thrawn3054
thrawn3054
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- thrawn3054
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Comments
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@NMCKE Oh cool. I suggested before that dull totems should be added to the light bringer emblem. Thanks for the info.
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@NMCKE What changes to light bringer?
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Yeah, solo can be pretty painful.
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@sickOfLAG said:
https://forum.deadbydaylight.com/en/discussion/comment/519926#Comment_519926
then don't host as a killer. how hard is that???
Again, you don't get to decide who gets to play the entire game they bought. But by your logic you should only play killer with your 1gb internet. If anything isn't it your responsibility to only play killer since you can host such a stable lag free game?
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You really think people with bad internet are simply too cheap to get better internet? Can you possibly be that ignorant? People with bad internet have the internet they can get. Most places only offer one ISP. You don't get to tell people they can only play half a game they bought because it might inconvenience you.
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@Sentry said:
Plz explaing why detections perks ony help for stealth kills. As fars I no spine chill actives if the killer is looking in ur direction therefore giving a extra headstart, so why would this not be help full against a nurse or hillbilly.
@Sentry I didn't say it was useless. Just the amount of value you get from using it against non stealth killers makes it a wasted perk to me.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/519142#Comment_519142
Premonition and Spine Chill ARE useful in every match. You just don't want to use them.
They're useful against stealth killers. Otherwise they're a waste.
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@MistressChara said:
Tunneling can be bad sportsmanship but it depends. It's a hot topic not because it dosen't exist or because it's a bad strategy, but because it can be abused to essentially grief someone's game.
The difference between losing via actually losing and getting tunneled to death is that dying normally is often a result of your own actions (or at the very least the actions of your team) and is therefore not very frustrating and more of a learning experience. However dying by being tunneled to death very rarely has anything to do with your skill or your choices and is mainly the killer making that choice for you.
People who play Killer (rightfully) discussed in the past and to some extent today about how the flow of the match is largely controlled by the survivors. This makes playing killer stressful and frustrating since you are meant to be the power role. Tunneling one survivor removes nearly all autonomy from the survivor and gives them little to do other than stall you. If they stall you long enough then their teammates escape but they die. If they don't then they die. There's no winning for them. Therefore it's very frustrating for similar reasons as playing killer can be frustrating in general sometimes.
I'm not throwing shade at anyone going after the weakest link in a survivor team, or going after the unhooked person after an unsafe unhook. Those kinds of things are perfectly reasonable. But it's something to think about when Dwight is trying his best and you've hooked him twice and are currently about to down him again within the span of 2 minutes. Think about how you feel when desperately trying to do well against Toxic Squadettes and consider the human on the other side of the screen.
If enough of us did that, this game would in a much better place.
@MistressChara You pretty much summed up why I dislike and refuse to tunnel.
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I think what really bothered people was they hyped this up for it to be only the mask with an "orginal " killer. You follow that up by insulting our intelligence trying to pretend this was a good thing. So instead of a Scream chapter that people really wanted we got a stand alone bargain basement killer. All of which could have still been salvaged if the killer wasn't terrible.
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Focusing down a survivor in the way you describe is literally tunneling. If you want to/feel the need to play that way so be it. But that doesn't mean tunneling doesn't exist. By your logic gen rush doesn't exist.
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I have spurts like that. Either swf or just really efficient solos.
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@SpacingLlamas said:
https://forum.deadbydaylight.com/en/discussion/comment/516970#Comment_516970
@thrawn3054 I wished they did too. I really did at one point of time thoroughly enjoyed the game. F13 devs killed it before the lawsuit. The lawsuit just finalized it
@SpacingLlamas it was in a rough spot, but still had a chance. The lawsuit was it's death though.
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I dislike playing against Spirit anyway so prayer beads doesn't make that much difference to me.
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@Horus said:
https://forum.deadbydaylight.com/en/discussion/comment/517160#Comment_517160
Yeah but alot of people will be glad its gone
I suppose that's probably true, though I can't understand why. I despise CoD but I don't want the franchise to die.
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@Horus True but I was still pretty sad when F13 got to a point I couldn't play anymore. DbD will eventually die and it will be a sad day for alot of people.
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@Mushwin I have. I need to go back to it. I didn't play very far in, but what I did play was alot of fun.
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@NoShinyPony Fair point. Though I think it could be still beneficial. Killers could stop running ruin as this would probably bring them more consistent results.
As a secondary idea (I believe I've seen it suggested before) survivors could be required to gather repair parts. Nothing crazy. A single part per gen. They could be put in chests maybe? That way they have to spend the time searching the chest which could turn out to contain an item instead of a part.
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I really wish the F13 devs had gotten their ######### together. It was so much fun.
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I suggested in the past survivors suffer a 5% debuff to repair speed for every totem on the map. This way if they choose to ignore totems they repair slower, giving the killer time. If they choose to cleanse them it buys the killer time.
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Self care is fine. They already nerfed it. Your proposed nerf would make the perk useless.
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Too expensive.
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Not sure if I'd say most of them are a bad influence. Some are a definitely toxic for the game though.
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Okay. Bye then.
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This would be a really bad idea. There's a big difference between putting out a game with fictional killers and one based on real killers. Nobody wants to glorify Ted Bunndy.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/513979#Comment_513979
It's not like the survivor is standing there letting you soak up like a moron. You are still having to work for all of it.
