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@BringShaggytoDBD said:
https://forum.deadbydaylight.com/en/discussion/comment/3281718#Comment_3281718
Found the survivor who never plays Killer.
I play killer most of the times. And it's the easiest it has ever been. Now what?
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3279236#Comment_3279236
That one add on where you need to stand 2m from the husk?
The other, Dried Cherry Blossom
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@Aven_Fallen said:
Cannot be countered. Even tho, I would be happy if they would not implement Killer Instinct in almost every Killer Power since its introduction. Knight does not have it, but since Legion, so many Killers have some form of Killer Instinct. And some are not really needed, e.g. Weskers Killer Instinct or especially Artist.
I don't really mind it on them. You know who really doesn't need KI? Spirit, and yet...
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nerf eruption, nurse & blight add-ons
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If you lose it was because of swf
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/3272168#Comment_3272168
Really, scrap Killer Bots. Just dont bring them, it is not worth the effort. You will not manage to bring 30 Killer Bots to a level that they resemble actual human players so that learning against them will be helpful.
The ressources can really be used in other areas.
Sadly I agree with this. As good as the idea sounds, bhvr needs to accept they will never be able to implement something like this, resulting in a huge waste of resources. Just put them elsewhere directly
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I bought both of them already
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/3271858#Comment_3271858
Well, it obviously wasn't close for the sacrificed survivor, but for those who made it to the end. Most of my normal, non-stompy, non-tunneling, well-proceeding games have the first kill at 2 or 3 gens remaining, with the other survivors spreading out. If i didn't keep up the pressure after that first kill, i would be down to one gen about 20s later. DBD games have become faster and the only way to slow that down is, well, slow-down perks and slow-down playstyle.
So yeah, a lot of my games with the first kill at 2-3 gens turn out to be rather close, but as always: your own experience may vary, and by its nature DBD is prone to be swingy. The same game that could be a lot of fun with defending the last gen, while the survivors try to hit and repair it could very easily just snowball at a moments notice and be over that very instance.
I guess my experience is different because if I get a kill with that many gens left, unless I massively misplay, the remaining ones don't get to reach endgame. Anyway, I realised my question sounded somewhat provocative, but it was genuine
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@Akumakaji said:
Most people enjoy the games that were pretty close, like everyone got hooked once, first one dies (not tunneled) when 2 or 3 gens are left, then its a battle of attrition: all gens got some 50% done, but everyone is on death hook. Killer gets the second kill, only one gen left, now its skill vs skill, but all pallets are gone. The desperate last chase, if the killer downs the survivor now, they win the game, but the last gen is also at 85% and cant be left alone.
This is the kinda DBD that we all remember fondly, but this kinda games are somewhat rare. Most of the time one side is clearly on a roll and kinda stomps the other. If its the killer, they can at least not tunnel and camp and thus everyone walks out with a somewhat nice BP amount, but if they just slaughter everyone at 4 gens its just a wasted game.
How can you even call a "close game" a 3v1 at "2/3 gens left"?
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@Grandpa_Crack_Pipe said:
November 22nd
As soon as I saw this thread deep in my heart I knew I would be too late already to reply this
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As of now my least favorite mechanic is incapacitated status effect
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@AcelynnBen said:
https://forum.deadbydaylight.com/en/discussion/comment/3270619#Comment_3270619
https://us.v-cdn.net/6030815/uploads/1VA2J6PXH3R4/image-2022-11-20-164412414.png
tell that to my sadako, which im locked out of because im trying to not get high blood pressure while playing a game
I'd really like to see gameplay videos, not an end game result. Let's see how 'high MMR' you actually are
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@Pulsar said:
No.
Maybe it could just block the gen for 10 seconds and have a 15% regression penalty.
10 seconds isn't enough time to heal fully and 15% regression is significant.
We don't need to buff even more the regression if the incapacitated is nerfed. If one thing is overturned, nerfing it doesn't imply that there needs to be a compensation buff, especially considering the synergy with all other slowdown perks of current meta.
Eruption just needs to be nuked that's it
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@TWiXT said:
The problem with the Knight is simple:
Once again the devs came up with a new and exciting power, but also, out of obvious fear of backlash and "OP" claims from survivor players who don't understand it, the Devs have also coddled the survivors by making everything the killer does too slow, and too telegraphed to be effective (I still haven't forgiven them for giving Onryo, an M1 STEALTH killer mind you, a freaking Lullaby radius, and Dredge a 24 meter directional "Breathing/movement" sound even when he's "undetectable").
