indieeden7
indieeden7
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- indieeden7
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Killers certainly aren't OP as a group, however certain killers are a bit overturned strength-wise.
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@Soulpaw said:
https://forum.deadbydaylight.com/en/discussion/comment/2264065#Comment_2264065
Not true, people hold onto plagues sickness even tho they can freely do that as many times as they like. They hold it to deny nemesis's power upgrade.
It no longer denies his upgrade though, it certainly takes a bit longer but hitting infected survivors now increases mutation.
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I really just want some jeans and more of her tank tops from the game, I'd love if we got the "Shut_Your_Mouth" and "Light_To_Future" shirts, they both looked really cool.
Edit: added images for reference
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Well they probably will seeing as every other map that has been updated (with a few exceptions) has had breakable walls added. I don't see why people act as though Haddonfield won't be getting any additional changes though, it's general knowledge among the community that this map is very survivor sided and the devs know that.
If it ever gets updated I can practically guarantee you that the map will be changed in order to make it more tolerable for killer.
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Nemesis is nowhere near one of the weakest killers in the game.
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Cosmetic glitch (this is the third time it's been fixed btw, still no console framerate improvements though despite the fact that console optimisation was promised years ago).
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I agree to remove the speed boost from a tentacle strike, however I think zombies should still keep theirs.
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Seeing as survivors don't have any way to interact with breakable walls, I highly doubt the devs intended for them to benefit killer.
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I only use pop as killer however I despise Ruin as survivor, feels as though the devs secretly add more and more totem spots every day, last night a Nemesis had Ruin up almost all game because nobody on my team knew that Ruin could spawn inside the back of the school bus on Autohaven.
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@Northener1907 said:
https://forum.deadbydaylight.com/en/discussion/comment/2298192#Comment_2298192
Hold Shift W and drop pallets early. You will see how it is survivorside
I mean literally half of the killers have a power that give them the ability to catch up to or close the gap between them and the survivor.
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@Northener1907 said:
This map is survivorside. Only one thing against survivors, gates so close to each other.
May I ask how it's survivor sided exactly? Practically every pallet could be mind gamed by a rank 21 killer.
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With certain perks he can be pretty miserable to play against, zombies patrolling the map make Ruin on Nemesis even stronger than it is on other killers.
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@Beelzeboop said:
https://forum.deadbydaylight.com/en/discussion/comment/2293701#Comment_2293701
Unless you're one of like three people, you die.
If you are one of those three, you turn into a super powerful monster (Nemesis, Mr.X, C l a i r e).
Don't you mean Jill? I don't think Claire ever got infected
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Have you ever played against the Plague before? You'd hate her.
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Surely this is all subjective? A killer could very well be hitting someone on hook to be toxic, just because you don't doesn't mean that other people don't.
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Tysm!!
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Only problem that may arise from a change like this is making basement Trapper much easier, which isn't very fun to play against to say the least. Apart from that though, I see no reason to limit how many traps he can carry.
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@Steah said:
https://forum.deadbydaylight.com/en/discussion/comment/2287912#Comment_2287912
Most people who put him in B tier cannot explain how he is better than killers in C tier. They just say "Oh he is good at shutting down loops".
Isn't that what makes any high tier killer good?
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So just make it so her only form of partial counter doesn't affect her? No.
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@DBD78 said:
https://forum.deadbydaylight.com/en/discussion/comment/2288216#Comment_2288216
But it's not that strong. Mint rag however is pretty dirty.
At least Mint Rag gives you a warning that she might teleport over to you
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Remove Rusty Shackles is all I ask
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Bamboozle is probably a safer option, faster reload is nice but it doesn't really provide any pressure in-game.
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I would like to play on it at least once before I draw any conclusions, the map was already disabled by the time my ps4 finished updating the game.
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Seeing as it works against any attack, special or basic, I'd argue that it would make sense.
Trapper definitely needs buffed but I really don't think making his traps more of an inconvenience than they already are is the way to do that. He really just needs help achieving a good setup in the early game.
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As others have said, the main problem with some perks is when they are used in combination with other things.
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I maybe get 1 or 2 uses out of it in a match, if anything it just acts as a more effective Better Together seeing as I can tell my teammates which gen I'm on as long as I have Blast Mine active.
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I doubt that this is a change they would make, maybe it was just latency? Or something was blocking the killer from closing the hatch?
