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gatsby
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@Fantasy said:
https://forum.deadbydaylight.com/en/discussion/comment/1948441#Comment_1948441
Sure, but since the update the hits are undeniably worse, hence the amount of complaints.
The hits on high ping Killers look worse and maybe hit validation got bugged. That's all that's changed. High ping Killers have always gotten questionable hits. Now they're just questionable enough that they're getting more attention than usual.
It's still a latency thing. I highly doubt the hitbox mechanics have changed with the new patch
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@Fantasy said:
https://clips.twitch.tv/CourteousGorgeousChipmunkCopyThis-r11rHtZq6_NhW9hZ
Definitely not fine...
Also, definitely not common. People act like this happens every game and it doesn't.
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@Fantasy said:
There's plenty of videos showing otherwise though.
That's why I'm showing this. To prove normal hitboxes exist too. It's not bugged hits 24/7
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Stake Out- Not afraid in the slightest of being chased. Does things in the Killer's terror radius all the time.
Spine Chill- I like knowing when the Killer is committing to me. Controlled risk. Don't wanna give free hits.
Dead Hard- Super extremely greedy at loops. If I can get another loop with Dead Hard, I'm taking another loop.
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Killers need meta perks because they need gen slow and any good slowdown perks are considered "meta."
Survivors basically just need an exhaustion perk to do well.
At least in my experience at Rank 1
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@SirCracken said:
https://forum.deadbydaylight.com/en/discussion/comment/1944024#Comment_1944024
They are almost completely un-beatable if they use Devour and play correctly. I cannot express enough how much you are underestimating them. Any good Twin's player knows that using Victor to injure people is one of the worst things you can do. His biggest strength, the killer's strength as a whole, is using Victor to down and slug already injured people. The comparison to the other killers you mentioned is not even remotely close to the Twins as no one but them can pressure gens, camp the hook, and still get DH tokens.
The surprise mori has been removed since the latest update. If a survivor is downed by any means once you reach 3 DH tokens everyone will get the exposed notification. Doesn't make the combo with Twins any less broken however.
People DC against every killer for every reason under the sun. How is that even relevant to what I am saying?
You do realise that Twins can just straight up win the game by camping with Victor? Unlike other killers that sacrifice gen pressure, Charlotte can keep people off gens and Victor can punish anyone going for a save. Given the right map RNG, Charlotte can even deny gen repairs by body blocked them and then switching to Victor, who can instantly down the hooked person after they are saved.
It's a frankly disgusting tactic that survivors can not play around by any means beyond rushing the gens that the killer isn't guarding. But the devs haven't decided to nerf it. So until they do, and hopefully make the Twins a more interesting killer as a whole, I'm going to tell people how broken they are.
Victor isn't as consistent as people believe. I play Twins at Rank 1 and they're hard. Victors pounce is extremely inconsistent jumping over pallets and vaults to get hits. The concept of breakable walls kind of destroys Victor on some maps because he can't break them and has to leave at some loops to get Charlotte to break the wall. Also, he's sort of like Billy where there's always a chance that a good Survivor can spin or juke his attack even if they don't have anything to work with because its hitbox is much smaller than a standard M1.
Victor is strong because he's expendable. Charlotte can just keep sending him back over and over again no matter how many times he gets kicked. The cooldown is super short for the amount of map pressure he provides. That's why he's strong not because he's some uncounterable monster he's more like a mosquito where he keeps bugging you and won't leave you alone. Kick Victor and he'll be back within 15 seconds guaranteed if the Twins player is mad at you.
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Twins isn't even that good with Devour because they need 5 stacks to get value since Victor can't insta-down with exposed. It's sort of like running Devour on Legion, Plague, Billy or Bubba because they use their powers to get a lot of their hits.
If you want a surprise Mori, maybe its alright. But in my experience getting a couple exposed hits at 3-4 stacks before the totem goes down is more consistent value than betting super heavily on the Mori from 5 stack... the odds the totem lasts that long are just so low.
