game for months if not years. It's a free Dead Hard, you could say, since Dead Hard allows you to go over traps for some reason.
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I'd say I'm a killer main. It should be obvious that when I play survivor, I don't tbag the killer. But unfortunately some who play killer, who know what it feels like, still feel the need to tbag when they're survivor. And I wouldn't say killer is the power role. They're the power role over weak solos. SWFs on the other hand flip the balance of the game on its head.
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@Huge_Bush said:
https://forum.deadbydaylight.com/en/discussion/comment/1877418#Comment_1877418
It really pisses me off when I think about how long Trapper has been needing a buff and the devs are just sitting on their hands. Wasn't there a chart where he was the most popular killer? You'd think they would have shown him a little love to please their players, but nooooo.
His red add-ons are good. Bloody Coil is a death sentance to anyone who gets put into a shack basement, there isn't really much they can do to buff that without making it overly difficult for survivors. I thought about them making it base-kit since I think there should be some risk to survivors when they choose to counter a killers power, but basement builds will be out in full force and the forums will be flooded with tears.
Iridescent stone should be buffed to where traps reset after 20 seconds instead of 30.
All he really needs is for Trapper bag to be made base kit, buff to base kit trap settings and automatic trap acquirement when he walks over disarmed traps. As things stand, game goes way to fast to be "fun" when playing as Trapper unless you get potatoes.
I can attest to bloody coil only being useful at shack. I've been having 1ks and 2ks because of coordinated teams, in which case these add-ons didn't mean #########. Then one game I put someone in the basement and trapped it up. That game ended up being a 3k and would have been a 4 if I wasn't getting gen rushed so hardcore. It's funny: "killer" shack is the most survivor sided tile in the game, and rests just above basement, the only killer sided tile in the game.
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@[Deleted User] said:
Also more on topic.... mean Iri Stone and bloody coil are probably his strongest addons after all the bag addons....I mean trapper is a weak killer sure but those addons when compared to his other addons are really not that bad at all.
But as I highlighted, they do next to nothing against decent survivors, which calls into question the rest of his add-ons. Freddy and Blight get all sorts of cool add-ons for their power. Dream snares into dream pallets, undetectable while rushing, etc. What does Trapper get? MoDeRaTeLy increases trap disarm time/setting speed, makes traps DaRkEr. There's nothing to them. Honing Stone is one of the only good ones, and it's about as powerful as the pinks when it's a purple!
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1877313#Comment_1877313
personally i don't believe them because devs have lied to us about major things in the past, but it might also be true because the amount of survivors i play with who are absolutely terrible is insane
The people who lose to Legion must have made it easy mode af for him. Put the best Legion against the best survivors and the survivors will come out on top every time. It's why nobody plays this garbage killer in tournaments. He has way too much counterplay, most of which consists of holding forward.
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@[Deleted User] said:
legion's right in the middle of the stats, so they're fine :)
If those stats are to be believed, that is.
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@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/1875339#Comment_1875339
The game would have to be redesigned from the ground up to accommodate that, otherwise I'll be held hostage for 30 minutes when it's down to one survivor and I [BAD WORD]ing quit forever if I ever have to deal with that again, I swear to god.
Obviously they need to have some anti-stall mechanic for when there's 1 survivor left in a 'hopeless' situation. Hatch is not it. We can do much better.
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@TragicSolitude said:
I love it when the last survivor dies to the EGC because they stuck around looking for the hatch. Don't take that away from me.
Seriously, though, this seems like one of the least problematic things about the hatch.
I had this one game as Pig where I was screwing around, not playing for real, and I put an RBT on someone. Suddenly, right after I do that, two gens pop at once. The last two gens. Her teammates absolutely screwed her. Luckily the hatch spawned next to a Jigsaw box and her teammates actually left in time for her to jump through it. (The point of this is not so someone can go off about being nice to survivors. The point of this anecdote is how the solo's fellow survivors totally screwed her. That would not have been a kill I earned. Like I said, the hatch opening despite the exit gates being powered/open is the least problematic thing about it.)
The hatch does need to be fixed, though. It shouldn't spawn at all until either all five gens are done or only one survivor is left alive. It being able to spawn with multiple survivors left before all the gens are done is just absolute bull[BAD WORD].
Ideally hatch shouldn't exist at all, but that's too radical an opinion.
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@AetherBytes said:
https://forum.deadbydaylight.com/en/discussion/219716/why-does-hatch-still-open-when-a-gate-is-open
Some killers have extreme mobility and can easily guard both gates (which is why you usually find swfs have people run interference). The hatch is there so a killer cant just watch them both and has to find it, but so does the survivor.
A better fix is to make the hatch not spawn at all until it opens, and that even nerfs keys while youre at it
You want to balance exit gates only around high mobility killers, which will not be present in A LOT of matches? So if I play Trapper, or Pig, or Doctor, or Hag, or Freddy, I should just accept that they're gonna get out through the exits because the killer literally isn't fast enough to patrol them? There is counterplay to that kind of patrolling too. You 30%-ish the exit and when the killer comes and goes again, you'll be out in time before they get back.
But I do like your second idea. It leaves hatch as a free escape still, but only ever for 1 person.
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They need to fix the teleporting back pallet drop. It's a tech aka exploit that's been in the game for months.
