dizbruhlikesthering
dizbruhlikesthering
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@underlord99 said:
can someone explain to me why so many red rank survivors like to self care in a corner of the map? wouldnt it be more efficient if you were healed by someone else ?
I honestly hate selfcare, i rather avoid using it at all, as i usually see it as a waste of a perkslot. Except it isn't. Playing solo is awful, since you can never rely on other survivors to help heal you. Therefore i always bring selfcare anyway, IN CASE i need it. Usually i don't, but there have been times when it has been useful. Inner strength is honestly better, but you can't always rely on that everyone haven't been cleansing totems. Which sucks.
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@Gandalf said:
I think it's 50-50 on pinhead. I'm not sure why they want to tease us with pinhead though; if it's not him i don't like make a big reference to him.
Wasn't there talk about pinhead already back when ghostface was leaked? Some retrosounds and such?
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@Stitch7833 said:
https://forum.deadbydaylight.com/en/discussion/comment/1096418#Comment_1096418
Oh dont get me wrong i really wish it was the cenobites, or even just pinhead would be cool (would rather to play as the chatterer though) but all the other trailers i have been able to guess so very easy when they have been licensed, after all i grew up on these films but either way im always excited when theres a new chapter. but im feeling its a male, average speed, tall and probably a strongman build. i would like his ability to use the chain to grab people though, be some cool tricks with that ability
Yep, the chain definitely has potential to being very powerful. I really hope it is a new killer that can counter looping and such.
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@Stitch7833 said:
so i hate to ruin your hopes but its not hellraiser (pinhead) and here is why.
- first of all usually when theyre getting licensed killers they attend gaming conventions to promote, this is likely to get more people to buy it to cover the cost.
- Second all other licensed teasers have been very accurate and very obvious to what they are, this however is a chain (ill go into why later on)
- Third we have already had 2 licensed killers this year (demo and ghostface) this killer is the 4th and final one of the year rotation
- Fourth the chain within the teaser acts nothing like they do in hellraiser, the chains within the films are usually all very fast paced unless there is a panning shot of multiple chains hanging from the ceiling
- Fifth, while chains are used in hellraiser and is easy to link to the movies a more iconic of the cenobites (pinhead etc.) is when theyre appearing, this is shown by a bright white light shinning through wooden planks.
dont get your hopes up, would be nice to have that license but not this time
Actually some very good points. I knew about the thing about them not attending any game conventions this year (but honestly i was just hoping it was an exception). But like i said before, a original killer will be very cool aswell. Cant wait.
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@Gandalf said:
I seen some ppl saying this can't be pinhead becaue of the chain slowly moving instead of striking directly. I think this is pure for entertainment reasons... a slowly moving chain followed by that tight pull and blood reveal on the end. It's purely to make the teaser interesting.
These devs know very well we all have high expectations about one of the best horror icons in the horror scene. I would be disappointed if it isn't Pinhead.
Exactly. That is also something i've been figuring. I think the devs must atleast have known that they will get people hopes up with that teaser. Feels like they would have taken a different approach to it if it wasn't pinhead, purely for that reason, not get peoples hopes up. But i dont know, maybe im just being to hasty. Im gonna be satisfied in the end anyway, even though it might not be pinhead.
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@BigDickCheney said:
As much as I'd love it to be pinhead I doubt it. If you noticed in the trailer the chains are being dragged and tighten up giving off the impression that somthing is chained to it where pinhead throws his chains he never drags them around.
True. One can only hope, right? I mean, a original killer is always exciting aswell, that means much more cosmetics as cherry on top. But Pinhead... ugh, such a dream.
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The chainwielder
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@TheGhostofZgor said:
What if its not exactly Pinhead but rather an original Cenobite. It would be an interesting way to use a license but not have to follow any characteristics of Pinhead specifically.
Actually, thats pretty awesome aswell. Would love to see something half original half licensed based.
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@CubnLinkTony said:
https://forum.deadbydaylight.com/en/discussion/129632/the-new-killer-is-pinhead-proof
That doesn't prove that it's pin head at all, I I mean ghost rider is a "killer with a chain" and your "proof" isn't even legitimate proof.
Yes. If you read the edit you wouldn't need to comment that. But i assume you were hasty.
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@greekfire774 said:
Spawn is also a pretty dope chain wielder and would make an awesome addition to the game. I didn't make any assumptions it was pinhead. I also hope with all my heart it's not him cause he's really not that interesting of a character especially for this game.
I mean, i guess Spawn would be cool aswell, but imo he feels more fantasy then horror. But i guess at this point, i am just happy about a new killer overall.