Also, people DC a lot against Twins... especially if you hard camp, which doesn't help your case
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1943739#Comment_1943739
Ok,how in the world is freddys anti-loop better than clowns?
It's way more spammable and you can preset strong areas like main buildings and shack
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Clown is still below average because everything he does is outclassed by another Killer.
Ranged throw Killer? Just pick Huntress.
Anti-Loop Slowdown Killer? Freddy is miles ahead.
Speed up Killer that can dominate on outdoor maps? Blight.
Clown is just so underwhelming
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Try entering a locker and coming back out. Lucky Break is super bugged. The timer resets visually but it continues from the same point it left off. I think it actually gets to the point where you can't see your blood but the Killer can which is strange
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Because the offering is 3000 points which is comparable to one of the brown +50% to one category ones and its much better than those
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@DWolfAlpha said:
https://forum.deadbydaylight.com/en/discussion/226546/we-re-getting-the-new-killer-next-week
Did I miss something? Tge mid chapter just dropped, I'm pretty sure the next chapter will be about a month and a half later
The PTB is released usually about a month before the Live Patch. So we’ll know the new Killer very soon probably sometime next week either through trailers or the full PTB patch
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@Taingaran said:
When provided with tokens, this perk turns good skill checks into great. Good skill check with Stake Out = great skill check. The skill has an incorrect description.
Ok I think I get it. Its just converting goods to greats. So the normal great skill checks are also +2%
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You forgot Twins mains... i think those exist right?
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They also killed her saw blade... rip this was supposed to be the SAW chapter update with the new map and they blew it
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Legion has always been my favorite Killer. I played them from Rank 20 to Rank 1. No one else makes me as happy playing as they do.
My favorite Survivor always shifts around. Because there's no gameplay difference and different cosmetics and moods make me play different characters. Zarina is probably the closest to being my main though. No real reason I just like her.
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They "wanted the console players to try it" because maybe they would have a different opinion and actually like the change.... maybe... its possible right.... the UI isn't that bad.... someone must like it....
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Put the dang UI back in the bottom left corner of the screen. Smooth out the animations. And maybe take a couple pallets off The Game.
Then it would be a decent patch
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The breakable walls allow the Killer to go through areas that were previously closed to everyone until the nearby generator was finished. They don't change the map for Survivors but give the Killer another option, which is fine.
As for the pallets, The Game doesn't really have vaults. So all the loops are pallet loops. It's just how it was designed. It's a cost and a benefit because the loops are strong but tiles can't be re-used and there can be some nasty dead zones if the pallets aren't managed well.
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My PC is a 4790k Devil's Canyon with an RX 580 and it runs fine even on the new patch.
Must be some optimization bug for you
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Second Wind takes forever to activate. It's less reliable than Deliverance some games.
So many people bring med kits and self heals that its so hard to heal a full health state and you usually only get partial health states.
Plus the counter is tunneling off hook because if you go down or take a BT hit it doesn't work
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@Aven_Fallen said:
Voice Acting sounds nice on paper, but if you have a few hours, you would just get annoyed by it. I would not play this game if my Character would speak the same 3 lines over and over again.
I'm thinking in-game voice acting for events like saves, pallet stuns, heals, downs, carrying, moris or even just random lore interactions between survivors (obviously not heard by the other side).
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@Mysterynovus said:
As much as I would love VA in this game (á la Resident Evil Resistance or Left 4 Dead), I've accepted that it's not something BHVR should put effort into yet. There's so much more in this game that needs fixing before they can add flavor with voice-acting.
If they can make that god forsaken HUD that actively makes the game worse to play, they can do voice acting.
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@[Deleted User] said:
Despite these outpouring cries of horrible Killer matches, they all seem to begin or end with I still killed them all 4K.
Yeah cause maybe "winning" isn't winning if the game feels like #########
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Usually 1-2 good teammates and at least one weak link that dies early.
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@JPA said:
clown map control tricycle when?
He would lowkey be my favorite Killer in the game if I could run people over with a tricycle
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No. They didn't make him any easier to play and they got rid of his exhaustion bottles.
