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gibblywibblywoo

gibblywibblywoo

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  • @DelsKibara said:

    https://forum.deadbydaylight.com/en/discussion/comment/2365301#Comment_2365301

    I just wanna say that even though I agree with the nerfs Freddy got.

    I don't know if his pallets deserved to be made worse than it already is.

    The pallets are strange to me. They are pretty much a guaranteed loss in the long term of a match for Freddy, but as a survivor there is almost no way of actually knowing if they're real or fake. Turning an area where he's set up into a pseudo Spirit level chase.

    Personally I hate the fake pallets and don't really see an incentive to ever use them.

  • @OniWantsYourMacaroni said:

    Probably all the Freddy "mains" that switched to Wraith once Freddy got "nerfed into the ground".

    Nerfed into the ground = I might need to run 2 braincells together now lol

    that said I agree with you. Reminds me of how Billy became "unplayable" but people weren't complaining about overheat, they were complaining about the actually BS instasaw being removed.

  • There's honestly some insanely good spawns on some maps like Midwich and Lerys. Some i would have never found without small game.

    But other maps like Crotus still have really bad ones.

  • As someone that came from console I did it because mouse movement is way too sensitive while sprinting to me.

  • They never will because they know the grind is what keeps most longtime players playing.

    Why do you think whenever they ######### up and people get upset they just throw up BP on everyone and suddenly everyone shuts up?

    Also remove perk levels. They're outdated by 3+ years

  • Still a meme perk imo. I'll probably just run it when I see 4 toolboxes just to annoy people but it's never a perk I'd consider. Keys aren't a problem for me because I never have 3/4 survivors alive at end game enough for them to matter.

  • @humanbeing1704 said:

    I don't understand

    So clown players would shut up and stop asking for a buff. The copium on here from Clown players was honestly kinda sad after that update.

  • @indieeden7 said:

    His most recent speed buff feels like a little too much at times, a lot of people now play him in a way where the survivors will only have chases that last around 5 seconds due to the fact that the Wraith will constantly keep cloaking and uncloaking, being able to catch up to a survivor that he just hit almost immediately.

    I think the combination with the extreme speed with the almost complete invisiblity AND the lunge buff staying seems a little crazy. Not OP though. Just kinda overtweaked. There's no real skill to Wraith so its weird that he can be so oppressive to me.

  • @Sup3rCatTree said:

    Latency

    Now I don't want to get too excited but APPARENTLY, they are going to be fixing some issues with latency. Now I can feel that they are just going to make it worse. I don't want to be a negative nancy but I still have PTSD from that one midchapter where they changed the animations and somehow made latency 1000x worse. I have a feeling they are going to do it again.

    Iron will buff!?

    Why would they buff Iron Will to counter spirit with stridor? Just nerf spirit directly. I know for a fact they buffed it because of spirit. Why else would they?

    They buff perks to counter one killer. When they do this it can harm other killers' playstyles. Now, I may be wrong but I'm 99.9999% sure they did this because of spirit.

    Trickster.... 🤦‍♀️

    Bruh why just why. This just makes him so much more annoying to play against in a chase. I don't understand. I have seen so many posts about suggestions on how to make him better without making him more annoying but nope, they just didn't care and didn't take feedback. The only thing they took feedback on was to buff trickster and didn't listen

    Disclaimer: I understand this is the ptb and things can change

    Because adding a perk to fix a larger design issue is a bhvr staple. Just cover your ears and hope it goes away.

  • @Bluerry said:

    I came accros with wraith a lot and now that he is faster I can't get much distance on him.Mind games are harder cuz the speed he has even if i win a mind game he'll just catch up quickly and hit me with that huge lunge this all makes us use our resources faster and when we don't have them anymore what do we do? I don't wanna say he is op but ı really don't enjoy playing against him it is harder to see him now which makes sense but when all these combined isn't it kinda much cuz he has so ######### good add ons

    Hit and run Wraith is broken against solo teams nowadays. Especially with slowdown/healing slowdown. Still somewhat a joke against swf though. He's in this weird inbetween spot.

