gibblywibblywoo
gibblywibblywoo
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1582128#Comment_1582128
I never said he wasn't easy.
Also, you counter his anti-loop by just throwing the pallet early like against Clown.
I would argue that the Clown has limited supplies he can use around that loop much like Huntress. Both get slowed and have to replenish their supply is they misplay. Freddy has no such issue and can lay 5 around the loop in seconds to shut it down if he wants to. Than if you try to run to another he can just do it again free of charge.
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@Tricks said:
Remove his cataracts and you have a deal:
https://us.v-cdn.net/6030815/uploads/B88LHV32IR36/image.png
because no other killer in the entire game has to deal with this every match build into their mechanics ^
The dream world aesthetic has certainly worn down its welcome by now. At least its significantly nerfed compared to the original. Pretty sure survivors still glow white in the dream so its not too bad.
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I sometimes feel like he should have been 110% after the rework. He has very good map pressure and gets free mobility and significant slowdown for NOTHING, HE LITERALLY CAN DO NOTHING AND IS REWARDED as well as a power that pretty effectively shuts down longer loops. I'd have to play it myself to see if it would actually massively nerf him, though.
A lot of my freddy games as solo end with people just giving up because gens cant get done if he takes certain add ons and perk. gens will last so long that he'll potentially end multiple chases get a hook, teleport and pop before you're close to done. There goes 20% as well as any progress lost over time. Then theres the extremely poorly handled slowdown add ons that are still incredibly oppressive when stacked. Even worse if Thana or Sloppy are in play.
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I'd say Demos a pretty strong killer. 2 problems for me.
His noises are incredibly loud especially when playing him. Ambushing with the portal is useless due to how loud the local noises he makes are. This is the main reason I dislike playing him. Can't hear ######### captain.
Also I think the global teleport soundeffect is unnecessary.
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Stop making these threads. You're living up to the exact reputation of your fanbase. Post it in the suggestion forums or something.
And to answer your question. I would relentlessly t-bag and bm any killer that played him.
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@Ramxenoc445 said:
https://forum.deadbydaylight.com/en/discussion/comment/1581851#Comment_1581851
Well he's my secondary now my main main is Legion but playing freddy feels way better than trying to play legion..Playing trash and then stepping up to something way better makes things easy for me
I pretty much stopped playing Freddy after a few weeks. I mained him before the change. :( Still occasionally because I have a ton of puddin's on him. You'll be getting 4Ks in no time with him with basic knowledge of where to use snares at loops. Throw on corrupt, pop, enduring and spirit fury and maybe those stupid-ass slowdown add ons and never get below 3 kills ever again.
I will never get over losing the 100 second gate open time build.
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It's weird that they gave Freddy multiple mechanics that other killers evolve entirely around (teleportation on DEMAND, infinite use slowdown trap with quick placement and arm time/stronger slow effect in a chase than Clown with no need to reload, location from survivors stepping in snares, almost stealth killer like terror radius and visual shenanigans). It's a really weird shotgun blast approach to redesigning a killer.
He barely has any relation to the dream world in his current form. Sure, the dream world exists. But due to how fast you passively fall asleep combined with anything but an alarm clock (that 9/10 times will spawn as far as possible from you) there's a 95% chance you'll already be in the dream world when he finds/chases you anyway. Heck, leave your gen and go use the alarm clock. You'll get 60 seconds. By the time you're back at a gen it'll probably be down to 40-30 and you'll have lost more time than you could have possibly gained!
Removing the dream world aspect right this second would probably have little to no impact on his viability in a positive or negative light due to how inconseqeuntial it is.
This is less of a 'nerf now' post and more of a 'I am confusion' post.
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@SpringtrapForDBD said:
We never had a robotic killer put in the game, and Springtrap would be the perfect opportunity. He could being so much and bring in lots of new fans.
I hope he comes soon, though it will probably be a year until we see him if BHVR are currently planning on putting him in.
I do not want FNAF or any FNAF related designs in DBD. It would clash terribly and I've never met someone older than 11 who unironically likes those games.