He still has all his old problems just another option that's harder to use than his first one.
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@FFirebrandd said:
Adrenaline. I really like how the game shifts after the last Generator pops. The whole thing gets a lot scrappier and more intense... and Adrenaline basically gives the Survivors a shortcut past it. Hate it so much.
Prove Thyself. It makes one of your Survivors significantly more of a threat with zero indication that it is in play, much less who has it. Don't like it. Don't think it should have gotten buffed back when the Gen stacking penalty got increased to 15%.
When I'm Myers especially T1 Myers... Spine Chill. Like... I'm undetectable. Outside of seeing me or hearing my breathing/footsteps, you should have no way to detect me. Why does one singular perk break that as bad as it does?
Spine Chill and Whispers are conditional perks, which means they light up as long as their conditions are met regardless of any statuses or perks a player may be running. That's just how they work
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Thrilling Tremors, Surge, Pop and Sloppy Butcher would be totally fine on a Killer like Freddy, Nurse, Legion or Spirit.
Slowdown perks can be fine if you’re good with chases and don’t need tons of help with them
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/1924650#Comment_1924650
They’re about on par with clown imo
I hope you mean reworked clown.
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There are no crutch perks, just Survivors that play around certain perks so much that they rely on them.
Spine Chill is a great example. Some people use it as a stealth killer counter and vault speed booster. Other people use it as an excuse to not pay any attention to their surroundings and basically need it to function
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I’m a Joey main and Legion is a hidden gem. Anyone that thinks different is lying to themselves smh
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@Jholla31 said:
https://forum.deadbydaylight.com/en/discussion/comment/1923927#Comment_1923927
Edit: spelling
DS is situational for sure, but when it procs, it's a lot of value, similar to Unbreakable.
WGLF gives me the bloodpoints, obviously, but in slug situations I have picked up all three slugged survivors by myself before, which makes it a powerful tool against slugging.
Aftercare is especially useful after the above situation. I pick up all three other survivors and know exactly where they are and what they are doing.
If you are using Blood Pact in a solo queue, you are wasting a perk slot. There is almost no use to having a haste effect when you're close to another survivor. If survivors are grouped together, they are not being efficient. Aftercare is my substitution for Kindred because I believe one aura 100% of the time is stronger than all auras for 20 or 30 seconds. I don't bother with Spine Chill unless I'm running a vault build because I always pay attention to my surroundings. I can count on my fingers (and probably my toes) how many times in three thousand hours that I have been caught off guard by a stealth killer.
Blood Pact is as strong or stronger than Aftercare. It's much easier to activate the Aura reading and it doesn't reset every time you get hooked. Plus, it has the added benefit of creating an Obsession, so you never have to worry about games where the Killer doesn't have to respect Decisive Strike. Blood Pact is awesome for being healed and sharing information when one of you is being chased. You don't need a med-kit or a self healing perk when you run Blood Pact because you will always know where a teammate is when you're injured. The haste status is basically just a bonus effect it's alright, but I honestly would still use the perk if it didn't have the haste at all.
Spine Chill is just generally useful. The increased action speed has come clutch with vaults, exit gates, gens and heals plenty of times for me. But its biggest strength is knowing definitively if a Killer is going to chase you. With Spine Chill, I can work on generators in the Killer's terror radius in peace and know the second the Killer decides to switch targets to me. I don't use it as a crutch because I can't swing my camera around and pay attention. I use it more for making informed decisions so I can play more risky than I would normally.
WGLF is just for bloodpoints. If you really cared about having an anti-slugging perk for clutch moments when the team is going down, Desperate Measures is a better perk overall. Makes it really nearly impossible to be grabbed while unhooking a teammate and you can use it for self healing, picking up slugs and healing teammates. It's just way more versatile.
You can use Decisive Strike if you want, but personally I don't find myself needing it for anything. 90% of killers with slug you if there's an Obsession in the game and if they feel confident or desperate enough to pick up a Decisive the game is probably already pretty decided in the Survivors or Killers favor.