  • @oxygen said:

    I don't really care, as it makes sense that an experienced survivor is willing to do stuff like use health states as a resource and such. It's simply part of the game and there's times and places where it's the right play, and times and places where it's not.

    This. That's like asking survivors if they get mad when a killer knows how to red stain mindgame or something. You should be happy to play against good players. You don't improve by playing against insta drop pallet megheads.

  • It's situationally strong. Sure, if a killer slugs with a hex active it can be a gamechanger. But how often is a killer multi slugging while there hexes are still up (unless lolnurse)?

  • That's because you figured out the mechanics.

    That's how almost every horror game works. RE2make is a perfect example. Once you figure out the ins and outs of optimising ammo use and dodging zombies it becomes less of a horror game and more of an obstacle course.

  • I will say I'm getting sick of Hit and Run, SLoppy butcher, Pop run straight back to hook and tunnel wraiths. It feels like he's kind of overtweaked for solo queue now.

  • Great. Can't wait for a power that is some sort of projectile that is only reliable at pallet loops and vaults.

  • I've been using it with corrupt as I find regression perks like Pop and Ruin very boring to use. It helps make the early game more fun.

  • Weird to announce it so far ahead of time.

  • Its the same speed. There's just a placebo as the tentacle retracts faster in the animation.

  • @IsJustMe said:

    https://forum.deadbydaylight.com/en/discussion/comment/2357708#Comment_2357708

    Nope, just in one gate and just one Zombie its completely useless :/

    Wow thats lame as hell.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2357686#Comment_2357686

    That's me on the survivor side. I try to watch how to loop videos. I try to watch people like tofu, Ayrun, Nigel, true, etc. I try to do the things they do in the same situations. But I always feel like I'm running in mud and like the killer catches up to me way to fast. And like I can't do the things I know should work.

    I tend to have the problem I have with fighting games, where I know what I should do but the reactions aren't there. Then there's the times I just assume the killer will go for the smart option, but does the dumb one, but it works out because I was treating them like an idiot and walked right into a hit.

  • I think its one in each exit gate isn't it? Pretty lame add on to be honest.

  • @ThiccBudhha said:

    Sometimes the perk is literally uncounterable. But realistically, that isn't most of the time. The perk has counterplay in most situations, but yeah, it can be completely safe and give the survivor something extremely relevant for free. I do not see the issue as that concept applies to most perks. Obviously Deadhard is actually good unlike 90% of the perks in the game, so the value is more noticeable. But idk, how would they even change it without making it worthless?

    Pretty much how I feel. Making a mindgame/outplay and losing it all over a simple "e" and having that miss snowball into a potential loss is infuriating.

    But there's also times where even a good player will be stuck in the open and get no use out of it.

    It's a glass cannon perk really. But my god can it be a kick in the dick sometimes as killer.

  • @GoshJosh said:

    It’s a bogus perk with no counter play or feedback, punishes a survivor for simply trying to use an item for its intended purpose. There’s no other perk like it in the game, should be nerfed/reworked.

    All of the survivor perks that were thought to counter specific killers were changed; why is a perk targeting one specific item still okay?

    True, but the fact that the killer is even running lightborn means they aren't running one of many objectively better perks. Why get mad at the killer kneecapping themself?

  • I think its quite the opposite. I'm not a god at this game but some of the killer/survivor complaints you see on here make me feel like no one here has the slightest idea how to actually play survivor/killer well at all.

  • Sounds like a git gud scenario

  • Yeah, its a pretty boring build. I have avoided that build like the plague on my killers. But if people are wanting to win they'll go for the best perks. Same with survivor.

    There's players on both sides who aren't metaslaves, but you're less likely to experience it as survivor due to the 1VS4 aspect.

  • @MojoTheFabulous said:

    It is really boring but plenty of killers need that extra assistance. Plus both sides are going to play the best things to increase the odds of winning.

    I think that outside of the absolute bottom tiers you don't need more than 1 slowdown perk for a decent match. 5-6 hooks maybe a kill or two. You only really need them if you're absolutely dead set on getting the 4K every game. Which gets old after a while.