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@AceOfSpades1773 said:
https://forum.deadbydaylight.com/en/discussion/comment/1091390#Comment_1091390
Actually, a Wall Smasher isn't completely outlandish. While I agree it does sound a bit bland now, BHVR has had the idea for a wall smash killer since they made the game.
Well, yes, i do think it could be cool aswell, but just feels like a lot of work to rework every map so one potential killer may be able to break a wall. I just dont see how it will be useful, especially if there is any kind of cooldown to run with it.
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That... Does actually seem pretty close to the teaser chain. Very interesting, hopefully it is.
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@Chekita said:
If they make Pinhead and he is a wuss like most killers it will be ridiculous. We need more strong killers in the game and Pinhead is the epitome of terror. If he isn't terrifying to play against he will become a joke.
I agree. Still, he has the potential to be really scary aswell.
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@Mringasa said:
The wall smashing score event that they datamined could be Pinhead placing chains on a wall, and them bursting out of it to trap a Survivor. So a vertical Trapper instead of a horizontal Trapper like we have.
Just throwing it out there because I'd love to have Pinhead in the game. No matter how weak/strong he was, that's all I'd play. And Kirsty... gotta have Kirsty Cotton in there.
Yeah, pinhead would be a dream come true IMO. Just imagine how terrifying it could potentially be, him walking around with floating chains chasing people.
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@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1091465#Comment_1091465
What I'm saying is if there was no penalty the last survivors might just quit, or I could quit. Anything other than being forced to go another few minutes. At that point you're just going through the motions to end it.
Yes, i understood that from your last post. And i agree, that might be a boring drag, wanting to get to the next game. But i just dont see a reason why you should DC in any of those cases, since you lose both the points and de-pip. While the game becomes less fun for the survivors left behind of the suicider, i can't see why anyone would rather leave the game and waste all the points they could gather; a simple solution in that case then; suicide on the next hook + get the points + a potential safety pip, while you also get to carry on to the next game. Penalty is needed to discourage the players from purposefully DC-ing, hence trying to prevent the scenario you're describing.
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@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1091440#Comment_1091440
It just results in 3 players (killer and last 2 survivors) being forced to go through the motions to end the game.
Correct. The same way it would happen if people DC'D. Might aswell get those points you can, instead of also DC-Ing and losing a pip. While i can understand that, yes, having half the team suicide isn't fun, for either party (killer or survivor) there isn't much to do anyway, doesn't matter if they DC'D or suicided, in the end it leaves you in the same bad spot anyway. A penalty is meant to discourage players from ragequitting in the first place, not penalize those players left in a game because a bunch of players decided to suicide. I get your point though.
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@fengsad said:
https://forum.deadbydaylight.com/en/discussion/comment/1091421#Comment_1091421
If done by a percentage of games it would make more sense, although still be mostly ineffective. A player can easily suicide on hook, leaving their team in a bad spot. The more often this is done, the more likely the killer is to slug, which makes the game less fun for everyone.
So a dc right of the bat is better in your eyes? Don't get me wrong, i get what you are saying, but these people would have DC'D anyway in the end but were forced to go another way around it because of the penalty. Now they atleast waste time for the killer, at the same time as the killer can get awarded more points for actually hooking and sacrificing the survivor.
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If they were suiciding on the first hook anyway, they most likely were planning on dc-ing but didn't because of the penalty. So how would a DC right of the bat have been any better? For me, i think thats a great improvement. Atleast now people need to get on the hook and therefore waste time, and also the killer gets more points. Win-Win in my eyes.
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This is sadly an online-game. Doesn't matter if you play survivor or killer, the "toxicity" is always there. But to stop annoying dc-ers for both killers and survivors, i think DC Penalty is a great thing imo.
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@HellDescent said:
it's a meme
I know. There is an edit up at the original post. ^
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@AceOfSpades1773 said:
https://forum.deadbydaylight.com/en/discussion/comment/1091381#Comment_1091381
While I seriously doubt we'd get him, it still might be a possibility? I don't care either way. Don't get your hopes up, but don't rule it out completely.
I mean, obviously a new original killer is equally as exciting, but i would love seeing a killer (such as pinhead) because of its potential power. A wallsmasher sounds so... Bland.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1091361#Comment_1091361
Soon(tm) is a joke referring to how frequently the question of "when will X happen" with "soon."
https://www.urbandictionary.com/define.php?term=soon%20%28tm%29
Yep, i understood that now. Damn. Was really hoping it was a hint. Pinhead would be so damn cool.
