gibblywibblywoo
gibblywibblywoo
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Hag is perfectly fine. If anything she needs her flashlight counter removed so SWf stops walking all over her.
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I was confused when I tried one as the over the shoulder POV was the same to me. I thought thats what they changed. Then I went for a blind and literally could not hit their eye no matter what I tried. At one point it got blocked by a rock to my left somehow.
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@SloppyKnockout said:
https://forum.deadbydaylight.com/en/discussion/190564/trapper-will-become-the-best
No.
Trappers ability to use his power has never been what's holding him back. Trappers requirement to travel the entire map to FIND his power before he can even use it is what holds him back. Dude should seriously have stitched bag as base kit.
This. Been playing him in purple/red ranks recently and having to run at least the uncommon trapper bad every game to be able to have even the most minor of setups in my 3 gen zone before at least 2 gens are done. I find him unplayable base.
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@robotron said:
https://forum.deadbydaylight.com/en/discussion/comment/1611342#Comment_1611342
I noticed streamers doing that too. Tru ran it like 14 games in a row and ignored comments asking to play without it and focused on talking about other add ons. When he did finally address it being OP for a green he said it was his 4k hours in the game and not the add on that was powerful before unknowingly admitting he just wanted to dominate survivors, lol. It needs to be balanced.
I like tru3 but every time someone criticises anything about a killer even if its blatantly broken he goes on the defensive. At least Zubat and the few others I've watched acknowledge how strong it is.
This add on is busted at current rarity.
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@[Deleted User] said:
How about my idea?
- You can see the auras of survivors that are working on the generators within the power's effective range.
Seeing repair progress is also a super nice idea. But how would you determine the intensity ? Add a new color? Since white and yellow are reserved and red is the default generator aura.
Wouldn't that just be a more situational Bond?
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I'm having a bit of trouble with his lunge turn not gonna lie. Having fun though.
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If they have no skill at all they shouldn't be catching you. Bad killers get looped non stop. Bad killers get hit by DS. Bad killers waste half the match chasing a BT meg that teabagged them once. I've been playing killer and survivor solo in red ranks for 3 years at this point. I have a fairly decently informed view on what I'm talking about.
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@TheCursedTitan said:
If you’re in a game where you feel you aren’t going to enjoy, is one hooking yourself really that bad? Because why waste your time playing a match you don’t find enjoyable instead of disconnecting and getting a ban I just one hook myself and move on to the next hoping I can get a better lobby or killer I really want to play against
Its really disheartening to the rest of the team. If someone suicides on first hook before we have a single gen or two it'll often be an impossible game so I just DC.
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@tylxr_jay said:
title
im lucky to even get 15 fps, i had a game on lerys and ive never had such a laggy game before. what happened to optimising console that was suppose to happen 2 years ago?
Its disgusting isn't it? I was just leaving my PC save as base characters and I'd play it inbetween chapters/rift releases than return to console for them and all my perks and cosmetics/dlcs.
I decided there was no way in hell I could play Blight with a controller and 20 fps (if I'm lucky) so I bought it on PC. I really dont want to go back to xbox but I'm screwed until they give xbox cross saves.
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This perk is pretty powerful in corners of maps where there may be only one or two pallets nearby. ESPECIALLY against solos who are unaware you have the perk until they reach the pallet. I think its fine. Not meta tier but decent.
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I spotted a Ghostface sneaking down the middle of the street towards a gen with the res tof my team on yesterday. I ran behind him maintaining him in the absolute center of my camera and couldn't break him out at all. Even when he was still, stalking from a corner and I had him in full view from the back from less than 16 meters.
It's still amazingly broken.
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Its felt like an odd perk for a while to be honest. Not much point in going for Greats anymore other than BP and if the killer is actively chasing near you hes still going to hear the gen getting progressively faster and faster.
I'd prefer it if it just made all sounds on gens being worked on quieter instead of just the clicks.
