thefallenloser
thefallenloser
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Quick note: I think the power should instakill injured survivors on death hook instead. I think it’d be a fair trade off for losing some range.
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@MigrantTheGreat said:
https://forum.deadbydaylight.com/en/discussion/comment/2262894#Comment_2262894
"To be completely unfair and give survivors no reliable counterplay against her?"
That statement literally says that you have gone brain dead to just holding Shift + W and playing Ring Around The Pallet. People that play Spirit such as myself understand how to counter Spirit simply because we know how she thinks and what information she needs to track survivor's. It's called "Using Your Brain" something your suppose to do to outplay the other person in a PvP game.
But it doesn't matter I guess. It's okay for killer's to guess but it's bad when survivor's have to guess
Guessing is not counterplay lol and Spirit does not guess when she can literally hear where the survivors are.
Source: Have played as and against Spirit more than 3 times.
Please do bestow your godly knowledge upon me on how exactly to counter Spirit? Maybe another recycled argument that can be debunked simply by saying Spirit can hear you, is invisible, and moves like 3x as fast as survivors in phase?
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@nursewannabe said:
Couldn't you choose at least a decent manga and not that jumble of random powerups, incoherent plot line and terrible characters?
https://i.kym-cdn.com/photos/images/original/001/535/188/5bb.png
Dunno why you even came on the thread if you had nothing of substance to contribute.
Try making your own concept maybe?
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@MigrantTheGreat said:
As a Spirit main, I just don't see how you nerf her or give her counterplay without defeating the purpose of her kit. As a survivor I love playing against her because she's not Shift + W and go brain dead
What exactly is the “purpose of her kit?” To be completely unfair and give survivors no reliable counterplay against her?
Just make her intermittently appear while phase walking and buff the passive phasing so that The Spirit knows when it’s happening and can mindgame with it.
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@Seraphor said:
If the game is only viable with a broken matchmaking system, then it was never viable.
We need working MMR to highlight imbalances and make the game viable.
There's nothing balanced about "50% of matches are far too easy, and 50% are impossible"
This is literally what the MMR in every single test has been doing.
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@Alionis said:
MMR is great as far as I'm concerned. I've wanted them to keep it every time they tested it so far.
@MJ_Out said:
On my end it worked pretty well, to be honest. I just had 3-4 matches til now but the skill lvl of each player were good balanced (oh wait, not really, there was one match with a disconnect, so we ended up farming bloodpoints). Maybe I should take screenshot for discussions like that.
It’s working absolutely terribly for me. I get basically new players every time as survivor, though for killer it was working fine.
It doesn’t make any sense and it’s impossible to determine the cause because BHVR still refuses to tell us how it works.
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I’d be especially disappointed if Dyer Island isn’t added.
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You're not Sluzzy. Stop trying to be.
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Old Hillbilly was the best designed killer in the game by far. Add-ons only needed changing.
Worst designed is Spirit. I don't think I need to explain why.
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In the first 3 mins alone I can spot glaring mistakes that good survivors would never make, and especially against Trickster.
I recommend getting some known actually good players and recording how your match goes against them.
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@TicTac said:
https://forum.deadbydaylight.com/en/discussion/comment/2243370#Comment_2243370
Im not saying that otzdarva is one of the best trickster. But if someone cant do what he did, he is clearly not one of the top trickster.
If you get 50 back to back completely lobotomized survivors vs 5 solid teams you'd realize pretty quickly that winstreaks don't actually mean anything.
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@SwampDaddy said:
I find it completely asinine that survivors can block a killers path to the hook. It's a loophole that allows the carried survivor time to wiggle free while survivors completely corner a killer and block their path where they can't even move or hook a survivor. There should be a massive penalty for that. It is an unfair advantage.
I additionally think it's unfair that a survivor can blind a killer several times in a row with a flashlight and the only way to get out of it is to look straight upward. I get the idea behind it, but red rank players use this tactic and overpower killer players who may not even know better and it's an unfair advantage and a pure way of taunting a killer and just another way to be a total dick.
Survivors are given way too much freedom of advantage when in direct contact with the killer and it is not only unrealistic, but it makes playing against red rank survivors a complete waste of time and is not fun at all.
