thrawn3054
thrawn3054
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@I_Face_Camp said:
https://forum.deadbydaylight.com/en/discussion/comment/1114923#Comment_1114923
Pretty sure they are just American, not African
I believe Hag actually is from Africa. Wraith was an immigrant from Africa. Doctor I believe was born in America.
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@Mc_Harty said:
https://forum.deadbydaylight.com/en/discussion/comment/1117538#Comment_1117538
The only people I generally blame the ruin nerf on, are the devs. At the end of the day they make all of the decisions.
Unfortunately far too many people think otherwise.
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@Mc_Harty said:
https://forum.deadbydaylight.com/en/discussion/comment/1117532#Comment_1117532
I was making fun of him for trying to claim survivor mains weren't survivors because they disagreed with him.
Hence, you survivors.
Fair enough. I've just seen far too many people try to pin the Ruin nerf on survivors.
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@Mc_Harty said:
And yet Ruin got nerfed because you survivors couldn't adapt to a ######### skillcheck.
Uhh no it didn't. Almost nobody gave a damn about Ruin. It got nerfed because they had a focus group that didn't like it. Ruin nerf was dumb. But don't try to pin that ######### on us.
As for the OP. There's a fair mix around the forums. Unfortunately the loudest voices often stand out. And there are some pretty loud voices on both sides. I've seen plenty of ridiculously biased ideas from both camps.
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@Auron471 said:
sigh... people like you give us survivor mains a bad name. Billy is perfect.
Not entirely. I think his chainsaw hit box is a bit too generous. Also insta saw can be a little rough. But his base kit is fine.
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@Peanits said:
I like scary stuff as much as the next guy, but just adding blood and gore isn't going to make it scary again. At some point, you just get hardened to the horror aspect of the game.
That was basically what I was going to say. Eventually, no matter what is put in to the game people will acclimated to it.
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There are tons of goofy meme builds out there that can be alot of fun. Head on is a favorite perk of mine. If I get a head on stun in a game I consider it a win. I'm almost finished leveling up for Adam's pebble perk. I look forward to trying it out.
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I hate playing against Plague, Legion and Ghostface. Those games are almost always miserable.
I enjoy facing Pig, Freddy, Billy and Doctor.
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I despise her.
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Balanced would have to be considered stronger. It has two passive abilities attached with the stagger reduction and the silent drop. But Lithe can be triggered on every single map. So it comes down to do you prefer situational, but stronger. Or consistent, but weaker.
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@ABannedCat said:
Survivors already shacking in fear of losing their uncounterable shack loop, haha!
Yeah, shack had no counters at all....
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It can definitely be obnoxious. The only two things I can suggest is to tunnel of first hook to try to force early DS if they have it. Or maybe try Blood Warden. I don't personally think BT is unfair. But if DS deactivated during end game it would not break my heart.
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@CrassardStreams said:
https://forum.deadbydaylight.com/en/discussion/comment/1112454#Comment_1112454
Ironworks, any Coldwind Map but the Rancid Abbot in particular, Haddonfield, there's plenty of stronger loops than the shack lol. The Game's bathroom is one of them too before the gen is done. If they wont' fix gens I hope they fix looping so it's not just "oh ######### they're all going for the infinite and I'm not a trapper/insta-down/map-crossing levels of mobility killer. Guess it's GG.
I literally explained what I meant by best loop. It's the best for both sides. Because it is strong with plenty of potential to mind game. Yes there are stronger loops. But that's not what I was talking about.
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@Frankie said:
https://forum.deadbydaylight.com/en/discussion/comment/1112454#Comment_1112454
It requires more of a mind game from the killer than it does the survivor (the walls can be seen through, and the survivors have 360 degree third person view) - which for a building considered to be the killers own building, makes no sense. I think the killer shack breakable wall was a great thing. It caused survivors in the PTB to have to think instead of mindlessly going to the killer shack because it's the only loop they can run.
That's why I said it's strong, but mind gameable. There are a ton of fake outs you can use.
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Except killer shack is actually probably the best loop on any map. By which I mean it's strong, but has tons of mind game potential.
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I'd suggest running Detective's Hunch instead. Far better for removing all the totems.
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I wish they'd have left it alone. It was fine as it was.
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1109888#Comment_1109888
Not MY logic. But yes, if you want to play on easy street and do half the work, then you should be rewarded as such. If it was a case of you couldn't even black pip, then I'd admit that there is a problem.