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@Saitamfed said:
Well, don't missunderstand me. He needs some tweaks for me, needing to stomp in a wall to use his attack feels clumsy (I think that's the word) I do believe that you could hit a survivor with the initial dash but losing all your tokens and having another sort of punishment, like a longer fatigue will make him great to play as.
That would be way too strong and would also just make him a better Legion. They'd have to nerf him to 110% to if they pulled that.
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@ZCerebrate said:
After 5 threads talking how underwhelming and frustrating it is to play him... I've played about 7 matches with him just now, managed Adept with 0 addons at R1 and now been messing around with all of his NEW REWORKED addons since PTB just to see their viability one by one. Sure, people don't know how to deal with him yet but neither do people really know how to play him that well either... sort of the point of day 1 of a new chapter.
Things I've noticed that many folks seem to not understand or just choose to overlook:
1) Mobility around the map with him is extremely strong and honestly allows you to patrol certain generator paths that even Hillbilly wouldnt be able to do just because you can bounce - slide strafe like a full meter around it then continue on your path. This often results in free Lethal Rush hits that IS NOT the equivalent of hillbilly cross map chainsaws (but those were mostly luck based anyway) due to having much more control on avenue of approach and even bouncing to the window they want to vault and smacking them.
2) It is fairly easy to land lethal rushes mid chase if you AREN'T trying to end loops with it immediately but making use of transition time that survivors have to make. If I had to state a weakness then a series of connecting pallet loops and windows like on Ormond or Hawkins would be... but there are plenty of killers who aren't have trouble with those maps too (Honestly a map balance issue that should be addressed rather than various killers).
The semi short lunge and 60~ degree (It definitely doesn't feel like 90 degrees even if I swing my mouse hard) max turn radius is the only clunky feeling part about it but if they gave the ability for full 180s he would be unloopable in a majority of the map. Zone the survivor onto the far side of a pallet loop, kick the pallet and you WILL usually get a lethal rush hit before they make it to the next area, effectively creating dead zones.
For this reason, asking for an instant down on Lethal Rush (except maybe some condition based pink addon) is bananas and just announcing outloud that you probably shouldn't be discussing game balance. Certain jungle gyms especially on new Yamaoka Estate (PS map is much brighter now and I love it) may be hard to navigate but still managabe.
3) Low perspective for a killer who doesn't fully seem that hard to spot like Hag may be a minor downside - you're still patrolling at breakneck speeds to cut people off who leave generators early. I would say that his ability sort of forcing you to keep looking in certain directions makes it much harder to play against Spine Chill but I'll be up for trying him out with M&A more often.
4) I have almost not noticed a moment where I was screaming in my head "I really wish I had my power back right now..." because unlike Ghostface's base cooldown of 30s - even without addons the cooldown and charge replacement time is completely reasonable. The stun is definitely a downside but it's nothing nearly as stifling as playing nurse and missing double blink strikes due to Dead hard. To me he feels like a Single Blink Nurse with higher base mobility and even an ability tied for exerting map pressure (that has less of a drawback stun in exchange for not keeping everyone constantly hurt Like Legion.
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I will reiterate that my experience on him is limited so far on day 1 and he is by no means an "OVERPOWERED OMGEL" tier given he doesn't offer tracking, 1 hit down lethality or stealth (and that you should be thinking when it is appropriate to M2 during chases... go figure) but his skill floor is not nearly as unobtainable to play at a reasonable level to 3~4k level as he is now. If I had a single complaint about his Lethal rush is that it should completely count as a Basic Attack for applying effects Sloppy, Surge and other effects because the STBFL playstyle seen on Doctor and Demogorgon just doesn't appeal to me personally and limits build options if that is "optimal".
The running theme I've noticed is good killers seem to be enjoying him a lot.
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If this is happeneing literally every game than the killers you're facing probably notice you're the weakest link on the team and gunning for you. Also no one cares what perks you use.
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Sounds like you need to play better.
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I haven't played as him yet only against him but he seems fun. Most of the ones I've been playing against have been quite bad but its early days. Literally launch day.
And he has a pretty unorthodox playstyle that'll probably take some time to learn.