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@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/1581975#Comment_1581975
I think he was overbuffed as a "we the license owners want this guy to sell a lot since he was crap nobody bought" so they made him the pay2win Killer in the game.
Eh, it had been 2 years by that point. The majority of his sales were long past. In fact, by the time he was reworked the rights had reverted to the original owners who seem to have no interest in allowing him to be sold on Switch.
I honestly think they were just worried at the reaction they might get if after 2 years of waiting his rework left him as a mid tier or 'fine' killer. Killers are less likely to complain about a killer being overbuffed than underbuffed. And there's a major victim complex problem in the killer community.
I know a lot of people think the devs stats are bogus (they don't have much of a reason to lie, really). We don't know their parameters. Could be using matches with DC/keys rank 1 vs rank 20. As it stands I don't hate playing against Freddy but hes too strong for solo players and just 'okay' against SWF.
I miss old Freddy deeply even though he was hated by most. There was strategy. New Freddy is "urrr im gunna place a snare and unga bunga than free tele to gen and pop hehe". There was micro-management to old Freddy even though he was significantly weaker overall.
I'd consider old Freddy the 'True Test' to a killer mains fundamentals about mindgaming loops/map knowledge and pressure.
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@TheWarNung said:
https://forum.deadbydaylight.com/en/discussion/comment/1581908#Comment_1581908
I agree with you about waking up - survivors should be able to wake each other up at the same speed all game. The devs should be encouraging survivors to keep each other awake since it's so vital to countering Freddy's powers.
I disagree with you about BT. Freddy having a lullaby instead of a TR for sleeping survivors means that they can't use BT - but it also means Freddy can't use any perk that alters or removes his TR.
On the subject of the alarm clocks. Why did they even bother with that area of his power when there's litearlly no incentive to wake up against snare Freddy? If you're awake you'll have a harder time locating him because the heartbeat isn't directional anyway, just like the lullaby, but he's invisible from a certain distance in the real world and visible in the dream world.
Pallet freddy is the only reason to wake up but pallet freddy is terrible. And you'll ALWAYS lose more time going to wake up than just sticking to a gen, even with slowdown add ons/perks.
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@Ramxenoc445 said:
He has been one of my killer mains for a long time but i've gotta say the games where i do play him are pretty easy as well as when i go against him he just has more to help carry him than most other killers. From what i observe every killer is either good at anti loop or gen pressure or they're good in chases. Freddy has gen pressure with his teleportation and he has anti loop with his fake pallets and blood puddles. He also has the sleep mechanic which adds free thanatophobia if you use the right add on which will stack with more survivors being asleep and you can stack with the slow perks which forces you to run to the other side of the map to wake up if you don't want to alert him of your location to wake up or just start being put to sleep right away again. To top it all off his power combos really well with perks like thrilling tremors and surveillance . I really feel he was overbuffed. I think he really would've been fine with just the sleep timer and gen teleportation but he really didn't need blood puddles and fake pallets.
I don't really expect him to get nerfed or have any of these removed from him but i just wanted to know if any other people felt the same way.
If slowdown Freddy weren't a thing I'd agree that he's what most M1 killer should be. The problem with the slowdown perks/add on is that they combine with the "map pressure for nothing" aspect of his power to create a truly tedious killer than any caveman can 4K with.
I do think he was overbuffed in a "we don't know how to make this killer viable so just give him everything aspect". Even the smaller things like him being MORE INVISIBLE THAN WRAITH from a distance to give him a hand in approaching gens is straight up moronic. And that's NOT in the dream world.
This may be a controversial opinion here but I don't belive killers with hilariously low skill ceilings like Freddy should be rivalling Huntress and Nurse in kill rates.
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1581627#Comment_1581627
If you expect that... k. I would ask for a stage, crowd events, merchandise, twitch guests and the stuff that makes these events great, not for a 1-person booth.
They did that at I think twitchcon a while back. It was pretty cool.
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@Tactless_Ninja said:
Remove hearing survivor noises while phasing.
And allow her go up sheer surfaces like second story windows. She's a ghost, why can't she fly?