The only way to combat this is for the devs to realize that players actually appreciate a bit of challenge and surprise, over an opponent who shouts out and telegraphs to them everything they do! Getting the devs to realize this though? Yeah, Good Luck!
If they simply removed the "Green Orb" and the "Detection Radius Circles" from the Survivors PoV's then His power would actually have some tactical fun to play with. Honestly, if you can tell in advanced every move your opponent is going to make without having to make any educated guesses, then what "threat" are they to you? Chess would be stupidly easy, and incredibly one sided if by playing Black, you gained precognition over all of Whites moves wouldn't it?
The problem with the upcoming live version buffs is that they don't address any of this, and only make instantly planting guards at a loop more effective than setting up patrols. Sure they made the guards chase begin slightly faster, but survivors can still see when and where you are planting them, as well as their detection range, meanwhile the Knight, when using his power, Can't even see the survivors and doesn't know where they are going! This actually makes his power favor the survivors more than the killer, and you can quote me on this when it goes live and everyone realizes how useless it is.
If they'd just make this change he'd at least be a B tier killer, and actually get some usage out of setting up patrols for his Guards. As it stands right now though... His power is weak as hell, and the only way to effectively use the Guards to pressure survivors is to insta-drop one on a short loop, and hope the survivor stuck around long enough to get detected so you can try and pull off a pincer attack. It's such a waste of a good concept, and all they have to do to somewhat fix it, Is follow this suggestion that I and MANY others have already stated.
Side note/rant:
Personally I HATE how the devs over coddle us as players. We're GAMERS, we can pick up on visual queues like a slowed progress bar, off timed skillchecks, Massive Bleeding, That visual effect and sound to tell us we're exposed etc, WITHOUT the freaking excessive HUD notifications! For crying out loud, Dissolution, like Spirit Fury, only takes experiencing 1 time before we know how to counter it, we don't need the freaking Perk Icon to show up in our hud, let alone all the other notification garbage that goes with it! I mean I can see that kind of thing being useful for anyone with less than 200 hours in the game, or encountering it for the first 10 times, but at some point keeping us on these "training wheels" permanently just feels insultingly condescending to our well earned gamer instincts.
And then they go and give us a killer that has No element of surprise to their power; that even a child could figure out how to beat in 2 matches. Sigh... These devs man...
Edit: sorry for the rant...
Damn survivor sided devs
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Yeah hit validation is a huge lie for anyone who knows the basics of how a server client communication works
They can come up with all the excuses about latency they want, we all know they're making them up when it's pretty clear who's the player with the bad connection
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3263886#Comment_3263886
Well luckily the majority of Nurse players are also not good. So it evens out.
Reminds me of something.... Majority of... Was it Dead Hard users? I think so... Yeah... Majority of Dead hard users couldn't use it properly, revert the change I guess.... /s
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The reasons of all these threads is because she needs some tuning down both on her basekit and add-ons, simple as that
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@Thusly_Boned said:
They are all functionally the same, but they often look different, feel different, and it really screws with me sometimes.
Some feel "longer", "shorter", "quicker" or "slower" than others. I've had instances where I switched killers and immediately started whiffling like and optimized whiffing machine.
I know it's totally a perception thing, but it does have an effect.
I feel the same. There are times I'm legit convinced plagues lunge is shorter than other killers just because swapping from short killers to taller can ######### up my immersion
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I've played with and against some of them because we randomly got matched in the same lobby 😬
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@GoodBoyKaru said:
Bayonetta skin set where every character except Meg, Felix, Feng, and Kate get skins.
Ok but no Viola themed skins please
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https://youtu.be/DhqjeHvEV7Q@Coffeecrashing said:
Realistic?????????? Do you have any videos of a person doing a 360 in real life? I eagerly await a video of someone doing that “realistic” animation in real life.
?? What's so difficult about spinning irl??
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@FellowKillerMain said:
You're not considering that regardless of the number of generators affected by eruption, the perk goes on cooldown. Then, while it's on cooldown it cannot be applied to any other generators, and it cannot be activated again until the cooldown is complete, a generator is kicked, and a survivor is downed again.
So, it takes 16 seconds to hook someone, then there's an additional 14 seconds where you cannot apply eruption which means that the first gen you visit after hooking someone usually does not receive eruption. On top of that, you will often times get into another chase soon after kicking that gen if you go to the generator with the most progression, which it makes sense to. So eruption might become active while you're in a chase, and have not kicked any generators. So, unless you're a killer with high mobility, if you don't exit or postpone a chase to kick gens, you're likely not going to have it fire on every down.