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Midwich is just awful. See a survivor midway up a hallway? Hope you like doing nothing but holding M1 for nearly half a minute before they get to their first safe loop.
The indoors maps all look pretty amazing but my god are they almost universally bad for dbd gameplay. I'm blown away by how accurate Midwich is to SH1 but jesus does it not work well in gameplay.
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@ZtarShot said:
Now we all know how OO this add-on is. So, what if we could stun Freddy with them.
No sarcasm. I am 100% serious about this. Really. Totally.
Its the only reason to actually wake up against him outside of stacked slowdown add ons. Its actually trash if you can remember which are real and not. turns him into no trap trapper.
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Bear traps and hag traps work.
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I would say for the most part its killer sided between beginner and intermediate players. Top tier players solo or not can mess up even a good killer. When voice comms and meta builds are added into the equation it isn't even a question. Not enough killers have the pressure to be able to deal with that.
The 2 main culprits are map design and perk combinations imo. Maps are too big for most killers or feature way too many connected loops.
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@Rbree said:
https://forum.deadbydaylight.com/en/discussion/comment/1603158#Comment_1603158
Agree on all of what you said. Cheryl needs more attention. I know she is a new character but come on it's silent hill!!! The best chapter yet in my opinion.
I'm desperate for a James Sunderland legendary outfit. Depending on your view of his actions it may or may not be the fate he deserves.
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Considering her death scene they'd probably just need to entirely colour her skin crimson red. Would be cool.
I'm sad that the Cheryl prestige isn't the corrupted one from the bathroom or carousel in SH3. That mirror room is infamous.
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@Avarice10 said:
https://forum.deadbydaylight.com/en/discussion/comment/1602989#Comment_1602989
Nah, Deja Vu has always been terrible, if you want to prevent 3 gens have map awareness or bring a map or detectives hunch, or both.
I'm more of a brown med kit = god tier item player.
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@Valeficent said:
Hello, y’all! I know that some of y’all really liked the PTB music for Demo(me included). So how about we ask BHVR if they bring it back by voicing your opinions in this thread? :)
Never heard it myself. Honestly I think his terror radius is my favorite. It's the most unique by far. I hope Clowns has an accordion in it if he ever gets one.
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@PhionaMcRee said:
I'm new to DBD, but the biggest issue I have had is the killer dropping when the match starts. Is there no penalty for killers who do this? There is for survivors...I DC'd once and lost my items, etc. Seems like 4 out of 6 matches the killer just drops at the start.
I don't get it and I'd like to see it balanced. If I load into a match and there's a killer I don't like (Pig or Plague), I just grit my teeth and play through it.
I have heard killers say, "I leave if there's more than one Nea or Jane (etc)." How does the killer know? I never know who the killer is until the match starts and the majority of the time the load screen doesn't even tell me. It's a "mystery killer" until I run across him in game.
Like I said, I am new to DBD and I have, so far, only played as a survivor. But I didn't buy this game to just keep rejoining matches because the killer leaves. I bought it to play it. Something needs to be done about killers dropping on a whim.
Cant blame the players saying they'll leave certian maps. I'll leave if I get one of those awful indoors maps as trapper. Some of the maps on Console run fps in the teens sometimes for entire games.
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@soshidow said:
There's a few perks which are limited in some way and yet, i don't think they would be considered "strong" even if they were unrestricted.
First example:
Lucky Break: No Bleeding, 3 minute usage
Compare that to Iron Will: No Injury sounds (an arguably stronger effect), indefinite usage
Even if both had indefinite use, I'd pick Iron Will first. And If I ran both? That's 2 perk slots with the only benefit being that you are just as stealthy while injured. you don't gain any stealth abilities, you just don't lose any when injured.
Second example:
Deja Vu: See the 3 gens closest together for 60 seconds
Why 60 seconds? Would anyone here consider using the perk even if it lasted forever? (if it revealed the gen aura's to your team as well that would be a cool buff)
Third example:
Fixated: unconditionally see scratch marks, 20% faster walk speed while healthy.