I dislike spirits current state but this would destroy her completely. Especially with footsteps being as broken as they are.
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@IIITweedleIII said:
I always wondered about the whole PTB. When PC gets to test out things. That doesn't carry bp and bloodweb items does it? I'm just assuming because with new survs and killers and new perks and all don't transfer (?)
They usually take your save from a few days before the ptb. Problen is that because of this a lot of people bring their best items/add ons every game because it wont be saved to their original account. Which probably skews feedback a little
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@Deadeye said:
How probable is it that BHVR will be on a gamescom in the next, let's say, 3 years?
We'll get a teaser for the chapter after blight at the game awards. Unless covid has disrupted the dev cycle too much.
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@lugZas_exe said:
So ... the Midwich design is cool in theory and sometimes something else, but it doesn't work. The second floor makes everything so much more complicated than it needs to be. I have often not been able to save Survivor because I couldn't find a way down or up or because the stairs were just too far away. The thing that works best on Midwich is to distance yourself from the killer. HOWEVER, it doesn't work with killers like Hag or Freddy either because they can simply teleport. You can also place the traps of the Hag or Freddy's puddles in the aisle and as a survivor you simply cannot avoid them.
So I think Midwich needs a rework. Maybe you should first consider taking out the second floor and then you can continue discussing. Because the game is simply not fun, especially not as a survivor. But I was told that as a killer, the map shouldn't always be great ... but as a survivor I can't confirm that. Maybe someone else knows something about it.
They went through the effort of almost perfectly recreating the SH1 school map even down to the annoying stairwell placement. I don't think any changes will be made, which sucks.
It's an amazing tribute to SH1 but it does not fit the gameplay of dbd at all. Just the fact that there's no way of cutting off or catching up to a survivor you see at the end of a hallway makes it near unplayable for a 110 killer.
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@OmegaXII said:
Doesn't work every time though. You need to be in range of his ranged attack for that scenario to happen.
When i play as him, some survivors are clever enough to maintain distance outside of my range attack, forcing me to use range attack in loops without them stuck in animation.
So i think this is the counterplay. Doesn't work every time, but it is a counterplay nevertheless
I would agree with this if the range extending add ons didn't exist. Perhaps they are dodgeable. But in my experience even in sub-50 ms lobbies, if you aren't on the very edge of the projectile beam before the hitbox appears, you cannot possibly get clear in time.
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All of it. I still come here out of boredom I guess. I've contributed a fair bit so I'm guilty.
The noed/DS threads are by far the worst though. At this point, opinions have been made clear. If the devs were going to do something about any of these things they would have been done long ago.
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@ZCerebrate said:
https://forum.deadbydaylight.com/en/discussion/comment/1581354#Comment_1581354
Sometimes you run Sole survivor for the memes and it still serves as a DS when the killer mindgames themselves ~
Now that I think about it, object is what I just described but stronger.
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@ZCerebrate said:
Prompted this because the most recent game where I was playing P3 Bill and getting unhooked without BT in basement against a clown and he blocks the door to hit my healthy rescuer who went running off. I wasn't running DS because I was running healing perks to get a heal archive done but I saw the clown standing at the top of the stairs looking down at me wiping the blood from his dagger. So I promptly teabagged twice then jumped into the closest locker... the clown could visibly be seen wondering if he should "eat the non existent DS", wait it out by face camping my locker or just go "not tunnel" and chase someone else (I guess the intent of the perk). He decided on option 3 - throw some gas and went off somewhere else allowing me to get out of the basement.
Now this has happened plenty of times before when playing Laurie without DS or Bill without Borrowed Time (killer chases the guy for 15 seconds before hitting him) or running Quick and Quiet+Head On or Lithe David instead of his usual Dead Hard has resulted in a lot of hilarious moments where the killer mind games himself.
Any stories you guys want to share?
I've started using DS when survivor solely because I've realised just having 1 guy with DS makes the killer play completely differently. If there's no DS the killer WILL tunnel straight off the hook even from a distance or if BT is active, even at 5 gens-red ranks. A lot of players say its the "smartest choice" which I disagree with outside of having 1 gen left and 4 survivors alive. It's also incredibly boring to play so I just don't do it as killer.