You can still get your double hit and go up with most of these killers. You don't have to mark them as Ghostface, you have a hammer as Bubba and Billy, you don't need to always hit Tier III Evil Within. You choose to.
I get where you're coming from. But it's silly to penalize killers for using their killers power.
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@Dokta_Carter said:
https://forum.deadbydaylight.com/en/discussion/comment/1109706#Comment_1109706
Would be cool to see a "protective" perk that the hooked one uses to where if they get downed instead the unhooker loses a healthstate once would prevent farming and slow down tunneling a lot. But i can see it being op and used to troll as well
That would be kinda cool though. An anti farming perk would be really interesting.
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@Dokta_Carter said:
https://forum.deadbydaylight.com/en/discussion/comment/1109686#Comment_1109686
Cannon fodder... A nice choice of words.
I mean it would be active sabotaging but i swear some survivors deserve it. Like i had a survivor farm two Survivors. Off hooks in the same match(both first and second hooks each), end game chat was a beautiful and sad salt fest all in one
I do enjoy it when I get to use that phrase.
True, there are definitely those who deserve it. But for everyone who did there'd be five more who did it to troll someone.
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@BloodyNights said:
https://forum.deadbydaylight.com/en/discussion/comment/1109676#Comment_1109676
Feng Min is best girl that's why.
So that means they want to put her in either a ridiculous Halloween costume. Or somebody's disturbing fantasy?
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@Dokta_Carter said:
https://forum.deadbydaylight.com/en/discussion/comment/1109652#Comment_1109652
A lot of survivors ive seen say "we don't have to work as a team" anyways, and not as a "i don't have to save" you kind of way
While I generally view my team as cannon fodder, I don't actively sabotage them. The OP's idea would definitely start that kind of game play.
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Why are people worked up over a bunny cosmetic?
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Because his power doesn't need a cooldown.
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They definitely need to fix sounds. But I also think Iron Will should also effect you on the ground.
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Yeah, this was not a well thought out idea. Between that and all the escape after meeting x condition challenges this is a rough one.
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Lmao. Wth is wrong with people. They know you can drag them back in and they tbag....
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Sabo meta you say?
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@Tactless_Ninja said:
https://forum.deadbydaylight.com/en/discussion/comment/1101761#Comment_1101761
It was ineffective because of how long it took to set up. Which was tedious because there were multiple hooks in any given area, and didn't guarantee you'd get to the hook in time unless you were heavily shadowing the killer or coordinated with someone else. There was zero reason to leave gens to save a teammate if they could eat a few hooks.
The shorter speed will mean at least an attempt on sabo'ing the hook. People bodyblock all the time, and now they'll be able to multitask as well. It'll reward aggressive play which only swf can typically pull off.
Except people are probably not wasting their toolboxes on it. And I doubt anybody is going to run Saboteur.
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@xerav said:
https://forum.deadbydaylight.com/en/discussion/comment/1100830#Comment_1100830
We havent seen it in action dont judge so quickly mate... they said breaking hooks will be very fast.. but i can tell you this if it is useful it will only result in more slugging...
True. But with toolboxes having less charges, and hooks being down for less time, it definitely looks like a nerf.
@Archimedes5000 said:
https://forum.deadbydaylight.com/en/discussion/comment/1100830#Comment_1100830
What? No they didnt.
You will be able to sabo "on the fly" now
So sabo saves are back, but without 99ing hooks
So overall, more useful, but balanced
See the above response. It's overall a lateral move. But it will still end up being a nerf most likely.
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1100830#Comment_1100830
Oh no that is definitely a buff. 100%.
https://forum.deadbydaylight.com/en/discussion/comment/1100848#Comment_1100848
Toolboxes are not gone, we don't know the specifics yet but I agree they might prove me wrong, I need more info first. If the numbers are still high on say the % they boost, then it could still be just as if not stronger in a way. It doesn't sound like they are addressing their root issue, but we'll see.....
The specific killer changes are nice for them, but talking killer as a role overall those don't have quite the same level of impact of global changes.
The killers breaking walls we don't know if it's even any good yet, and even if it is it is only on one map, and if it stays that way for like 6-12 months than it isn't really worth thinking about right now.
Listen, I will admit it's too early for me to say it's too survivor sided or anything yet, I'll retract that, but I have legit concern and skepticism because of those sabo changes. I'll have to wait and see before I can really say for sure. If they mess up the numbers on the sabo and toolbox changes is the major factor I think...