Compared to Urban Evasion: Unconditional 100% faster crouch speed
Why? It would be less powerful unless you commit 3 perk slots (Iron Will, Lucky Break, Fixated). Urban Evasion used to have the if healthy condition and once they removed the condition Urban Evasion is still fine.
Honestly I could see Deja Vu being a decent solo queue perk to prevent accidental 3 gens if it were permanent. Lucky break just isn't remotely useful with a timer. Yeah, paired with Iron Will it could potentially be very strong on stealthy players but at that point their dedicating half their perks to the hope that they might be able to hide if they break LOS.
I loved fixated it was amazing at quick stealth jukes but I realised very quickly that it wasn't that great because of the Healthy part.
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@BaroneMaximus said:
Like, you are already a very good killer by having the chance to throw hatchets on ppl and apply various effects via addons... I really don't see why it should have an insta down perk :\
My suggestion is: You just decrease hatchets from 5 to 3 and the perk gives you deep wound when you hit them instead of downing them and add a penalty speed on deep wound healing. It would really make it viable without destroying it and it would add fancy combos with other addons instead of forcing you with the military belt
Iridiscent head would honestly be alright if her hatchet hitbox even remotely resembled her model. But they tried that once before and with the current state of survivor hitboxes vs animations it just didn't work properly. When you combine any latency at all with the absurdly wide hatchet hitbox (its about 4 times wider than the actual hatchet model) then add a 1 shot ontop of it you have a really obnoxious add on that feels extremely cheap and unfair.
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I feel like daily rituals should maybe give 3-5 rift fragments each. It would also give players who dont have the character dlcs a higher chance of actually finishing without burning themselves out on the game.
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It's a shame Billy Oni and I assume Leatherface with his upcoming outfits aren't affected. Oni's Konobo really sticks out on some skins like the Minotaur.
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Devs have said again and again that if the killer wants to tunnel then its perfectly fine. Heck Mclean said there was nothing wrong with tunneling on stream yesterday after being tunneled by a pyramid head most of the game. At the end of the day, if a killer tunnels a half decent survivor they may as well be throwing the whole game away.
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@BaroneMaximus said:
https://forum.deadbydaylight.com/en/discussion/comment/1582974#Comment_1582974
The problem is he is completely impossible to counter with perks if he keeps tunneling the caged person :\ And since people knows it they start bodyblocking him as best as you can, Ergo no people working on gens. It's always the same talk here, you can't allow the killer to abuse of one person's fun, it's ridiculous. You have to put the things on the right way, this is why they reworked decisive and now it's time to fix this thing too.
No offense but it hes truly tunneling... gens. Do gens.
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@BaroneMaximus said:
Like, since he came out i knew people, would have abused his cages to tunnel people and i was 100% right :\
I keep encountering people who intentionally abuses pressure on hooks dropping that S* ** on the floor and going further on the tunnel for the hooked person and this is literally killing the game.
The only thing needed would be make cages worth like hooks and that's it. This game doesn't need a killer "who makes you able to ignore survivor defenses", this game needs more balance on gens ans SWF and nothing comes with these mechanics that pyra has.
And plis, give a little cooldown to his passive attack.... it's so stupid he can just fake forever a RANGED attack :\ (Plis don't compare this to demo, cause are WAY different.)
Pyramid head matches have been pretty positive and fun for me since the cage change. You will occasionally get hooked twice and than tunneled if tormented but you can play around torment and even remove it by freeing someone else from a cage.
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Yeah it looks like an old Jpeg they found on google images. The kind you'd see in a kids presentation.
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Yeah the stalk was inconsistant at range already. Now with dedicated server shenanigans it can actually regress when released. Hasn't happened to me but I saw Zubat lose about 20% stalk when a meg ran out of range a week or two back.
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I've always wondered why stalking in EW3 was a thing. this could give him mindgame potential at LOS breakers which could be cool. Right now he's very loopable and its not uncommon to see a Micheal lose his entire EW3 against a half decent survivor if theres enough pallets nearby.