As I said I think it would be too much. I could be wrong. I'd love for it to be tested in the next ptb to find out.
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@NuclearBurrito In a strict sense you are correct. Escape or kill is the basic goal of the game. But with so many different playstyles and side goals the question of a win is more open. Especially when the OP was asking for people's personal opinions of a win. If you set a goal for a game and succeed how is it not a win?
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She's popular so of course she'll get alot of cosmetics.
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Overall some pretty good changes in here.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/514061#Comment_514061
Also. I don't think everyone DOES know the official rule. Since when I made a thread about it I had a LOT of people trying to tell me that the screenshots I posted DESPITE BEING DIRECTLY FROM THE GAME ITSELF were wrong.
Hell even @weirdkid5 just now said that the game considers piping the wincon, despite the screenshots that show otherwise.
The problem with using the screen shots from the game is people play for different reasons. Some people think the only way to win is escape or 4k. Which is fine. Others consider it a win if they set a particular goal for a game and achieve it. So long as it's not something that breaks the rules, or deliberately ruins somebody else's game, there is no right or wrong answer to what is a win in a game like this.
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Lol. I'm not good enough to mind game others. Let along myself.
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Basically if I feel I played well that game. I don't have to get a bunch of kills if I had good chases and got my hooks in. Same as a survivor. I don't have to escape to be happy. If I did good I'm happy with the game. I do consider any time I get camped after a good chase an automatic win.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/513688#Comment_513688
"So that he can stalk the weak link ALL game and get free insta downs off of a potato? No ty."
That's entirely the point. He uses the weakest links to help tackle the better survivors. Otherwise he isn't reaching rank 1 viability.
I think unlimited stalk would be a bit too far. Double the amount of stalk a survivor has to give would (I think) be safe while still helping his viability.
Peeking is not Michael's style.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/513448#Comment_513448
This would work.
I'd just like a flat 15% only once broken/fully sick and a random fountain becomes corrupted every minute.
They could even increased the base sickness transition time to broken if need be. This would transition her into a true "Plague" if you will, in that you'd be more focused on spreading the disease rather than just bursting into one guy and downing him on the spot with the Vile Purge.
I thought about the flat rate once broken, but being sick even a little would adversely effect you in real life. I feel like a lower debuff that gets worse as the sickness progresses would be more realistic.
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This is too relatable. I'm not a good looper, but sometimes manage really good chases. It always depresses me when I run a killer for 3 to 4 minutes and no gens pop. Like ######### where you doing this entire time?
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Lol mine has pretty much always taken at least that long.
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I actually think Plague would be fine if they added a repair speed debuff when you are sick. Maybe 10 to 15% while in the beginning stages of sickness. 25% once you're sick enough to reach broken state. This way if they don't cleanse you gain time.
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@Eguzky said:
https://forum.deadbydaylight.com/en/discussion/comment/509310#Comment_509310
Because Survivor mains would start screaming if they could not log in a 4-man SWF group and literally bully the Killers before waltzing off the map while ######### the dirt with crouch-spam.
Just wait; someday the devs will give the Survivors extra BP just for playing Survivor, probably out of the Killer's current BP balance. Steal +3000 BP for each Survivor who makes it off the map. +2000 if they are sacrificed. And the Killer's temp-banned if he does not have enough BP to steal, because Survivors DESERVE that BP.
I think it more likely they are having trouble thinking up unique powers. It's not easy to come up with a power that both adds something new and is viable.
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I'm sure at least some of them didn't like Legion.
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I'm actually excited for the Streetwise buff.
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Uhh...okay...
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Scream. Now most of you all hate it.
Because it's not Scream. No map or survivor. All we got was the Ghostface mask and a massively underpowered killer.
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No. You can be a team player or not. You shouldn't be punished for choosing not to be one.
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@ReneAensland said:
https://forum.deadbydaylight.com/en/discussion/comment/505967#Comment_505967
I don't understand why your comment for balanced was Voted Down.
Have my upvote.
I agree with you.
Probably because a debuff while injured wouldn't be unbalanced.
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It really doesn't make sense. 25% is probably a bit much though. 10 to 15% is probably more reasonable.
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@miaasma said:
no, the killers who are currently 110% movement speed are perfectly strong where they are
the only killer i'd argue would be okay with this change is huntress, and that's more because the devs seem to love releasing enormous maps that are terrible for her
hag and spirit do not need movement speed buffs
@VexTheHex said:
All three of those ladies are already powerful though.
I know they're strong. That's half the point. Trying to add variety to the higher ranks. The second half being to avoid any new killers being saddled with this deficit.
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@NoShinyPony They wouldn't need to be dead zones. For new maps I'd use those spaces to add some interesting buildings and land marks. Maybe adding little Easter eggs that tie into the story of the killer for who that map was made. Hopefully resulting in more unique and interesting maps.
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Not really. I'm on console, so the ptb is meaningless to me. As for Ghostface, he feels more then a little underwhelming to me. Time will tell, but he might be the first killer I pass on altogether.
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@NoShinyPony Which is what I mean by the layout being an issue. If they didn't spread the gens out so far they wouldn't be so bad.
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I think the size isn't the issue so much as the layout on alot of them. I personally despise both of The Red Forest maps both as a killer and survivor. I actually love The Game and the hospital maps from both sides.
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Built up a tolerance most likely.