immortalls96
immortalls96
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- immortalls96
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Comments
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@Jed_Olsen said:
I thought hatchet hit boxes are different? As in a lot bigger.
I think remember they made them smaller for hatchets and quickly reverted it over all the complaints.
I presumed it was a separate hit box because I've been hit by hatchets plenty of times when my body is in full cover, you can even see the hatchet hitting a wall or something but still connects
Latency..survivor hitboxes are actually smaller than they should be
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/641651#Comment_641651
Yes you are so logical and you are very convincing with your well thought out ideas.
Seriously though, what would be wrong if the killer weapon had to actually hit the survivor? Currently it is like many killers have telekinetic powers that can hit survivors from large distances.
Besides the fact it would make smaller killers get screwed in chase...? Plus the fact these kind of things have been put to rest by the devs..I'd rather avoid a balancing nightmare....
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......welcome to dbd bish -smack!- ^^
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@[Deleted User] said:
That would actually create further frustration. Survivors would get tirelessly confused as to why certain evasion tactics work for some killers basic attack, and why it isn’t working on other killers. There’s quite a lot of killers now. Do you really want to have to learn a new evasion technique for killers basic attack and basic lunge ON TOP of how to counter their power/ability?!?!
Not to mention itll make killer size a balance factor -_-
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@[Deleted User] said:
As a survivor main I am always slightly annoyed at taking a hit from smaller killers when I am clearly far enough away to avoid their attack animation to the point their weapon "hits" me from a meter away.
I am aware that the devs have used the excuse of "consistency" to make every killer feel the same, but the problem is that freddy is no where near the size of trapper and should have an attack cone that actually matches his small size. The same goes for every killer, with smaller ones needing unique cones since the larger killers are fine and actually match.
Either that or match the hitboxes on survivors to their character model, so jeff and meg should be different for example. Or you know, keep making the survivor experience get worse and worse to increase those killer lobby wait times.
This....I don't even know...the sheer...ugh
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Gotta remember according to some people , this is super rare XD sorry you got roughed up..we've all been there..but eventually..when solos finally get their changes the devs will finally help killers deal with these teams a bit better..till then...just gotta keep trying
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@sluc16 said:
https://forum.deadbydaylight.com/en/discussion/comment/641574#Comment_641574
The killer getting stunned does not happen as often as the vault issue. So, yeah is not balanced.
Mhm....how do you know that ..? And while we are on that let me remind you pallet hitboxes are larger than they should be as well..so before you talk about balance please consider the other side has to deal with this too..hopefully as you've been told dedicated servers will make it look more clean and more aligned properly..but you've been told the facts yet you still reject them..I cant really think what more people can say to make you understand
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@sluc16 said:
https://forum.deadbydaylight.com/en/discussion/comment/641565#Comment_641565
Another one with the arm argument, jesus. Yes i know they have arms, still their weapon should at least touch me for me to do down.
Then that creates massive balancing issues for killers with smaller weapons..its take ages to sort out the intricacies of it and its frankly not worth it..as long as your in the vaulting animation..you just have to expect your vulnerable..you think killers dont feel robbed when their blade that's literally touching the survivor gets trumped by a pallet? Same thing..it sucks but it has to he consistantly to be fair
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Pretty sure the devs already explained that killers have arms..they dont wsnt windows to be ultra safe
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Hope we get some sweet kind game tools in the demo
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@ClogWench said:
https://forum.deadbydaylight.com/en/discussion/comment/641513#Comment_641513
Nah I'm a hag main. Nice try tho, I just don't see SWF as a big problem. But if you do then hey, good luck to you.
I'm sure you are hmhm, but as I said..your clearly getting upset so I'll bid you adieu
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@AshleyWB said:
A really good swf group is probably 15% of the time in my opinion. It varies depending certain things. But this is my rough estimate.
Maybe..but the amount doesnt matter when the fact is they do exist and need to be accounted for
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@ClogWench said:
https://forum.deadbydaylight.com/en/discussion/comment/641505#Comment_641505
No, the God tier SWF group is extremely rare. The ones you're thinking of are average players that just outplay you. And closing the gap between solo and swf doesn't mean there's going to be more god tier SWF players. But you know what, you do you. Blame your losses on someone else all you like.