Please think of making some changes so these experiences are very rare instead of all too common.
Just hit the survivor that's blocking.
And just look down to avoid getting blinded.
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All jokes aside this would actually be a neat gameplay mechanic for a Spirit counter.
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@CreamedTunaFan said:
https://forum.deadbydaylight.com/en/discussion/comment/2239491#Comment_2239491
Bro, my console teammates are eating crayons in the corner of the map.
Bro, my PC teammates are eating crayons in the corner of the map.
Pure confirmation bias. This will happen to you even with crossplay off.
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@CreamedTunaFan said:
https://forum.deadbydaylight.com/en/discussion/comment/2238457#Comment_2238457
Most survivors who play this game [spoiler](Especially on console)[/spoiler] are not very good.
I find that people who constantly need to point out that console players are bad are usually the ones who just do the gens and leave while the console teammates looped the killer for 5 gens and got left on hook.
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@bjorksnas said:
But heres my question, whats the point, what is the point of playing this killer over X other killer who preforms better or X killer who both preforms better and has similar gameplay with ranged attacks
sure you can do decent with X but why would you want to train to be decent with X when you could train to be amazing with Y or unbeatable with Z, I just don't understand the appeal especially since it is repeated gameplay of other powers
That should be a question aimed at the devs and not the players.
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As someone who desperately wants to like The Trickster, I can't say I'm convinced. These survivors were completely clueless, making many glaring obvious rookie mistakes.
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@indieeden7 said:
People always forget that an increased FoV is a HUGE advantage for stalking killers
No it's not lol? The only reason I use Shadowborn is to mitigate my motion sickness from this game's atrocious FOV.
You'll still gain Evil at an equal rate when stalking survivors as Michael.
You can still stalk multiple survivors without Shadowborn on Ghostie pretty easily, and it's not hard to turn your head to continue stalking. How often are you stalking someone on the literal edge of your camera?
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SPIRIT LMAOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
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Stranger Things has done way more for the game than Resident Evil has, so, although I like RE a bit more, Stranger Things is the best chapter.
Evil Dead Paragraph is the worst because it's only a survivor.
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Because they'll keep us grinding with a prestige 4 obviously.
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@OopsAllHexes said:
I don't think I will ever understand how pixels in a video game means anything meaningful to any person who isn't completely absorbed in media. Like, this is nothing. The struggles are not real, nothing in fiction exists.
A flag not being in a game does not mean that one does not exist, this is a concerning mindset that gets promoted a lot. The fact that people get excited and think that a single line from a writer about non-binary people or some cosmetic in a single video game = "I exist" is concerning.
It says a lot on the level of self-worth and belief in oneself if a LGBT person ties their worth to a single character/object/cosmetic... in a single video game. Which is VERY worrisome, since it reflects a dangerously low level of self-worth which will not be changed via shout-outs. Perhaps instead of glorifying this, we should instead refer LGBT people who feel worthless and like they "don't exist" without a shout-out (cuz that's what this is) to a therapist or something that helps with self-worth instead?
Or am I secretly anti-LGBT for identifying the root of a major emotional issue and daring to ruin a source of dopamine for first-worlders who wanna show how "for the minorities" they are?
I don't think that's the point of the rep we're getting.
It's to allow LGBT+ people to feel normal in a majority straight world where they were often left out of many things. To show people that we are in fact a part of this world and that our existence should be just a normal as anything else. Also, to show support for LGBT+ if maybe you aren't. By wearing it, you're showing that you believe these people are just as human as any of us, and should be treated with respect, kindness, and dignity, just like everyone else.
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@Onyx_Blue said:
https://forum.deadbydaylight.com/en/discussion/comment/2219017#Comment_2219017
On a side-note, what do you think of Myers having the ability to 'insta-break' breakable walls while in EWIII?
While in EWIII, press the action button (as usual) to perform a much faster break with a different animation - he breaks the wall with his face as he literally steps through it with force.
Sounds good. Not entirely sure if he breaks walls faster similarly to pallets in Tier III, but I think a fast break wouldn’t be an out-there addition, especially with the currently odd-placement of many of these walls. It’d certainly give Myers a different approach to dealing with survivors near these breakable walls.