Most matches I don't use it as I'm more of a stealth/do gens player. I feel like wasting one perk slot for a perk I despise is and getting a fun match is far, far better than getting a 4 man solo match with no obsession and a tunneling Billy with noed.
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@Revzi100 said:
I unlocked the bbq and chilli in the shrine but it still hasnt shown up in the blood web of the killer, i know the blood webs are random but after spending over 600k blood points i would of thought it would of appeared at least once
I poured 2 million blood points into my P3 50 'gorg over the last 2 days. Still no corrupt intervention. I hate the bloodweb.
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@MeltingPenguins said:
https://forum.deadbydaylight.com/en/discussion/comment/1581156#Comment_1581156
Do you by any chance main ghost face or doctor?
No
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I can't even put into words how terrible of an idea this is.
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@Pauu14_ said:
I think that, being an 18+ game that can contain sexual content, and since the original skin includes the thong, they could leave it to them to remove stereotypes about Claudette being a good girl.
Sexualised content and horror/violence never goes well with ratings boards.
Also I don't think it's necessary. Some people use david as a counter but the dudes a rough and tumble street fighter. A shirtless skin makes sense for him at least.
I don't think a thong fits claudettes character AT ALL.
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I'd love it if they could just create a permanent, premium side rift that never goes away for Ghostface and other licensed ones.
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@Carlosylu said:
If the survivor clearly outplays you in loops, just drop the chase and find a more suitable victim, the looper will get downed eventually trying to save his bad looping teammates.
The amount of times I've been chasen for 4+ gens cause the killer got stubborn with me is huge! Just don't make it personal. If you just stop chasing me, you'll get others faster and I'll have to waste time trying to help them and commit mistakes in the process.
Every team has a weak link SWF or otherwise. I ran a Huntress around for 3 gens because I sabo'd and saved a teammate. She was so pissed she wouldn't even go for hatchets and just stubbornly chased for most of the game.
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It deactivated yesterday evening.
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@Boss said:
Every now and then, after completing a trial, the game reminded me how much i like to play as Wraith.
What Killer makes you feel like that, if any Killer at all?
Probably Billy and new and improved Leatherface. Also, probably a weird one but Clown too. He's trash for sure but I like herding the survivors.
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Wraith has a pretty low skill ceiling. Which is fine. Not every killer needs to be nurse or huntress level. I do think he can be quite a threat with good perks but if you get too many safe loops than your uncloak speed boost is pretty pointless to use in a chase.
A big problem a lot of Wraiths have is that because they're invisible they think they can just beeline to a gen in the open and get a quick first hit. Which is a silly mistake.
I like to use end/fury on him and maybe a slowdown+location perk. Pretty standard. I think pop is a pretty bad perk for him considering he can't get fast, reliable downs. Sloppy butcher is good if there are no medkits. You WANT survivors to think they're safe if they don't heal and try to rush gens.
A big problem a lot of Wraiths have is that because they're invisible they think they can just beeline to a gen in the open and get a
Wraiths the killer I play if I just want to chill after playing a couple of games of a higher excecution killer.
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@[Deleted User] said:
This may be a bit of a hot take and i am not asking for him to be nerfed i actually like him but i think their is a misconception that he is a weak killer i think i rate him in the same league as Oni as i wouldn't put him at the top of the food chain like nurse but he is comfortably in the upper
1) Legion can get incredible easy first hits and can chain injure multiple survivors at a time and so effectively past the first hit you only need to hit once most of the time and even if they heal the time it buys is not really worth it as the state he can injure a survivor again is so fast.
2) If you want to slow down the game its incredibly easy as their are so many strong slowdown perks that work with him such as Dying Light, Pop and especially Ruin and Thanatophobia.
3) Even if his ability is limited by the fact that you cant really track while using it as you don't get to see scratch marks if your running BBQ witch you are don't lie we all want the BP and you want to get to a gen quickly you can cross most maps with decent pace. Killers like trapper, Ghostface and even some stronger killers like Executioner and depending on the situation Oni.