Lol someone is upset..I take it your a survivor player...it would explain your bitter attitude towards the thought that swf needs to be taken into account in balancing..but hey man..your not worth the time needed to spell it out if your going to act like a moody teenager
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@ItsYourBoyGuzma said:
https://forum.deadbydaylight.com/en/discussion/comment/641506#Comment_641506
then you clearly havent been playing long enough
I've played plenty..dont make yourself look ignorant
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@ItsYourBoyGuzma said:
doesnt matter, its the perks that mean anything
I disagree...perks are important but I'd take a good killer over perks that may or may not be good on most killers
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@ClogWench said:
https://forum.deadbydaylight.com/en/discussion/comment/641488#Comment_641488
4 man SWF squads aren't particularly common. A Team unbeatable ones that are god tier loopers are extremely rare. It's just easier to assume you got beat by 4 God tier players than by a group of average skill players that simply outplayed the killer.
As I said. They wont be rare before long..its clear your not getting what I'm saying to you..you cannot pretend these are a 1 and 100 match occurence be cause they are not...I've seen it from both ends of the isle
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@ClogWench said:
https://forum.deadbydaylight.com/en/discussion/comment/641463#Comment_641463
It's always about the hypothetical A Team SWF squad. They're an outlier.
Ah ah ah, not that big an outlier..and the devs are trying to boost solos to their level. So they'll be the common occurence eventually
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@xEa said:
https://forum.deadbydaylight.com/en/discussion/comment/641409#Comment_641409
Well... Myers is pretty good, Freddy is one of the best in my opinion. Pig is decent, Ghostface is decent. Leatherface is bad tho.
Anyway.. they are all really cool killers, they are all a lot of fun to play and they stick close to the license, what else can i ask for?
All I ask is the tools to do well based on MY skill..not my opponents..like I said gf and freddy are edge cases and gf isnt fully licensed..
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/641434#Comment_641434
I do fairly well with them. None of their powers seem SUPER overwhelming, but I just see that as being fair. Keep ranking up too quick each month by playing Myers, so I decided to put him down and play some Piggy instead this time. Even just using Brown addons, Ive been getting 4ks just fine.
Lol that's because piggys best addons are browns and yellows lol..I'm no scrub I can do well..its just when you meet the good teams..you feel the leash go taught on those killers..its a bad feeling..miss piggy I'll admit with a tweak or two could be quite solid
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@Catbucket said:
https://forum.deadbydaylight.com/en/discussion/comment/640709#Comment_640709
Plague's power is literally fine lol, people heavily overreact over that one. From these pictures, looks like demogorgon can create upsidedown tunnels, that he can possibly use to travel around. It also looks like survivors can either also go through them, or destroy them.
You say that till you face a swf squad that knows how to loop her..her gens get done faster than any killer because her pressure is negated by essentially having no power unless you force a cleans..it isnt fun to have survivors dictate when your power works-_-
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@Janick said:
I can confirm and appease your fear by saying that the Demogorgon power is very far away from Freddy 1.0.
My only fear..is it looks like another killer who's power can be stripped away by survivors..that formula hasn't been working well
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@[Deleted User] said:
BHVR have a lot riding on this in the hope of growing the player base. I suspect The Demogorgon will have some sort of beginner friendly feature or perk.
(Same with Steve & Nancy)
A good theory...but as I said I know..just on past that at least one of the new surv perks will be very solid..question is..will the killer be too?
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As I said..shes alright, but a few tweaks would set her up..leather...if to wasnt for bbq he wouldnt ever be seen
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/641409#Comment_641409
I actually find these killers to be pretty fun to play.
I love most of the killer cast..but..I hate seeing killers I must pay for all end up mediocre and easily beaten..feels like I'm getting scammed
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@Catbucket said:
https://forum.deadbydaylight.com/en/discussion/comment/641409#Comment_641409
Pig is actually pretty decent at dealing with loops, especially short loops. She has other issues for sure, but shes better at loops than most M1 killers.
Sure, but on bigger ones shes just normal , plus her stealth is the worst of the cast
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@xEa said:
"will it be another meh licensed killer" do we already have meh licensed killers? Find them all pretty good so far
Leather face , weak, freddy..for almost two years worst killer , pig..standard killer..easily looped, Myers, literally just an m1 killer, ghost face..technically only half licensed but buggy so its unknown just how good or bad he is..theres a pattern here
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@xnes_galax said:
Ps4 player, it take FOREVER to find a match as a survivor.