You can use empathy to counter the incapacitation, and cooperative repairs with prove thyself to complete gens in between downs. If you really want to avoid it, only work on gens that are at zero progress - they're less likely to have had eruption applied to them.
I'm gonna be honest, someone actually saying that laughable cooldown affects in any way the absurdness of the perk is one of the most ridiculous arguments I've ever read
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Agitation
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Every pallet in that map is safe and you have to break them
I really like the map aesthetically though
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@Roaroftime said:
https://forum.deadbydaylight.com/en/discussion/comment/3264600#Comment_3264600
That's because her rounds are extremely unfun and rigged and the stats don't include DC's, if they did her kill rate would be the highest... (Anyways ima leave before all the salty nurse mains come out)
Hey guess what
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@Nibor1995 said:
Is says 20% less consumtion. i saw a vid that showed pink flashlight with green battery and the filament gave 22.3 sex. How does the game calculate this?
Purple flashlight + green battery = 18 charges
Base consumption is 1 charge /second => 18 seconds
Filament reduces consumption by 20%, so base consumption becomes 0.8 charges/second
18/0.8 = 22.5 seconds
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I see the word sex on the title, then Cheryl profile picture, and I immediately hope it's @RiskyKara with one of their pyramid head threads
:(
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3262769#Comment_3262769
Would you listen to a killer sob story as well when you know the end result is them getting a 4k?
Yes, for example those where the two remaining survivors hold them hostage for 30 minutes straight by stealthing around. Happens way too frequently. But i probably wouldn't listen to *your* sob stories though
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It's a strong situational perk. Doesn't even require camping, it can just buy time in general, especially if you're working on a gen somewhat close, and you know the killer will come back to the hook as soon as you unhook
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@[Deleted User] said:
My favorite thing about playing against Legion is when I'm minding my own business working on a gen outside of their TR. I see some deep wounds happen, and I start running as soon as the TR begins to creep in. Unfortunately, I can't W away from them because they're moving at mach 12 after 3 Frenzy stabs. I get hit once by Frenzy and then hit a second time by Frenzy for an instadown. It's top tier gameplay. I feel like I have a ton of agency as a player in that situation. For instance, I can load up another game that doesn't have Legion.
The other day while soloqueueing I went against a slugging legion in shelter woods. Yes, slugging, with knockout, while in soloqueue. The game lasted 19 minutes, I don't even know how we managed to 4 man escape him, but it was really tight, one of my team mates had barely any life left on the slug bar, I'd say around 10 seconds at most. We had so much fun i turned off the game because there's just so much I can take in one gaming session. At that point I didn't even care about the fact that "we won" anymore, i feel like we left the game with everyone as loser. I honestly would've killed myself on hook, if only that killer actually hooked any of us
I hate legion
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3262092#Comment_3262092
The parallels to old DH are uncanny.
Allows players to get away with poor decision-making or mechanics? Check. Survivors could path poorly or mess up a loop and get a speed boost to the pallet. Killers can completely overcommit to a bad area of the map, mess up a chase, etc. and be saved by regression+Incapacitated.
Almost no way for the other side to play around it? Check.
And Eruption can proc on multiple gens. I genuinely can't fathom how this perk made it out of development and into patch 6.1. I normally give the devs a break when people say "do they play their own game?", but I have to ask in this instance.
Exactly, and I 100% agree with those parallels. That's why I felt the urge to dispute the conclusion and the playing it down. It DOES carry as much as old dh
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@Akumakaji said:
It feels a bit like the old DH situation, but in reverse.
Killers "nearly every one is bringing DH and it makes greeding palettes so easy. I have to run each loop 3-4 times. They can just doge to a vault and get away Scott free. Each time someone uses DH, I die a little bit inside."
Survivors "lol. DH is fine. Git gud. Learn to outplay it. If you cornered a survivor but they DHed away you didn't really outplay them. People over exaggerate DH impact greatly."
Then patch 6.1 dropped and the first day pulled the wool off everyone's eyes and the rug from under their feet.
Now it's
Survivors "Eruption is overtuned. It's in over half the matches I play. It had zero counterplay, even when I know that gen is kicked there is nothing I can do. Its so unfun to play against."
Killers "Lol the perk is fine. Git gud. Just let go of the gen. Do Bones. Slam gens. Bring a tool box. Touch grass."
Well, Eruption itself isn't carrying as hard as old DH, but there are some parallels.