There's added utility. But I don't think it'll be enough to out way the negatives.
@Tactless_Ninja said:
https://forum.deadbydaylight.com/en/discussion/comment/1100830#Comment_1100830
Nobody sabo'd because of how tedious it was. This sounds like a huge buff to every perk that uses the wiggle meter as well since they can sabo right in front of the killer without prep.
Nobody Sabo'd because it was too ineffective. The shorter speed will make it easier. But overall I don't think it'll be enough to make it effective.
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@[Deleted User] said:
They sound like really survivor sided changes to me. Especially the sabo ones. Those sabo ones really have me worried, sabo crazy survivors are why I quit DBD the first time.
That seemed to have stopped so I started playing again.
They overall nerfed Sabo....
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/1100690#Comment_1100690
You can't vault a wall, so it wouldn't affect them.
Are they going to kick the wall like a pallet?
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Putting the earn 5 of this emblem challenges at the beginning was a mistake.
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Because there's been a massive increase in Noed use.
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It dropped already? Nice.
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Clear out some of the useless things in the blood webs. If I could add a feature, it'd be being able to sell things back to the blood web.
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I think a kind of cool perk would be one that guarantees a map out of the first chest you search. Basically pharmacy but for maps.
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If you're trying to slug all 4 people before picking up you're certainly a boring killer. But the OP'S scenario does not mean a bad killer.
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I actually really like your idea for Babysitter.
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@Dr_Loomis said:
One of the all-time favourite antics of the Survivor troll gangs:
They've acted like buttock-warts all match, with all the usually tactics to annoy the killer, taking glee in their own attempts to turn people away from the game out of pure frustration. You've simply brushed it off and have attempted to play and have fun, as best you can.
But what really is intriguing is the sheer selfishness of running out at the exit gate in order to deny the killer the opportunity to find and close the hatch. You can tell when this has happened purposely: It usually occurs after a survivor has been rescued and they've ran off to escape a 99% complete exit gate. The injured survivor leaves but it's obvious the last survivor is there, desperately in the mood for a teabag. Sometimes it's just better to make the most of what's left: find that hatch and get a few extra points.
The final survivor then realises you're far away, looking for the hatch. Knowing you have no interest in sharing the hilarity of seeing them crouch up and down repeatedly, they understand you're not rising to them.
So off they go, just to spite you and to deny you them points. You can tell when this has happened, the mature post-game chat confirms it. "No hatch for you lolz". Peak conversation.
I'm in no way saying "THE LAST SURVIVOR MUST NOT EXIT VIA THE GATE UNTIL I'VE CLOSED THE HATCH!". It's just sad to know that some players will do anything and everything to antagonize others. It's just so pathetic.
Shame. The match-making and abhorrent player base are really damaging this game. Oh well.
Buttock- warts.....I'm dead.
@AsePlayer said:
Why do you care exactly?
There is an achievement for hatch closing.
@Seanzu said:
Wait... so now killers are complaining that survivors are leaving EGC too quickly?
you guys have come full circle, congratulations!
I had a Myers down me in the exit gate, pick me up, and realise he couldn't get me to a hook so he dropped, my team mates had to leave and the hatch opened up next to me, but he slammed it shut and watched me crawl out the exit gate, both sides do things to spite each other from points, I however think this is just you being paranoid, you could have closed the hatch at any second.
What more likely happened is the survivor got bored of waiting to tbag you, and left, not even considering the hatch.
I believe the OP's frustration was from the survivors attitude more then the action.
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@woundcowboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1095747#Comment_1095747
Okay, but the problem is that “its job” is too strong. You reacted as if slugging was a counter, but it does nothing.
Slugging keeps that person from doing anything to advance the survivors objective. If you slug the one and chase one. Then one person has to come pick up the slug. That leaves one person on gens. How is that doing nothing? True it's not as much pressure as a hook. But it hardly does nothing.
@xGodSendDeath said:
Getting forced to eat a DS because of some BS just gives me a green light to tunnel that person into the ######### ground
So you tunneled. Got hit with their perk to combat tunneling. And instead of reconsidering your strategy, you say ######### that guy. Tunnel harder. Did I miss anything?
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People stop playing a role for multiple reasons. Difficulty can be a factor. But is unlikely to be a big one. Getting burnt out on it, or simply not having fun are the main two I suspect. I don't think most killers honestly care that much about the kills they get. I think they just to have a fun match where they feel like they did well.