4) This is quite a minor point but the legion is short.
If a slowdown Legion gets a early hook or 4 man bleed it can spell death for anyone but a gen jockey SWF. I still think Legion is real bad just because the 2nd hit is the most important hit in any chase. Could use a buff obviously, but I'd prefer an entirely new playstyle that doesn't make me want to lobotomise myself when I VS them.
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@Customapple0 said:
Put on Stridor, and play for a few hours so you get used to her then you’ll be wiping out most survivors.
Her nerf didn’t do much. It was more like an add on nerf (rightly) while slightly nerfing her base kit (who even relies on collision while phasing lol?)
She still has some extremely powerful addons compared to most killers.
Collision always caught me off-guard and made me mess up the lunge coming out of phase. I was trilled to see it gone.
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It's a good map since the rework. The school areas a lot less painful. I just don't understand why we needed 5 versions with minial differences in rotation.
And kind of off topic, but sometimes when I play that map it seems super dark and I can't see a thing.
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@delilahsupastar said:
I spend 99% of my time playing survivor, so my killer rank has never gone beyond 19-20. I mainly just play for fun or when I have a daily ritual or something. I won't be destroying any red rank swf groups anytime soon, but I do ok. Tonight, I got a group of survivors that I could tell were fairly new... and I mean brand new... 3 out of 4 were opening up DBD for the first time new (I didn't know that until after the match). After 3 were dead, I found the 4th still working on generators when most would have been scouring the map trying to find hatch (which I had found and closed, eventually). After I downed her, it dawned on me. This baby Meg probably doesn't even know what a hatch is. So, I picked her up and walked over to the door and let her wiggle off but she was so scared that she immediately ran. I just stood there watching, as she frantically dropped pallets along the way, thinking I was after her. She ended up letting the timer run out, I'm guessing because she was too afraid to try to open the other door. Had I known they were brand new I probably would have gone easier on all of them tbh.
Sorry for the novel but I needed context for my question, which is - Does anyone else ever feel bad like that? Or do you take a more 'rip the band-aid off' approach?
It's blindingly obvious when a new survivor has partied up with longtime players. Running from pallets and such. I tend to go a little easier on them.
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@Emelia said:
https://forum.deadbydaylight.com/en/discussion/comment/1569323#Comment_1569323
So basically you are saying this one perk you MUST HAVE to at least have a chance? Think about this for a second... ;)
No amount of perks will help if you don't even try.
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I'd like to add another Tru3 clip that I remembered seeing a while back.
https://www.youtube.com/watch?v=UfRH5VzNOhII feel this is a much better example. That would help your case more than harm it. Tru3 doesn't play perfectly here, either. But a damn sight better than the OP clip. And shows just how broken optimal survivors just doing gens can truly be.
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@jibbigibbles said:
1 huntress
2 huntress
3 pig
I've literally never had a good match against the huntress, and the pig arm looks like it'll never hit me but it does
I've had some pretty annoying Huntress games recently. I completely understand why they backtracked to the old hitbox for her hatchets, but with the killer side hit detection I'm regularly getting hit in 40ms lobbies where I know, for a fact, that the hatchet spere is no where near even remotely close to my hitbox and I still take a shot.
I don't know why they bothered with dedicated servers if the killers connection is still the one that determines hits. Don't get me wrong, I played a real laggy KYF once as Billy and it felt awful not being the host in that situation, but surely on dedicated servers they could do something to smooth it out and make survivors feel less cheated without also making killers now feel cheated.
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@ScottJund said:
ffs this is the third post about this video, so fine.
0-10s: Spends the first seconds of the match checking gens right next to him where it is impossible for survivors to spawn. Could have saved several seconds cutting away from this useless area.
23s: Swings at Sprint Burst. Common mistake, we all do it sometimes.
1:20: Doubles back too early giving the survivor a free fake.