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@Krunga said:
Spine Chill hard countering 4 killers is just horrible game design.
News flash: Equipping Spine Chill does not make you invulnerable against stealth killers, I have been exposed by many Ghostfaces and Michaels despite the fact that I always run Spine Chill. Just because I know the killer is coming towards me, does not mean that I know where they are.
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@Ruma said:
https://forum.deadbydaylight.com/en/discussion/comment/2282854#Comment_2282854
How was undying unfair and Spine chill not?
Because Ruin, Undying, Tinkerer was literally free wins for any killer with half a brain cell, Spine Chill sometimes helps you avoid a chase.
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I do this, super fun to do. I don't mind if they remove the speed boost from his tentacle infection but I'd really love if they kept this.
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Are you trying to imply that old Undying was in any way fair?
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@PNgamer said:
6% ...is much cause it still activate...it doesnt matter if you injured or if you full and that´s an big diffrence
My guy, the killer could be looking at you the entire time you're on a gen and it will still take over 75 seconds to complete.
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@Ruma said:
As someone who ALWAYS play Spine Chill.. I agree. But only because it instantly can tell you when the killer is coming which is extremly annoying, especially for Stealth killers. They should reduce the activation distance and or make it so it wont work against undetectable and it shouldnt work while you are oblivious.
So remove all functionality from the perk? A 6% bonus to action speed when the killer is looking at you is practically no use.
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Mfw Spine Chill saves less than 5 seconds on a generator
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All apart from Nemesis, trying to prestige Jill atm
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God forbid survivors use a whole perk slot to somewhat counter 3 or 4 out of the 24 killers we have.
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With there now being over 150 perks in the game, I'm astonished that the devs haven't done this yet, they can't expect new players to start playing if they don't make the game much more welcoming than it currently is.
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Why do people act as though Franklin's consistently destroyed items? Survivors aren't going to let their key disappear without a fight, it was easy to make sure it wasn't lost.
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I really don't see why this thread was made, this patch barely affected the overall game balance at all, no universal buffs or nerfs to either side, just some pretty minor perk and add-on changes, it feels like people are making a mountain out of a molehill.
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@kate_best_girl said:
Guys you realize its the same price either way right? Linked or not you still need to pay $10
To be completely honest, I don't want to have to spend $4 on an extra default head for either of the survivors.
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@Anniehere said:
Isn't that a mistake?
What a reason it could be to change something at the last minute?
They did it to make more money by forcing buyers to pay money for Jill's default head
#unlinkthesets
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It was a very good add-on, essentially free map awareness without any drawback. Even then, 1 metre isn't that much of a difference.
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@PigMainBigBrain said:
https://forum.deadbydaylight.com/en/discussion/comment/2272451#Comment_2272451
It achieved a lot actually, especially against flashlight users trying to buy time at pallets, and people who crutched med kits, and the guy who now has to go back and find his toolbox with Brand New Part in it. ^ In every single one of those instances (which is extremely frequent) Franklins just bought the killer a lot of time, and in some cases a free down for people trying to disrespect and scramble back for the item they just dropped in the same chase.
How will this update to Franklin's change that in any way?
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@Seanzu said:
https://us.v-cdn.net/6030815/uploads/4HFMHZZNEQZE/deadbydaylight-win64-shipping-15-06-1623781150.png
They aren't linked for me?
(Body is one character too short)
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@Crypticghoul said:
PSA: if you want to buy the outfits, buy the chest and legs separately without the head for 800 instead of 1080.
But yeah, this is really messed up and they should be called out on this.
You cannot buy them separately any more, they're linked
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A hairstyle that is like an inch longer should not be part of a paid cosmetic
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Why?
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@Alice_pbg said:
https://forum.deadbydaylight.com/en/discussion/comment/2272336#Comment_2272336
never destroyed anything that I really cared about... but items got destroyed by it all the time...
I don't know why you're acting like it never did anything keys....
Because it didn't, a survivor isn't going to just leave an extremely strong item to get destroyed. If you didn't have the memory of a goldfish, you could easily just pick the item back up before it got destroyed, therefore meaning that Franklin's Demise achieved nothing against that item.
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How often would Franklin's actually destroy the key though? I've never had one if my items destroyed by it. Not only that, but if a survivor knows you have it, they can just hide their item somewhere.
I don't know why people are suddenly acting as though Franklin's ever actually did anything against keys.