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@Hoodied said:
I don’t know how you got pinhead from that but okay
No, i thought they put the TM there as a hint towards it being a licensed killer (even though i now learnt it stands for something else). Considering Pinhead is the most famous chainwielder, i think that makes it pretty obvious why i came to that conclusion, don't you think?
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@fengsad said:
soon(tm) is a meme that's been around quite a while.
I still keep my hopes up for my man pinhead. Would make a serious cool addition.
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The first 2-3 gens go by incredibly fast, but i find that if you apply good pressure from the very start, the last two gens is where you really have a shot to slow the game down. I always find that 2 gens go by almost immediatly, but as soon as i start chasing and hooking it slows down.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/1069059#Comment_1069059
Perks aren't gonna cut it. If we're reliant on perks to slow down gens, we're still gonna be practically limited to 2 or 3 choice perks at best. Gen speed nerf is the only solution.
Yes, but knowing devs, i have a hard time believing genspeed nerf is gonna be implemented. I think if we are gonna get remotely close to something that resembles a genspeed nerf, a perk is gonna be it. Gen speed nerf in general would be cool, but i just have hard time thinking its ever gonna get implemented.
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@danielmaster87 said:
It's good in theory. There's definitely been times where I've felt it's effect. It's nice not needing to kick the gens either. But unless you're able to keep people off the gens all the time, those things are going flying nowadays. Alright perk, ######### game balance.
I guess we can always hope for another gamechanging perk in the next update?
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@GHOSTfaceP3 said:
It’s to weak for a hex perk..the idea is cool but they either need to increase the numbers or make it a perk and not a hex..also they didn’t address why ruin was used so much
Agreed. They should test it being a perk in the next ptbs, so they can atleast see how it would work out.
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@Mo4ntus said:
Maybe unpopular opinion but I think designating a 5th perk slot solely for hex items might be a good idea. This would help with the perk disparity(the killers 4 to the survivors 16) and makes it less of a cost if you wanna bring a second totem protection perk or even multiple mains so it is not as much of a cost to lose 1 totem.
Yeah, that could actually be a good idea. That would still allow the killer to fully use his normal perks and not feel like one of them is wasted when ruin is gone within a few seconds. Cool concept.
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@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/1067601#Comment_1067601
I think they need to rethink the core mechanics of the game. They've added totem spawns left and right. Once people play a few times on each map they have the new locations memorized.
True aswell. Totemspawns seem to be a problem, considering that an entire perkslot is used to be able to use them. Don't know how the devs would make anything else work except trying out randomized totemspawns, but that also seems like it would come with a lot of problems aswell. Seems like a difficult situation, especially now with ruin gone. Probably would have been better off fixing stuff like totemspawns before touching ruin, but thats life i guess.
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@MigrantTheGreat said:
https://forum.deadbydaylight.com/en/discussion/127061/honestly-new-ruin-isnt-that-bad
Person with a blown off limb bleeding out = gen speed
Tourniquiet = old ruin
The devs took a tourniquiet off a person with a blown off limb without treating the blown off limb. While I really like your idea and think it should be tested, I feel that gen speeds would still be too fast
Yeah, they should really test out some different ideas and mechanics on the future ptbs, and see which ones work best. I feel sometimes that devs don't test enough (ideas mostly) on the ptbs, after all they are meant for testing what works and what not. I would like to see more primary objectives aswell, both as killer and survivor. We hope for the future.
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@Elik said:
So i've been playing dead by daylight for over a year on ps4 but I just got my pc and dead by daylight for it. Should I wait for cross progression or just buy the dlc's and level everyone up again? What do you guys think?
I would restart, knowing how long stuff like this can take, i wouldn't wait. But that maybe just me.
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@ItsaDwight said:
Alright, I'll give it one last shot I guess.
I've been playing this game since it literally came out on Steam. I remember them days, when survivors had a pallet vacuum, jungle gyms had two pallets in it, and there was no bloodlust.
But for that time it was okay. There was no "looping" or "genrush", everyone was afraid of the Killer. I'm not sure if the devs ever played their game in the past year or two, I am sure that they don't play it like every day, and also I'm goddamn sure that no one of the devs plays on rank 1. Although I am a rank 1 killer and rank 1 survivor, and I beg you: please stop balancing the game for the rank 15 or so. You killed ruin, because when it was good, toxic swf couldn't have fun (you know, fun = teabagging at the exit gates and insulting the killer in after-game chat). Now solo survivor queue on red ranks takes kinda 30 minutes, and killers, who obviously don't want to get genrushed, teabagged and insulted, have to play really dirty in order to merely get one pip. So they camp, they slug, etc. I can never see all this situation after ruin "nerf" (let's be honest, you just deleted the perk) as fun. It's fun for the killer to get multiple chases, it's fun for the survivor to loop the killer for 5-10 minutes, but it's not fun when all the gens are done at 3 minutes 37 seconds, and the killer is literally facecamping somebody on a hook, because he wants one kill.