1:38: Wastes a lot of time taking the survivor to the basement when there was a hook extremely close to the downed survivor. Does nothing with the basement pressure so its pure wasted time.
1:58: Extremely bad move. Goes to the edge of the map to kick a generator, leaving the entire rest of the map unpressured. The temptation to Pop generators ruins a lot of killer's momentum.
During this entire time, he has not left the vicinity of the shack for the entire match.
2:10-2:30: Just walks around the shack doing nothing.
2:34: Instead of the free down on Billy, he wastes his power on hitting a survivor with Borrowed Time.
2:52: Has more than half his power and chooses to pick up the survivor instead of doing the thing Oni does best - snowballing.
2:59: Again wastes more time putting a survivor in the basement to do nothing with it.
As of 3:30 he has still not left the vicinity of the shack for the entire match.
4th gen pops at 3:37 and he doesn't understand how only two hooks and staying in this same spot let this happen.
You're not allowed to criticise tru3talent here. Even when he makes blatantly bad plays. You wouldn't see Otz, Zubat or ScottJund make plays this awful and still be defended by part of the community. I've seen them get actually PROPERLY genrushed before when they were actually trying due to the sweat squads. This ain't it.
There's a weird bias towards Tru3talent. Probably because he's the only one of the bunch who validates a lot of bad killers complaints.
Don't get me wrong, that game was short. But that's 60/40 on Tru3 not even attempting to make an impact on the survivors. He literally didn't even travel to the other side of the map for the vast majority of the game.
Why the hell should they have even bothered doing anything else if he's made it clear that he wants to waste his time chasing a friggin' BT unhook, AS ONI?
Tru3talent blows me away sometimes, because he's VERY good at the game and obviously VERY knowledgable. But than he does stuff like this every so often, giving away a free win and is all like "wait, that's illegal". As if he's just entitled to it or something.
Then he'll bring up a valid point about gens speeds, and make excuses for why he made such bad plays and his followers eat it up and spam twitter replys/forums. Then there's every loss must be a SWF because obviously he can't be outplayed.
Genuine sweat squad/genrush SWFs that complete 4 gens in 1 chase are a genuine problem that needs to be addressed, this is not helping the case when you use it as a major example.
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@Kilmeran said:
Have had Demo sitting at Level 1 for a while. Might finally give him a shot tonight. Man, am I gonna get rolled. 😂
I started playing him again recently. He's a lot of fun, but I have a hard time gauging the Shred distance so I try to only use it when I've forced the survivor into needing to vault infront of me.
He's still LOUD to play as though which is annoying.
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@Pichihime said:
Now this is just really sad. And I feel really bad for Nohequin's vision. You hold a design contest, pick a winner, then alter the design to the point it's nearly unrecognizable, and do a really poor job at it as well.
This is unprofessional.
Let's look at the original, winning design:
https://us.v-cdn.net/6030815/uploads/HFF68U4GXOSL/egmdtxbx0aayt8g.jpg
We've got a few selling points:
Hoodie w/ a G / Hiphop design character on back.
Dyed hair, hoodie.
G String, low sweat pants.
Now here's what BHVR came up with:
https://us.v-cdn.net/6030815/uploads/AF3IYMWA0UYU/egmdvs5waaa8nzz.jpg
They added/removed:
Earrings, not present in winning design;
Heart necklace, not present in winning design,
removed low sweatpants, CHANGED design on back of hoodie,
no hoodie over her head.
And the best part of this all:
This is so amateuristic it won't sell. What will happen is it's will be put in a battle pass with other cool stuff so we kinda just get this for free, because we have to.
I want to add I understand it's BHVR's property change it as they wish, and they're not legally bound to give the creator what they want. But if you're changing it this much, just don't even hold a design contest.
Lost my credit. I strongly discourage future artists to not waste time on their """"contests"""".
The low pants I understand, thats bordering on Dead Or Alive territory. I agree on the hood.
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@teamdehn said:
https://forum.deadbydaylight.com/en/discussion/comment/1566736#Comment_1566736
So you are claiming that you take BP hit for letting a survivor wiggle out. Because as a killer you are penalized when a survivor wiggles out of your grasp you are docked points.