I tried pc lately. Killers queues are the eternity, but survivors queue are instantly.
I don't really get the reason.. killer is easier on console while survivor is easier on pc.. so i dont know.
You got that backwards dude
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@Marcus said:
In the best case scenario, they might make Demogorgon as strong as the reworked Freddy, but I don't see him in top 3-4 ( Nurse, Spirit, Billy, Hag ).
I'd be ok with him being around huntress/hag level..at least then hed have the tools to fight good survivors which is what I care about most
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@BlueFang said:
I just hope the influx of new players doesn't get Demo nerfed on launch week like you know
Lol damn
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@TurboTestosterone said:
If they're gonna bring in a stranger things killer which is having a massive amount of hype, they're gonna make the killer op as ######### then nerf them in a month or 2 once the majority of sales have been sold. Stranger things with an op killer, everyone's buying
I honestly hope your wrong, because aside from freddy and a couple perk changes the last few patches have been rough on killer
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@LCGaster said:
Looking at the show and the Steam photos it looks like it might be a meh killer
But we'll find out Thursday
That I can agree with
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@Peanits said:
It's not revealed yet- we'll have a stream on Thursday to go over the details. Don't worry.
Fingers crossed we got a winner..survivors get twice the normal content this time..but you've all surprised us before..freddy is a good example
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@BlueFang said:
I'm happy I just got a monster after waiting over a year since I got the game for one
It is rather new and refreshing I agree
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/640852#Comment_640852
Really so your saying the devs don’t care while that they made spirit top tier Ghostface a good killer and rework a ######### killer into one of the best killers plague is garbage she’s not that good what are you talking about
To be fair ghost face is so buggy he may very well be trash tier despite my liking of him..plus..spirit was 4 chapters ago..and freddy was bottom tier for almost 2 years
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@Mikeadatrix said:
It's too early to guess. It looks like it has some form of map pressure/teleportation from the screenshots. At the earliest, wait until Thursday.
This is fair enough..I was curious how the community was looking at this
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@Catbucket said:
It does actually have powers though? lol, for one, they can move in and out of the upsidedown through rips and reality, this is already seen in the screenshots. Their presence also interferes with electronics sometimes, so possibly some sort of generator related perk? They also plant larvae in people, so theres another option. Behvaviour may have also decided to do something with the crawling, or screaming.
Hmm..I see
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@TheUnendingNightmare said:
https://forum.deadbydaylight.com/en/discussion/comment/639014#Comment_639014
I disagree with that.
Most of the aura reading and sensing perks are amazing. Problem is always one of your teammates bringing the killer to you by running bonds.
They really just dont get it....
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Ignoring the fact killers are getting stuck on intractable objects too
@bout2getreal said:
You guys make the killers better and then they just camp
you gave us a free character but then locked important perks (borrowed time)
This game is getting worse- now you can hop through a window and get hit after you are all the way on the ground-
I hope you are joking...because if not you got to look around
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Hmm.. I like the invisibility at range , that would help him for sure..perhaps extending the speed boost he gets or buffing the walk speed during cloaked may be all he needs really..hes got good addons and his power will do well in more maps as they're balanced properly..small tweaks can go a long way
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I agree..make the snares have slightly better properties..not useless statuses which have no real benefit..frankly it feels lazy and a bunch of crappy filler addons..I hate the thought if future addons suffering from this same thought process
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/636751#Comment_636751
Thanatophobia was already tested out in the ptb with a value of 5% for each survivor, they didn't approve it. Let alone 6%, as it was abused by legion players.
Devour Hope is currently among the strongest hex perks in the game, I don't see it happening said buff simply because it has its risk and (great) reward already.
Iron Maiden definitely doesn't need to become another boring stealth eraser and neither a unsensed harm tool to people who can strategically use lockers. They need to change the perk yes, but it's not the way to do.
Plunderer Instict..eh, there's a why people must run Pharmacy alongside it, as it's a method to prevent good advantages bombed in one single perk. Just look at the combo of Lithe, Quick & Quiet and Dance with Me: if there was a one thing that could do all their features, people would run it and have more perks for more effects. (Not like PI is overpowered or anything, but still).
