glitchboi
glitchboi
About
- Username
- glitchboi
- Joined
- Visits
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Comments
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I'm genuinely starting to believe you're a troll. And not the ones that sit under bridges, I mean a troll like Sluzzy.
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Hag.
You step on a trap you can't even see, whoa look at that she's right there.
She's annoying to go against in solo queue, but can be stomped in SWF.
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The devs are clearly running out of power ideas for killers, but there's definitely a large variety of killers to add other than the power.
I'd love for them to focus on the killers already in the game, and slow down on the chapters.
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It's got a nice atmosphere, but it's so damn boring I almost slept the first time I played on that god-awful map.
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I wouldn't mind if they decreased the cooldown to 45-60 seconds. I think the perk is a pretty interesting and well-designed one, and has plenty of potential.
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@FFirebrandd said:
I didn't miss Old Freddy since Freddy's rework was live before I started playing the game. However I've seen videos of how he played and... yikes he looked fun. I'm a bit sad I missed him.
https://forum.deadbydaylight.com/en/discussion/comment/2543500#Comment_2543500
This is why I don't want Legion to get a rework. They need some buffs, but I really don't want their power replaced with something else.
Exactly. Legion shouldn't be given a rework, they need buffs, and I enjoy playing them. Maybe unless the rework still has similar gameplay to Legion, like the Frenzy gameplay, but I'd rather them buff Legion.
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The Freddy rework is something to look back on, destroying a killer that people loved playing as. It's a reminder that we should be really, really careful of what some of us wish for next time. (there were people who thought he needed a rework, all old Freddy needed was buffs and the QoL treatment)
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I agree, but this isn't a hot take at all.
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The visuals and atmosphere are all I love about it. The gameplay, on the other hand, where do I start...
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@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/2542358#Comment_2542358
I don't see the frame argument. The game is hard cap at 120fps and most players with high refresh rate monitors will have graphics cards to easily push that. Its just another excuse like it looks better.
Yeahhh, fair point.
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The sticks on the trees in Macmillan can sometimes make you crash into them, which is annoying. That's all I know tho.
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Old Ruindying gave you Ruin for a really long time which was zero effort. Boon totems have to be reactivated each time they are snuffed, but they're still broken. I'd say they're equally as unfair.
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@Rey_512 said:
https://forum.deadbydaylight.com/en/discussion/comment/2542449#Comment_2542449
Survivors don’t leave trails. If you’re referring to the VFX once they get tormented, that isn’t a trail.
However, seeing auras within 16m would be stupidly OP - basically would be a free I’m All Ears.
I'm talking about those weird circle things they leave behind while tormented.
It'd be inconsistent to see the survivor's aura with the add-on so it'll still take skill to use, but powerful at the same time, great for an Ultra Rare add-on.
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Obsidian Goblet (Ultra Rare)
Auras of trails placed by tormented survivors are revealed to you within 16 metres.
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@Brimp said:
https://forum.deadbydaylight.com/en/discussion/comment/2541403#Comment_2541403
Some people might not enjoy it but they might actually use it for frames which are important for gameplay.
Yeah I'm fine if they use it for the extra frames. But if they use it to their advantage outside of comp play, that's a big no no.
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I don't think Legion shouldn't be punished for missing a Frenzy hit, but I do think the fatigue should be decreased to 3 seconds because holy it's way too punishing. If you mean the percentage penalty after hitting a survivor with a basic attack then yeah I agree that needs to go. There's a lot to go from there, but it's a great start.
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Bonus points if you get the Thompson House!
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It's a great buff and I can't wait to try it on other killers. It's obviously not working as intended for Trickster so I'm sure they'll fix it for him.
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The All-Seeing nerf can stay, even if it's a horrible way of nerfing it (they didn't nerf it correctly).
The nerf to Wraith's already average chase power is completely pointless though.
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@Clowning said:
Someone posted this last time Stretched Resolution was discussed and I have to ensure the legacy of this image lives on as I've not been the same since.
https://us.v-cdn.net/6030815/uploads/N3KA7CKKEMHI/streched.png
Jesus christ my ######### eyes
I still find it hard to believe people unironically enjoy playing with that resolution.
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Clown.
- You don't get slowed down when charging up your bottles. Charging up your snares slows you down, and you can't move when using your chains.
- You can slow survivors down from a distance without losing any distance. Freddy cannot do this with his snares, and Pinhead loses distances when attempting to do this from a longer distance.
- The gas clouds are pretty huge, while Freddy's pools are quite small. You can juke Pinhead's hook, but attempting to juke Clown's huge cloud of gas if possible will likely make you lose distance.
- While Clown has a limited amount of bottles, his reload time is quite short and four bottles can be very effective if used wisely. Pinhead suffers from a loss of distance and a cooldown, while Clown simply suffers from a cooldown once you use all of your bottles.
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@Seraphor said:
As FoV is a commodity that increases your visual info, it certainly is a balance issue.
If they add in a FoV slider, the max setting will be the current FoV anyway.
Wouldn't that argument apply to every other game that has an FOV slider?
It's an accessibility option locked behind a perk slot, you shouldn't be required to run a perk just to access higher FOV.
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@YOURFRIEND said:
https://forum.deadbydaylight.com/en/discussion/comment/2538352#Comment_2538352
Good survivors scatter as soon as they see the mend icon by their teammates' names. You'll never chain hits if they play it right. Them you've gotta trudge back over to the injured person and try to secure a down as a powerless M1 killer.