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@Onyx_Blue said:
https://forum.deadbydaylight.com/en/discussion/comment/2217566#Comment_2217566
The point I was making about your 40m stalking should be self explanitory, you stalk fast (in comparison) from further away, meaning you are not actually interacting with survivors, thus feedig into my argument about your JT add-on, survivors do not know how much they have been stalked, due to the fact Myers can be subtle about it, my problem is not with the tombstone concept, it is with your idea which allows and encourages survivors to be eliminated before even being hooked - which is ironic due to the nature of the current Tombston Piece.
I would say Oni and Myers are on par for early game. Oni can chase but has a 32m unique sounding terror radius, Myers has no stain or heartbeat, meaning Myers can achieve what Oni can in roughly the same time; Oni gives them a heads up allowing them to reposition to a loop, Myers gives no warning and can get very close allowing the early Tier-up or a very quick hit/grab.
Doc -- The main point there is that he still had the 'attack' action, you had to press the button to begin the shock therapy attack, this allowed the insta-grab mechanic. Myers in your EWII cannot attack, meaning the 'attack' button will not be available to the player, thus making grabs impossible.
I have no issues with Myers, like your previous argument, attentive and intelligent survivors will know to predict your rotation of stalking into EWIII, right now Myers is best played stalking unaware and grouped up survivors, and also minising solo-stalk on survivors that have been drained of a lot of evil already. He is a very intimidating killer, but is only high-mid tier, this shows me that he is a very balanced killer as is.
My point with STBFL is that it currently has a selective discriminatory nature, members of the killer roster that should fall under the effects of the perk do not, and others do. You either make it so that all hits related to powers do not gain or lose tokens, or you rework it completely to have a detrimental effect on the whole team while not discouraging frequent interaction with the Obsession. That feels like a far more healthy perk for the game. Also, I feel like my idea for it's rework still allows killers to feel stronger in chase, and in having pressure on the map outside of their current focus.
I did enjoy reading your rework idea, it is very creative, however my main opinion is Myers is not requiring that much done to him to fix his issues. Hence why mine was so minimalistic and focused primarily on the add-ons becoming something new or buffed in some examples.
I have a feeling that if we are to see any Myers changes/reworks it'll be this year near to October. I'm still hoping for the Halloween 2018 mask accompanied by the body cosmetic where Myers is missing a couple fingers and blood slattered :D
40 meters with no line of sight blockers are not generally where survivors will be positioned for most of the match. Most generators have enough LOS blockers such as rocks and trees that Myers will not often be stalking survivors for long in these areas-- and again, attentive survivors will not let him gain much use from this method. Ghostie, for example can stalk from 40 meters at 100% speed. This does not make him less interactive as the ability to do this does not happen often, but it being there is still useful for when the situation occasionally arises.
This grab thing is semantics. Not being able to swing the knife doesn't take away your ability to grab. The command will just say "grab" instead of "attack" or whatever. Again, Doctor did the same thing, and he couldn't attack. Logically, if no other function is bound to that command, grabs would still be possible.
What exactly constitutes as "attacks related to powers?" AFAIK, Save doesn't gain or lose tokens for any special attack. I think it's pretty clear how it works. As for the Obsession interaction point, I think that it's a fair trade off. You are literally Saving the Best for Last. Being stronger against all other survivors in exchange for gaining no effect on your Obsession in this instance is nice design, and it's a viable playstyle. Same reason why Rancor is pretty nice if you avoid your Obsession. That's one less person you have to frequently pressure.
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nice thumb pic 10/10
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Karu is such a charm. Though I watched and scanned over the anniversary a few times, it's always a joy to read your write ups. Thanks! :)
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@Saltjar34 said:
https://forum.deadbydaylight.com/en/discussion/251689/change-smash-hits-effect
And what's wrong with them respecting pallets? I mean, they'll no longer try to get a cheeky hit through a pallet so that seems pretty nice. It also means that they're no longer able to make use of Enduring or Spirit Fury
Why would someone who has Spirit Fury and Enduring respect a pallet??? This argument is redundant. Also this argument is worded as if everyone uses these two perks.