So....? does anyone give a crap about this ranking system? You'll always end up at rank 1 just through sheer playtime anyway. Also you can't 'lose' bloodpoints.
I'd rather play a proper match and not cheat the survivor and myself out of the actual gameplay I bought and continue to play the game for.
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It hasn't happened to me as a survivor but as killer I've been letting dudes wiggle out and get a head start. I can't imagine being so lacking in confidence of your skill to actually take advantage of it for a free hook lmao
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@Deathslinger said:
I was just thinking about those new perks and in particular Hex: Undying and the lesser used Hexes. Normally I wouldn’t run Lullaby, but mixed with Undying, it might be more viable.
My question to the survivor side of the community is, does Lullaby ever hinder you? An if so, how many tokens before you feel any pressure. Does only 5 tokens (no sound) get you?
I play as a red rank killer and I’m afraid this might be one of those perks that the average red rank survivor might not even acknowledge because they are just skilled enough to play regardless.
My problem with lullaby is that even at max tokens its kind of worthless against someone who has spent enough time doing gens and hitting skillchecks.
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@Chappy04 said:
https://forum.deadbydaylight.com/en/discussion/comment/1566263#Comment_1566263
whats fun other than winning, actual question
This is a weird mentality to have in a game that can be as random and unbalanced as DBD. I have more fun in a game against some damn good survivors who give me a run for my money that ends in a 2K and maybe a last second hook play near the gate. Than I do in a game where I absolutely stomp an entire lobby.
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@potatogamer said:
PH is pretty interesting and I feel a fun addition though I feel his potential to shut down loops or anything really is too strong. If you face an actually good PH you're going to have an extremely hard time. Many people say well just fake him out which is fair, thats a very good way to dodge his ranged attack, only of he is bad tho. If PH is close enough to you you can try to fake a pallet or window but for him that's something extremely easy to deal with. His ranged ability takes him to start a trail, if they actually take the vault or pallet then ranged, if not then go to M1 with almost no lose in speed at all. If they're smart enough then any fake doesn't matter cause then they can cancel the ranged attack with so little delay you can be instantly hit with their M1. Huntress and deathslinger at least have a reload or cool down but there is literally nothing for him to cancel his ranged attack. Playing immersed and hiding is really the best way to not get downed against a truly good PH.
Tldr: PH's ranged ability is OP if in the right hands
His M2 projectile is absurdly strong at windows and vaults for the same reason Deathslingers ADS is good out in the open. Simply starting and cancelling the animation will make a survivor panic and lose ground attempting to juke. But without it he would suck absolute ass.
I think he should be forced to commit to the Trail of Judgement slightly more to make spamming the start up animation for M2 at a vault/pallet not a guaranteed hit/M1. A short slowdown when pulling the sword out as there is putting it in. I don't think a longer cooldown or hit/miss would be smart as it it already extremely long. The problem I feel with the cooldown is that its very hard to actually miss when used properly, not out in the open as I've seen some players do when an M1 would be much smarter.
It's SO GOOD at pallets and windows, stronger than a pre aim Huntress imo, that it makes me wonder if the devs got toward the end of his power design then realised he was weak and just threw him a bone.
The other half of his power is perfectly fine in blocking off loops to either scare the survivor away or let them risk getting caged or extending the chase. I like the dynamic quite a lot. I wish it was more clear if your trail was going to disappear because its too close to a gen or something when you place it.
It's a shame cage auras got changed, as a killer who isn't a camping scumbag who beelined straight to the cage I really liked the additional info it gave about survivors. But I guess that was inevitable when it was announced it would bypass perks. Some people just can't get over the UB/DS combo.
As Pyramid Head I feel powerful which is great, more killers need to feel like a walking instrument of death and less, well, Clown-esque.
This is extremely hypocritical, because I did enjoy playing him quite a bit at first, but when I hear that TR as survivor I honestly consider quitting the match like when I hear Spirits "wahs" or see a Legion.