I only use it sparingly and can mostly win without it. Don't lean and crutch too much on it, my fellow killers, for I too see the big nerf coming.
Saying it doesn't carry that much is a big stretch considering the current slowdown meta is as obnoxious and broken as old ruin undying - i mean pre nerf undying
It *does* carry games for horrible killer players
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Of the survivor is fully healed, why would they not be able to escape at all just cause you hit them once?
The mechanic is meant so you don't throw people out of the gate, not to grant you free kills
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@Config said:
https://forum.deadbydaylight.com/en/discussion/comment/3260996#Comment_3260996
Lmao, 3bnps but ur surv rule books doesn't allow me to use slowdowns
What survivor rulebook, you're playing nurse
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@Config said:
https://forum.deadbydaylight.com/en/discussion/comment/3260620#Comment_3260620
Man I'm using only 2 slow downs, my other perks are aura reading, if I have gotten any other map I would have been ######### against this swf, imagine mother dwelling, or rpd. The game is super hard to any other killer other then nurse.
'Only'
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If only map offerings decreased the chances to go in certain realms, that would be so much better
I'd finally start to make use of all my rpd badges and marys letters
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Hills usually don't count as great heights sadly
It's better to use map offering with actual tall places where to fall from, I personally use DDS or Crotus Prenn because they're my favorite maps and they always guarantee great heights
I didn't do the challenge yet though, maybe it's just bugged
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Slugging becomes a problem on two specific killers and for the 4k
Slugging for pressure is perfectly fine imho
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Blight being 4.6 was one of the biggest mistakes devs ever made anyway
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@Mr_K said:
Entitlement.
Nah, maps, nurse, and blight's addons
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@MaTtRoSiTy said:
https://forum.deadbydaylight.com/en/discussion/comment/3258439#Comment_3258439
On other killers, nothing really. But with Nurse who can get downs very quickly back to back Jolt alone can be very oppressive and add it to PR it is a very un-fun combo to deal with.
Though I guess at least you didn't have Starstruck too...
The game changers are the add-ons imho
Stacked slowdowns is yikes already but pair it with strong addon combinations and it's just an easy 4k
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The two yamaokas probably
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The chunk of progression removed when trying to self unhook is the necessary downside to the mechanic, otherwise there would be no reason not to try self unhooking yourself every time as soon as the killer leaves, or forcing them to stay nearby just to be sure you don't self unhook yourself - basically a lose lose situation
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I only run jolt on those killers that M1 the most (wraith trapper nurse spirit etc) so I don't need to kick gens + free bloodpoints.
Deadlock on those where I M2 the most. If I feel less confident or don't know what other perk to use I'll add corrupt sometimes, but on my mains jolt or deadlock are enough
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@Killing_Time said:
https://forum.deadbydaylight.com/en/discussion/comment/3244880#Comment_3244880
So what there aren't many god nurses. YOU WON'T BEAT A GOD NURSE OR A GOD BLIGHT... DEAL WITH IT. You got 100 other garbage killers to deal with. Nurse is at the top 1% for a reason... She controls the match. Survivors cry any time they don't control everything. Nurse gets stomped in comp which still shows she's not scary.
You don't need to be a "god" nurse to be carried entirely by a broken ass build. Try playing her without add-ons, stacked slowdowns, exposed perks, let's see how you perform
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@[Deleted User] said:
I don't necessarily condone it, but I get it. This is the far and away the least fun killer meta we've ever had. It makes me miss the first "zero game sense required" meta of Ruin/Undying/Tinkerer. They keep trying to balance the game around the worst players on both sides.
What I hate the most about this is that they don't seem to be willing to fix it in any way other than with more bandaids, I mean, just look at the upcoming perks. "Yeah we buffed stalling to delirium but hey here's some more perks to counter stalling and slowdown, wait what do you mean you want us to consider what's badly designed and hated of the curernt meta?"
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Are you by any chance playing nurse? 🌝
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@Little_Kitten said:
https://forum.deadbydaylight.com/en/discussion/comment/3251783#Comment_3251783
If you want the second blink of the nurse to be an M2, you have to rework all the hit perks so that it activates in M1 and M2 (the hit perks are not too much of a worry with the nurse, if we exclude Franklin and Noed, but frankly, these two perks don't make any sense in themselves, so ...)
The problem is that if you unlock these perks (e.g. Jolt) for the M2, it could also benefit the M2 of the other killers.
I'd give up jolt and other M1 perks on nurse just to see her not being able to capitalize on exposed ever again