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@ToxicMyers said:
I think many of you could agree his power is a bit, outdated. Because of this I want to change his kit not so much where he becomes op but to the point he can apply pressure better.
Buffs-
His tier 1 movement speed becomes 110
His stalking rate is 15 percent faster in tier 1
He doesn't activate spine chill and premonition while in tier 1
Tier 3 timer increased by 15 seconds
Tier 3 wall/pallet breaking speed is 15 percent faster
Nerfs-
Purple tombstone can only kill injured survivors
Infinite tier 3 is now 120 seconds instead of infinite.
Ultra rare tombstone removes your ability to lunge during tier 3 but you can kill on pallet and window grabs and the movement speed debuff is decreased by half
I think this list probably needs tweaks but his add ons need a look at and his base kit is garbage ngl.
Myers isn't even weak really. He used to be high tier he just got power creeped by the existence of Huntress/Oni/Freddy.
A early EW2 and smart usage of storing EW3 can still mess up decent teams.
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I just use it to throw out a quick GG. I get what you mean though. I had a game with an friggin awesome Ace the other day that was cross play. wanted to thank him for a smart save he got on me in the EGC but couldn't. Gave him a thumbs up even though that system doesn't seem to do much.
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Oh, also Monitor and Abuse. He already has an extremely low and quiet TR but that combined with the fact that hes a ranged killer with no lullaby style sounds makes him basically a stealth killer.
With that and STBFL you can sneak up on a dude, M1 him with an instant cooldown and go right for the shot. It's great fun.
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I wish his perks were better. They all feel pretty unviable. STBFL is a godsend on him as every hit is an M1 and I'd recommend pop as he can get downs pretty fast. Kind of a generic perk pick though.
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I noticed a while back that I was getting weird animation glitches with his Saw when going into cooldown or crashing.
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@Haselden said:
I was just curious, because Dead by Daylight devs have an official discord.
https://discord.com/invite/deadbydaylight
Which also seems quite popular while playing survivor, you see a group of three hop in their channel and ask to join. It's a pretty neat experience to. However, I was wondering why can't voice just be added to the game?
It would be nice. At that point they'd be able to balance properly around SWF and no solo to the point where solo might not be miserable and SWF amtches wouldn't suck as much for killer. Maybe it would work better if it were proximity but the killer couldn't hear or something.
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Hopefully. Though devs said they have no plans to support it. Maybe that wont matter if they work natively.
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^
I think its also the fact that there was really no way to avoid getting deep wound against even the worst Legion player once they activated the power. I think the one miss is kinda ott but its better than the alternative. Still an awful killer in dire need of a full rework.
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@Deadman316 said:
If they aren't helping the killers, they're sandbagging. Why?
In my experience Fengs are the most innocent/clueless survivors I come across as killer. Hiding in plain sight/running away from pallets and such. I usually let a feng that looks new take the hatch.
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@Madjura said:
https://us.v-cdn.net/6030815/uploads/1WIJ8ZBX6W9Z/claudette-is-balanced.png
What do you mean, Claudette is perfectly visible
Why is it that when I see a Claudette or Adam using a variation of their base outfit its just the brown or black shirt? Oh wait I know exactly why.
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@Captain_AAhab said:
https://forum.deadbydaylight.com/en/discussion/comment/1601262#Comment_1601262
So a firecracker is considered a blind?
I believe so, don't use them myself.
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@sad_killer_main said:
I've never done this in the past, but nowadays I'm starting to realize that sometimes, skipping a lobby that's potentially unhealthy, may save you some headaches.
I'd want to know what are your reasons for skipping them.
Me, for example, I never skip more than 1 lobby in a row, because I don't want to be waiting a long time until I play a game.
So some of my reasons are:
- 2 or more toolboxes/flashlights
- Steam profiles of clearly egocentric/cocky/disrespectful survivors
What are your reasons?
I don't but I'll quit if I get an indoors map as Trapper.
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Just take one and when you drop a pallet if the killer breaks it get a quick blind on their eyes.
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Freddys was always my favorite.