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@Onyx_Blue said:
https://forum.deadbydaylight.com/en/discussion/comment/2214407#Comment_2214407
The ability to stalk up to 40m away is incredibely bad. This would make Myers feel incredibely uninteractive for a good portion of the game.
Honestly, Myers is a brilliant killer and does not need a drastic overhaul to his power. He really isn't weak, and this mentality that he is is a very bizzare one. His early game is probably on par with Oni's. Each, on comparison, trading speed and a lunge for stealth. Myers simply needs an increase to speed in EWI and what with making changes to that and the Mirror add-ons, the removal of increased lunge in EWI (bf's memo). The unification is purely to make it so the add-on is no longer reliant on the player choosing a specific map. 20m is probably too large upon thinking of it.
The Tombstones are a very unique concept on dbd, making Judith's into the way I have allows players attempting to trophey hunt have a more pleasant time of doing so, while also making it feel more earned. The survivors also can still counter it for lack of a better word. Your Judith's Tombstone idea makes it so one survivor can be made dead much like the current Tombstone Piece almost instantly from the trial simply by being hard focused - stalk the targeted survivor from an unnoticable distance/angle and then 1 grab or 1 hit on that survivor later, that survivor is now drained completely of stalk and now available to be unavoidabely killed. This is not a good direction to go in.
I do like the creativity of your rework, however, your idea still maintains the same restrictions as the current Myers does - to extents; in EWII you cannot attack which makes it impossible to get grabs (a fundamental mechanic of your Myers which limits the negatives of EWII expiring) and you reenter EWI upon every use of EWII&III (if i'm reading that right). Which then brings Myers back to needing evil, gained from hits, grabs and stalk, in essence he is equally as capable as the current one but just jumbled up a lot.
I'll restate it, Myers is brilliant as he is. A small tweak to EWI, a couple touch-ups to his stalk mechanic and his add-ons reworked is all he needs to be modernised.
Um... you do know he can already stalk from 40 meters, right? The only change I made was increasing the rate to 50% from 10%.
Oni definitely has a better early game, as at least you can chase people like a normal killer. In any map that doesn’t have huge LOS blockers (which is most maps), survivors can usually see a Myers coming unless he takes a long time going in a specific route to avoid sight, which just uses up more time. Being slower and not being able to attack for your power is pretty bad. With Oni, though he has no power in the beginning, he has a normal speed and can encourage survivors to use more of their resources earlier in the game. Not to mention his early game could potentially be much much shorter and his power is much much stronger than Myers’.
Your problem with my Tombstone idea seems less of the idea’s fault and more of the design of Tombstones in general. Also this should not ever be a problem for attentive survivors and if the Myers chases one person the entire time until they’re fully stalked, Myers loses if the survivor knows what they’re doing. I will say, maybe that the stalk rate with this addon version could be slightly decreased and survivors can be warned, but again, Tombstones in general are not going to be fun for someone. In fact, one of the big problems with Tombstones are that survivors who played pretty much perfectly can be instakilled with pretty much no warning. Barely stalked, escaped many chases, then just killed by Tombstone. At least with this, it feels more fair and predictable.
Not sure what you mean by grabs being impossible because you can’t attack... Doctor had this same mechanic with Treatment Mode pre-rework. And uh... the ability to gain Evil from hits and grabs would make him much MUCH more capable than before, as you can actually pressure survivors and gain your power at the same time.
With that all addressed, the point of me even plugging my thread in the first place wasn’t to say “this idea is better than yours,” but rather to more effectively explain and give examples of what’s wrong with Myers currently (without having to type it all over again). Having to spend a majority of the time as a worse or slightly better than normal killer (BTW, having a smaller terror radius does nothing for you in a chase, see Furtive Chase) to get an above average power is... not good. Having to stare at survivors for like 15 seconds to gain your power while losing distance is not good.
Myers needs a bit of work.
Also still don’t get the point of your Save changes. It’s a good perk that doesn’t need changing, but okay...
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Jeff/Tapp and Billy.
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TBH these are kinda some pretty bad changes lol.
Replacing Save, an actually good perk, for what?
Making Tombstone even more broken by adding infinite Tier III??