    @gendoss said:

    Something I realized recently is that I really don't mind going against the more hated killers in dbd like Freddy, Spirit, and Deathslinger, it's really the slowdown builds. Now those killers with extreme slowdown builds like Ruin, Undying, and Corrupt are by far the worst things, but I would still rather go against a Spirit with no slowdown over an average killer like Demo or Wraith with lots of slowdown.

    Seeing Ruin in a game is really a mood killer and suddenly I'm forced to play super sweaty being as efficient as possible. I'm not really trying to make a point like "nerf slowdown" I'm just pointing out that on their own those hated killers really aren't that bad to go against, it's the builds that really make them horrible.

    I only really find slowdown boring if its a mid-high tier killer running crap like Pop, Ruin, Undying all together. Completely unnecessary and really makes me question the players skill/confidence if they feel they need that much slowdown. God knows those perks are zero fun to actually use as most of them except pop are just passives.

  • The only killer I've ever seen where the players are just consistently asses across several years has been Ghostface players.

  • It sounds good at first but you'd probably get cynical players who don't see 4 meta perks and just leave.

  • People wanted looping nerfed and maps nerfed. So the devs did it. Survivors adapted by doing the only thing they can now do to extend chases. Sadly, no one realised that looping was at least more interactive and allowed for mindgames and outplays for the killer compared to Shift W

    This is the exact same thing that happened with the healing speed nerf, survivors just stopped healing because it was now the smarter option. This is the future you chose when you said more killers need to counter looping.

  • At first we all mocked the 1 meter increase but I've come to realise over time that its pretty significant. I feel like Level 3 is fine, its just the time sink of needing to infect.

    Keep infection hits and speed boosts but remove 2 vaccines or something. Or maybe make Vaccinnes need to be mixed or something (this has been something thats appeared in multiple RE games) to buy Nemmy some extra time.

  • I think a lot of people are getting tired of Hit and Run/Speed boost Wraith which can be pretty annoying. But I don't hate him at all.

  • The timing is so tight that it can be hard to pull off against an aware killer on pickup. I've had better luck hiding around a corner near a hook and dropping it then.

  • @Shroompy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2355809#Comment_2355809

    You dont see unique or fun builds no matter what rank you are, unless some one is newer to a killer then they run what they have at their disposal

    I've been slowly winding down how much I care about winning recently and slowly phasing out slowdown perks. I'm not stomping with 4Ks as mid tiers like Doc anymore and mostly just getting a decent chunk of hooks and 2 or 3 kills. Sometimes less.

    I started enjoying the game again once I stopped caring about meaningless rank 1.

  • It is getting harder and harder to stay positive the last year or two. It feels like the quality of both content and performance have taken a nosedive. And new content has been pretty disappointing for me the last 4-5 chapters.

  • @Hex_Llama said:

    I'm really looking forward to bot matches where I can try to learn killers I don't play without having to go against red-rank survivors while I do it BUT... the bots are kind of scary?

    Like, I played the new tutorial, and the bots felt like they were in some kind of uncanny valley where they sort of seemed like human players but then they would do things that no human player would do and I would get this really creepy feeling. I just rushed through the tutorial matches as fast as possible to get away from them.

    Is anybody else scared of / creeped-out by the bots?

    I played the mobile version a bit a year ago. I'm scared of the legion bot. It red stain mind gamed me multiple times at tiles.

  • It rarely happens to me anymore but I never liked it. You earned the escape. Take it. Same with when I randomly get given the hatch. Usually its in games where the killer saw I was the only one doing gens/running the killer for a long time and they feel bad because my team sucked.


    That said I often give hatch to the last survivor if I've had a good match.

  • @Phasmamain said:

    I play mostly solo and it’s more frustration than intense

    This, I almost don't even want to touch solo anymore. Rift challenges made it way worse because now your teammates might not even want to win and will just rush a challenge and get themselves killed.