They're fun. I main them. But they're awful.
You're right, there's no argument to that at all, and that's why they need some buffs IMO.
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You can injure multiple people and force them to mend while you find someone else with their tracking ability. Having them mend gives Legion a source of slowdown while you find other survivors, not to mention Legion guarantees a free hit. If a survivor is looping you too much, you can frenzy them and find someone else while they mend.
Their power is for sure outclassed by other killers, but they're still very much stronger than given credit for. I do believe they need a buff though.
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@_NIGHTMARE_ said:
BackWater Swamp!?
Impossible!
Grandma's Cookbook is my most used map offering.
Before the FBI kick open my door, I'm going to tell you another secret...
I love the BackWater Swamp map.
Yep, that's right folks.
Unironically though, I actually never understood the hate towards Backwater Swamp, I actually like the map on both sides. But hey, maybe someone can convince me on how awful the map really is.
Only things I hate about it are how spread out the lockers are when playing Huntress or Trickster, hatch locations, and that's about it honestly.
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I like 3 the most. The issue with 1 is that it's too... outdated. It's the same reason why they changed Small Game to no longer detect traps. And tbh I think Blindness is too weak of a status effect to be countered. I wouldn't mind it being changed to have the effect of 2, however.
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As others have said, that's pretty much a weird version of Whispers.
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The Devourer looks a bit similar to Devour Hope's perk icon, as well as Nemesis and Chatterer (last two likely being coincidences).
The Unborn's skin looks like Nurse's rag peeling off, but as you said it's probably an early Billy concept since the mask's name is called Unborn, not to mention it looks similar to Billy's head layout.
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@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/2530419#Comment_2530419
I think we should make it so you can only bless a totem once or twice. Even if it's 1 time you still have 4 survivors. When doing anything I feel the balance team does not consider all 4 survivors bringing the same perk and working together.
I wouldn't mind that change either.
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@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/comment/2533846#Comment_2533846
This wasn't meant to be shown to killers
Oh ok, said that just in case because I have bad memory and thought DBD mobile showed survivors' perks to killers.
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Maybe just show it on the survivor side and not to killers. Imagine cleansing a totem and then it turns out someone had a Boon totem to use. This needs to be implemented, and not to mention it's already in DBD Mobile.
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I mean, Feng makes sense. She gives the vibes of someone who has a bad relationship with their father. /s
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@Sluzzy said:
5 years ago there was true infinites, twice as many pallets, Sprint Burst reset during a chase, there was actual double pallets at every jungle gym. Killers had no slowdown perks! It's now very killer sided with deadzones everywhere and some tiles have no pallet at all.
Survivors are walking out at high MMR because of the constant killer buffs and survivor nerfs.
Was DBD balanced 5 years ago? Do you think all 4 survivors should escape every game?
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The only issue with her rn is that Iron Will, an already powerful perk, can be used to make it even more difficult to catch a survivor while phasing in chase. Calm Spirit's ability to counter Doc is fine because it's generally a below-average perk.
I'd say just lock injured noises to 50% or 100% during phasing so that it isn't affected by Iron Will or Stridor.
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@vacaman said:
https://forum.deadbydaylight.com/en/discussion/comment/2532195#Comment_2532195
Reducing his lunge 20% means he won't be able to catch up in a lot of loops anymore. Do you seriously think he is too strong?
Not to mention it's going to encourage more hit & run playstyles, since they're cutting off a bit of his chase power.
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Are you people just completely oblivious to the changes they gave to multiple killers? They literally, LITERALLY take up 65% of the patch notes.
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Yep, only the devs' opinions matter!
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@Labrac said:
https://forum.deadbydaylight.com/en/discussion/comment/2527789#Comment_2527789
"It's still going to be a powerful addon" is that a problem? Shouldn't purple addons be powerful?
Yes because it allows Wraith to remove the survivor's ability to mindgame them. Purple add-ons shouldn't make games easy.
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@Labrac said:
Isn't her ambush like 170% already? I don't see how 6% extra is going to be that impactful, especially if you trade it for 16% slower charge speed.
It's a bit helpful but it could definitely use a buff.
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I'd agree with the devs if snuffing them out permanently destroys them.
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It's a great change, but it's probably because it's not the key change, it's a key change, meaning we'll see the key change later on.
But yeah in all seriousness, it's a good change and I'm grateful.
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I can already tell her cosmetics will be dope.
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@Superyoshiegg said:
Jake's looks excellent (no bias), Quentin and Nea look good, Feng looks alright, but they did David and Kate absolutely dirty.
https://us.v-cdn.net/6030815/uploads/N2767B2J8HR5/image.png
Reference image for anyone who hasn't seen them.
Thanks.
Jake's is great, Nea's and Quentin's are good, and David, Feng, and Kate's look like they're ripped straight from the game. But holy David looks horrible, his render was great already.
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Could you or someone post them here if possible? I'm not home rn and can't access the PTB yet, so I'd like for someone to post them here.
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Then: "Just do bones"
Now: "Just do boons"
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I am NOT going to call Surge ######### Jolt. And what kinda name is Guardian? INNER HEALING? DID Y'ALL RUN OUTTA IDEAS?
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2528519#Comment_2528519
That's not clay.
Then it's cum.
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His suit's made of clay.
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I think the buff is fine. Questionable, but it's alright. Tombstone Piece needs a nerf or rework though.
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The diabetes really kicked in...
Rest easy B.K. Myers.