Fragrant Tuft of Hair now being useless, because Myers already has an insanely small TR in Tier II, making Undetectable in Tier III temporarily basically useless???
Making the Mirrors one add-on and Myers always undetectable with perma aura reading is OP as #########.
I don’t understand the point of these changes at all, they don’t fix any of Myers’ actual issues.
His Tier I and II are not very powerful, even if he has a reduced Terror Radius, he’s stuck in that form for most of the game, and has to slow himself down and not attack survivors in order to gain his power.
Judith’s Tombstone needs a big nerf if anything. Infinite Tier III AND instakills on everyone should not be one addon for Myers.
Fragrant Tuft of Hair should stay how it is, but require fully stalking all survivors.
Tombstone Piece needs to be removed.
Tier up system needs changing, probably flip Tier I and Tier II but Myers becomes way faster in Tier II.
Not trying to plug, but I go more in depth here:
@thefallenloser said:
Myers has quite a few issues.
With a very antiquated power from the old days of DBD, he is not as powerful as he once was, and weak in comparison to many other killers. He has the worst early game of any killer due to starting out in a weakened state. His add-ons are also pretty odd, ranging from completely useless to the most powerful add-ons in the game.
My goal in this rework idea is to make Michael Myers more fun to play as and against, while also improving on his strengths and toning down his weaknesses, and also normalizing the power of his add-ons, so that they aren't intensely oppressive.
Let's jump in!
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Power: Evil Within
The Shape can activate his Evil Within by tormenting and stalking his prey, allowing him to grow more powerful over the course of the trial, or take his prey by surprise.
Evil Within I:
In Evil Within I, The Shape stalks at a rate of 10% per second while at a distance of 16 meters or less from a survivor. The Shape can stalk survivors from a maximum distance of 40 meters, with the stalk rate being reduced by a maximum of 50%.
While in Evil Within I,
- The Shape has a Terror Radius of 16 meters.
- The Shape moves at a speed of 4.6 m/s or 115%.
- The Shape has a normal lunge range and vaulting speed.
Landing an attack on a survivor will instantly grant 25% progression on Evil Within.
Grabbing a survivor will instantly grant 65% progression on Evil Within.
Once reaching 100% progress on Evil Within, The Shape can enter Evil Within II or Evil Within III without an activation time.
Evil Within II:
The Shape can drain his Evil Within in order to enter Evil Within II to sneak up on survivor, at the cost of some of his available time in Evil Within III. Hold the Active Ability button to begin draining Evil Within at a rate of 10% per second, up to a maximum of 50%. The Shape can be in the Evil Within II state for 20 seconds.
While in Evil Within II,
- The Shape is Undetectable.
- The Shape cannot attack survivors.
- The Shape moves at a speed of 5.0 m/s or 125%.
- The Shape has an increased vaulting speed of 1.48 secs.
Grabbing a survivor while in Evil Within II refunds 50% of the power gauge cost for entering Evil Within II.
Remember this sound?
https://deadbydaylight.fandom.com/wiki/File%3AShape_EvilWithin_Tierup_Warning.ogg
This warning will play for all survivors within 32 meters once The Shape begins entering Evil Within III.
The Shape can enter Evil Within III at any time during Evil Within II, moving at a reduced speed of 3.8 m/s or 95% for 3 seconds, and will automatically enter Evil Within III once the duration of Evil Within II ends.
Evil Within III:
In Evil Within III, The Shape has greatly increased attributes, able to fell his prey with swift ease.
Evil Within III lasts 60 seconds if Evil Within was not drained for Tier II.
- The Shape has an increased Terror Radius of 40 meters.
- The Shape moves at a speed of 4.6 m/s or 115%.
- The Shape has an increased lunge range.
- The Shape has an increased vaulting speed of 1.275 seconds.
- The Shape picks up survivors 20% faster.
Once the duration of Evil Within III expires, The Shape returns to Evil Within I.
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This changes allow Michael to tier up much more consistently, and rely less on staring at survivors to gain while they get away. This also will make Myers' Undetectable capabilities much more offensive in nature, allowing him to sneak up on survivors quickly in order to get grabs and instadowns.
Let's move on to the add-ons.