  • @IronKnight55 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2355802#Comment_2355802

    This 100%! This is what happens when you take away loops, pallets, etc. Not to mention killers like PH, DS, Nemmy, etc. 🤷‍♂️

    The worst part is it ends up annoying both sides. Give a killer a strong chase and the ability to almost completely override pallets/vauls and you have to equalise them by giving them lacking or no map mobility/pressure.

    So they can still be easily genrushed which annoys the killer, and the chases are pretty much gauranteed to be short and almost impossible to win, annoying the survivor.

  • I've only seen it used in recent years by LF players. They just stand out in the open doing nothing. Not commiting to chases unless you get close enough to a hook.

    It's a stupid perk that encourages scummy play. There's zero scenarios where it can be used in a chase due to its activation time.

  • Going by the last two MMR tests thats exactly what happened once you had a few decent games as killer. And as boring as some matches can be against inexperienced players as killer or stacked slowdown Spirits/Nurses as survivor, I'd rather have every other match suck and a really good one now and then then what the mmr test was.

    I used to say I wanted tough teams every game, and I find a real tough match as killer really fun and a real test of my skill. But its exhausting when its seemingly every single match. MMR will probably be the thing that finally drives me away, at least from killer if it makes it in.

  • @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2355598#Comment_2355598

    That's why kills is a stupid balance point. As 2 kills can be 2-10hooks which obviously is a completely different game. Balancing around hooks would be smarter but we cant balance till mmr is a thing. When rank 2s cant look behind them, hit skill checks, do any form of a chase and honestly play like a new born it's not worth balancing around, period.

    I went no slowdown at all in red ranks recently. Got an average of 6-8 hooks per game. But because that doesn't translate to kills and LOLGATEKEEPER I often didn't even safety pip despite all the hooks and technically getting over half my objective.

    Systems still busted. Gatekeeper is the main problem, its almost entirely in the survivors hands. I was actively punished for spreading out hooks and trying to make the game more fun for everyone.

  • @BenihimeWrath said:

    Just out of curiosity, what really is the worst case scenario if trapper just started with all of his traps, and could carry all of them at once, just like hag? The mechanic of his 'power' being all spread out via rng across the map at this point just feels archaic.

    Would the improvement to his time budget as a killer just be too enormous to be allowed?

    Muh artistic vision. Now go spend 2 minutes collecting all those traps.

  • How did this thread even get dug up lmao

  • @chargernick85 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2355843#Comment_2355843

    You must not play on console then.

    Washing myself with water to get the infection off...but wait my wounds have healed too wow makes total sense.

    Used to be on console. It's not like theres any precision required, you don't even have to fully infect. Leave them on a gen for 15 or so seconds and they're infected. Heck, just puke on the gen and leave. Forcing an additional 16 second minimum heal off of every infection aswell as the time spent running to a fountain and cleansing is pretty crazy.

    It would also kinda ruin the point in cleansing, you'd stay injured anyway. All you're doing by cleansing is giving her her power.

    And making it so you can't repair gens while infected completely throws out the risk/reward aspect for survivor on staying infected.

    It's stupid and would make matches way less dynamic.

  • A good Oni and Blight are still pretty scary to face. Billy too but you don't see him so much anymore.

    Pig and Micheal are fun, though they're usually pretty easy to beat nowadays. GF would be cool if his detection wasn't so god damned unreliable.

    I find all the trapper killers/Projectile killer are pretty lame.

  • If I'm repeatedly getting hard tunneled I just throw on Adrenaline, DS and Dead Hard and hope my team rushes gens.

  • @GeneralV said:

    https://forum.deadbydaylight.com/en/discussion/comment/2355790#Comment_2355790

    It is a good advice, but having to play those killers in order to counter this poor excuse of a strategy is...bad.

    Almost like this game was never made with sweaty optimal gameplay in mind or something.

  • @chargernick85 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2355826#Comment_2355826

    1 is one of the best ideas for her. You should not be Injured, Infected, then in a few seconds time fully healed. It's terrible and I wasted my time bringing a Med-kit.😂

    That killer already exists and they're called Legion. Lets not forget that its incredibly easy to infect someone, you don't even have to be near them.

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