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Wait another month or 2, geez! It feels like we just got the Twins.
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Why BM regardless?
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@FreakPrince said:
RBT traps
It's not like they can't search the jigsaw boxes. Heck, I already disagree that they can walk out with an unpowered trap. Why aren't the traps powered from the start? Why do they need a gen to be done?
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@ggezbaby said:
https://forum.deadbydaylight.com/en/discussion/comment/1874707#Comment_1874707
Screw those people specifically. they use the excuse of “just trying to give the killer more blood points” to justify the teabagging and waiting at exit gates. just leave. Killers don’t want to watch you leave.
Because that would be another "lost chase" score event, wouldn't it?
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@AetherBytes said:
https://forum.deadbydaylight.com/en/discussion/comment/1874695#Comment_1874695
I stand at the exit area to give the killer extra bp by hitting me. What about those people?
They better learn quick.
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Good idea! Then people wouldn't do maximum BM by falling forward to the entity blocker, and actually get punished by being cocky pieces of sh*t.
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I recommend never taking the perk off. It means you won't ever get snuck up on by stealth killers or Tinkerer. You'll also have an idea when exactly the killer drops chase or if he's still coming for you. And the increased action speed is nice. It's part of the vault build too. I just wish Premonition, it's closest rival, gets buffed.
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@AmPuddin said:
??
If you wanted him to respond to you, you should have replied to his comment instead of creating new comments of your own. He doesn't get a notification on those.
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Rants like this are justified and are inevitable when the game is in such poor condition for so long.
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@Mikeasaurus said:
I mean, have you seen some of these Exit gate spawns. Sometimes the remaining survivor has zero chance to even get close to a gate without being spotted so the hatch is their last chance survival.
Tough. Those close gates are probably the only killer sided thing about those maps.
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@chieften333 said:
Not overpowered, but it's so annoying because survivors can make a mistake that normally would have them downed. But guess what? Now that mistake didn't happen!
I find that when you run solvent jug with clown, you'll see how much survivors rely on dead hard to fix their mistakes. You can tell by how they drop like flies in a chase.
Too bad Clown's exhaustion add-ons are getting removed in the rework aka nerf.
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It's a free health state. Most OP exhaustion perk in the game. And now it will be stronger because Clown has no exhaustion add-ons.
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I'd say it's a viable anti-tunnel perk. The killer goes for you as you're injured but if you can drop pallets and last those 20 seconds against him, you get fully healed and waste a ton of his time.
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We should all know this by now: The devs want to give all survivors Iron Will for free. Otherwise they wouldn't introduce new sound 'bugs' in every single little update. Killers are not supposed to have good hearing; it gives them too much of an advantage.
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I stopped using Dead Hard because I always get dedicated.
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I'd say Spine Chill, but I think it should be meta. Then there's Any Means Necessary and Autodidact.
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If I can down 1 person or the other, and assuming whoever I don't chase will escape, you'd better believe I'm killing the toxic one.
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It's not you, it's the game. Bad fov plus survivors clipping into your model means you can't land the shot.
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The hill tiles really do it for me. There is nowhere on or near that hill that the totem can be hidden at, so why allow it to spawn there in the first place?
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@[Deleted User] said:
You actually can. In fact, the best strat to guarantee your 4k when the hatch is open is just to stand still on top of it while cloaked and close it the moment the survivor appears.
Why are people getting recommended this year-old thread of mine?
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@katapad said:
I'm fine with the majority of the changes, but moving the survivors from the bottom left to the top left is gonna be a royal pain in the ass. Gens at the top is fine - it's in line with a lot of games with objectives. Would I rather have it at the bottom? Probably.
https://forum.deadbydaylight.com/en/discussion/comment/1864439#Comment_1864439
Survivors should be able to see each other's hooks - the killer should not. All that does is encourage a killer to tunnel more.
But if the killer is memorizing the different hooks people are on and is gonna tunnel anyway, then what's the difference? It's just a quality of life update for killers is all.
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Because it's the best we've got. What are we gonna use instead? No gen defense? Overrated Pop?
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Once upon a time I made a list. I deleted it, because you'll see a name you recognize 1 time, and then never get use out of the list again.
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@just_teme said:
https://forum.deadbydaylight.com/en/discussion/218135/nurse-is-bad-for-the-game
Nurse has alot of counterplay and most nurses are easier to beat than clowns. You you just need to keep playing safe and not greed. Also you can use so many tricks with LOS that it is genuinely impressing to go against a good nurse that can down you. Some maps give her the edge a bit but the biggest mistake ive seen for years in soloq is people dont change their playstyle while playing against a nurse and it results into giving the nurse really easy blinks and getting downed in 20 seconds.
Nurse easier than Clown? What a laugh. Maybe someone who never plays Nurse like me. She has so much tracking on her hits, and her 2nd blink makes it to where she can basically not miss, unless again she's a bad Nurse.
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@ausanimal said:
https://forum.deadbydaylight.com/en/discussion/218135/nurse-is-bad-for-the-game
You mean like all the 2nd chance perks survivors get, Nurse is one off the hardest killers to play and even more to play her well, whats worse is you should off know she was going to go right for you and moved to get away and not wait till the least second.
But the fact she can overcome all those 2nd chance perks with ease says something about her power.