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Add-Ons
While stalking movement speed add-ons should be removed and aura reading add-ons should be buffed, I'll address the add-ons that need more attention.
- Judith's Journal - (becomes very rare) Become obsessed with one survivor. Tremendously increases the amount of Evil gained when stalking the Obsession. Moderately decreases the amount of Evil gained from all other survivors when the Obsession is not fully stalked or dead.
- Vanity Mirror - Upon entering Evil Within II, see the auras of all survivors previously stalked for 5 seconds.
- Scratched Mirror - Upon entering Evil Within II, allows The Shape to remain in Evil Within II until a survivor is hooked. Allows The Shape to attack survivors with a reduced lunge distance.
- Tombstone Piece - (remove)
- Fragrant Tuft of Hair - Upon fully stalking all survivors, The Shape will be able to remain in Evil Within III indefinitely. Slightly decreases the Evil gained from all survivors.
- Judith's Tombstone - Once per trial, The Shape is allowed to instantly kill a survivor that has been fully drained of Evil. (cannot be avoided with lockers)
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So, what do you think? Would this make Myers more fun to play as and against? Would this dynamic playstyle make him stronger? What exactly would you change about his add-ons? Lemme know below. :)
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@Lord_Tony said:
https://forum.deadbydaylight.com/en/discussion/comment/2212103#Comment_2212103
I'm not playing ez mode SWF
Tony-- you're not even a good killer, so you making these threads moaning about SWFs over and over again is getting quite old, especially because you don't even play or know the experience that you're complaining about.
So, Mr. Streamer Man, stream some SWF games, go against actually good killers and be paired with actually good survivors.
Then maybe I can take your arguments seriously.
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@Lord_Tony said:
https://forum.deadbydaylight.com/en/discussion/comment/2212026#Comment_2212026
Why would I play survivor SOLO?
It's only OP with SWF
Get some friends, get into a SWF.
Obviously.
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@Lord_Tony said:
https://forum.deadbydaylight.com/en/discussion/comment/2211969#Comment_2211969
so then go make your own thread about killer perks.
I'm not going to sit here for hours arguing over both sides here.
I'm not even a survivor main, I play both sides pretty evenly.
My problem is how everything wrong with the game is attributed to SWFs with you.
You need to play survivor.
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Well, Wraith is now way better than Ghostie.
Also he just isn't really that good.
From a Ghostie Main.
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Ah yes, only SWFs use only meta perks, why haven't I realized this sooner.
Tony is still the Sluzzy of SWFs I see.
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@Dabihwow said:
https://forum.deadbydaylight.com/en/discussion/comment/2210136#Comment_2210136
I agree for the most part saying either NEmesis or Mr.X should be the killer because their iconic is so no-brainer it literally takes next to no thought process at all. If you are just using the fact they are iconic as your best defense that's really terrible. Look at the licensed killers from before, and lets try to give them the reason why they should be in DBd without saying the word Iconic.
Michael Myers: He is the literal embodiment of evil, and one of the first-ever slashers, and brought true terror.
Leatherface: he was the very first Slasher in existence
Freddy Krueger: He gives people the fear of falling asleep and is stands among the other slashers
Pig: She represents the twisted sadism that only few can endure even though shes not Jigsaw
GF: He literally is the Deadpool of the slashers ( by Deadpool I mean he constantly pokes fun at the slasher series) all the more while still being scary about
Demo: Its a literal ######### monster, that is from a popular Tv show, plus he's a good puppy dog
Pyramid Head: THe literal embodiment of damnation, and punishment, how can you not add that.
Now looking at Nemesis and Mr.X, they have next to nothing on what I just listed
I don't get why the same argument can't be made for Demo and Nemesis.
It's a literal 8ft tall inferno monster from the most popular video game horror franchise of all time.
In comparison, Demogorgon and Pyramid Head have nothing on them.
Also Leatherface was NOT the first slasher lol. Movies existed before 1974, he was just in the beginning of the popularization of the genre.
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C'mon I thought that one was pretty funny lol.
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i wouldn't mind this post if i didn't see stridor since you're using the cooler addons, passive phasing
but you're using stridor
lol stridor spirit
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- Remove the useless bloopoint cap. Having a cap makes me want to play less because I can't play certain characters at their full potential by saving up earlier.