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Honestly, it seems sort of weak. Decisive Strike can be powerful, but it also doesn't get used in plenty of games. And we're gonna live forever is mostly just for bloodpoints. Aftercare is somewhere in between it usually gets use but its inconsistent.
I bet you have a lot of games where the only perk that gets much value is Dead Hard.
My solo Survivor build is Dead Hard, Blood Pact, Kindred and Spine Chill. And I feel like every perk helps contribute during my games
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The temporary endurance while unhooking would make No Mither so much better. I love that idea
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@[Deleted User] said:
I think Sprint burst is stronger than Dead hard imo.
I don't want to dig into all of the perks cause that's a long list though.
It's a matter of preference. That's why they're right next to each other. When they're used right, there's a case for either of them being the strongest exhaustion perk
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@Marigoria said:
Remember a few months ago when the devs said they were going to buff Vigil? Still waiting.
They actually nerfed it because all the mangled add-ons are going from timer based to permanent in the upcoming patch
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Dead Hard and Sprint Burst are the best exhaustion perks in the game. There's a reason they're meta.
BT is also good in pretty much every game.
Everything is is probably a bit overrated.
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Prove Thyself. Idk why that perk is toxic tho
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I think that Decisive Strike existing has made Survivors think that if they're chased within 60 seconds of being unhooked it's tunneling.
But that's not true at all. A Killer can easily have a whole other chase and down someone else and start chasing you in less than 60 seconds
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Technically the campy area control Killers like Hag and Trapper don't really need BBQ at all. And the best Killers for BBQ are Spirit, Nurse, Freddy, Blight and maybe Legion because of their mobility.
People just throw it on universally for bloodpoints. I would easily use a perk like Thrilling Tremors or Discordance instead of BBQ if it had the bloodpoint gains
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Most people think the changes are fine. (excluding some skepticism around what counts as healing)
The minority that is upset just scream the loudest I guess
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Probably the campers. Hag, Trapper and Twins. They never make any attempt to chase and win the game by slugging and making hook saves a living hell
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I like the idea of Object revealing a Survivor's Aura when they trigger a loud noise notification for maybe 1-2-3 seconds. It would have the potential to give the Survivor a decent amount of information but draw a lot of attention. Nowhere near as oppressive as the current version though. You couldn't use it on generators for example unless you wanted to continuously fail skill checks.
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@OmegaXII said:
I’m just happy it’s becoming more fair for killers.
However, as regarding to the downsides, I don’t think they added downsides. They just added some requirements, not trade off .
Its strength remains the same when used in tunnelling, but it can’t be abused now, which is fantastic!
You’re right if a Killer is hellbent on tunneling a Survivor. Decisive will still be as good as ever.
But it won’t help against being chased shortly after being unhooked if you assumed you were safe and started a gen, which some people still might consider “tunneling.” Not sure I agree with that idea though. But I but it’ll be complained about
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For the People isn’t the best example because it decreases your Obsession odds BUT it allows you to become the Obsession easier than any other perk in the game
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Since I’m already Rank 1, a quality match that gives me at least brutal Killer.
I don’t even necessarily need to get a kill. As long as I don’t derank.
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Honestly, just nerfing the timer to 30 seconds would kill the perk. Idk why you're trying to murder it
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@aGoodOldRub said:
I don't see anyone beating sexy shirtless david. Maybe shirtless felix ?
They have to make shirtless Felix eventually. Even the twitter manager knows everyone is thirsting after him.
If there's one thing BHVR doesn't turn down, it's money.
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@AhoyWolf said:
I like Survivors from 2019 a bit more tbh.
Cheryl is a much better licensed character than Steve, Nancy or Ash. She has double the cosmetics in less than a year and Konami actually allowed DBD to add to her lore and make some DBD exclusive cosmetics instead of having cosmetics exclusively based on the source material.
Felix, Elodie and Zarina all have much more in depth lore than Yui and Jane do. They all actually have a connection to their Killer instead of just being a random person with a random Killer. Also, I like their looks and outfits better but that's mostly personal preference