So please, here are the steps you can follow to make the game way more interesting and competitive than it is:
1) Slow down the gen speed. Add like 60 second per gen, this will be just enough.
2) Let the Killer see, which survivors on his lobby are SWF.
3) Add some debuffs for the SWF. Even slower gens, or +1 gen per 1 SWF member, or bigger emblem rewards for the Killer for playing against a SWF.
4) Make "Chase" and "Altruism" to be rewarded more then "Objective", because I already said what real "Objective" of the survivor mains is.
5) To fight facecamp and tunneling, you can use the very bloodpoint system. For example, if the killer is standing in front of the hooked person, and there are no other survivors in 16 meters range, the hooked person starts gaining 1000 bloodpoints in "survival" category every minute of the facecamping process, because, you know, it's hard to "survive" a facecamping Bubba, and the killer loses the same.
LMAO 60 secs per gen? Stopped reading there. I get what you are trying to do, but you cannot exaggerate to make one of the sides heavily unbalanced. Maybe 15-20 seconds per gen would be more suitable but 60 secs is ridicilous, even with the new ruin change lol.
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@Omans said:
New ruin is good for pig if the totem doesn't get destroyed (lol), and that's about it. It makes survivors choose between finishing the Gen and screwing over their teammate with a trap on their head, or not doing the Gen and letting it regress quickly. But again, that requires the totem to not be found (lol).
Maybe the devs should start rethinking totemspawns, or perhaps make the cleansing time longer. Atleast that would give the killer the chance to protect it.
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@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/1064411#Comment_1064411
Devour Hope is probably the best hex perk now. Old Ruin got demolished in 30 seconds or ignored by good survivors. New ruin they don't even waste time to cleanse it. DH can have a nice surprise effect. What I've noticed is even before ruin got nerfed most survivors don't stop what they're doing and look for totems unless they know it's out there. They don't get a notice until there's 3 stacks and I hope the devs never touch it. Hex perks are so risky yet only 1 of them actually gives a reward. Lullaby is powerful but 5 hooks before the gens get done is way too much work. If you managed to pull that off those survivors are potatoes. I'm excluding NOED because if you get killed by that it's you and your teams fault. Since ruin was gutted I feel removing all notifications about a hex perk isn't asking for much. The devs have held their hands for far too long.
Yeah, as a survivor, i can say that devour hope really catches you off guard when used. That is of course if there is a good totemspawn, because you know the saying, if it glows it goes. Especially when there hasn't been any other hexes, it really is a nice way to turn the table around as killer.
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@Endstille said:
The perk has no effect on survivors. It is a joke and when you do want to run an endgame totem you are better off with devour hope than this ruin.
While i understand that devour hope is probably a better perk in the long run, i disagree that the perk has no effect on survivors. The new ruin is useful for killers who can keep pushing people of gens (aka Billy). Had a game where Billy would keep pushing us off, leaving all gens regressing, and only hooking when we ran into him (so no chases). Working pretty well, hence we lost the match.
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@MegaWaffle said:
https://forum.deadbydaylight.com/en/discussion/127061/honestly-new-ruin-isnt-that-bad
I think @Nameless hit the nail on the head.
The "new" Ruin isn't a terrible perk (it has some niche uses) but because it left a void that the old Ruin use to fill, (that is now left without a replacement) it has hurt the core match experience.
If the "new" Ruin was to have been introduced as a totally new perk (without replacing the old) I could see it being used in some fun gimmick builds, but the cost of having the perk replace old Ruin came at the killers expense (and the expense of us vet survivors who actually want to see some challenge return to the role).
Yeah i totally get where you are coming from. Now ruin is gone on expense of killers fun. Makes me wonder if they are planning on implementing some other sidechallenge for the survivors (which i'll hope they do).
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@Rlabotath said:
https://forum.deadbydaylight.com/en/discussion/comment/1063525#Comment_1063525
The problem isn't just map pressure, I wish the devs would stop pushing this agenda of "Just pressure the Survivors, git gud." You need map pressure AND short ttk. I could have an insta to to any gen killer get screwed because his ttk is garbage.
There's a reason Nurse, Billy, and Spirit are all top tier: they have both. Freddy has amazing map pressure, but his ttk is the same as Clowns, which isn't that great. Go through the rest of the killers, and you'll figure out where they stand.