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Because I find them fun to play.
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@GoodBoyKaru said:
Honestly if they're asking to die I just let them. Its clear they're not having fun, and fun is something I try my best to prioritise in any situation, survivor or killer. Why they're not having fun I don't know, could be the killer im playing, could be a perk they think I have, could be that their teammates were hot garbage.
Plus I hate it when I pip because it means I face people who sweat out their assets. I'm just trying to have a relaxed game here, pip or no pip.
This. Also there are the times that real life situations come up and you need to go.
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@emptyCups said:
https://forum.deadbydaylight.com/en/discussion/comment/1093232#Comment_1093232
Sounds like a bad survivor player decision that the killer shouldn't be penalized for.
Dont play online games without teams
Dont play ranked games without teams
Dont play team based games without teams and expect to win
So you want every game to be swf? Yeah, that would end well.
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@LustForBP said:
https://forum.deadbydaylight.com/en/discussion/comment/1093376#Comment_1093376
Because survivors earned their usage on their perks, right? Caught twice in a row, here’s DS? Injured on final gen, here’s adrenaline? Not really sure how you can favor one side being rewarded for, as we’re now labeling it, a failure and not the other.
I didn't say it was a failure. I like the timer better because it rewards success and ensures the killer can get use out of their perk.
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I'd say no to each of them. I'll go over why for each one.
Toolboxes: For starters sabotage would be impossible without saboteur then. Add to that if you removed them, along with keys you'd only have 3 survivor items.
Keys: I think the concept for keys are fine. They just need tweaked to be a bit more fair.
Mori's: Same reasoning as the keys. Also some of the animations are cool.
Hatch: You'd have to redo EGC. Also achievements are tied to hatch escapes.
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@PigMainClaudette said:
DS - not if used correctly. Actually used against campers/tunnellers properly.
Adrenaline - Small temporary boost. Rewards staying alive and punishes greedy killers closing hatch.
Unbreakable - Killer left you. Their loss.
Borrowed Time - CAN be abused, but still useful anti-camper perk. Abusable too since it relies on terror radius.
Spine Chill - Stealth killers, genius. Try spotting a cloaked Wraith at 20m with terrain. No audio notification.
Sprint Burst - Walk everywhere for a 3 second boost that you can still get hit in.
Dead Hard - Smaller than you think and works even less.
Balanced Landing - 3 second boost, and killers have zero effect from heights. Find a high point in half the maps.
Self-Care - Play solo in anything below red. Nobody heals you. It's an insurance policy.
Boil Over - Can be used to a killer's advantage and you're going to get one escape in a hundred games instead of a thousand.
Iron Will - Maybe I'm a little sick of hearing Jane's thirsty moans.
Breakdown - 2 uses. Nobody runs it. You'll get your hook back anyway.
Deliverance - One use only . With conditions. Leaves you broken after.
Hope - Used for an Archives challenge. Terrible perk.
Inner Strength - Leaves you vulnerable with maximum 5 uses.
Flip-Flop - Terrible perk. Relies on bad killer play.
Now. NoED
NoED free kills - You can't win a chase normally, so here's a free hidden Exposed effect and a movement speed buff for free.
Rewards failure - No requirements on your end as killer. Just be bad and get to endgame.
Cleansing totems - Can't always find them! Can't exactly use Small Game when I'm limited with Archives for perk slots either.
I agree with your points on the survivor perks. Noed is a bit more grey then you make it sound. It can certainly be a crutch to killers who fail to get people without it. It can also help a killer who played well close the game well.
I think it just feels cheap to survivors since the killer did nothing to earn such a strong boost. I've suggested before it should be on a timer rather than a Hex. With each hook adding to the timer.
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@ClickyClicky said:
Slugging is fine if you slug the odd survivor. I think survivors mostly hate it when you intend to end the game by slugging. As in all 4 slugged before hook. Being slugged while you chase someone else isn't a big deal.
Pretty much this. Tactics like slugging and tunneling are mostly hated because so many people do it mindlessly. No rational survivor gets mad when it's done strategically.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/1093159#Comment_1093159
Meh, a survivor team doing well is one thing. Its when they start trash talking afterward that drives alot of people away. On the DBD facebook page im a member of, theres constantly posts from people new to killer who get turned off it due to the messages they get.
That's one reason I have messages turned off.