- Double the amount of bloodpoints earned.
- Teachable perks should be auto unlocked and maxed on prestige.
- Prestiging refunds the bloodpoints all unused items and offerings.
- Remove perk tiers and increase the cost of perks to 9000 each.
- Perks purchased in the shrine should automatically be available to all characters.
Side note: Has anyone ever noticed that the bloodpoint offerings make no sense??? It's driving me insane how an Escape Cake or Survivor Pudding is a lower rarity than the Ardent Wreaths or Fragrant Bouquets.
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I don’t use Stridor on her because I’d feel like a dirtbag.
No Ruin and I never use Ruin+Undying on anyone. I go for Thrilling Tremors and Pop instead. I swap between BBQ and Whispers depending on how I’m feeling that day. Last perk is either Rancor or Shadowborn because epic FOV.
I usually take it pretty easy because I know I can win 90% of the time without too much effort. Most of the time I’m playing Spirit I’m on the phone or talking to someone because I don’t wanna hear every movement the survivors make because it’s so easy.
Please change Spirit.
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Oni is probably one of the lesser known killers... not sure why it would ever be him over one of the earlier ones like Nurse, Billy, or-- y'know... Trapper, the poster boy.
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Can make our your name there, but the text is a bit too small there
But yeah, this is a new type of either bug or hack, other people can have their names appear as something else, though I'm not privy to the methods used to attain this.
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@WeenieDog said:
https://forum.deadbydaylight.com/en/discussion/comment/2205938#Comment_2205938
That is true with old Freddy, but spirit is blind while phasing so she cant take advantage of it as directly.
At the very least though, it would make a killer "all about mindgames" like they toted her to be when they teased her instead of what we have now.
That is true, but remember, Spirit's Husks have collision, so she may be able to force survivors to take wider loops or potentially completely block them off!
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@WeenieDog said:
I'm not sure if her husk appearing every 1.25 seconds in haunting would be a buff that you can mindgame with. But who knows
This is essentially how Freddy's old Dream Transition worked. Skilled Freddy players would mindgame by walking one way, then back the other way, knowing that survivors would see them intermittently. The same thing could be done with this version of Spirit, except that she won't have to wait for the full duration to elapse and can end her power at any time.
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@Blueberry said:
Sooo where's the supposed buffs in other areas to compensate? Was that supposed to be the passive phasing? If so that's not nearly enough.
Seeing as now you've added tons of counter play built into her power, lowered it's strength essentially, and nerfed her addons, how about we up the phase movement speed and reduce the cooldown?
While yeah, the passive phasing was the big thing, her additional mindgaming potential with the husks could also be seen as a buff while in chase if played the right way.
However, I do agree that reducing the cooldown by a few seconds is warranted in this case. With the increases to recovery in the add-ons and net-nerf, increasing the frequency at which she can use her power by a tiny bit seems fine.
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@CoalTower said:
I love this. However I would make the husks appear every 25% to make it easier to tell exactly when they'll appear.
Yeah, 25% may be the better option! Will change right away.
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I think survivors should spawn in groups of two, both on opposite sides of the map, while the killer spawns somewhere in the middle. This will force the killer to choose to go to one side of the map of the other, while ensuring that survivors aren't all working on different generators, or are all on the same generator.
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I kinda main Ghostie because I like Scream and prefer the shorter, average build characters over super buff ones.
Also I like "darkness" and "stealth" centric characters. Ghostie was the perfect fit for me.
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There are literally only 4 ranged killers out of... 23? They all play in completely different ways and have different strengths.
But sorry, I guess phase-walking spirit school girl and gigantic man with a triangle on his head who can wallhack and has a completely different sacrifice mechanic isn't unique enough for you.
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@MadLordJack said:
That's pretty easy. Hooks exist, as does basement. Give it a few trials and you should have it done.
This challenge basically forces you to play like a scumlord in order to reliably get it done. One would either need to camp every hook until a survivor comes, or catch them off guard as a killer with a 32 meter Terror Radius and a global indication that your power is active.
This challenge is not reliable if the team either leaves the person to die or you don't have Discordance and Tinkerer active at the same time.