Obviously ttk is better than map pressure, which is why Nurse was always above the other two. However, if you're ttk is at least decent, then your map pressure is effective.
Personally, i feel like most killers need a buff, but i dont think every killer should be in the same tier either. Thats why i think adding more gens depending on mapsize would be a good temporary solution until they come up with something better. I get what you're saying though.
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@Rlabotath said:
The problem is old ruin served 1 purpose: slowing down the early game to a manageable level without, as the devs say, "just start with your legs cut off and give them Gena for free." Now, it's not bad, but it serves a different purpose without a replacement for the core issue: early game.
Both teams need momentum to take control of the game. Killers need that early hook before/around gen 1 popping, but prior to 2 gens, to survive. Old ruin gave you that time and momentum. This didn't mean you'd win (meaning 3k+), but it'd give you a competitive edge to survive. Now, without that early pressure, you're liable to being behind all game, and never having a chance at winning, or having a draw for that matter.
People say Corrupt is the answer, however Survivors counter this in two ways: 1, waiting it out, and now you're in the same position as Ruin breaking 8 seconds in, and 2, leading you to chase into the blocked gens, meaning the other 3 get free gen time with no pressure, and you're at square one again. You could say you don't chase them if they run that way, at which point they go find an open gen and get to work, and you're at square 0.
Yeah, i agree that earlygame has become a problem. Many times me and my team will actually finish a gen, right before the killer gets to us. So i understand that that is something that became a bigger problem. I still feel like the endresult is the same though. I just wish devs would implement something to not drive killers insane with the amount of map-pressure they need to have. (as i stated above, 7 gens instead of 5 on big maps, etc) Because killers with low mobility dont have a chance in the earlygame anymore.
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@Nameless said:
It’s not a bad perk, it just doesn’t serve the same purpose as old Ruin and when you remove a plasterfix without addressing the actual issue, people won’t like the changes.
Yeah thats true. They really should have looked into the problems (the things really causing the issues, like gentimes, mapsizes, etc) before nerfing ruin. Agreed.
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@Yung_Slug said:
I remember playing against Leatherface for the first time. I had never experienced a friendly killer before so when he refused to attack us I was very confused.
In the post-game chat he just said "frands".
Second weirdest one was when I got everyone in the lobby to play Pizza Dwight and we all crouched around in a line. However, that was probably a lot weirder for the killer than it was for me.
WAIT. I remember playing as dwight and crouching around in a line together with the rest of the survivors? Makes me wonder if we were in the same game?
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I would say a fun and long game (not a long where the game is held hostage or something) but a game where you get to do a little bit of everything, and therefore pip. I would count 3 kills as a win, hence you have no control of if the last survivor gets the hatch (unless you have slugged them, of course).
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@PoisonN said:
https://forum.deadbydaylight.com/en/discussion/comment/987582#Comment_987582
Excuse me? Are we playing the same game?
It's not a logic, it's a fact. Survivor ALWAYS want 4 scape. They're so quickly to spam borrowed time with no fear in the front of the killer and body block until the gates open. I'm sorry but only in your world survivors just leave the game just like that
Obviously people will try to do their best to win so much as they can. When you play as killer, do you let two people escape only for the sake of keeping the game "balanced" and "fair"? This thread is talking more about how the emblemsystem is bad, considering the game should be balanced around two escape and two kills, however, its more difficult for killers to pip for that reason. Noone ever said anything about purposefully making the game fair (by letting someone escape), it needs to be balanced already before in the game for that to happen. And that is exactly what this thread is discussing about.
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@TerminatorGuy said:
The Terminator T-800 from the first movie
YES. Crap yes. Got all excited now. And have Sarah Connor be the survivor, my life would be complete.
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Dont quote me on this one, but i dont think there are gonna be any special items this time, considering there isn't any ongoing event. Last time was withering blight, and the items were exclusive to that event (i think). Not sure tho. Would be cool to some new items.
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This is perfect. Might be to op tho. But im sure it will be nerfed anyway so i dont have to worry. Cheers!
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@DocFabron said:
https://forum.deadbydaylight.com/en/discussion/comment/958614#Comment_958614
We wouldn't get very many cosmetics for her unfortunately. The only weapon we could get for her is
The knife she used to torture that little boy to death.
Yeah thats true. Possibly if her weapon could be something more psychic, using her hand to "control" other survivors to getting damaged in some way. Interesting concept though indeed.
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Personally i would really like to see Rose the hat from the shining sequel, Doctor sleep. Would be cool to see a more "human" alike villain for once, instead of just masked killers and monsters. She could have some really cool abilities aswell.