Unfortunately his power design has lead to every match playing the same. I got him to P3, got all my perks ready and have already stopped playing him. He'll probably end up like many others that I love thematically but only play during killer roster rotations or something.
I run around the loop 2-3 times and drop my sword when I'm within lunge range. If they drop it I get a hit and the pallets gone for later, if they don't I get the hit/down and they lose the time they would have gained from looping by being caged. At least I there was the back and forth of mindgaming with most other killers, but with PH its a guaranteed thing every time. It's making an already stale meta even more stale.
Rinse and repeat 10 or so more times until the 3K and hatch escape.
Perhaps I'm just bored shitless of the looping meta and want something new, and all these recent killers are just enforcing it further. Even the Blight is entirely designed around loops!
It's nice that we're getting more killers that can deal with it so they don't feel so powerless, but it's a worrying trend of bypassing these mechanics while not adding anything new for survivors to defend themselves with and use their own skills they've learned/learn new ones. The majority of other high tier killers that are just as strong in a chase, if not stronger, usually with even better map control, still have ways for a survivor to play around the power if they're smart.
Survivors have been asking for new objectives for a long time. And until we get one that isn't killer specific and allows games to be slightly longer and allows loops and certain vaults to be nerfed. It'll probably continue.
As much as I detest Deathslingers power design, he's a 110% killer with little map pressure so the short chases and lack of any real way for the survivor input is relatively balanced out. But PH is 115% and can consistently end a chase from full health in under 30 seconds with enough knowledge of window and pallet spawns.
I'd like to add lastly that I don't think "use stealth" is a good response. You're encouraging the 'gen rushing' that is complained about already with how short a match can be with a team on Comms. Which further seperates the rift between solo play and SWF.
I can see Pyramid Head becoming another target of being unhealthy for the game in the future. Will it be undeserved? I'm torn myself. I think Spirit and Deathslinger deserve their reputation. But I can't quite bring myself to condemn Pyramid Head in the same way. I think it's possible to keep him skill/knowledge based with minor changes to how easily he can do the 'hand clap' thing for the easy hit.
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@Babyyy_Boyy said:
My top 3 are
•Legions
•Doctors
•Freddys
How about for you?
https://us.v-cdn.net/6030815/uploads/7GMZ4TRIZO64/74516815-ce95-4e09-bb95-0677afc913f9.jpeg
Definitely laggy huntress with that yoga ball hitbox she still has for some reason.
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@Justalittlepeeck said:
https://us.v-cdn.net/6030815/uploads/FNCGQURSDG8P/image.png
Was playing in SWF with my friend (idk about other 2 survivors), got matched against this pretty decent huntress on cornfield. Didn't do bones, didn't heal. She hooked everybody once and camped last dude so we just escaped. Iri heads too OP, insta dc cuz very unfair, same for noed.
Am I missing something or is this too big brain for me. Why the hell would you want noed on Huntress?
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Haven't had this problem. Maybe do a line test to see if your internets having issues.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/1563724#Comment_1563724
Personally, I think that killers need like 70-30 chase. The reason being is that most of the standard survivor maps have 70% safe loops and 30% unsafe loops. I talk about this in my previous post where 70-30 for killer power and 70-30 safe/unsafe loop ratio on regular maps leads to a 50/50 fair match. one of the reasons I think dbd works this way is because survivors want to have the illusion of long chases and killer wants illusion of the control of a chase, so this formula pleases both sides. Morale of the story is that not every situation is fair for killer and not every situation is fair for survivor.
This is a fair point. In a way I agree with your way of working it out with percentages. I'd consider your 50/50 thing to be fair in regards to most other killers. I don't agree entirely on that being the case with the more controversial killers in the game currently, however.
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I'm surprised so few people have bought up how most of the major imbalances (outside of certiain perk combos) come from map design. Most people are on about perk combos.
Jungle gyms spawning with a vault facing jungle gym facing the shack on one side and a Loop on another. The biggest time wasters are pallets and vaults that connect to well.
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@AvisDeene said:
Same reason Survivors complain about NoEd, camping and tunneling. Entitlement.
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