Unrelenting requires a buff indeed, but the devs recently changed the Pig dash to actually act as one of her powers. It's a reasonable QoL change I welcome, as it isn't a basic attack afterall.
Furtive Chase absolutely needs an increase of tokens and the condition of losing few of them by sacrificing the Obsession. Having it reduce the terror radius any moment transforms it into a bootleg Monitor & Abuse.
Tinkerer, as some users mentioned, would be trash tier as not braindead survivors do exist, and be sure they won't miss a single skillcheck when repairing.
Overwhelming Presence becoming like you've written would be the favourite abusable must-have perk of every Doctor with Distressing (and his terror radius addons).
Thanantaphobia being buffed is something that should be done..at the time they tested it, legion was a mess..now they've fixed him so theres 0 excuse to not buff it..plus restraining a perk around a killer who's not even considered good is the most ignorant thing I've heard..they didnt balance any of the survivor perks around other survivor perks , and while we talk about anti stealth you could say the same about qaq as it's the respective opposite of iron maiden but with way more utility and usage so..cant say about 1 but not the other..and as I mentioned overwhelming is kind of restrained by being a tr perk..and once again your thoughts are around a single non top tier killer which once again makes it flimsy at best..o even said it was a rough idea, as for devour I dont see any issue with the idea as it still leaves wiggle room to find it before the killer actually gets any usage from it..I see no such constraints on any survivor perks especially the meta ones..double standards at its finest
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@SkeletalElite said:
https://forum.deadbydaylight.com/en/discussion/comment/637898#Comment_637898
I mean camping is one potential counter, but you know another potential counter? Not going back to the hook in the first place.
Ah yes..let me just ignore the unhooker if I need to get pressure but Dont know where anyone else is..which version of the survivor handbook did this rule get implemented in hm?
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@Atrushan88 said:
@immortalls96 A lot of perks are used to counter bad practices. This perk idea sounds great and honestly camping has it's own counter. Plus it's not like they can know if you have the perk or not. If you camp you're punishing yourself.
My point is having a perk that's only countered by camping is potentially unhealthy
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/637334#Comment_637334
No it implies that the Unhooker made a terrible mistake.
Though as your describing it camping is the only counter to this perk..so...idk
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/637235#Comment_637235
The Counter is seeing. Just because you don't get a crossmap notification immediately doesn't mean you won't notice if they unhook/heal in your face.
Which implies camping....
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Seems a tad much for a perk with 0 counter..
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Also I can of course help you find my channel should you need help with that lol
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@Tenebro said:
https://forum.deadbydaylight.com/en/discussion/comment/636864#Comment_636864
Simply for devs this isn't a big issue: yes, it's a thing to fix, but because this game is balanced around mid level, it's not so much of a problem. They have other priorities.
I agree with you that this should be top level priority, and addressed asap, but they are not working on it right now. An example? Look at the perk "Buckle Up": it's a new perk, so when devs made it they should had in mind what's the main problem of the game ... but no, they included in that perk this "The recovery progress of dying Survivors can be determined by the intensity of their Auras at a distance of up to 48 meters". Now, who was the genius that thought that? This is one of the things that should have been fixed and included in the base core game mechanic. I can understand old perks, some of them have to be reworked, but why introduce a new one with an element that all SWF teams have for free? Why introduce brand new elements to rework, if you know you have to follow another route to solve that problem? Maybe because for them is not a top priority, or maybe because they know it will be solved in 2 years from now, or they aren't working at all on this.
I'm so sad when I think at this, knowing there are big problems and nobody is working on, or working on it so slowly like on Freddy: more than 1 year and half to solve a thing that could be addressed in few weeks, without wasting resources to rework the entire killer gameplay. And even a complete rework, I can understand a couple of months, but not years ... come on. This means that or they are not so well organized, or that it wasn't a top priority, or that the game is so bad implemented that everything they touch they break it.
Kind of a downer way to see it but..you do have a point
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/636806#Comment_636806
So what if it had like 1 charge? or 2 at max?
Hmm...maybe that wouldnt be so bad..still annoying but..the perk itself fits that bill so..manageable
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I actually had this same idea recently..the only issue I see with it is if complimented the killers would suffer for months before the devs could bring killers up to the level needed to balance it all out..but killers as I see it are still suffering..the devs just dont seem to know how to get their balancing plan going...